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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 08-01-05 06:11 AM, in Guardian Legend Link
Originally posted by Chickenlump
This is all I could find on my computer on the game. This document (was it a document? a post? I really need to organize things better.. ).

This was originally written/posted by JigglyBells.

http://www.geocities.com/chickenlump/TGL.txt


Thanks...I'll look into that...what I tried hacking was some of the text messages (they were basic ASCII,) and the rom didn't even boot after doing so. Unless those are double-used as 6502 code somehow, it sounds checksum-related as I said...
DukeNukem007

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Posted on 08-01-05 07:18 AM, in Super Metroid II (Demo) Link
This hack is HARD...nice work.

BTW, there are a number of rooms in which falling down causes instant death sometimes and just going down normally other times...and other times you end up back at the top of the screen.

About the x-ray scope thing, I suspect it might be because there's already a scanner thing in the room and the game doesn't know how to handle both simultaneously.

As for the hack being large, I suspect it might be related to how many of the sounds are stored in the .ips (don't know if they just shifted or if you intended to hack them.)


(edited by DukeNukem007 on 07-31-05 10:20 PM)
DukeNukem007

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Posted on 08-02-05 11:06 PM, in SMB3 The Lost levels release for SMAS Link
Originally posted by insectduel

Yeah, I just found that one out when I actually have one yesterday. It's because I do not have a disk that contains more than 1.44 MB I have to rip each of its data every x100100 offset. It's too bad that FuSoYa's Rom would not work in SMAS+World ROM. (Unless I'm gonna figure it out in the HEX Editor)


Well, if you want to transfer stuff on floppies, I 7Zip all my roms to backup them and SMAS+W compresses to barely over a megabyte. Heck, you can 7Zip or RAR even Super Metroid to a single floppy (although plain old PKZip won't cut it.)

DukeNukem007

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Posted on 08-04-05 01:42 AM, in Konami NES NSF rip release Link
There aren't enough .psfs for my liking...

for Konami I'm satisfied with the Symphony of the Night music I have (I got the Tragic Prince song...'nuff said) but for Square-Enix I really wish there were a rip of Chrono Trigger/FF6--I want to see how both soundtracks are different from the SNES.
DukeNukem007

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Posted on 08-04-05 04:43 AM, in Dragon Quest 5 Link
Anyone know anything about hacking the game, besides translation (the one I have is very nicely done?)

As good as the game is, the graphics are barely even Sega Master System quality, and even if I could fix that by getting a PS2 and the remake, it would be nice to mess around with the maps. Only problem is that virtually everything is LZ'd.
DukeNukem007

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Posted on 08-05-05 05:05 AM, in Super Metroid II (Demo) Link
Was it intentional that you made it possible to get permanently stuck (to the point where you can't even commit suicide on spikes or enemies, and have to reset?) I'm talking about the long shaft that has the pincers (that cause no damage) and ends in that little room in Crateria that you need a speed-boost to leave.

Also, I imported my savestates from near the end of the game, and escaping to your ship after beating the Mother Brain is impossible.

I realize you have another project on hand as you've told me, so I'm not sure how much this matters.
DukeNukem007

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Posted on 08-09-05 11:27 PM, in Samus' Suit Link
Originally posted by creaothceann
SM just changes the palette to get other suit graphics.

I guess you'll have to change all the suit tiles. It's possible though (link).


Yeah, that Justin Bailey hack is NICE. The ending graphics are great, too.

I suppose it's possible to change the pointers and program data if you wanted different armor suits; there's a lot of open space in the banks used for Samus sprites.
DukeNukem007

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Posted on 08-10-05 12:53 AM, in Sound hacking in Super Metroid Link
Yes, another hacking thread on this great game, I know.

I know that basically all of the sounds and (I think) music data are stored in the last 17 LoRom banks (278200-300200.) It also seems that the first several sounds, which include shooting, charging, energy pickup, etc. are hardwired to the SPC on boot.

Anyone know why there are LOTS of dummied sounds in the data? It seems like some of the instruments and "Metroid shrieks" appear 3 or 4 times. My only guess is that the game might load music largely by bank rather than pull sounds from various different banks.

