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

Micro-Goomba
Level: 4

Posts: 1/10
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Since: 10-07-05
From: Oh Noes, Penguins!

Since last post: 11 days
Last activity: 2 days
Posted on 10-07-05 04:56 AM, in Donkey Kong - Gameboy Link
It's never a good sign when a newb makes a new thread as his first act on a message board. But I couldn't find an existing thread on this game.

Anyway, I'm not very good at ROM hacking at all. Embarrassingly bad in fact. Whether it be from lack of experience or talent, I don't know.

If you troll bisqwit's board you're probably aware I'm currently making a tool assisted speedrun of this game, and if you troll it regularly you know I'm stuck in sort of a pothole.



For some reason I can't walljump off of that wall, and I suspect it has something to do with the bridge directly below it. And I was wondering if anyone familiar with the ROM tell me at what offset the data for the levels are located and how they are encoded. All I want to do is test the level without the bridge inorder to confirm or deny my suspicions.

Any help would be greatly appreciated.
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 2/10
EXP: 162
For next: 117

Since: 10-07-05
From: Oh Noes, Penguins!

Since last post: 11 days
Last activity: 2 days
Posted on 10-07-05 06:35 AM, in Donkey Kong - Gameboy Link
No, this isn't a thread asking for advice on how to solve this puzzle. I know how to complete this level.

The walljump is a bug in the game which works only under some very specific constraints, and for some reason the game works properly, rather than buggy, in this instance. I'm trying to figure out why. I figured I'd come here to ask for some assistance.


(edited by OmnipotentEntity on 10-06-05 09:37 PM)
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 3/10
EXP: 162
For next: 117

Since: 10-07-05
From: Oh Noes, Penguins!

Since last post: 11 days
Last activity: 2 days
Posted on 10-07-05 07:29 AM, in Donkey Kong - Gameboy Link
For anyone interested in getting to the bottom of this (rather than simply throwing some offsets my way), here is the method for reproducing this bug.

Perform a turnaround jump exactly 16 pixels (two tiles) away from the wall, if you did it at the right distance then Mario should act like he's skidding on the ground for two frames, jump on the second frame of skidding.

I don't think we are allowed to distribute ROMs on this site, but I do have a few savestates and a .vbm of a walljump in action. I also have a .sav file for 5-1, and a few savestates of 5-3. These were all made with Donkey Kong (JU) (v1.0)

If you PM me or E-mail me I'll send them along, or just post in this thread and ask. If more than two or three people want it I'll just host 'em.

EDIT:

Originally posted by LocalH
They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.


Specifically the 2nd channel iirc. Meaning no Pauline screaming in this version. Also the load times are a few frames longer for some reason, probably having to do with color information.


(edited by OmnipotentEntity on 10-06-05 10:33 PM)
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 4/10
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For next: 117

Since: 10-07-05
From: Oh Noes, Penguins!

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Posted on 10-07-05 06:58 PM, in Donkey Kong - Gameboy Link
Originally posted by KawaiiImoto-e
I suggest you do the speedrun in GB Mode, so everything is there, or just ad them later somehow.

There is none known Emulator wich fully supports Super Game Boy Emulation.


Actually I had been doing the speedrun in native GB mode, and then I swapped because it looked better. Sound can come later when the emulators are developed more.
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 5/10
EXP: 162
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Since: 10-07-05
From: Oh Noes, Penguins!

Since last post: 11 days
Last activity: 2 days
Posted on 10-21-05 05:37 AM, in Need help with 3 Super Metriod patches Link
Have you tried patching a different version of the ROM? The (E) version or another dump of the (JU)?
OmnipotentEntity

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Since: 10-07-05
From: Oh Noes, Penguins!

