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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: 1814/8210 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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If you don't have patches you can get infected by JPEGs (I don't think there even is a patch for that yet ), MIDIs or just being pinged by a virus. Really, it sounded like just Windoze being stupid at first. His computer overheated and rebooted/slowed down to prevent getting too hot, and when it came back to Windoze it decided to delete/not show the icons. The fact that only the legit ones remained seems odd though, and having the MP3s replaced with links to buy them isn't something a bug would do. I can't imagine even spyware or a virus doing 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: 1815/8210 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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No, I actually read in a book that they wear white. I think I'll take the word of someone who actually lives there over an American book, though. They made a few other mistakes, so I wouldn't be too surprised. BTW Canada uses Metric and I'm pretty sure they're still called Quarter Pounders here. We don't call Farenheight 911 'Celcius 488.3' after all. |
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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: 1816/8210 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 Ziffski Uh, that blew up. But yes it was obsolete. At one point they were looking for donations of very old computer parts to repair it. Woulda made more sense to just build a new one. |
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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: 1817/8210 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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Never heard of it, I'm using 1.6. As long as I'm not the only one it's happening to, though, I may as well report it. | |||
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: 1818/8210 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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Let's just say the only reason I haven't done it is because of the penalties. | |||
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: 1819/8210 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, how can we have a 1337th user if the memberlist only goes up to ~1085? | |||
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: 1820/8210 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 ValcionWell, there must be some females here. The solution is right in front of us, people. |
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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: 1821/8210 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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= Kawa [other big pic] = Socky Kawasaki, which I probably spelled wrong = brand of motor bike I hope I don't need to explain it further. |
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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: 1822/8210 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 Drag If people actually dumped the lockout chip's ROM from the carts and system, they could emulate it. Even without they could emulate the reset cycling, it'd just have to be user-initiated. If you really wanted to, you could probably write an emulator that emulates the hardware exactly (Rather than just do what the CPU would do, it'd actually emulate a ROM chip and CPU; instead of just read a byte from ROM, actually give a signal to the emulated ROM chip that tells it to send these bits back, and corrupt/don't read them if the "connection" is bad), but that would be quite difficult to program and would run very slowly for something that nobody would ever use. |
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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: 1823/8210 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'm trying to write a ROM, but I seem to have problems on all 3 of them. On NO$, the sound volume register ($ff24) seems to magically reset to 0. Breakpoints don't catch anything, and my code doesn't write to it except at the beginning, but when the initializing code finishes it's at $77 and when the sound code starts it's at 0. On BGB, the graphics display garbage and nothing happens. On VBA it's just a blank screen. I don't have a way to try it on a real GB (I do have a method, but the 'ROM' would have to be specially written for it and it's a huge pain in the back end), so I need to know what the most accurate emulator is? Maybe I'll be be able to actually tell which is running it properly/where the problems are in my code. (Seeing how NO$ is nearly as buggy as Windows ME, BGB's GUI certainly does not give it any credibility points, and VBA's GB/GBC emulation sucks on my PC for some reason. ) | |||
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: 1824/8210 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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W00t. Found at 4021B0 in the US version, and... *opens program* Lesee, we have a 71,618-byte file at 3FC2B0, which means it reaches to 40DA72! Nice find! Now we know that the levels most likely are compressed. Now to extract the file, corrupt it and re-insert it. Hmm... If this program hasn't totally screwed up, that's pretty damn good. Just by changing 3 bytes and re-compressing the file, it's now only 39,039 bytes! File re-inserted. Game did not crash on starup, wow. Now for the moment of truth... Crash. CPU steady at 99.8% but nothing happens. I didn't think that re-compression was accurate. So now let's just try corrupting some random stuff in the file, compressed, in the ROM itself. *saves a state just before Mario dives into the painting* No changes that I can see. Let's corrupt more! ...This looks different. Across both bridges, at the edge of the level next to the ! box, it's not very steep... *Compares with real N64* Bah, today would have to be the day my brother actually takes an interest in N64. More corruption! Crashed again. Let's try 256 bytes ahead, like Cellar mentioned... 4022B0: 7F 4022B0: 00 4022B0: 00 00 00 I do believe a is in order. |
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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: 1825/8210 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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The bits are ordered 76543210.Originally posted by cpubasic13 So in RAM would they still be indexed by sprite #, or the order of the sprites in the level? And if you wrote to them would they go back to normal in the next level?
So set bit 7 and it'll turn into a shell sprite when you stomp it? And what is falling/going "POOF!"?
I assume what you mean is bit 6 toggles whether the sprite is 8x8 or 8x16?
So the lowest bit toggles the palette page? Any idea what the rest do?
Is there a sprite that does this normally?
So it acts like you killed it, but when it hits the ground it goes back to normal? Or does it just jump up?
What exactly does this do?
Probably for Mushrooms.
As in when you stomp it it becomes a bob-omb about to blow? What happens if this is set along with the bit that makes it go into a shell?
Try setting this, putting it waaaaaay up in the air, and letting it fall. Does it just keep falling or does it stop eventually? Bowser's big ball things do this and don't have any layer 1/2 interaction (fall through the floor).
Pic?
Same as...?
Sounds like a series of 16-bit pointers to ASM. Dunno why that bit would make it crash (unless you were just pointing it to invalid code), or did you mean the highest bit? I don't think addresses xx8000-xxFFFF are valid.
What's the format for the first table? Second might be animation or something.
