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Acmlm's Board - I2 Archive - - Posts by HyperLamer |
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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: 6383/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I presume you got that from the debug readout?Originally posted by VL-Tone Wait... So common objects like coins and trees are defined in the MIO0 file, while object-set-specific objects such as Goombas and Bob-ombs are defined in the uncompressed object data? That would explain why some are in the MIO0 file and some aren't. Originally posted by Sukasa F1791E02 0000 F1791E06 807F F1791E36 0000 F1791E3A 807F Will allow viewing of all addresses from 80000000-807FFFFF, which AFAIK is all you can accurately view with the GS. (If not, look around those addresses in memory; you'll see some 8000s which define the high part of the lowest address; the 807Fs in those codes define the high part of the highest address.) |
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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: 6384/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Aha! I have those notes! World 1-1 data starts at A200 World 1-2 data starts at A9A6 Each screen is made up of vertical lines. FE comes between each vertical line (there are no pointers for these, they can be freely moved around) Each vertical line is made up "background elements", which is just a way of not have the blank space listen in the ROM. One byte at beginning of each background element: - First digit gives the vertical position (the background elements do _not_ have to be placed in the ROM in order from highest to lowest) - Second digit gives the number of tiles Then there's a byte for each tile in the background element This does not include anything that moves or is animated. As far as I can tell, it includes everything else. There must be a list somewhere in the ROM that determines the properties of each tile. It doesn't have the entire level encoded this way - it has each _screen_ encoded this way, and somewhere in the ROM there is a list of the order the screens should go in. In each level there are many entire screens that get repeated over and over again. Special tiles: 79 - Block (something else determines what type of block it is) F4 - Coin Random notes: - Changing 05ED screws up the graphics - Changing 05DE screws them up even more - Changing 063B stops Mario jumping! - Changing 063E takes you back to the title screen as soon as the game starts - Changing 0644 removes Mario, and makes the timer stay on 400 - Changing 07FD makes the music continue playing when you pause the game - Changing 087A changes how the collison between a mushroom and the top of Mario's head works - Changing 0892 makes it so Mario goes straight through enemies and items (other than coins) - Changing 08DE makes it so Mario kills an enemy when he touches it, or goes through it if it's not an enemy that can be jumped on - Changing 0918 stops a score appearing when you kill enemies by jumping on them - Changing 09BB completely removes the effect mushrooms have on you - Changing 09BD does the same, and if you change it to 9A it also turns on hard mode for some reason - Changing 09BE removes the animation for when Mario transforms --- - 0216 is on 00 by default - changing it to 01 turns hard mode on, 02+ do various continuey things - 0348 controlls the offset of some of the title screen graphics O.o - 0354 controlls the offset of the rest of the title screen graphics O.o - 0375 controlls the often of the graphics for the text on the title screen - 0394 seems to be the start of the actual layout of the title screen - 05EB controlls the offset of the in-game graphics (except for enemies, etc.) - 05EF screws up what different things look like depending on what you change it to - 05F7 controlls the offset of the enemy, item, etc. graphics - 0613 controlls the location of the text (i.e. not numbers) in the info bar - 0742 controlls the location of the "Pause" text - 07C1 turns off music during levels (but strangely, not when you're in a coin room) - 080B does something VERY weird! - 0871 is the can't-hit-items-or-enemies thing again... but this time it wears off O.o And a sprite list: Sprite data starts at A004. Format: [type] [x coord] [y coord] [unknown 6 bytes] Note: Some of these appear all wrong, I'm guessing there are multiple sprite graphic sets. Sprites marked with a ? need more studying. Descriptions "#xx" mean they're the same as the number specified, IE 11 = #0D means 11 is the same as 0D. 00 = Goomba 01 = Dead Goomba 02 = Piranah Plant 03 = Bouncy Ball Shooter? 04 = Koopa 05 = Exploding shell 06 = Pounding Hand 07 = Elevator up, limited time, slightly above set location 08 = Fire-breathing lion with boss music 09 = Fire-barfing moving plant 0A = 3-part platform, down-left? 0B = 3-part platform, left/right 0C = Falling Brick 0D = Nothing? 0E = Jumping bug 0F = Dead bug 10 = Jumping thing 11 = #0D 12 = #0D 13 = #07 but on ground 14 = #13 but doesn't wait for you 15 = Something dying? 16 = ? 17 = Robot head? 18 = ? Becomes #16 when nearby 19 = #15 1A = Water boss (doesn't come down - may require a celing to bounce off) 1B = Fireball 1C = #15, delayed 1D = Flying invincible lion? 1E = Low fireball 1F = High energy ball 20 = Bug bounces in place? 21 = Explosion + 2 energy balls 22 = Low slow energy ball 23 = Fast up+left energy ball 24 = Lion, bounces very high and spits fire 25 = #18? 26 = #0D 27 = Explosion 28 = Mushroom, goes right* 29 = Mushroom, goes left* 2A = 1up, goes right* 2B = 1up, goes left* 2C = Star, goes right* 2D = Flower (off ground a bit)* 2E = Flower* 2F = 3 fish? 30 = 1 fish? 31 = Lion scooting around on its butt? O_o 32 = Ball-throwing boss? 33 = Bouncy ball? 34 = Star, goes left* 35 = Falling spikes 36 = Falling II block thing 37 = #0D 38 = 3-part platform, up-right/down-left 39 = 3-part platform, up-left/down-right 3A = 2-part platform, down? 3B = 2-part platform, left/right 3C = Flying head (looks like a bird in 1-1) 3D = ? 3E = #15 3F = Lion 40 = Dead lion 41 = #3D 42 = Bug, drops arrows 43 = Dead bug 44 = #15 45 = Arrow 46 = Explosion 47 = #33 48 = Boss? 49 = Cannon 4A = Bullet 4B = Low Bullet 4C = II thing, takes you to the end of the level! 4D = #4C but doesn't wait 4E = #0D 4F = Alternate explosion 50 = Bullet, up-right 51 = Ball, goes up then down through ground, hurts Mario? 52 = Charging bug, jumps, shoots bullet down-right? 53 = ? 54 = Circling energy ball 55 = ? 56 = Jumping bug, doesn't die (could be Ninja)? 57 = "Dead" #56 (comes back to life) 58 = Funny energy ball, left fast 59 = ? Nothing shows, stays still, 800 points? 5A = Bullet up-left 5B = Last boss? 5C = 3 energy balls fast** 5D = Energy ball, up-left then left, fast 5E = #58, different GFX 5F = Energy ball, down-left 60 = Boss? 61 = Boss 2? 62 = Explosion, then #5B 63 = Lightning fast Goomba up-left? *There is, unfortunately, no interaction for these (you can't get them). ** One goes left then left-up, one goes left, and one goes left then left-down. There can only be 10 sprites per line and I believe 40 onscreen before things go wrong. And a table file! 00=0 01=1 02=2 03=3 04=4 05=5 06=6 07=7 08=8 09=9 0A=A 0B=B 0C=C 0D=D 0E=E 0F=F 10=G 11=H 12=I 13= 14=K 15=L 16=M 17=N 18=O 19=P 1A=Q 1B=R 1C=S 1D=T 1E=U 1F=V 20=W 21= 22=Y 23=. 24= 25=: 26=, 27=Z 28=! 29=- 2A=$ 2B=* |
