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Acmlm's Board - I2 Archive - - Posts by BlueSonic |
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BlueSonic Micro-Goomba Level: 7 Posts: 1/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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I decided to register here since this looks like a nice board and some of the people around here might already know me. ok, a little about myself... I'm 20-years old guy from Finland. I used to do some romhacking in the good old days, and might start it again . My hobbies include programming, gaming, and I'm emulator freak too Some of you might remember program called GoldMap, I created it when I was 14. It's map editor for Pokemon Gold and Silver, I also made some other utilies for hacking pokemon games, such as PokeText (text modification tool) and Starting Pokemon Changer. Nice to meet you all |
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BlueSonic Micro-Goomba Level: 7 Posts: 2/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Delphi (This is the first language I learned, feel free to ask me _anything_ releated to it ) Pascal (VGA, SVGA, direct hardware access) ASM/x86 (I have some experience with nasm and Delphi's inline asm) ASM/GB-Z80 (noca$h debugger rocks ) PHP C/C++ VB.net C# (it is exactly same as vb.net, with just different syntax) I also know some Java and ARM7 ASM (GBA), but I doubt I could help anyone with them. (edited by BlueSonic on 06-23-05 07:53 AM) |
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BlueSonic Micro-Goomba Level: 7 Posts: 3/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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I hope so too I really like musics in Chrono Trigger. I liked the Robo's theme so much that I even forced myself to learn playing it with piano |
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BlueSonic Micro-Goomba Level: 7 Posts: 4/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Skie The Fox, nice to hear that I'm the one who created GoldMap. Maybe I should release an update after such a long development freeze. Some other pokemon map editors out there are based on GoldMap's sourcecode, such as AdvanceMap (for Pokemon Ruby/Sapphire). (edited by BlueSonic on 06-24-05 11:11 AM) |
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BlueSonic Micro-Goomba Level: 7 Posts: 5/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Originally posted by Alonguy Sonic Adventure was also released for PC sometime ago. I checked the soundfiles, it uses wma files for music and all other sounds. There are over 2000 wma files for both japanese and english sounds, and from what I can see there are some chao sounds too. (Voice files are on CD2 which must be inserted while playing game) Sega didn't fix any bugs which were present on dreamcast, they just directly ported it to PC and rebranded it "Sonic Adventure DX: Director's Cut", it includes some extras compared to DC version, such as hidden minigames, which are in fact emulated old MasterSystem games (Sonic 1, 2, and some kart game to name a few) and improved graphics. |
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BlueSonic Micro-Goomba Level: 7 Posts: 6/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Just like HyperHacker and Kitten Yiffer said, Sappy is for GBA. It can extract MIDI tracks from GBA games (it's not actually MIDI format but very close to it). If you prefer to get SMRPG music in midi, you're probably looking for SPC2MIDI http://www.geocities.com/burningferret/spc2midienglish.zip. Just open the spc in it and go to Media->Play, and then Options->Advanced Setting and set corresponding instrument for each channel... and if you want to dump the music yourself you can do it in ZSNES, by pressing F1 during gameplay, and select "Dump SPC Data". It will save currently being played music |
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BlueSonic Micro-Goomba Level: 7 Posts: 7/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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I might have a use for this code too. I've always used SetBitmapBits() and GetBitmapBits() when I wanted to put an array into bitmap... but I guess DIBSection is faster. | |||
BlueSonic Micro-Goomba Level: 7 Posts: 8/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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You can watch full episodes of Zelda and Super Mario Bros. Super Show, and some other old cartoons on http://yahooligans.yahoo.com/content/tv/ The episodes are splitted to 2-3 parts but are full... there's always a commercial at the beginning |
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BlueSonic Micro-Goomba Level: 7 Posts: 9/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Musics in Diddy Kong Racing are awesome too (imho). They were composed by D. Wise too, especially Jungle Falls, Walrus Cove and Darkmoon Caverns are my favs But musics of Donkey Kong 64 didn't impress me that much... for some reason Rare didn't pick D. Wise to compose them. (edited by BlueSonic on 06-24-05 06:52 AM) |
