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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by HyperLamer
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User Post
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3559/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 08:35 AM, in Online Rom Hacking Magazine Link
Sounds like a neat idea. Fake ads, if done right, could be funny too.
(restricted)
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HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3562/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:13 AM, in MIO0 Compression Tool - Beta release Link
I've almost completed work on my MIO0 compression/decompression program. For those who don't know, MIO0 is a compression format used in many N64 games (Mario 64, Mario Kart, and Banjo-Kazooie to name a few). This version is able to decompress and compress the files, however, the compression is not quite as efficient as Nintendo's so you probably won't be able to do much with it. (It still works, the files are just bigger.)

Download
C Source Code

Because it's not finished yet, it still displays a lot of debugging information, and the source code is rather messy (lots of commented-out code and such). I wasn't going to bother cleaning it up until it was entirely finished. The source code includes several files:
main.h - Header file.
make.bat - MinGW makefile. Automatically compiles and runs the program with whatever arguments you gave it.
Mario 64 - MIO0-Related ASM.txt - Some ASM related to decompression in Mario 64.
Mario 64 - MIO0 Data.txt - Description of all compresed files in Mario 64.
Mario Kart - Compression code explanation.txt - A more human-readable version of the next file.
Mario Kart - MIO0-related code.asm - A disassembly of what appears to be part of the compression code in Mario Kart 64. (This is code for compression, not decompression. The game compresses Time Trial ghosts when saving them to the memory card.)
Mario Kart - MIO0 Data.txt - Description of all compressed files in Mario Kart 64.
mio0.c - Main source code.
viewer.exe - An old VB program I made with someone else's decompression code (guy by the name of BGNG, I believe). It looks for compressed files and displays them as hex, ASCII, and graphics. There's a few bugs, mainly that the colour code doesn't work quite right (colours will often be wrong, but you can still make out the graphics), and you need to use the scrollbar to scroll the hex view. IIRC you can use the Left and Right buttons to change the width and Up and Down to scroll the graphics.

Tip: Pipe the output to a file when compressing or decompressing; it will tell you exactly how the data is being handled. (Note that the output will be logged to a file in the directory make.bat is in, not the \bin directory.) Comparing decompression straight from the ROM with decompression of the same file compressed with this program allows you to spot exactly what is being done differently, so hopefully someone can figure out that last bit of optimization it needs. (But look at the source code first, the part that needs to be fixed is clearly marked. ) Note again, however, that the compression does work, so if you can deal with it being a bit bigger you can go ahead and stick it back into the ROM and see what happens.

You can get a program to open the .rar files here. If you look around I'm pretty sure there's a free version buried somewhere in there, if not the trial works just fine and it's quite possible to use it forever without modifying anything, though I can't exactly tell you how. *cough*titlebar*cough* Have fun with that, hopefully I'll be able to optimize it more soon, and then N64 hacking will be significantly more possible.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3563/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:18 AM, in super mario world 1.5 released! (unfinished) Link
Erm... I don't know how you just double-posted, but let's just get rid of one of those. Anyway, sure he may have got more replies, but look how many are actual comments on the hack itself.

Sketchie: There's no way I know of to date to get a virus from a .smc or .ips file, but yes, screenshots would be very appreciated.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3564/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:29 AM, in Three question about... Link
Looks more like you have three questions. Anyway, I don't know of any ways to do these (though it should be possible) except possibly #1. What do you mean by the number of levels?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3565/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:37 AM, in A new demo of my game! Link
It all looks quite nice... Those FG/BG positions can be a bitch, I know. The only problems I noticed were some scorebar colour problems, and on the first screenshot it says 'Y BEB'. Also I don't see what the last one has to do with Iggy, exactly... And it'd be nice if you'd lose the little white dots flying around on the site, or at least fix them somehow to go under the rest of the page.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3566/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:56 AM, in First screenshot of my hack Link
About the BG lacking something... It looks good as it is, but it'd be even better if it had more depth. There's nothing behind those ice pillars; maybe some snow-capped mountains or something would look good. (Nothing too complicated though, don't wanna run out of Map16 space. ) If you can do some ASM, a really awesome idea would be to put something there on layer 3 (using HDMA to put it behind the rest). Maybe something like a moon and some stars; they'd basically follow Mario like the moon seems to in real life, and look really cool in general.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3567/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 09:59 AM, in A new demo of my game! Link
Why not? You can just download it and apply it to another copy of the original ROM.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3568/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:09 AM, in FUSOYA'S SITE MOVED Link
Whether you prefer Mozilla/Firefox or viruses, please don't spam about it in completely unrelated threads. Anyway, nice to see this place back up. (Here's a clickable link. ) Is that 'Fusoya's Desktop' link a live-updated desktop image, or just some random screenshot? Because it looks like he's got the LM source code (among other things) open and is working on it (not to mention, a picture that doesn't show the desktop background at all is a bit misleading for a link named 'Desktop').