A project for tomorrow. |
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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: 1826/8210 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 not look too bad if you just used the SMW Mario, but with the palettes from SMB1 and maybe some small edits. It'd look like SMW's Mario in SMB1 style. | |||
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: 1827/8210 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 tried changing the bits, and this is what I found. All tests were done with sprite #4, the Green Koopa. Bit 7 is the highest bit, 0 is the lowest. 3F46C: 0: If 1, falls through first ground, walks 8px above second! 1: If 1, falls a few pixels through ground then bounces back up! 2: Same as 0. 3: If 1, animation is disabled. 4: If 1, it can be stomped. If 0, stomping it kills Mario/bounces Yoshi. 5: If 1, it dies when stomped, if 0, it acts like a Koopa. 6: Nothing? 7: If 1, when killed it disappears in a puff of smoke. If 0, it falls off the screen. 3F535: 0: Nothing? 1: If 1, its clipping range gets moved 16 pixels to the right. 2: If 1, its clipping range becomes 64 pixels wide. 3: If 1, its clipping range extends 16 pixels on both sides. 4: Nothing? 5: If 1, its clipping range moves up 16 pixles. 6: If 1, its clipping range extends 16 pixels on both sides, but the added area only affects Yoshi. (He gets scared off? ) Koopas have this set by default? (These might be a 'clipping range type' setting.) 7: If 1, it falls straight down when you stomp it. 3F5FE: Graphic-related. If the lowest bit is set it uses different GFX? The rest of the bits seem to either change the palette or do nothing. Default is 0A. 3F6C7: 0: If 1, when you kill it with a star, it falls really fast, but you can hit it multiple times and bounce it in the air! (It doesn't turn into a dead shell.) 1: If 1, it's invincible to stars, fireballs and the cape. (Hitting it with the cape still makes it jump though!) 2: If 1, it will still interact with sprites and objects no matter where it is in the level (even way off the screen)! This slows the game down considerably, though. (Normally used for Yoshi.) 3: Nothing? 4: If 1, when you stomp it, kicking the shell only moves it a few pixels and gives you 200 points! Other Koopas will just turn around when they hit it, so you can make barriers with it. 5: Nothing? 6: Nothing? 7: If 1, Mario can't interact with it, but Yoshi will still run away. You can still kill it with a cape or fireballs. (Unfortunately, even if bit 1 is set, fireballs and capes still kill it. ) 3F790: 0: If 1, Yoshi can't eat it. 1: If 1, Yoshi holds it in his mouth. If 0, he swallows it and you get a coin. 2: If 1, if it falls from a high enough distance it will act as if the ground it lands on is about 3 pixels lower than it really is. 3: If 1, it won't interact with shells. Even if you stomp it it won't get back in its shell. 4: Nothing? 5: Nothing? 6: If 1, it won't die when you stomp it, but you still get points! Stomping it with Yoshi or Spin-Jumping it will kill it. (? blocks with green shells in them also wouldn't produce any shell!) 7: If 1, disables interaction with all objects (layer 1 or 2). 3F859: 0: Nothing? 1: Nothing? 2: Nothing? 3: Nothing? 4: Nothing? 5: If 0, the bottom half of the sprite is visible on both subscreens. 6: Nothing? 7: Nothing, but if bits 5 and 7 aren't both set, the death animation will show a koopa head instead of a shell. 87CC: Seems to be an ASM pointer. 2 bytes per sprite. Default is FC8A for Koopas. (Try 4D8C for bouncy koopas!) 9E7F: GFX-related table. Default is 00 for Koopas. 01 swaps the two halves, 02 makes the animations all goofy. 9D83: Animation-related table. Default is 84 for Koopas. 85 makes their heads mess up when they turn around. (Only seems to affect that frame?) Now to start working on an editor. BTW, what I meant about the RAM tables was: say you wanted to change some attribute of a Green Koopa during the level. Would you write to index #4 on the table, or would that only modify the 4th sprite in the level? And when you went to another level, would the data still be changed or would it go back to normal? |
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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: 1828/8210 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 the game just copies the tables to RAM and leaves them? Seems pretty useless when it can just read them from ROM. [edit] Alright, the sprite editor is starting to work. There seems to be a few bugs reading the data (I'm pretty sure Green Koopas are not visible on both subscreens), but for the most part it's good. Tomorrow I'll work on saving. I've also implemented a method that could be used to share custom sprites or make a database out of them. All it really does is display the sprite's hex code, it's only 10 bytes. Working out the ASM data could be a bit of a problem but we don't even know how that works yet. Anyone know how the sprite data in RAM/ROM works? Like is there some way to use the 'extension' byte (grayed out in LM's Insert Manual dialog), or have sprite #s above 255? That would give a lot of room for custom sprites. At least does anyone know how the table in RAM works? If nothing else, an ASM hack could probably be developed to manually write extra sprite data into the table, but unless it has room for bigger 'Extra Info' data or a free byte, it doesn't help much. (That is unless you want to hack every reference to the sprite table to make each entry a few bytes bigger. ) Even then, I'm not sure how we'd go about adding these extra sprites in LM... Unless Fu wants to add support for them. But I suppose I should finish the editor and get cracking on figuring out the ASM before I try to figure that out. (edited by HyperHacker on 10-21-04 01:25 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: 1829/8210 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 Zerodius How about below 1? There seems to be a problem with your host. The images don't show up, and when I tried to view them alone, they showed up as text! |
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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: 1830/8210 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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Freewebs is a horrible piece of crap. Looks nice, but the black and white on the title screen is very painful on my eyes. |
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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: 1831/8210 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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Don't be too sure. | |||
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: 1832/8210 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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Dude... WTF did you program this in? It goes full-screen, looks like Windows 95 and has crappy basic keyboard/mouse support. (You can't even use the number pad for numbers.) Looks like something you'd have seen in Windows 3.1. The descriptions don't help much, either. | |||
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: 1833/8210 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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Actually, they turn into sprites when you pick them up, which is how you can carry and move them. |
Acmlm's Board - I2 Archive - - Posts by HyperLamer |