Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Maticolotto
User Post
Maticolotto
Newcomer
Level: 6

Posts: 1/8
EXP: 552
For next: 355

Since: 03-16-04

Since last post: 478 days
Last activity: 201 days
Posted on 03-16-04 04:56 AM, in The Memory Locations thread has returned... Kind Of.... Link
Hmm... how about the name of the sender, and the ability for him (using a registered name or something, although it would be complicated) to edit what he said?
Maticolotto
Newcomer
Level: 6

Posts: 2/8
EXP: 552
For next: 355

Since: 03-16-04

Since last post: 478 days
Last activity: 201 days
Posted on 03-20-04 01:45 AM, in Metroid S.P.A.S.M. Link
Too bad, but apart from being an assembler, SPASM is also an european organization or something.
Maticolotto
Newcomer
Level: 6

Posts: 3/8
EXP: 552
For next: 355

Since: 03-16-04

Since last post: 478 days
Last activity: 201 days
Posted on 06-06-04 08:16 AM, in Custom Block idea: Gravity Blocks Link
For that you'd still need one more memory address.

Just check it out. Grab D7A6 (or 59A6 on the ROM) and change it to FD or whatever, then hold the button. It's the thing I used on SMW_Flyer. You can see that's what it adds when you hold A.

If you did it with a palette, you would have to find the initial impulse (which you will probably find one way or the other) but actually switching the collision settings so that Mario acts like standing on the ground when hitting the top can't be done with just palettes. You actually need to find a good way to do this, probably with custom blocks, but you need the flipping too. The best way to do this thing is probably using Escherial's option A. And then, you'd have to unleash around 500 subroutines if you see a byte is 01 or not, determined by a palette or not. If you did it like Escherial says on option B, it would seem completely antinatural.


Actually, there is a quite interesting way of doing it. Have Mario enter and through a palette or custom block, flip his GFX, and change that impulse variable and that gravity, and all the things that should be stored in a nice place in RAM that doesn't get altered at all, for which we should edit the main core slightly. And the ceiling custom blocks can just set Mario available for jumping. I've seen this on my own hack, with the Honey Blocks: you can jump from the sides. If you did get me, then you will understand it's quite a bit of work, but it will come out perfectly natural and possibly great.
Maticolotto
Newcomer
Level: 6

Posts: 7/8
EXP: 552
For next: 355

Since: 03-16-04

Since last post: 478 days
Last activity: 201 days
Posted on 06-20-04 10:26 PM, in Minor Tetris Attack edit? Link
It isn't as easy as looking for the hex equivalent for 99999 because not only it's hardcoded, but it's a 3-byte value. The 65816 CPU only allows you to use two bytes at a time, so there are some calculations involved. You would have quite a bit of problems there.

Actually, after cheating a little, I discovered the score address, which is 3-byte: 7E02C2. If you set it to 100000, you see 00000 as the score, but you also see that every time you score, it seems to turn to 99999 then go back to 00000. It should be some compare thing.

With 99999 points:
7E02C2 = 9F
7E02C3 = 86
7E02C4 = 01

I don't really feel like going deeper in this, because I did a search for 9F86 and found approximately 70 matches of that in the ROM.
Maticolotto
Newcomer
Level: 6

Posts: 8/8
EXP: 552
For next: 355

Since: 03-16-04

Since last post: 478 days
Last activity: 201 days
Posted on 07-12-04 02:45 AM, in SD3 data. Need help! Link
I've been looking the whole day for well-settled monster data for this game. Sadly, I've only found certain matterless things that don't really help me.

In the end of bank $11 there are three tables. I don't recall the exact offset and I don't have the editor open, but they should be easily recognized. The first table has the amount of experience required to pass to the next level, and the second table affects the exp you gain from monsters. The last table has an effect still unknown. By far, the most interesting thing here is the second table. Each entry is a level, not a monster, and when you change it, it changes the exp all monsters of the same level give. That means each type of monster has a percentile value which is the amount of exp they will give, based on those values.

However, there is no way to find out about the other monster stats. My two hypotheses are:
1) They are stored just like a character (with STR, DEX, VIT, etc.) for level 1 and they have a fixed growing rate (maybe);
2) They are percentile-based, just like exp, from other tables I still can't find.

I really need some help in finding the data, because it's getting close to a nightmare. If anyone knows anything, I'd appreciate if you posted it here.

PS: To help yourself, there is a (inaccurate, but helpful) bestiary at GameFAQs.
Acmlm's Board - I2 Archive - - Posts by Maticolotto


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.014 seconds.