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

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Posted on 03-23-05 05:27 AM, in CastleVania: DeNasty Dyansty Updates Link
Man, those graphics are awesome looking for the level. Except for the knight sprite, I can hardly recognize it as Castlevania 1 (even though the level layout hasn't been changed yet... at least in the scene with the knight).

Heh, just realized the reason why the title screen looks so good. The sides are skulls.
Ice Ranger

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Posted on 03-23-05 08:38 PM, in Rom Hacker needed for BS Zelda 3 Link
From what I've seen of the videos, this Zelda game is one I have to play. There's more than just level changes, a lot more. I hope with Geiger's Debugger, someone will be able to make this fully playable and played as intended.
Ice Ranger

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Posted on 03-24-05 09:25 AM, in Rom Hacker needed for BS Zelda 3 Link
Some of the great SNES hackers should really help this guy out. He's been looking for a hacker since at least February 28, 2004 (I found it on a site where he also requested one). It seems like they've been stuck for five years now without a hacker.

I really don't know if he'll have much luck anywhere else. I'm just glad Skiffles is offering some help. I really want to see this become playable as it was intended (the blank insides except for objects and doors make the game easy to skip stuff and crash the game).
Ice Ranger

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Posted on 03-25-05 01:13 AM, in SMB2 simple ASM hack and documentation Link
My question is what else should I try to accomplish in SMB2? Here's the list of what I wanted to try when I first wanted to start ASM hacking SMB2.

I've been looking at several documents at Zophar's to figure out how to use PPU view in FCEUXD to my advantage. Tell me what's feasible, any specific documents to take a closer look at, or even if the ideas are any good.

Note that Idea 1 is what I wanted to base the hack on anyway; finding cherries to complete a level.

The ideas are just to help me figure out ASM more (as how hacking SMB2 came about). I don't think I'll actually use the patch for invincibilty in my hack, but I think it's a start to going in the right direction.

(1) Use cherries for something else (find a way to keep them from regenerating) hawk mouth opening is one idea.

(2)Give sprites different color options besides the original default colors.

(3) Eliminate the star completely (to free up more room for ASM mainly) if not, then just the star graphics, you automatically have the star power instead of having to grab the star. <----Heh, I did that , though it may take awhile to use the extra space for something else.

(4) The hawk mouth opens after grabbing a certain number of cherries (I'd like to know how to do this, but involves getting around a lot)

(5) Be able to choose a different character after dying (like SMAS)

(6) Allow subspace to open in vertical areas (like SMAdvance) <--- Not happening, unless someone finds out a lot about it. Very complex doesn't work the same even if you go through the door.
Ice Ranger

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Posted on 03-25-05 05:20 AM, in SMB2: Coin ASM Hack Link
Heh, I was wondering if you were going to make this public. Thanks for letting me take a look at it as it made the foundation for letting me figure out the Automatic starman after 5 cherries.

The one thing I still can't figure out is how you made it change the pallet for the coin without changing the POW, grass, or other items which share the red/black/white pallet switched with the ground/rock pallet (which is probably the easiest part) or change the coin sound to that (I thought the hex value was still the same as for the cherry pick up).

I definitely need to figure out the added information for the pause screen. That's the only other part I haven't figured out.
Ice Ranger

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Posted on 03-27-05 01:52 AM, in Mario: Race Against Time Update Thread Link
Oh man! This is looking better all the time. Toad? I'm really wondering what's going to happen to Mario and if he becomes recoverable.

So... when's the demo coming out, or will the finished product be out soon enough to not even bother with the demo ? Heh, I'll try it out either way .
Ice Ranger

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Posted on 03-27-05 03:00 AM, in SMB2 simple ASM hack and documentation Link
No. 5 is one I definitely one of the routines I want to find.

I think that #6 might actually be possible. I found that the RAM address $04B7 contains the time that subspace is active (60 in hexidecimal). Here's the problem (something I wasn't able to figure out using rockman's tutorials as well). I can't find where the intial 60 is loaded into memory. I was able to find the routine where the timer is lowered though snapping the debugger when $04B7 is written to. Seems like it is written to when visiting different areas in a level.
$9718: 60        RTS

