Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BlueSonic
User Post
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
Posted on 06-23-05 04:26 PM, in Hi everyone! Link
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
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
Posted on 06-23-05 04:51 PM, in Who can help out with what languages? Link
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)
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
Posted on 06-23-05 08:24 PM, in Chrono Symphonic remixer interviews Link
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
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
Posted on 06-23-05 08:46 PM, in Pokemon Gold/Silver editor? Link
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)
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
Posted on 06-24-05 04:13 AM, in RPGMaker 2003: Chao sounds... Link
Originally posted by Alonguy
Awwww..... but my computer won't run a dreamcast emulator...


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.
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
Posted on 06-24-05 05:03 AM, in A Simple, Plain Question about .. Sappy? Link
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
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
Posted on 06-24-05 03:21 PM, in CreateDIBSection, CreateDIBitmap, BitBlt, etc., etc. Link
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
Posted on 06-24-05 03:45 PM, in Super Mario Super Show + Zelda on DVD Link
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
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
Posted on 06-24-05 03:52 PM, in Donkey Kong Country tunes... you like? Link
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)
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
Posted on 07-01-05 02:41 PM, in Map editor for Gold/Silver - GoldMap 1.5 released Link
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
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
Posted on 07-06-05 07:05 PM, in Hi Link
Hi Toni

Nice to have more Finns here
I'm a romhacker from Finland too.
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
Posted on 07-06-05 07:17 PM, in Changing the grass Link
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
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
Posted on 07-06-05 07:32 PM, in Im supprised not many people have asked this..... Link
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
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
Posted on 07-06-05 07:39 PM, in Map editor for Gold/Silver - GoldMap 1.5 released Link
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
Posted on 07-06-05 08:11 PM, in General Project Screenshot Thread Link
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)
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
Posted on 07-10-05 09:28 PM, in Map editor for Gold/Silver - GoldMap 1.5 released Link
Shiny - I do remember you

I know Pok
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
Posted on 07-11-05 04:29 PM, in General Project Screenshot Thread Link
Originally posted by HyperHacker

WTF? This is still in development? I thought it died years ago. Suppose I may have some competition then. You write your own decompression code?


It never died, development was just stopped. And there's no need for "competition", both map editors can co-exist peacefully

You're Hack-O-Matic looks cool, and it has a lot stuff mising in GoldMap (such as Pokemon and Attack editor). I wrote my decompression code based on from Xeon's decompression code (actually I just ported it to Delphi), the decompressions is quite nasty indeed.
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
Posted on 07-11-05 04:36 PM, in Map editor for Gold/Silver - GoldMap 1.5 released Link
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
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
Posted on 07-11-05 05:32 PM, in Which Hex Editor works best for me? Link
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


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.012 seconds.