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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BMF98567
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BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 03-18-05 03:52 PM, in How do you find level data within a rom? Link
Personally, I watch FCEU(X)D's RAM viewer as a level is loading. Once I find the decoded level data, I set a write breakpoint somewhere in that area (a lot of games use extra RAM at $6000 to store decoded level layouts, like SMB2). Re-enter the level, wait for the breakpoint to hit, and trace backwards from there. A definite bonus of using this method is that it almost always drops you right in the middle of the level decoding/decompression routine.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-19-05 12:18 PM, in Before Acmlms... Link
Let's see...I started out at DukeWorld (a Duke Nukem 3D site) sometime back in 1996 or 1997. Went through a bunch of message board system changes over the next couple of years, as well as a few periods of OMFG DRAMA and rebellion against the "nazi mods," before finally moving on to greener pastures with a bunch of fellow members (several of which I'm still good friends with today, and converse with frequently on my own board). Good times, those were. I still long for those days, when I was young and had no responsibilities to worry about, aside from the occasional homework, and those Duke3D levels I never really got around to finishing.

There have been a bunch of assorted boards since then (including a couple of Acmlm's old boards), most of which I've long forgotten about, but my main hangouts right now are my own board, The Sardius Experience (currently down), and, of course, this place.
BMF98567
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From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-19-05 12:38 PM, in Need some help Link
Originally posted by Kyouji Craw
I assumed as much, seeing as it was never specifically programmed in. More than likely, the part of it that controls whether it can be stomped on points to a value ___ ahead, the editing of which may cause problems with other things since it wasn't intended to be used by the goomba...
Actually, it was programmed in, as the prototype tiles from the SNES Test ROM show:



The squished Goomba tile on the left (proto) resided in the area now occupied by the wing on the right (final). Seems the SMW designers rearranged a lot of graphics, but often left the code intact...


(edited by BMF54123 on 03-19-05 03:41 AM)
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-21-05 08:32 AM, in Best Notepad variation is ? Link
I run into that linebreak problem a lot with Notepad. I had to edit a bunch of my old HTML files in Wordpad because of that, actually...which is odd, because I could've sworn I originally saved them in Notepad back when I had Windows 95.
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BMF98567
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From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-23-05 11:47 AM, in What's a good place that'll host a website for free? Link
Eh? 3GB? Are you sure about that? There have been countless times where I've visited someone's site to look at hack screenshots or download something, and I get that stupid "this site is temporarily unavailable" message. Unless they recently upped the limit...
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BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-23-05 12:20 PM, in SMB2 simple ASM hack and documentation Link
It's called Starman in SSBM, so it's still an official term. Somehow I don't think Mushrooms are ever going to be called "Magic Mushrooms" again, though.
BMF98567
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Posted on 03-24-05 03:22 AM, in Best Emulators for use in hacking Link
There are more than enough stickies as is, we don't need another one for something as simple as this.

Colleen has suggested updating the main FAQ to include forum-specific sections. If that happens, this can go in there.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 03-24-05 03:32 AM, in To those who have hacks hosted on Zophars domain Link
They rarely post non-translation ROM hacks anymore, it seems. They might just be waiting until they get a few submissions so they can make a single update. (Or perhaps they were getting so many submissions, they decided to ignore them for a while. )

In the meantime, if you don't have one already, I suggest you make your own website and spread the link around.
BMF98567
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Posted on 03-24-05 01:14 PM, in To those who have hacks hosted on Zophars domain Link
I still think it's funny that their "major redesign" a few years ago mostly consisted of moving the navigation bar to the right side of the page. XD
BMF98567
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Posted on 03-24-05 01:21 PM, in Mario Odyssey intro level scroll? Link
Actually, for those levels, I set up a custom ASM routine that would scroll layer 2 independently of the auto-scroll sprites (I didn't like the way the sprites started out slow and gradually increased in speed). I only used those sprites to advance layer 1 forward, so the next sprite would trigger at the correct time.
BMF98567
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Posted on 03-25-05 12:19 PM, in SMB2: Coin ASM Hack Link
That's a friggin' awesome hack, DD. I should try converting my little power meter hack from LotBB2 into a sprite-based coin counter. Problem is, there might not be enough space in VROM for the numbers...
Originally posted by iamhiro1112
Anyone else having problems with the patch? My game stopped working after putting the patch on it. I was using version 1.1 I believe.
PRG1 has some major changes to the program code (exactly what, I'm not sure). Lots of stuff is moved around. Use PRG0 instead, that's the most common ROM anyway.

[EDIT]



Heehee, that wasn't too hard.

Download coincounter.ips

This patch must be applied to a ROM that's already been patched with the coin hack (you can apply it to a clean ROM, but it'll act as a cherry counter instead ). I replaced the old Albatoss and unanimated bomb graphics left over from Doki Doki Panic with the number and coin tiles, so it shouldn't mess anything up.

I also have a bug report, DD: the coins don't work in Sub-Space. They glitch up and can't be collected.


(edited by BMF54123 on 03-25-05 06:35 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-25-05 01:05 PM, in Mega Man 6 debugging stuff! Link
I forgot I was supposed to update my post with an IPS patch, but Game Genie codes are just as good and less permanent.

Mega Man 6:
EZKKIVKG
LLVKATOL
AXEGLVTU

I haven't made codes for MM7 yet. I don't have the cart, so I never had a reason to.

Note that on a real NES, MM6's sprite test will always (?) show some kind of pattern in the background (I think it's because the game never gets the chance to clear out VRAM like it's supposed to). However, if you play around with the current pattern value, sometimes it will disappear.


(edited by BMF54123 on 03-25-05 04:12 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 03-26-05 12:12 PM, in SMB2: Coin ASM Hack Link
You can just change the byte at $102A in the ROM to whatever value you want to trigger a 1UP. The default is #$64 (100 in hex). So, for example, change it to #$32, and you'll only need to collect 50 coins.

I don't think DD intended for this to be used with the original game, but rather as a base for a hack. It would be neat if someone figured out how to create a resizable "multiple coins" object type, in order to save ROM space (inserting a lot of individual coin objects would quickly eat up what little space there is). You could definitely hack an existing platform object, but SMB2's object set is limited enough as is...
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BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-28-05 01:52 PM, in Optimism vs Pessimism Link
Man, I think that definition of pessimism fits me to a T.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 03-29-05 04:27 AM, in Best Emulators for use in hacking Link
Originally posted by Disch
But anyway, have you tried LoopyNES? It's very quick, also, and is leaps and bounds ahead of NESticle.
I was just about to mention that. loopyNES doesn't have the best mapper support, and later versions have slightly bugged sound (depending on the game), but its emulation accuracy still rivals that of a lot of modern emulators, especially when it comes to odd quirks and rarely-used features of the PPU (as often seen in demos). I believe there are still some demos that only work 100% correctly in loopyNES.
BMF98567
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Posted on 03-29-05 09:59 AM, in My new computer is gonna EAT your CHILDREN!!! Link
I don't think a lot of people realize that USB devices eat up varying amounts of CPU cycles. Just because your computer could theoretically support up to 256(?) USB devices doesn't mean you could actually *use* all of them...you'd most likely have a molten puddle where your CPU used to be before you even got close.

Me, I'd do fine with one port...that's all I ever use, and I hardly ever use the attached PSX gamepad adapter because it lags pretty bad compared to my old gameport Sidewinder. I guess I won't be getting a new soundcard anytime soon, since they don't come with gameports anymore.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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