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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 07-03-05 09:42 AM, in Super Metroid Alliance Progress Link
You've really got me wondering how it's going to flow. What other ideas are you not referring to ... exacty?

Sounds fun, I'm going to check over at Zophar's for more information.
Ice Ranger

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Posted on 07-04-05 10:14 PM, in help w/ sprite placement for SMB2 Link
I decided to hack that part with a hex editor since this is where Acmlm's editor seems to be buggy.

Here's the address I'm looking at: 0x01764

03 85 01 01 01 03

The first byte there is the sprite ID, the second is the X and Y position of the sprite on the page. I'm unsure about the rest though. I'm wanting to know how the page the sprite appears on changes. Seems to be the hard part with changing the level data as well.

I have the locations of the pointer as well for that area described above, it's 0x012570 with the following hex:

16 53

Oh, and all this is for the upper area of the cave of 1-1.

I decided I better start looking into changing the levels of my hack pretty soon. Maybe I'll learn a lot about pointers by posting this as well (I know a little, but not a lot).
Ice Ranger

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Posted on 07-06-05 08:48 AM, in General Project Screenshot Thread Link
Alright, long enough to keep this too underwraps. SMB2DX (inspired by BMF, DD, Rockman, Chickenlump, and Acmlm). Whew, that's a lot of people. There's even more than that.


Some graphic changes. ... and used the horizonal life bar from old notes of Acmlm's.


A bouncing shell ASM hack. NOTE: I only used this screen shot to show I did it, not because the graphics look like that.


Bloopers and Bumpties, oh my!


An attempt to make SMB2 look more SNES-ish.


Warp to World 3?!
Ice Ranger

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Posted on 07-06-05 07:34 PM, in General Project Screenshot Thread Link

Heh, forgot to mention the title screen change. I'm goint to look into the code a little bit closer and make the entire screen black out before showing the -STAFF-. I just hope I can remember the offset for the vertical and horizonal blackout areas. Though, it might be harder to figure out where it's supposed to stop. By the way, the screenshot is slightly outdated as I've figured out how to change the text since then.

As for moving the hearts closer together, I should have changed the graphics first, then move everything. I'll get on it.

As for the other screenshots posted.

Those are the first screenshots of DD's 2nd world yet. Best desert graphics I've seen in awhile.

MM: That hack keeps looking even better every time I hear about it.

Omniverse: The use of the red background in that last pic makes more an awesome look of the crystal at the end. It looks more like something from SMB2 or 3 as a whole. I need to go ahead and download it.

I'd comment on more, but I can't really think of anything right off.
Ice Ranger

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Posted on 07-06-05 08:20 PM, in help w/ sprite placement for SMB2 Link
01 01 05 03 76 03 6C 01 01 05 14 56 14 AD 03 03 9D 07 0E 83 0E 79 03 BC 05 0E 90 02 75

Eh, the first 9 bytes is what you gave. Here's what's left:

05 14 56 14 AD 03 03 9D 07 0E 83 0E 79 03 BC 05 0E 90 02 75

The 05 is something I'm not sure what it is yet. Seems to be something along the lines of telling to stop the last function of drawing empty screens and switch to drawing sprites or the other way around.

It was simple to find that the 14 is the Hoopstar appearing at the X=5, Y=6 and the other at X=A and Y=D on the first page. The 03 that is before the other 03 is confusing as well because changing that does unexpected things. The 03 after it changes the next Shy Guy below the Hoopstars with the X=9 and Y=D on the next page.

Imediately after the 9D is another byte that screws stuff up if changed. I think it's used to switch pages as well.

I guess that's what I'm trying to figure out, mainly. I plan on wiping out everything and starting from scratch so I can actually go all the way to area 7-3.

Ice Ranger

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Posted on 07-08-05 07:13 AM, in General Project Screenshot Thread Link
Here we go again. Except my changes in the later screenshots aren't as noticable.

First off, Fryguy has been replaced with a large Phanto, called Phantazm (wonder if anyone gets it).


Well? What happens if he busts open? Mini evil spirits of the Phantazm!


Alright, here's a few more that had to be shown close together.



Give up? I changed the AI of the Tweeter.

Tweeter hones in on your character instead of bouncing around aimlessly (turning left or right to reach your character, much like a moving Panser). Also, I changed how high he jumps on the two different jumps and how many times one jump must be made before the other jump comes into play (although, the screenshot only reveals the first part).
Ice Ranger

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Posted on 07-14-05 09:44 AM, in The Super Mario Bros. Arena! Link
How about 10 coins on Live Wire? Well, I had to be different, plus, I like the name. Man, I love the stories. I like it when they're so close. Can't wait for another Peardian wallpaper.
Ice Ranger

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Posted on 07-17-05 05:38 AM, in How do I use the psuedo code of FCEUXDSP? Link
I've been messing with FCEUXDSP with the conditional breakpoints (it helps a great deal), but I want to use the other features as well. Maybe I just don't know what I'm doing, or even have the right kind of data for the stuff I want to do.