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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: 6385/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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There is no layer 4. YI can only use layers 1, 2 and 3. To use layer 4 would mean using an NES-like palette. | |||
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: 6386/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Coolman Keh, good luck getting any information out of them. And not just because English isn't their native language. I've been thinking I should write a VWF patch for something, but I dunno what. I do like the idea of putting it in my Silver hack, though. (And as a bonus, it could support Unicode. Not that a Pokémon game needs it, but it could be done! ) |
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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: 6387/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I KNOW I saw a commercial, when the game was just released, showing Mario in Bowser's castle, where you go behind that big green netting thing, riding Yoshi. The narrator said "Get help from a dinosaur". (edited by The Crimson Chin on 08-19-05 04:38 AM) |
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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: 6388/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I just say Nintendo needs to release an adaptor to play GBC games on DS. It should be easy enough to allow the DS to read GBC carts (just need to step up the voltage; an external battery could do it if need be) and it's certainly more than powerful enough to emulate it from there. | |||
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: 6389/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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So... Taking bets on how many |
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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: 6390/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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OH MY GOD. A Zelda game... DELAYED? Hit the deck! It's a sign of the apocalypse! *gets crushed under sarcasm* |
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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: 6391/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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It's referred to as a MOO screenshot, but contains no cows or even milk. | |||
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: 6392/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Well really, people should post something like "I'm closing this" before closing a thread, but a lot of people don't. Plus when you get things like floods, generally you don't want to bother replying to all 200 threads. Originally posted by Tarale Now THAT we need. |
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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: 6393/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Yeah, I'm just saying you don't really need to add another link or anything to remove a vote and actually delete it from the database; just make another rating which is ignored in calculation. Probably a bit simpler to code. | |||
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: 6394/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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I think most dreams are just random crap produced by electrical charges running through your nerve inputs to recharge your brain while you sleep. I wouldn't rule out the possibility of some dreams having a meaning, 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: 6395/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Yeah, get unlimited bandwidth cable and a BitTorrent client and you don't need TV. Sucks to hear though, hopefully see you soon. |
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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: 6396/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Ah yes... How could I forget Beep()? That's how they debugged computers before command lines even existed. Hell, even now, your BIOS will use it if something goes horribly wrong. Plus, random beeps are fun. | |||
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: 6397/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Er, it'd be a lot easier to help if you posted the actual ASM code, not just a bunch of hex. | |||
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: 6398/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Yep, VB makes icons easy. Too bad you can only use .ico files, but if you browse around the Visual Studio folder, there's a ton of them in there somewhere. | |||
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: 6399/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Well that may stop the problem from triggering, but unless it's a bug in Doom3 itself, you haven't really solved anything. Computers aren't supposed to do that. | |||
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: 6400/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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It might, but even if not, you should always update. Otherwise you have dozens of security holes waiting to be infected. | |||
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: 6401/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Invader PieOriginally posted by HyperHacker Yes, it's annoying, but Wal-Mart... you should have seen it. You could look at any random object and see at least 8 of them. Thankfully, the one here isn't nearly as bad. |
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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: 6402/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Yeah, the MBC1-5 are all pretty much compatible. Unless a game is using the MBC3's clock, you can upgrade it pretty much just by changing some header bytes. Originally posted by Keitaro I actually forgot I had those. They weren't in my ROM Hacking folder, for some reason. Also I think Mario's start position is hardcoded to be the same in every level, but I can hack that pretty easily. (I actually made such a hack a while back, but I barely knew ASM, so it was buggy as hell. ) |
Acmlm's Board - I2 Archive - - Posts by HyperLamer |