Heh, MarioWorldEdit. Yay for generic pre-release names.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3569/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:20 AM, in I what to put in costom music in a hack Link
Hell, even I wasn't that great when I first started. (Anyone know how to hack a password, I forgot mine... Of course that was long before I came here, but yeah.) The only thing you really did wrong was using caps lock a bunch, it's quite annoying. As far as your questions go, there isn't any music editor available yet, and using midis as music is pretty much impossible. Unfortunately you'll find the SNES's sound system isn't all that powerful, especially when you're restricted to using an existing sound engine.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3570/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:22 AM, in I NEED A CUSTOM BLOCK FOR MY HACK Link
I'm pretty sure all laptop keyboards work identically to standard ones. All LM's secrets are case-sensitive though, you need to use capital letters wherever you see them.
Is it even possible to edit what blocks turn into what when you hit a pow? I recall looking for that but I don't think anyone ever found it.

Oh, and don't make thread titles in all capital letters.


(edited by HyperHacker on 03-07-05 01:23 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3571/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:24 AM, in FUSOYA'S SITE MOVED Link
Heh, I noticed that too. But he seems to be using Windows 98 (or at least a version using that same windowing system; in other words, not XP ), so it's not too bad. 800x600 was actually pretty tolerable on those.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3572/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:34 AM, in The timer... Link
Well if you must know it's either 7E0F30 or 7E0F33. One of them will modify one of the timer digits, the other will modify the frame counter. (Set it to FF; if it's the timer, the time will show a glitched number, if it's the frame counter it'll count down way fast.)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3573/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:37 AM, in overworld Lightning routine (bowser's valley) in levels? Link
I thought he had some problems with it. Though I might be thinking of the lightning in the actual Bowser battle, not the overworld. (I forgot there even was any in the overworld.)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3574/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:46 AM, in Multiple sprite/ASM questions Link
-Creating another sprite, I don't know how to do, but I think a few people are close to figuring it out.
-To change layer 1 objects, you would write a new Map16 number into the table (you can get the numbers from LM's Insert Objects window, go to Direct Map16 Access and find the one you want), however, I don't know how to convert coordinates to a Map16 address, so you'll have to just play around with it until you find the address you need every time. (And you'll only be able to do that if you want to change one specific part of a level - custom blocks would have to have a way to figure out their own address.)
-As a general rule when ASM hacking, if I don't know whether the game will need a certain register's value, I back it up before I do anything to it. You can experiment to see which does what though.
-Not sure about the sprite subroutines or macros; there must be an 'add sprite' subroutine in there somewhere though.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3575/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 10:53 AM, in Useful hints for SMW hackers. Link
On #122, it's generally rather boring if you leave out feathers and/or Yoshi entirely. A few well-placed blocks in the sky (look at some levels in the Special world for examples) will thwart people who try to fly through it all.

And in #121, linear-ness is alright but try to avoid having a lot of it. Games are a lot more fun when they're non-linear to some degree. Super Mario 64 is a good example of this; you need to beat a few levels before you can go to levels 6-9 and a few more for 10-15, but among the levels you have access to, you can do pretty much whatever you want in any order. This is especially nice if one part is really hard or long and you don't feel like doing it right away. (For example, I often play Gameboy/DS games on the can, and I'd prefer not to start a really long level when I'm almost done. It's nice to be able to just go play a shorter one instead.)
(restricted)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3577/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 11:34 AM, in SMW ROM addresses Link
Ah, what the hell. I'ma make this a sticky.

Also, some stuff to add (from my notes, posted by various people):
81DB, 81C0, and 81BF can be used to detect whether a hack is locked. An unlocked ROM will have zero at 81DB, and "SUPER MARIOWORLD" at 81C0 (the ROM's name). A locked ROM hax 0x42 at 81BF. Changing these won't unlock the hack (though it will make LM try to open it, but you'll just get garbage), but programs can use them to tell if the ROM is locked.

