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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DukeNukem007
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DukeNukem007

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Posted on 07-22-05 09:44 AM, in Another question about a hacking program Link
Originally posted by Bush Hater
Dos programs can't run from windows. I think no one uses dos anymore.


Naw, I still love good ol' Wolfenstein and Blake Stone, so there's at least one person. VDMSound or DosBox does the trick nicely for most games, although late DOS games like Duke Nukem 3d and Shadow Warrior run terribly. Doom 1/2 also doesn't run the greatest, but if you use an Windows shell program like ZDOOM all you need to do is supply a WAD and it plays *better* than it originally did in DOS, i.e. has better lighting, allows real jumping and looking up/down, etc.
DukeNukem007

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Posted on 07-24-05 02:34 AM, in Super Metroid:Screwed and Chopped (demo) Link
Just as a warning to everyone, the patch crashes the Europe version on the intro; I'm assuming it works fine on the Japan/USA version, but I'll have to check when I get on my other computer.

I did look at a decompression of the hack with Lunar Compress and I like the new maps and graphics.
DukeNukem007

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Posted on 07-24-05 10:00 AM, in When hacking FF6, is there a way... Link
To try to get back on topic (don't you hate it when this stuff happens?) after reading through the posts and figuring out which boss you're referring to, the only problem is that I think those graphics are among the few boss sprites the game compresses--technically, it's all a background, and all battle backgrounds are compressed, afaik. There's no specific program to recompress edited graphics for FF6 that I know of.
DukeNukem007

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Posted on 07-24-05 10:03 AM, in Question for Final Fantasy IV Link
Why not just use one of the translated hardtype hacks, or the "director's cut" .ips available on Zophar? Another advantage that those had if you wanted to edit the game further and have more room for scripted events is that many of them expand the ROM from 8 to 12 mega.
DukeNukem007

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Posted on 07-24-05 10:07 AM, in zelda 3 hacking questions Link
I've never bothered to look for other programs, but Lunar Compress can be used to edit compressed graphics from roughly $8B000-$C4000...use format 0 or 1.
DukeNukem007

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Posted on 07-24-05 10:26 AM, in When hacking FF6, is there a way... Link
Originally posted by Lenophis
Originally posted by DukeNukem007
There's no specific program to recompress edited graphics for FF6 that I know of.

Indeed, it's a compression format that Lunar Compress does not do, which I find quite surprising. (At least that's what I keep hearing, I haven't tried it myself yet.)


Yeah, I know that Masterzed's and other sites listed the offsets for compressed graphics and maps, so I tried sniff.exe on a lot of those segments. I started off with the other known Square formats, like #12 used in Chrono Trigger and #6 in Secret of Mana, and messed around with a few others, but basically got junk.

FuSoYa does know about this, as he replied in a thread I posted in about it while back, but I respect if he doesn't get the time to add to the formats.

I love Lunar Compress because you can get long streams of graphics and map data, and what was scrambled junk comes across as "wait, now I remember that from the game."
DukeNukem007

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Posted on 07-25-05 10:09 AM, in Super Metroid:Screwed and Chopped (demo) Link
Originally posted by Roneo Strife
In all it's a decent hack but it's too freaking hard.
I couldn't beat the acid guy w/o save state.
It's also lame how specific weapons will enemies.
How do you kill kraid?


Yeah, at first I couldn't even figure out how to move on in the large rooms after getting the bombs, seeing as all the doors are either power-bomb or super missile; I also couldn't even beat the first torizo after the bombs at first because it didn't seem to spit stuff you could shoot to recharge with. (That was before I discovered the 2nd missile pack, too; it takes exactly 10 missiles, so reloading is a moot point.)

The thing that's fun, though, is to import your quicksaves or srm's from before you patched into the game. Sometimes they crash going between rooms, but other times it's neat--because of the way the game keeps track of items collected it's possible to collect multiple Ice Beams, and I have 55 super missiles right now.

You might want to try to fix how the palettes and backgrounds get distorted when revisiting a room.