Anyway, where this is all coming from is that I thought it might be interesting to replace the dummied sounds with higher-quality or different mixes for other sounds, or use it for extra map or graphics data, but I'm not sure if the game could handle it. The sound is already very good for a mid-generation SNES game, and there's an enormous sheer amount of sound data for any SNES game, but it would be interesting to experiment with.

And if anyone else knows how to actually hack the music data that would be cool--I've crashed the ROM when I've tried hacking data in that segment, so I don't know if it's other program data or what. I know that the Screwed and Chopped hack was supposed to have different music in the final version.


(edited by DukeNukem007 on 08-09-05 03:57 PM)
(edited by DukeNukem007 on 08-09-05 03:58 PM)
DukeNukem007

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Posted on 08-10-05 07:59 AM, in Need Help On Music From Super Metroid? Link
Some more advice: don't post a topic that's basically already right there.

http://board.acmlm.org/thread.php?id=17305
DukeNukem007

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Posted on 08-10-05 09:56 AM, in Samus's Graphics...srry but this time I think I know what im doin... Link
This is on a header rom--both the (JU) and (E) version:

Death sprites = D8200-D9600
Other sprites = DE200-FF200 (yeah, I know there's a lot)

If you're hacking with Lunar Compress, or SMILE or whatever, and also want to change the ending graphics, I remember the 3-hour ending Samus in the (JU) rom is at BBB57, and there are various other compressed intro and ending graphics in the surrounding banks in both the NTSC and PAL versions.

I would say a straight-up hex editor is far from the best way to hack the graphics, but do what you want.
DukeNukem007

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Posted on 08-11-05 06:28 AM, in Dying Scene Link
Nonsense...

10+ years sounds about right. There are still many graphics and especially translation hacks left to be done...
DukeNukem007

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Posted on 08-11-05 10:29 AM, in Fire Emblem 3: Monsho No Nazo Link
The first 24-mega cartridge for the SNES--I know that rom hacking giants Neil Corlett and Gideon Zhi had been working on translations and even cracked the title screen graphics, but their projects haven't gained much traction lately. (I'd help them with the Japanese if I had more language experience...I had 2 quarters but I've learned that's not enough :-P )

Anyone else interested in hacking other stuff? The graphics could use somewhat of a facelift. As I suspected (since they're both Nintendo-made games from about the same time) it shares an LZ format with Super Metroid for map and graphics data (Lunar Compress #4.)

28A00-2BA00= some graphics
2EA00-2FA00= 2bpp font
50500-56000= looks like some map formations
98200-9C200 = some weapon gfx
A0200-A2800 = some 2bpp Japanese characters
A2A00-A5200 = some 4bpp stuff
B8200-E8200 = lots of animated tiles swapped on the fly
E8200-10DE00 = lots of compressed background gfx
130200-131800 = a tile formation
138200-17C200 = lots of compressed character sprites with unknown headers (?) in between
17C200-180200 = ??? looks like some kind of map formation
180200-1D0200 = looks like mostly sound/music data
1D0200-250000 = looks like mostly compressed maps/actor data/other junk
25C400-25E400 = a map, linear 8bpp
260200-262800 = fonts, 2bpp
264000-2B8400 = lots of compressed gfx/maps
2C0200-2CE920 = fonts, 2bpp
2D0200-2D4880 = sprites
2D8200-2E0200 = more compressed gfx
2E0200-2E2000 = some more 2bpp fonts
2E8200-eof = more compressed gfx

There is a LOT of open space--lots of half-empty banks--so lots of room for changing stuff.
DukeNukem007

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Posted on 08-11-05 10:33 AM, in PSX hacking scene. Link
PSF ripping/editing also is always interesting. (shameless plug/request: I wish I had psf's from Dragon Quest 4&5 remakes, Chrono Trigger/FF6 remakes, etc!!)
DukeNukem007

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Posted on 08-12-05 01:05 AM, in Fire Emblem 3: Monsho No Nazo Link
Originally posted by Celice
Nice to see data for such a good game. Not much else to say though; good job.