52D8: ASM that handles losing lives. Change CE BE 0D to EA EA EA for infinite lives.
52F1: ASM that handles the 'TIME UP!' message. You can change the 'BNE' opcode to a 'BRA' to disable it.
To fix the 'MARIO START' palette, change 133F to 34 and 1370 to F4.
12D1: Tile numbers for 'MARIO START'.
1339: Sprite flags for 'MARIO START'.
EC32: Sprite that Lakitu throws
EC36: Sprite that Lakitu throws when Silver POW is active

10AA1: Sprite that comes out of egg in block 126 (Yoshi)
10AA2: Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4: Sprite that comes out of blocks 117 and 118 when small (Mushroom)
10AA5: Sprite that comes out of block 117 when big (Flower)
10AA6: Sprite that comes out of block 119 (Star)
10AA7: Sprite that comes out of block 118 when big (Feather)
10AA8: Sprite that comes out of block 11A (1up)
10AAB: Sprite that comes out of block 11A(?) (Vine)
10AAD: Sprite that comes out of block 11D (POW)
10AAE: Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
10AAF: Sprite that comes out of block 126 (Yoshi egg; see first two for what comes out of the egg)
10AB2: Sprite that comes out of block 114 (Directional coins)
Note that there are some gaps in there, might be worth looking at. This array is repeated at 10AB4, telling what sprites come out when the Blue POW is active. 10AC6 holds the attributes of each.

1DC9: ASM - Save Game function. (Load Game starts around 1EEF. Last byte used in SRAM seems to be 70:0358.)
9290: Related to sprite collision detection. Change to FF to mess it up. (This is a 'PC address', but I'm not sure exactly what that means. )
E81: Status bar tile array.
E59: Tile array for numbers in bonus star counter. (I think these arrays contain one byte for tile number followed by one for settings.)

F90: DMA tables.
The format of a DMA table is as follows (using the first one at $0F90 as an example):
01: Enables normal DMA. Don't change this.
18: Low byte of register to be written to (high byte is always $21). Don't change this.
81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM.
08: Number of bytes to copy. Make sure you change this if you expand the status bar at all!
00: End of table.

Some tiles on the overworld border:
22658 Right middle shadow title
2265E Bottom middle shadow tile
22664 Right top shadow tile
2266A Bottom left shadow tile
22670 Corner shadow tile

19742: Change to 00 to make all Rexes start small.
197B8: Change to 01 to make all Rexes start small. (You need to change both, I believe.)

18C7: Title screen music
1924: Intro screen music
8984: Goal point music
4BBD: Goal point fade-out music
E416: Keyhole music
D24F: Boss defeated music
16B3: Boss castle destruction sequence music #1
657D0: Boss castle destruction sequence music #2
1937: Bowser scene 1 music
1A9C2: Bowser scene 3 music
780B: Death music
52DE: Game Over music
Each of these bytes specifies which track to play. Keep in mind that not all tracks are available at all times... You can't use OW music in a level, or level music on the OW; you can use OW music on the title screen though.

Also, not sure quite what this means, but:
033A or 033B Makes all Levels use Music Bank 2 (033B---Value FE keeps the Title Screen on Bank 1 and the Levels on Bank 2)

3821E: Castle entrance level
2D969: Pointer to castle entrance level

BMF's debugs (Pro Action Replay format):
00C576F0 - Powerup select (press up+select)
00950B30 - Scene select (Press Up+L+R at boss beat scene to advance to next)
00CC8500 - Free-roaming mode (Press L+A a few times to make Mario get stuck in one position, then freely moveable, also can take off from a standing start with cape)
049136F0 - Press Select at Yoshi's House (overworld) to warp to Star World
00A26800+00A27300 - Can exit any level via Start+Select and level is instantly beaten! (Hold A/B and press Select to trigger secret exit) - Doesn't work right on Choco Island 3
00A24800 - Press Y on C2 while paused to advance a frame; hold B on C2 while paused for slowmo (00A256xx modifies speed)


(edited by HyperHacker on 03-07-05 02:37 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3578/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 12:01 PM, in Firefox tabbed browsing extension that doesn't suck. Link
You can... re-order the tabs... I wish my taskbar could do that.

Does it have an option to make it that any time any program tries to launch a new browser window and one's already open, the link opens in a new tab instead? (Actually I think I found that in Mozilla's about:config, but testing is needed. ) If so, I think I'm gonna spooge myself.

But what would be really cool is if you could drag a tab onto the taskbar and have it launched in a new window. Sometimes multiple windows is useful...
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Acmlm's Board - I2 Archive - - Posts by HyperLamer


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