$9719: A9 04 LDA #$04
$971B: 9D 89 04 STA $0489,X @ $0491 = #$04
$971E: A9 02 LDA #$02
$9720: 95 6F STA $6F,X @ $0077 = #$02
$9722: AC B7 04 LDY $04B7 = #$5F <---- I let it DEC by one when I took this.
$9725: F0 1A BEQ $9741
$9727: A5 10 LDA $10 = #$88
$9729: 29 03 AND #$03
$972B: D0 14 BNE $9741
$972D: A4 50 LDY $50 = #$00
$972F: C0 07 CPY #$07
$9731: F0 0E BEQ $9741
$9733: CE B7 04 DEC $04B7 = #$5F <--- this is where it is DEC.
$9736: D0 09 BNE $9741
$9738: 8D 28 06 STA $0628 = #$02

$973B: 20 DA F6 JSR $F6DA


Figuring this out may help me find how to allow a timer for the veritcal areas as well (or there is any difference there).


(edited by Chill Penguin on 03-26-05 05:01 PM)
Ice Ranger

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Posted on 03-28-05 01:30 AM, in Oddity with colors in my hack Link
Originally posted by iamhiro1112
I'm currently trying to change the color of the coins in this hack. So I opened nesticle, found the colors hex and I changed every find with my hex editor.


As stated above, Nesticle is a bad idea now that FCEUXD is available (why nobody linked to the site yet still confuses me ).

Using FCEUXD, open the PPU viewer (yes, FCEUD does this as well). You should see the pallet appear at the very bottom in 2 rows 16 colors each. Hover the pointer over one of the pallet colors and it should give you the hexidecimal value of it.

Now, open up FCEUXD's hex editor (no, it's not in FCEUD). Do a search for those pallet colors in hex (if they are associated with a sprite, only 3 to 4 values may be included). Probabaly a few or one matches will be made. Make the change and it should be noticable whenever that pallet is loaded into the game again (probably need to leave the area and re-enter, maybe pause then unpause <-doesn't usually work in this case).

That's how I've been doing my pallet hacking, except the FCEUXD allowed me to make changes quicker since I didn't have a seperate hexicemical editor open.

Oh, and one other thing, make sure to save your changes once you have found the results you want.
Ice Ranger

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Posted on 03-28-05 10:25 PM, in Best Emulators for use in hacking Link
You know, I'd like to see an actual reason to resort to Nesticle. I hated it when it was the only thing to resort to for hacking (hated it even more when using it for just an emulator [I like LoopyNES more than nesticle]). When FCEUD came out, I quit using Nesticle altogether. I resorted to using FCEUD's PPU viewer to change pallets (the only thing I actually needed Nesticle for).

Now that FCEUXD came out, quit frankly, there is no purpose to using Nesticle except for real time changes (oh wait, you can do that with FCEUXD as well [RAM or PPU view]. Then again, I'd prefer to make my changes where I can see the hexidecimal values.

I'd like to see a real arguement about why to use Nesticle as Parasyte says. It's an outdated hacking device, which has been a long time call to being unnecessary. True, it served as a building block of the hacking community, but without any updates, what's the point?

Back on topic.

FCEUXD allows for PPU RAM and ROM viewing and editing in hexidecimal. Opening less tools makes it easier to get hacking done. The tracer and logger allow for ways to search for certain routines processed. The debugger (also present in FCEUD) allows for break points set after finding a RAM value that is affected. The RAM value can usually be found through a series of using the cheat finder using higher, lower, different, or equal comparisons to the last time the cheat finder was opened. FCEUXD is definitly the best hacking emulator to use because it works for more purposes than previous emulators.
Ice Ranger

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Posted on 03-30-05 08:40 AM, in Super Luigi RPG Link
Aw man, that falls on the humour style of Super Monkey RPG . At least it isn't *quite* as raunchy. Make sure you have a lot of text and graphics changed since hacking the levels of this game is likely to not happen anytime soon.
Ice Ranger

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Posted on 03-31-05 02:43 AM, in Need help with my hack Link
After talking to rockman last night about this, he got me to go ahead and release my Faxanadu hack (more like pallet).

ASM hacking takes quite a bit of time, it easy to get burned out on a game like that (I didn't have many values to work with for SMB2, which is the reason I know most of what I find is new. That kind of motivates me to keep looking). SMB3 has most of the data already documented.

Real life problems are another big issue it seems. Moving? Why did you need to finish this hack by the end of the year anyway? Take as long as you like. As long as it's up to par of what you expected, that should probably be good enough for at least half the guys around here.

