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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: 1494/8210 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 Jesper I don't think a week-old thread is going to cause a meltdown.
More like this: Play Then I just let it play. I actually bother to put my songs in order so I don't have to sort through them every 3 minutes. Take that, iPod users who just dump their entire HD onto the damn thing. |
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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: 1495/8210 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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That's really messed up. If someone did that to me, I'd have to put a flyer of my own on their car. My system is simple: The more annoying the commercial, the less chance I'll do business with them. Anyone who uses popup ads or spam is instantly boycotted. Staples has also managed to make this status thanks to their oh-so-great commercials. |
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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: 1496/8210 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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A long long time ago, in a house far far away, I stumbled across the code "ININIT" while playing around, which makes the game always play the 1-1 music (which sounds pretty cool on the lives screen). Recently, I decided I wanted to rip some sound effects from the game. Since I haven't seen any No Music codes, I thought I'd try messing around with that one a bit to see if it could stop the music. (I managed to do it, but the game would also freeze. ) So I figured I'd just decrypt the code and play with the ASM a bit. Now, here's the odd part. The code decrypts to 76DD=75. FCEUd reports that this address is in a huge field of emptiness that never gets executed. I tried DD76 instead, it was a BEQ instruction that runs every frame, but without any way to change the instruction, things get somewhat difficult. (Plus, with the code on, neither of those addresses changed. WTF?) So, what address does this code actually modify, and how do I kill the music? [edit] XNINIV + XNINTV, which NOPs out the whole thing, has the same effect. Hmm... ESINIT, changing the BEQ to a BNE, doesn't do anything? EUINIT makes the music sound more like a parent would hear it. (edited by HyperHacker on 09-03-04 08:56 PM) |
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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: 1497/8210 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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Eh, ZSnes doesn't play NES games. I found the original code on a real NES, and have been doing these in FCEUd. I was using a program from Zophar's (I think) but it seems to give the wrong address. The code 'ZPPPPP' seems to have done the trick, though. Thanks! [edit] Now I don't suppose you have similar codes for Zelda and Final Fantasy? (I'm ripping sound effects. ) (edited by HyperHacker on 09-03-04 09:13 PM) |
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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: 1498/8210 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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What game are you hacking? There's about 32767 games with 'Super Mario' in them. | |||
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: 1499/8210 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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Me want. | |||
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: 1500/8210 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 HyperHacker Music gets in the way. Woo, 1500th post. (edited by HyperHacker on 09-03-04 11:29 PM) |
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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: 1501/8210 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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For the purpose of testing levels before the overworld is completed, I've set up a 'test level' with exits to various levels. However, I've run into a problem with message boxes. When I enter a level from the test level, message boxes still use the test level's message. Is there some way to force the game to reload the message for the current level? | |||
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: 1502/8210 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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Excellent. Just where would I find the exit ASM and destination level number 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: 1503/8210 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 figured out the exit tables. Just write to the given address plus the desired screen number. 7E19B8 - Exit Table, low bytes (32 bytes) 7E19D8 - Exit Table, flags + high bit (32 bytes) Bit 0 = High bit of level # (1=level 1xx, 0=level 0xx) Bit 1 = Is Secondary Exit Flag Bit 2 = Is Exit Present Flag (set if any exit is on this screen) Bit 3 = Make Destination Water Flag (Secondary Exit only) Bits 4-7 = Unused So, say screen 2 had an exit to level 106 as a water level, then 7E19BA = 06 and 7E19DA = 0D (00001101). To make this even more useful: 7E0095, 7E009B and 7E00D2 all appear to contain the current screen number that Mario's in. You can read them to know what address to write to. |
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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: 1504/8210 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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But then you'd be restricted to levels in the same 256 as the current one, and the Secondary Exit and Water Level flags wouldn't work. So how do you tell if there isn't an exit? Would it just point to level 000/100? |
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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: 1505/8210 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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Commenting on the most recent post:= 1) Much better, though the lava is still too bright, the spikes should be slightly brighter, and the platforms should be darker. 2) What I can see is great, but I can't see much. You did change the lava back, right? The old colour was gross. 3) Would be perfect if everything were a bit darker. 4) Looks awesome. If you do get into ExGFX, I sugest making the lines thick and copper-coloured, like electrical wires. 5) Kinda bright, but pretty good. 6) Great, but the cloud is too bright, it clashes with the rest of the level. 7) The BG is way too bright and doesn't exactly fit a sand castle. |
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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: 1506/8210 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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Nintendo uses PocketNES? Is that legal? If it is an emulator, I'm sure the ROMs are probably unmodified, just with headers added. That's how they did N64 games on Gamecube. They simply added 'traps' to the emulator so that, say, when the game starts to run its write-to-SRAM code, the emulator dumps the info from memory, writes it to the memory card, and resumes emulation at the code segment just after that with all variables set to what they should be. Hence why the save screen in Zelda looks so hacky. (Of course, this means that if you modified the save code in the ROM, nothing would happen, which could be confusing... ) The only real changes made are to some resources, like changing the Z button icon to an L button. |
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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: 1507/8210 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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Alright, I see what's going on.
$76DD byteswapped. The code there does actually seem to be music-related, though.
So if we changed that to 'LDA #$xx', we could force it to play a certain track? Hmm...
You mean $F6DD. *Fiddles with ASM a bit* Well it seems that any time I change the value, it just makes some messed-up sound. Are you sure that's the right instruction? Here's my results: Music Modifier Code! OXPNAV + [any of the following lines] AEPNPT = No music, just SFX PEPNPT = Messed-up noise ZEPNPT = More messed-up noise LEPNPT = Guess what? |
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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: 1508/8210 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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Right, so copy the bootcode and everything except the actual menu, then just make it boot the specified game. Hell, maybe you could just copy everything, hack the menu to only allow one game to be selected, then delete the other 3 games. | |||
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: 1509/8210 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, heck, if Squash wasn't making one, I would be. | |||
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: 1510/8210 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, say you wanted to do an SMB3 hack, but prefer the updates music and graphics from SMAS. You don't, however, want to do SMB1 or SMB2 hacks, which means they would remain untouched. They may as well be removed, to make extra space. | |||
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: 1511/8210 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 need some help with a few ASM-related things in SMW: 1) Where is the exit ASM (code for exiting to another level), and when modifying it how would I determine the destination level? 2) How do the Level Passed flags work? I know they're at $1EA2, but which are for which level? Are they a bitstream or is each byte just 0 or 1? 3) Where's some free SRAM space, and how much? How do I write to it? Is it possible to expand to, say, 128K of SRAM? 4) Where is the ASM for loading levels and loading the overworld? 5) How can I force the game to save? 6) Where are the graphics for the dotted lines for ! blocks? I deleted them and want them back. 7) Where is the VRAM and how can I write to it? |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 1512/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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$message, not $title. It generally happens when you're typing in the title (so you've already put some text in it) and go to hit the '. | |||
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: 1513/8210 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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*Pats Proxomitron* No background music, just links. |
Acmlm's Board - I2 Archive - - Posts by HyperLamer |