Thanks, although it really only takes a few minutes to look through a ROM if you know what you're doing, and I get the feeling that Neill and AGTP are already several steps ahead in that aspect.

Like I said, if they want any help changing things or making hacks, I'm just trying to spark some interest and look into things a little myself.
DukeNukem007

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Posted on 08-12-05 06:55 AM, in FF3J for DS... Link
Anyone have any new information on the port? It's been a few months since I saw much of anything, and I have searched on Google and whatnot.

It has a load of potential to be great, as the only FF game to not have an official USA port (it IS being translated, right? word is it may not be localized.) The initial "screenshots" and videos shown a few months ago look nice, and the music and graphics were already very nice for an NES game initially.

I still think there should've been a "Final Fantasy All-Stars" game for SNES which had straight-up port of FF5 with translation, along with SMAS-style translated ports of FF2J and FF3J. It probably could've easily fit in 32 megabits...
DukeNukem007

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Posted on 08-12-05 07:16 AM, in FF3J for DS... Link
I don't remember PSX port talk, but I know the Wonderswan Color port was cancelled.

And yeah, I want to own the game legally--Square deserves money for it--even though I have the ROM.

No, it was only announced a few months ago. I don't see what's taking so long that we're not even hearing anything--Square can crank out FF games from scratch in a year as they've shown in the past, let alone when they already have all the code on hand.
DukeNukem007

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Posted on 08-12-05 07:45 AM, in Fire Emblem 3: Monsho No Nazo Link
Tell them to try this with the Lunar Compress package:

sniff fireem~1.smc 110200 130200 102 4 0
DukeNukem007

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Posted on 08-12-05 09:24 AM, in Fire Emblem 3: Monsho No Nazo Link
Originally posted by Gideon Zhi
The project has stagnated largely due to the lack of available translation resources. I've recently been in contact with a guy who goes by udonsoba on IRC, lives in Japan, is fairly fluent in the language, and is interested in doing some scripts, so I've sent him the Monsho no Nazo stuff. That's about as much as I can say right now though.

I've currently got the first fifteen chapters of Book 1 translated and inserted (although not at all polished), but that doesn't include any of the nondialogue stuff, the opening prophecy, or the history scrolls before levels.


Thanks for the update.

Hey, completely off-topic but how is your Madara translation going? My reference to "2 quarters of Japanese not being enough" was a direct reference to how I tried to help you on that project and couldn't figure out much of anything (yeah that was me. :-P )
DukeNukem007

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Posted on 08-12-05 08:34 PM, in FF3J for DS... Link
Originally posted by DarkSlaya
So far, I've seen a few DS games not being released at the correct date (and still unreleased).

So this may be one of them.

But I'm looking foward to it.


Well, I don't even remember a specific release date being given. They're probably going by the Duke Nukem Forever "When It's Done" policy. (grr, now will THAT ever be released? 3dRealms learned the hard way shooting for 1998-2003 release dates on that...)
DukeNukem007

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Posted on 08-14-05 11:51 AM, in Guardian Legend Link
Mostly as a demonstration, I decided to do a quick graphics and text hack. Made a few cursory changes that, including a few ROM crashes, took a little over an hour. Some are obvious from the start; for others you should import savestates a good ways into the game (or preferably use passwords, since the savestates probably store unmodified graphics and text.)

The text hacking is straightforward, since the tiles are aligned with ASCII and are right in the ROM, but I think the reason I always crashed the ROM was that I may have accidently gone a byte or two over.

The graphics are noticeable in any tile-editor, but the fonts and, I think, the locks are stored in a 1bpp format (and the text is "squeezed" into a 7x8 form, since the bottom row of pixels is blank.) And, of course, many other graphics are "squeezed" together, and hacking them the wrong way can crash the ROM or cause it to simply act strangely, but I changed a few things, and a similar format seems to appear in some PRG-only roms like Dragon Warrior/Quest 2-4, Battletoads, etc.
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