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BlueSonic Micro-Goomba Level: 7 Posts: 10/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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I decided to make a new release, it has some new features but it's mainly a bugfix and has some improvements. The previous public version 1.41 was released in 2001, so it's been a long time since last release... So, what's new in 1.5? * map, event and block palette are now drawn on-the-fly from tiles without caching images into DirectDraw or DIB surface -> uses much less ram * only map parts that are visible on the screen are drawn -> better performance * only events that are visible or need to be repainted are drawn -> huge performance increase when dragging events on big maps * fixed several illegal memory accesses, several loops were accessing outside arrays bounds... * fixed several memory leaks * support for loading huge maps thanks to new map engine, maps like 5000x5000 blocks are just a breeze, while old versions would have required huge amounts of ram for it. You can in fact open the whole rom as one enormous map * support saving PNG images of Map and Blocks * multiple "Try Map" windows can be open at same time * memory for map data is now dynamically allocated -> reduces memory usage * removed gradient slide effects from dropdown lists and list boxes (looked cool when I was 13) * added support fox Windows XP Visual Styles * reduced startup time and memory usage by creating forms only when they are needed * fixed several spelling mistakes - my English was a bit bad when I was 13 * added menu hints back to status bar, for some reason I had them removed in 1.41 :| * added "Game Tweaks" into Tools menu, it is basically same as "Rom Options" in old versions (at least 1.3 had 'em), but allows up to 255 byte patches to be defined * moved "Make All Marts Free" from Tools menu to Game Tweaks * moved ability to disable start button menu items into Game Tweaks * new about dialog * event property boxes wont pop-up when dragging starting to drag event, and they _try_ to stay out of the way * a lot more little fixes... download http://bluesonic.lastedit.com/goldmap/GoldMap1.5.zip website http://bluesonic.lastedit.com/goldmap/goldmap.htm |
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BlueSonic Micro-Goomba Level: 7 Posts: 11/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Hi Toni Nice to have more Finns here I'm a romhacker from Finland too. |
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BlueSonic Micro-Goomba Level: 7 Posts: 12/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Hi Lance If you want to change the green grass areas in game, you can use map editor like my Gold Map (for Pokemon Gold & Silver), or PR's Pok |
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BlueSonic Micro-Goomba Level: 7 Posts: 13/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Tileset header has pointer to block data, but it seems there isn't any indication how many blocks each tileset have. Map data just points to blocks by number, and game builds the block from tiles on-the-fly. I'm using following method on upcoming GoldMap 1.6 to detect end of tileset block data: -if tile number is higher than 0x60 -and highest nibble of tile number is not 0x6 (tilenumber AND 0x60 <> 0x60) -and highest nibble of tile number is not 0xF (tilenumber AND 0xF0 <> 0xF0) then tileset loading will be stopped... it seems to work farily well allthough some incorrect blocks will be still loaded GoldMap 1.6 will load all tileset graphics and addresses from rom directly, without needing ini files |
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BlueSonic Micro-Goomba Level: 7 Posts: 14/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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There's a lot unofficial hacked versions of GoldMap out there (such as Pok | |||
BlueSonic Micro-Goomba Level: 7 Posts: 15/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Here's couple of screenshots from upcoming GoldMap 1.6, map editor for Pokemon Gold and Silver: It reads all graphics, area names, map and event addresses straight from rom without requiring messy ini files or tileset dumps. There's also new event type "T" - triggers. (edited by BlueSonic on 07-06-05 11:14 AM) |
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BlueSonic Micro-Goomba Level: 7 Posts: 16/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Shiny - I do remember you I know Pok |
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BlueSonic Micro-Goomba Level: 7 Posts: 17/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Originally posted by HyperHacker |
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BlueSonic Micro-Goomba Level: 7 Posts: 18/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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What's wrong with your motherboard? Your Hack-O-Matic is great as-is. I think both map editors have their pros and cons. If you need help with graphics decompression, I will gladly help. In fact I owe you a bit about the map header pointers... I got info about them from Xeon (GetMapHeaderLOC...), and he apparently got that info from you |
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BlueSonic Micro-Goomba Level: 7 Posts: 19/19 EXP: 951 For next: 497 Since: 06-23-05 From: Finland Since last post: 113 days Last activity: 112 days |
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Back in the old days Hexpose used to be my all-time-favourite for doing any hex editing. Nowdays I pretty much use WinHex or write my own tools for editing roms. XP's compatibility modes wont unfortunately provide any improvement for running DOS programs at all, there's no option to emulate different dos versions and Win95/98 emulation simply fakes the OS version number to applications. Learning to use structure viewers is really valuable help, you can define the in-rom structures and view hex the data in game, in easily identifiable format. WinHex and I think latest version of Hex Workshop has this feature too. (edited by BlueSonic on 07-11-05 08:33 AM) |
Acmlm's Board - I2 Archive - - Posts by BlueSonic |