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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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Posted on 07-07-05 02:42 AM, in help w/ sprite placement for SMB2 Link
Yeah, that's the size byte for the current block. If you split that string up into its individual blocks (remember, one block per page), it becomes easier to understand:

1-1, first vertical area - 4 pages + 1 buffer page
01
01
05 03 76 03 6C
01
01
1-1, second vertical area - 4 pages + 1 buffer page
05 14 56 14 AD
03 03 9D
07 0E 83 0E 79 03 BC
05 0E 90 02 75 (where'd that 02 come from? it should be 0E)
01 (don't forget the extra "buffer" page)

Really, that's all there is to sprite data. There aren't any other "special bytes" that I'm aware of...just block sizes and the enemies themselves.
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Posted on 07-07-05 12:47 PM, in New Hack - Super Mario Land Color Link
Yeah, the Colorizer does some nasty things to the ROM, as I recall. Screws up the timing and whatnot (as the shifted status bar shows). I also doubt it'd work on a real GBC...
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Posted on 07-07-05 12:55 PM, in Heard this was true . . . Link
Seems to me that the best way would be to buy carts containing the expansion chips you expect to use (i.e. one SuperFX cart, one SuperFX 2 cart, one SDD-1 cart, etc.) and replace the ROMs with EPROM sockets. Of course, as BGNG mentioned, the routing of the address lines and such might be different between games, as well as SRAM size (or lack thereof)...
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Posted on 07-07-05 01:40 PM, in SMW ROM addresses Link
Actually, it wouldn't be that difficult to hack...just find the code that loads the sound effect number, and redirect it to a custom subroutine that checks what sprite number Mario jumped on. If it's a Goomba, load a different sound effect number and return; otherwise, load the original.

As for actually implementing it, I'll leave that up to you, as I'm not even sure how one would go about checking which sprite Mario last stomped.
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Posted on 07-08-05 02:33 PM, in A rather odd and disgusting find in Megaman Battle Network 5 Link
Originally posted by HyperHacker
Also I know there was some old NES game that was incorrectly padded... Instead of properly adding zeros to the end of the file before they put it on the ROM chips, they just changed the file size, so the unused areas of the ROM got filled with other data on their hard drive. As a result a large chunk of the game's source code got included in the ROM! XD
Several of HAL's old Famicom games were padded in such a way, though it was scattered throughout the ROM, not just added to the end. Air Fortress was one such game; you can see the code at my site.

Unfortunately, their U.S. counterparts were recompiled with a different program/different settings, so all you'll see in the slack space is a bunch of boring 00s.
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Posted on 07-11-05 12:19 PM, in To add, or not to add... Link
STRONGLY AGREE.

I know I could've used this feature several times.


(edited by BMF54123 on 07-11-05 03:19 AM)
BMF98567
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Posted on 07-11-05 12:48 PM, in Most Loathed Computer Task? Link
Any time I have to replace hardware ("have to" as in "not by choice"), especially hard drives. Win98 was pretty lenient when it came to replacing drives, since you could just copy everything from master to slave via Explorer and then swap, but I was only recently introduced to the world of NT (via Win2K) and...it's different. I had to use a direct drive-copying boot disk thing to replace my Win2K drive.

Motherboards are a huge pain, too, though fortunately I don't have to do those nearly as often...
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Posted on 07-11-05 01:29 PM, in Hardware advice Link
Hmm...it's hard to tell what kind of 3D chipset that has, though I'm assuming it's something by Intel (the rest of the chipset is). It'll probably handle older/lower-end games just fine, though newer stuff (Doom 3, Half-Life 2) will almost certainly choke it. As you said, though, you don't play those, so I think you've got yourself a pretty good deal there.
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Posted on 07-11-05 01:36 PM, in The Appropriate Forum Link
Why, hello again. I do believe we just re-met on Shroomy's old board, right before it re-collapsed. Remember the good old days...?

Anyway, re-welcome to Acmlm's!

(re...re...re...oi. )
BMF98567
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Posted on 07-12-05 01:37 PM, in Gamepad problem Link
Originally posted by HyperHacker
Exactly! But the ZSnes guys insist their code is perfect.
BWAHAHAHAHAHAHAAAAA.

I have had nothing but problems with ZSNES's joystick support. The DOS version (back when I still used it) would just freeze when I tried to configure the gamepad buttons, and the Windows version gets my two USB pads confused, and sometimes accepts only one button (but only in the configuration screen--I can go into the config file and set the buttons manually, and it works fine).


(edited by BMF54123 on 07-12-05 04:38 AM)
BMF98567
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Posted on 07-13-05 12:26 PM, in Has anyone ever considered producing something capable of editing Metroid Prime 2 Link
WOULD YOU GUYS QUIT MESSAGING ME ABOUT MP2 ASM HACKS?! I'm just a Super Mario World hacker!

(Okay, seriously, this joke's gone on long enough. Long story short, quit asking for editors. Either learn to make them yourself, or provide enough detailed data to possibly get someone interested in making one. And no, "I think the levels start somewhere around $xxxx" doesn't count as "detailed data.")
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Posted on 07-13-05 12:37 PM, in Has anyone considered making a Super Castlevania 4 editor? Link
Originally posted by DukeNukem007
-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other.
That's called an "overdump." The US ROM is supposed to be the same size as the Japanese ROM (1,049,088 bytes with header), but whoever dumped it screwed up and didn't chop off the extra data. It works just fine without it (and produces a good checksum).
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Posted on 07-14-05 01:44 AM, in Super Mario Bros. 3 The Lost levels (Mario All-stars version) Link
Yes, please figure out how to post some screenshots. I'm really interested in this.