There's a thread over at BMF's data repository for SMB2 with a lot of RAM and ROM addresses. Here's the hard part, I don't know how to determine which bank to use for the pseudo-code that goes along with the game.

I guess a lot of the other people using it for that already know what they're doing so that's the reason I haven't seen this type of thread yet. And yes, I contacted the author and he suggested I post a thread here (since I don't have the available time to chat on ICQ; I check and go on here most of the time).
Ice Ranger

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Posted on 07-20-05 08:36 AM, in How do I use the psuedo code of FCEUXDSP? Link
Example:
0x01E276 - Time for the card before level is shown
I set a read-breakpoint on this offset but it's never executed. I'd appreciate it if you could tell me what ROM you use and how to trigger that breakpoint. As soon as I know that I can be more helpful.

Ah, that's the ROM address. I'm not sure where the code to activate that in the RAM is. The RAM address for the card countdown only lasts a short while (I think). Then I think the RAM address is used for something else.

I use 0x****** for ROM addresses and $**** for RAM addresses. It seemed to be the standard someone told me.

EDIT: I downloaded the new version. I didn't notice that in the status bar before. I have it working now. Maybe not the way I intended (I have name before everyline I put something in), but I'll revisit your site for notes on how to do it.

One more question. No matter what the name of the .nes file, you always put in the whole Super Mario Bros. 2 Deluxe.net.*.nl right? Even thought the last part doesn't show up in the status bar when telling you where the bank is?


(edited by Ice Ranger on 07-21-05 10:45 AM)
Ice Ranger

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Posted on 07-20-05 09:01 AM, in General Project Screenshot Thread Link
Someone's been spending a lot of time with SMB2 this weekend. Check some of the changes for SMB2DX!


Animated the Bomb Blocks to look like SMB3 and the ground to do the same. I changed the data of what tiles they use (actually, I did a lot of that to get things to work the way I wanted).


Like using the old bombable blocks graphics space for the stationary holder of the flame shown. The flame is animated using the space between the egg ends (the difference betweeen it and clouds).


Alright! The pyramid actually looks like a pyramid inside. It uses 4 PPU tiles, not 2 as it may appear at first.


The pyramid's outside. Again I redid the data to make it look like the pyramid from SMB3.


With all the PPU changes, this seemed to make more sense.


Boring shot. I changed all the PPU data here to free up more room for tiles to be used. There used to be "eyes" and a "mouth"... it was more like an arch.


Yes, those are animated.


Incrediable use of rearranging the data. The Logs and Whales can be used at the same time without graphical glitches.

The next two screen shots are hard to tell anything by. Basically, I did some ASM work. I made it so when the game is paused, pressing Select on Controller 1 will cause something to happen.

Before:


After:

Too bad I had to pick this spot to prove it. The code I added also doesn't allow the mushrooms to show up in subspace (makes sense, doesn't it), allow 1-ups to be pulled again, activate the Crystal pickup, unlock all doors, and refill your health to full. It comes in pretty handy for hacking being able to quit relying on hacking the RAM anytime I want to check things out. Though, this will change by the final version (heh, I haven't even began levels yet; I'm waiting to see what is possible with ASM before I limit myself).
Ice Ranger

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Posted on 07-23-05 09:03 AM, in Which NES emulator is the best? Link
Yeah, FCEUXD (SP) is the best way to go. I use it for everything now. Of course, I started out the early days with Loopynes when nothing else would work. Switched to NNNesterJ and used that for an incredibly long period of time. Discovered hacking, switched to Nesticle which wasn't using that very long because FCEUD had a palette viewer. Discovered how much quicker it was to use it than Neticle for palettes so I went to FCEUD. Until FCEUXD (built in hex editor got me). Then FCEUXDSP. Having conditional breakpoints for the debugger quickly made it my favorite.

In other words, FCEU.
Ice Ranger

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Posted on 07-24-05 08:13 AM, in The Super Mario Bros. Arena! Link
A.K.A. Chill Penguin.

I'll have to take a chance on this one. Sphere Serpent. 20 coins. I just have a feeling. Even though most would think the Monkey Business group has the advantage.
Ice Ranger

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Posted on 07-25-05 06:26 AM, in The Super Mario Bros. Arena! Link
Oh, I forgot to add my idea for a battle.