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Posted on 10-21-05 06:30 AM, in MinGW compliation options Link
Originally posted by Santa Claus
1) If I compile with the -mconsole flag, a console window is created even if it's never used. If I omit the flag, no console window appears, but anything that should be printed to the console doesn't show up even when running the program from one. What I want to do is not create a console window, but if the program is executed from one, redirect any printf()s to it. (Or don't create a console window when the program starts, but be able to make one from within the program.)


I'm pretty sure that the second is impossible to do using the native Windows console. Because it'll have to be the child of the console in order to print to one (well, I'm you *could* do some *really* nasty hacking and spawn a cmd then manipulate it's memory, but if you try that in Windows I'm pretty sure that the OS will kill the process). You can however recode the program a bit to spawn a window that looks like a cmd and redirect all printf()s to that window.

As for the first part about the flag, because of the above, I doubt there is a way to have a console spawn when you need it. I know you can do something fancy with the code and make it not visible until a printf() is called (for example the Windows version of MDCrack hides the console on startup), but I honestly have no idea where to start with that (but MDCrack is Open Source so you could try checking the source).

I tried checking the gcc man pages, but I couldn't find a page for the MinGW version of gcc. And I'm sure you've already browsed through them. So I don't think there is a way to compile it under windows how you want without editting some code.

Good Luck with that.

-EDIT-

A small bit of clarification, In my first paragraph I was referring to the second bit of the first question, not the second question. I have even less clue about the second question.


(edited by OmnipotentEntity on 10-20-05 09:32 PM)
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 7/10
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Since: 10-07-05
From: Oh Noes, Penguins!

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Posted on 10-22-05 01:26 AM, in MinGW compliation options Link
Again, I do know that MDCrack hides it on startup, and they're Open Source, so perhaps you can look there for pointers. The impossibility I was referring to was doing it only using the compiler.
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 8/10
EXP: 162
For next: 117

Since: 10-07-05
From: Oh Noes, Penguins!

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Last activity: 2 days
Posted on 10-22-05 02:14 AM, in My first SMB level hack release. Link
Is the Koopa shell GFX glitched or is that by design?
OmnipotentEntity

Micro-Goomba
Level: 4

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Since: 10-07-05
From: Oh Noes, Penguins!

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Posted on 10-22-05 02:22 AM, in NESToy Link
NESToy is a command line program, that means you have to open up cmd (Start -> Run -> cmd) change directories to the place where you put the file (the "cd" command) and then run nestoy.exe.

If you're running Win2000 or WinXP you need to change the Win2000 parameter in the .cfg file from FALSE to TRUE.
OmnipotentEntity

Micro-Goomba
Level: 4

Posts: 10/10
EXP: 162
For next: 117

Since: 10-07-05
From: Oh Noes, Penguins!

Since last post: 11 days
Last activity: 2 days
Posted on 10-22-05 04:31 AM, in NESToy Link
Originally posted by cds113089
When I do that, it says "'NESToy.exe' is not recognized as an internal or external command, operable program or batch file."


Example (assuming you placed the NESToy.exe file in C:\Games\NES):

Start -> Run -> type "cmd"


Microsoft Windows XP [version 5.1.blah]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\YourUserName>cd ..

C:\Documents and Settings\>cd ..

C:\>cd Games

C:\Games>cd NES

C:\Games\NES>NESToy.exe -help


That last line should give you the usage for the NESToy.exe

If you are running Windows 2000 or XP be sure to edit the NESToy.cfg before you run it though. Change the second to last line from "WIN2000 = FALSE" to "WIN2000 = TRUE"

-EDIT-

If you don't remember how to spell the folder name type in the first few letters and you may be able to auto-complete using the Tab key (depending on if you have it enabled in the registry). If you have a path with a space in it you need to put the folder name in "double quotes." And lastly, if you can't remember the name of the folder you can use the dir command. If you have a great deal of files in that folder if would be better to use dir /p


(edited by OmnipotentEntity on 10-21-05 07:36 PM)
Acmlm's Board - I2 Archive - - Posts by OmnipotentEntity


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