So, were the lost levels already in the ROM, requiring simple pointer changes, or are you simply copying them from the NES ROM? And how did you find more levels than the original version had?
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Posted on 07-14-05 02:37 AM, in SMB3's lost bonus games--now an IPS patch! Link
As some of you already know, SMB3 has a few unfinished bonus games buried deep in its code. A couple years ago, I hacked the Japanese ROM in order to make them [somewhat] playable, though I don't believe I ever released a patch (I think there were a couple more things I wanted to fix, but heck if I can remember what they were). So...here it is!

smb3bonus.ips (apply to a Japanese ROM only!)

This patch turns the entire world 1 map into bonus spade panels, each one with a different bonus game ID (note that a lot of them point to the same code). The main square is comprised entirely of unused IDs, and each game is hosted by either a Koopa Troopa or a Hammer Brother. The two spades at the top right are the standard Toad-hosted "line up the picture" and card-matching games.

Please note that most of the graphics used in the lost games are likely not correct. The giant ? block, as well as the items that pop out, are based on unused tiles I found elsewhere in the ROM, recolored to somewhat match the palette. The small, blue sign is probably correct, as all the tiles were still there, just shuffled around a bit. The rotating numbers were drawn entirely from scratch, based on the mirroring and behavior of the sprite (it really couldn't have been anything else).

Also note that since the games were unfinished, they all act exactly the same (aside from the giant ? block in the Koopa Troopa games, and some different text). I'm assuming the Koopa Troopa would've given you whatever item popped out of the block, like a simplified Toad's House. Unfortunately, there doesn't seem to be any trace of that code left.

And now, a couple of screenshots!

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Posted on 07-14-05 04:34 AM, in SMB3's lost bonus games--now an IPS patch! Link
Originally posted by Someguy
I wonder if any hackers will replace/add code to this and make what they think it should of been had it been finished, or make something else.
Yeah, it'll take a lot of hacking in order to make the games even remotely usable. All the code is currently capable of doing is either adding points to your score (based on the number of coins you get; I think the code tries to give you real coins as well, but the RAM address was changed during development) or, as you noticed, sending you to that pond. According to a translation of the Japanese text, getting a "1" was supposed to...do something (the text literally says "if 1 appears, 1"), getting a "2" was supposed to give you a key (original method of opening locked doors?), and 3-6 were supposed to give you coins.

Aside from the unfinished code, the games also try to pull graphics from locations that are occupied by other graphics in the final game (mostly from the map screen). You'd have to hack the tile mappings in order to use these without messing up other graphics.

Now that I think about it, I believe I found another game that utilized the same rotating number, but either sent you to the "roulette game" (line up the pictures) if you got an odd number, or to the "card game" if you got an even number (the translated text can be found here). There was also some other game that changed the text, depending on what number you got, but ultimately did nothing. They're not on that map, though, which I think is the reason why I didn't release this patch...


(edited by BMF54123 on 07-13-05 07:46 PM)
BMF98567
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Posted on 07-14-05 05:12 AM, in Super Mario Bros. 3 The Lost levels (Mario All-stars version) Link
Alright, Proto K! That's what I'm talking about, glitchy enemies and all.

I'd really like to see all the lost levels, unmodified (pointer changes only). Just put them all onto one map screen and connect them with paths on all sides, so you don't have to beat one to get to another. One thing I didn't like about the original lost levels patch for the NES was that a few things were changed/rearranged in order to make the game more "playable," and a couple of levels didn't have the right enemy data (although perhaps the correct data no longer existed). One of the hill tiles was also changed, for reasons I may never understand...

Is there any way to determine which world a lost level would've been associated with, perhaps based on its ROM location? Or are all the levels mixed up?


(edited by BMF54123 on 07-13-05 08:14 PM)
BMF98567
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Posted on 07-14-05 08:26 AM, in Super Mario Bros. 3 The Lost levels (Mario All-stars version) Link
Originally posted by Kefka
How can you know how to fully hack a rom but not know how to put screenies on the web? Geez.
Because ROM hacking and HTML skills are two totally different things? Just because I know 6502/65816 ASM doesn't mean I know C++, or even more than a few QBasic commands...
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Posted on 07-14-05 02:27 PM, in Final Fantasy VI graphics.... Link
The graphics are almost certainly compressed. You could try running the ROM through the "sniff" utility included with the Lunar Compress DLL, though I can't guarantee it'll work.
BMF98567
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Posted on 07-15-05 02:40 AM, in SMB3's lost bonus games--now an IPS patch! Link
Originally posted by Someguy
I wonder if the code for the bonus game was erased to save room or not?
I kinda doubt it, since the original debug menu and lost levels were left in there.

Do any available SMB3 editors work with SMAS SMB3's map screen? If so, I could see if the bonus games still exist.
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Posted on 07-15-05 02:35 PM, in SMB3's lost bonus games--now an IPS patch! Link
Yeah, there was, but we'll probably never know what it was. NOPs aren't always the nicest things to find when you're debug-hunting, since they leave no clues as to what was originally there.

My guess is it activated the debug mode and level select menu, probably by JSRing to a routine that would draw the menu and activate the necesary debug flags. However, there doesn't seem to be any trace of menu-drawing code left, and the menu itself is stored in a completely different ROM bank from the rest of the title screen code...
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