On world 3 sofar, so that's approximately half way though (World 8 doesn't have many levels compared to Worlds 6 and 7). Hope to know what you plan on doing with this now that you've heard from Parasyte and everyone else here.
Ice Ranger

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Posted on 04-01-05 10:30 AM, in SMW2+ Full Version Released! Link
Awesome, I haven't heard anything about this in so long. I thought it was an April Fools joke at first, but the patch is extremely large for it to be. I started it where I left off the last demo. Finally, a good SMW2 complete game. Hope this is an inspiration to the others .

Too bad I have to wait until tomorrow to really play a lot of it.
Ice Ranger

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Posted on 04-01-05 10:36 AM, in FCEUXD Release Link
Had my hopes up for a second that more features were implimented and was going to be distributed in the next few months.

Heh, one feature I'd like in the next build is definitely a debugger that snaps when certains values are run through the break point set. ... seems like that's being worked on last I checked, I just don't have an idea of when/if it's going to be released since the project went open source.

Might want to sticky this, make easy access for newbies to know about/get FCEUXD.
Ice Ranger

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Posted on 04-01-05 09:35 PM, in FCEUXD Release Link
Originally posted by Parasyte
Originally posted by Chill Penguin
Heh, one feature I'd like in the next build is definitely a debugger that snaps when certains values are run through the break point set. ... seems like that's being worked on last I checked, I just don't have an idea of when/if it's going to be released since the project went open source.


Could you explain? If you're talking about the conditional break support that I'm working on... it's on the way. :\


It was you I heard it from! I knew I heard it from someone in some thread. Yep, that's exactly what I've been looking forward to being released. Indeed, the people shall rejoice upon the new release of FCEUXD with this added feature.
Ice Ranger

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Posted on 04-01-05 09:51 PM, in SMW The Lost Levels Released! Link
Man, you guys pulled me for a loop this year. I'm used to seeing so many fake hack releases that I don't even bother. I thought I might as well see what the joke was. No joke ? Well, this is very impressive idea of switching between Mario and Luigi (I was wondering how it was going to be done, guess I know now).

It should be interesting to check it out. I do get the lost levels feel from what I've played sofar.
Ice Ranger

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Posted on 04-02-05 04:24 AM, in Super Mario World 4 - Complete! Link
Very bad, very bad some one finally did the April Fools hack release. I knew something was up when I saw it was only 11.7 KB in size. I thought about doing something like this, but never had the time. If it's not a joke hack ips, then, the ips is corrupt. All the regular tiles were graphically screwed up and the levels were still the same as they originally were. I think this is most definitely the joke hack that was going to be released. Clever enough to make it an ips patch and not just a link to another page .
Ice Ranger

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Posted on 04-02-05 12:08 PM, in Zelda - Gates of Time Link
Definitely looks better than any of the other title screens I've seen hacked with HM. Looks like Ocarina of Time for SNES in the background (green and mountains). I'm still looking forward to any completed Zelda 3 hacks and it looks like this one is coming along.
Ice Ranger

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Posted on 04-04-05 03:05 AM, in Luigi Tales World1 Demo Link
Originally posted by The Varian
Thanks for the feedback, and Xkeeper I'll see what I can cook up for a new floor layout.
By the way did anyone find the hidden level?


Would you happen to be talking about a level where you could grab a Hammer Bros. suit? If so, yeah, but the Kuribo's shoe glitches up toward the end of the level, at one point it turns into the XXXXs and at the Boom Boom, it turns into another glitchy looking princess sprite.

Pretty nice, took me awhile to figure out how to beat the ghost house, Fire Flower power helps. I haven't beaten level 4 with all the coins (or a lot of coins) collected within the level yet, I want to see if you left the silver toad house or what replaced it.

Oh, and the Hammer Bros. Luigi sprite still looks like Mario.


(edited by Chill Penguin on 04-03-05 05:06 PM)
Ice Ranger

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Posted on 04-06-05 04:37 AM, in Need help for super mario advance 4! Link
Yeah, I was never able to play the (U) version of it, only the (J) version (now, that doesn't work either). Someone said it was something with the save file (duh ... ), there should be some way to fix it, I just don't know how. I'm glad I'm not the only one this problem. Sure makes it a pain to try to use any of Zophar's save states with it though (or is it save file?).
Ice Ranger

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Posted on 04-07-05 10:07 PM, in Metroid - Captive. Unleashed. Link
Very nice. After I figured out how to get past the first part, I got to see a lot more of the changes you made. A better puzzle than the orginal.
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