Since the battle includes SMW now, how about Pokey, Twomp, and the SMW2 Snifit vs. Wiggler, Mega Mole, and a Shy Guy. Location? How about Pipe Lair like 7-3 in SMB3. Items? Stop Watch for Snifit team and a turtle shell that goes up in smoke when it hits something (SMB2 shell) for the Shy Guy team.

Eh, I figured I'd throw that out there.

I think I'll keep my bet with the Serpant team despite the odds against them. The idiot Cobrat could win it for them.
Ice Ranger

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Posted on 07-28-05 05:29 AM, in Custom Palettes: Good vs Bad Link
I'd have to agree with Dragonsbrethren and Disch the most here. After DB's thread at TEK about staying true to the NES capabilities by using BMF's pallet, I found some colors worked better, especially when I tried to play the games on a television. *I'll try the ASQ one*

I try to make sure everything will run fine on the real thing. Besides, if/once rom hacks are able to be played on the Nintendo Revolution, I'd like to think there'd be any hacked game I could play.

Doing anything besides what works on the real system isn't an NES game, it's something else. Some may call it broken, others may call it advanced. Just a matter of perspective. Though, I doubt many emu authors would support more help towards allowing hacks that wouldn't play normally on the real NES.

Maybe once a few standards for custom pallets (such as BMF's or ASQ's), the emu authors could get rid of the custom pallet option and only include the standard. That's quite possibly the reason the custom pallet was included in the first place, to get the look closer to the real deal.

*I just saw this topic, had to throw in my opinion*
Ice Ranger

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Posted on 07-28-05 08:48 AM, in Is there a *insert game* editor? (MUST READ) - THIS IS NOT AN EDITOR REQUEST THREAD Link
In response to the reply above me, that SMB2Transmogrificator looks increadibly like Acmlm's editor except the layout is different (position-wise). Everything else looks exactly like Acmlm's. I'm going to have to check the website again and make sure this isn't some kind of joke.

Even the way you access it is the same. Type in the filename. I'm wondering if the author based his editor on a build of Acmlm's since he does mention it is (everything I said above) in the last news post.

If you wanted the source code for Acmlm's editor, this is pretty close. Only a few differences (mostly the one with how the screen is displayed (one 16x16 tile to the right of a page and two below)

I'm confused now, I honestly can't tell which one is better. I think Acmlm's but I'm not sure now. 2000 (Acmlm) vs 2002 (Transmogrificator).


(edited by Ice Ranger on 07-27-05 11:57 PM)
(edited by Ice Ranger on 07-28-05 12:25 AM)
Ice Ranger

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Posted on 08-03-05 10:24 PM, in smb2 level editor bug!:( Link
Originally posted by Fafouin Ultima
Sadly, Smb2 dis. do strange things like that when you saving your hack.
If someone know how...



How to finish the editor, perhaps? Try this. The source code is available and is basically like Acmlm's editor.

I really don't trust any of the editors anymore except for Dreamweaver (as limited as it is). I had finished all the way up to World 3 when I came across the bug with sprites being thrown everywhere. Must be the reason I'm trying to do everything by hex now.
Ice Ranger

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Posted on 08-03-05 10:36 PM, in Samus' ship's starting position? Link
At first, I thought this was going to be a question of how to change the room the ship lands in (which I could have told you how to do that using SABS, not SMILE).

This problem is something that has been looked into by a few of the Super Metroid hackers. Though, I can't remember if it was found to be hardcoded into the game or not (the ship will currently land on the 5th screen to the left and 5 screens from the top).

Sorry about that, but at least this gets bumped back to the top for awhile.
Ice Ranger

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Posted on 08-04-05 08:19 PM, in smb2 level editor bug!:( Link
I don't think enemy changing has been corrected in anything but Dreamweaver sofar. You might want to take a look at the pointers for sprites area in the editor and change them by hex by comparing a clean rom to it.

Did you change the page some of the enemies appeared on? That could be the cause of the bug. I don't think changing the page of objects causes this effect.
Ice Ranger

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Posted on 08-04-05 10:12 PM, in smb2 level editor bug!:( Link
You might want to use the information from this thread to use instead of the editor. Hacking by hexidecimal makes it easier to find the mistakes and fix them, but is a lot more time consuming.
Ice Ranger

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Posted on 08-05-05 12:03 AM, in Useful tools for hacking ROMs. Link
You can check for updates on FCEUXDSP (another hacker adding more debugging features to FCEUXD) at its update page, which contains a lot of information on Faxanadu as well. The source code is available for adding more features to make debugging easier.
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