(edited by DukeNukem007 on 07-25-05 01:12 AM)
(edited by DukeNukem007 on 07-25-05 01:16 AM)
DukeNukem007

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Posted on 07-25-05 09:19 PM, in Extending NES roms- no flaming please! Link
Since you're asking about Metroid--If you want to expand the room set, the way the maps of the game work (in a simple sense--I'm not into the details of how hacks work) is that there's a layout of how all the rooms are arranged around $2400h in the ROM--you can see the layout with an 8-bit linear option in a graphics viewer or a hex editor. Then there's data on each of the various room types elsewhere. (You've probably noticed how a lot of screens are "re-used" in Metroid, which is a lot of what makes it so much more confusing and harder to play than Super Metroid.)

So I would suggest moving the map pointer from $2400h to a later slot (somewhere in the second 128k if you were making a 256k PRG rom, or I suppose you could make a 128k PRG/64k CHR rom if you messed with the mapper enough) and working from there.
DukeNukem007

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Posted on 07-26-05 04:10 AM, in Is there a Samus Editor For Super Metroid? Link
A standard tile editor should do the trick--basically all sprites in Super Metroid are uncompressed, and even the graphics that are compressed are easy to crack.

All of Samus's sprites are spread across addresses $DCE00h to $100200h, except the dying sprites (D8200-D9600.) You can also edit the pause/weapon select Samus in basically the entire $1B0200h-$1B8200h bank; the ending Samus graphics are compressed, somewhere around $40000h if I remember right.
DukeNukem007

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Posted on 07-26-05 04:16 AM, in Extending NES roms- no flaming please! Link
Originally posted by Disch

As was already mentioned... most mappers need to have a power-of-2 PRG/CHR size. So if a game has 256k PRG and you want to expand it... you'll have to bump it up to at LEAST 512k of PRG -- even if you only want a few extra bytes (there are exceptions to this rule, some rare mappers can have abstract PRG/CHR sizes).

Also beware of mapper limitations. Not only do PRG/CHR sizes have a limit, but some mappers also lack on board cartridge RAM (no ram @ $6000-$7FFF), and some mappers have bus conflicts, so the value you write to the mapper register must match the value read from that address.


My copy of Super C has 128k PRG/120k CHR and I used to have a copy of Smash TV that was 128K PRG/104 or 112k CHR, although there might have been a "bad dump" involved. (hehe huhuh heheh...he said "bad dump.")
DukeNukem007

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Posted on 07-26-05 04:21 AM, in Super Metroid:Screwed and Chopped (demo) Link
Originally posted by Insomnia DMX
You have to shoot the blasts crocomire shoots out to refil your missiles while in battle.



I think everyone knows that, but it's still so friggin' hard!! I'm stuck at Crocomire because by the time you've recharged your missiles, he's moved further forward than you could ever push him back!!
DukeNukem007

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Posted on 07-26-05 09:41 PM, in Question for Final Fantasy IV Link
Originally posted by Dragonsbrethren

2) How can expand more lettering for items and the classes?

This text is fixed-length text, which means you can't use pointers to make it longer. You'll most likely need to implement a small ASM hack to bypass using the original fixed-value and use something longer. Then you'll have to expand them menus and such to compensate. I'm actually looking into doing something like this myself (I plan on making the item list a single column ala FF3us, I don't really like it but I need the space).


Oh yeah, I just remembered you could also insert tiles that squeeze multiple characters into one tile...
DukeNukem007

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Posted on 07-28-05 08:42 PM, in When hacking FF6, is there a way... Link
Originally posted by Lenophis
Originally posted by nayno
Besides, by censoring all of the naughty bits out of the game...

"Naughty"

WTF is left that could be considered "naughty?"

The decimation of FF6 includes:
  • Changing Holy to Pearl
  • Removed all of Kefka's swearing, he's way more psychotic than the US version lets on
  • Dead -> Wounded, bleeding means you are "wounded." I suppose when Nappa blew up that chopper there WERE parachutes left, fucktards.
  • Death -> Doom. omg we're doomed, DOOMED! I knew it was "Death" when I was 12 years old, and I didn't cry about it.
  • Nintendo renaming it from FF6 to FF3. Cause like, you know, the US only has 3 games of the series. The rest don't count!
Let's not forget about the 0xFFFF bugs in the game. So please explain what the hell "naughty" is.


Specifically Kefka's "Oh shit!" quote was changed to "Son of a submariner" (don't know about the others,) some of the lady bosses have extra clothes, Cyan's Porno Mag item was removed, and Duane and Katarin having the implied teenage out-of-wedlock element was removed.


(edited by DukeNukem007 on 07-28-05 11:44 AM)
DukeNukem007

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Posted on 07-30-05 07:05 AM, in Earthbound Link
I can't believe I'm looking at this stuff on a Friday night, but here goes.

A0200-BC200 = looks like compressed graphics (+ other data?)
BE000-C0200 = some sounds
C19C0-C2CE0 = compressed graphics
D0200-E6000 = compressed graphics
EDF00-EFA00 = compressed graphics (you can see "lumps" of graphics that seem to read "Dairy," "Milky" and "Steps")
F0200-F2800 = scripting
F8660-FF660 = scripting
101660-10B660 = some map data
10E260ish-110200 = some sound effects
110200-155000 = lots of 4bpp uncompressed sprites
155000-160200 = scripting
160200-17C800 = tile assembly?
180200-18F400 = some tile assembly??
1CB200-1CD800ish = some compressed graphics
1CD800ish-1CE280 = looks like some tile assembly
1CE280-1D0200 = a few sound effects
1D0200-201000ish = compressed graphics
2015B0-202900 = 1bpp VWF's
202900-20EF00 = compressed graphics
20EF00-20FEC0= a sound effect
210D00ish-213200ish = 1bpp VWF's
215D00ish-220000ish = looks like compressed graphics mostly
220000ish-2C2000ish = lots of sound data, with some other stuff scattered about
2FED5F-300000 = some 2bpp fonts

If anyone feels like hacking (I think the game could use a major facelift graphically) let me know and I can help more...
DukeNukem007

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Posted on 07-30-05 09:02 AM, in Earthbound Link
Wow, that site basically covers everything....thanks...

anyway, you guys can lock this if you want...it was nice looking through addresses, and really only took a few minutes, but I think I'm going to download those proggies now.
DukeNukem007

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Posted on 07-30-05 11:48 PM, in SMB3 The Lost levels release for SMAS Link
Nicely done...just played a lot of World 1...

BTW, it's nice to see that the patch is sideways-compatible with the AllStars+World rom...wasn't sure if it would be.
DukeNukem007

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Posted on 07-31-05 04:17 AM, in SMB3 The Lost levels release for SMAS Link
Originally posted by The Crimson Chin
SMAS and SMAS+W should be identical except for some changes to the menu and of course the SMW ROM stuck on the end. It's basically a legit multicart; a menu at the beginning and the ROMs all lined up after it.


I figured, but when I looked at the rom I thought they might've swapped a few banks...
DukeNukem007

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Posted on 07-31-05 11:43 PM, in sorry to post that again but I continue to have problem with lunar compress Link
decomp chrono~1.smc 200 400200 102 12 0

would rip the whole rom, give you some extra junk, but also give you loads of graphics, plus maps (which would be easily discernable if you switched your tile editor to linear 8bpp.)

Chickenlump's post on that thread about using lower than 4bpp sometimes is notable...but keep in mind that there are a few 8bpp graphics as well.

Incidently, if you wanted to hack Radical Dreamers or Bahamut Lagoon they uses the exact same Square LZ format (12.)
DukeNukem007

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Posted on 07-31-05 11:57 PM, in Is there a Samus Editor For Super Metroid? Link
Originally posted by Jathys
As for compressed graphics:

SMILE *does* have support for these, kind of . . . In the next official release (already unofficially released to some people), SMILE decompresses the tiles into a file that can be edited in your favorite tile editor, then re-compressed/inserted into the game at the push of a button.

I'm waiting on the official release for a little while (a week?), until I get support for tile table editing put in . . . Those who know what tile tables are will know the importance of supporting those before any official tile editing.


Lunar Compress has an LZ that rips both maps and graphics, as well...I meant to mention it in my earlier post. For instance, if for some twisted reason you wanted to make the sub-3 hour ending Samus nude (there IS such a patch for the NES Metroid...) you could type

decomp superm~1.smc bbb57 bcb00 102 4 0

edit the resulting superm~1.bin accordingly

recomp superm~1.bin superm~1.smc bbb57 102 4 0

You can also edit maps this way, but with other easier editors this is impractical.
DukeNukem007

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Posted on 08-01-05 06:02 AM, in Guardian Legend Link
Anyone have any clue how to hack this nice game? I've tried in the past, but it seems checksum-locked. Apparently there was a Spanish translation that fixed the checksum, though.

Also, the graphics seem to be mostly LZ'd, which you don't see much on the NES...any idea how to edit those, and the maps?
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