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 Atma X
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
User Post
Atma X

Bandit
Level: 43

Posts: 207/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-27-04 12:12 PM, in Snes audio possibilities? Link
Note: These hacks can also be aquired in the "Super Mario World Hacking" section of the Board. I decided to post the SMB1 Music Hack in this Thread as well, as it will give people a higher chance of finding it (I originally found the request for the Hacks in this Thread).

The SMB1 Music Hack has SMB1 and SMB3 Songs and the Underground song from SMB2.
And the Star song is screwed up (it sounds like some of the instruments might have been changed)
Ok, here it is.
http://home.comcast.net/~atma-x/SMB1_Music_Hack.zip

Edit: Here are a couple of Song Pointers that are not editable in Lunar Magic (use a Hex Editor to change these).
1.Title Screen
Address: 18C7

2.After Beating a Boss
(while Castle is showing)
Address: 16B3


(edited by Atma X on 05-27-04 05:08 PM)
Atma X

Bandit
Level: 43

Posts: 208/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-27-04 12:18 PM, in ASM help (custom block and music related) Link
Hey everyone, hows the Music Editing coming?





(edited by Atma X on 12-05-04 04:57 AM)
(edited by Atma X on 12-05-04 08:03 AM)
(edited by Atma X on 12-05-04 08:05 AM)
(edited by Atma X on 12-05-04 08:06 AM)
(edited by Atma X on 12-05-04 08:09 AM)
(edited by Atma X on 02-27-05 08:56 PM)
Atma X

Bandit
Level: 43

Posts: 209/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-27-04 03:21 PM, in Sound effect -> Address locations Link
No, these kind of Addresses are supposed to be changed with a Hex Editor. But anyway, they are only 1 byte in size, so it wouldn't need a whole Level's amount of data to change a music pointer)
It's ok though, I can tell that your not famillair with this kind of stuff.

Edited:
FuSoYa: Do you know what Song Number the Ending Music is on? I tried Song Numbers 0-FF in Song Bank 1 (yes, this took at least an hour or more), but none of them were it. I'm using DJ Bouche's DemoWorld 3 (The SMB1 Music Hack), and I was trying to make the SMB1 Dieing Music play when Mario dies, instead of the SMB3 Dieing Music. I noticed that the Ending Song is replaced by the SMB1 Dieing Sound, so I know it is in the game somewhere, but I can't find it in the First Song Bank, and I really don't think it's in the Second Song Bank.


(edited by Atma X on 05-27-04 06:24 AM)
Atma X

Bandit
Level: 43

Posts: 210/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-27-04 03:46 PM, in Working on a YI Editor Link
Originally posted by Kefka
Yoshi's Isle Editor works

Anyway, that still doesn't excuse the rip off of LM... you need to change the layout kinda if you don't want to be on many people's bad sides.

Kamek's Awesome N00b-friendly Editor

KANE... that works too


What about Hyrule Magic, you never complained to the creator of that Editor about stealing anything,... cough, the name.

And if Hyrule Magic came before Lunar Magic, then you never bothered Fu about stealing anything.

Also, I say leave the GUI alone, at least until the Editor is in its later stages (maybe in a year or so). I think it would be nice to give it some awsome looking graphical effects, but I don't thing the GUI is a big deal right now (the layout, the Graphics, or any other part of it).

Sorry, I'm not trying to be an ass, I'm just stating a few facts and a few of my opinions.
Atma X

Bandit
Level: 43

Posts: 212/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-27-04 10:01 PM, in Where can I find Bouche's Demo World 3 hack? Link
Your welcome for the downloads
The level desing came from FuSoYa's first DemoWorld hack, Bouche didn't edit the levels, just the Music.
Atma X

Bandit
Level: 43

Posts: 213/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 12:07 AM, in Custom Block idea: Gravity Blocks Link
I found a location that I think might be in the area of Mario's programming.
780B is the Hex Address that says what Music to Play when Mario Dies, and I'm thinking that the rest of his Data may be in the same area. I believe this because I know that there has to be a function that tells the game to play the Dieing Music whenever he gets killed, so there's obviously some programming for Mario in that area.

Also, here's the Ram Address that controls his Jump height: D7A6
I don't know if that really helps, but there it is anyway.
Note: D7A5 also seems to affect the way he jumps. It makes him fly up when the Jump Button is pressed (setting lower value makes him bounce in the air a lot, and the higher values make him bounce less, and he travels a farther distance in between each bounce).


(edited by Atma X on 05-27-04 03:17 PM)
Atma X

Bandit
Level: 43

Posts: 214/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 01:00 AM, in Where can I find Bouche's Demo World 3 hack? Link
I included the list of Music Names and added either --> M1:, M2:, or M3: to tell you what game it's from. Does the .msc file have the same name as your Rom? If it doesn't, you should rename it so that everything before the extention .msc matches your Rom's name, and also make sure it's the same Folder as your Rom).
Example:
(Folder): SMB1 Music Hack
(Inside Folder)---------: SuperMarioWorld.smc <--(the Game)
(Inside Folder)---------: SuperMarioWorld.msc <--(the file with the Music List)
That's how it should be.
Note: (the .msc file should have an icon that looks like a hammer, it souldn't be hard to miss)
What this file does (I'll explain in a different way),... with this file, instead of seeing the Text -> "Cave Drums" on Song # 06, you will see -> M1: & M3: Underground, on Song # 0E you will see "M1: SMB Theme/Land,... etc.
Open the "Bypass Music and time Limit setting" window. Right ABOVE the White Drop Down List, it should say "Music Bypass Setting". Look through that list and you will see that all of the Song Names are changed.


SMB1 Songs:
# 0E SMB Theme/Land
# 06 Underground
# 13 Underwater
# 18 Castle
The SMB1 Dieing, GameOver, and Completed Level (After Dropping down the Flag Pole) Songs are in the game, but the're not anywhere in the list, but you can hear them by beating the Game and watching the Credits, so I know they exsist somewhere in the Rom.

I know the're NOT in the list because I tried playing EVERY Song from # 00 to #FF
(yes, this took over an hour to do, but I did checked the entire list)
.
The only SMB2 Song:
# 16 Underground

The rest come from SMB3


(edited by Atma X on 05-27-04 04:04 PM)
Atma X

Bandit
Level: 43

Posts: 215/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 02:06 AM, in Custom Block idea: Gravity Blocks Link
Sorry, I don't mean to laugh, but you have to admit it was funny.


(edited by Atma X on 05-27-04 05:06 PM)
Atma X

Bandit
Level: 43

Posts: 216/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 08:13 AM, in Working on a YI Editor Link
Go ahead and say it,... anyway, most of the other ones that everyone else came up with sucked . Making up good names isn't always as easy as it seems.
Atma X

Bandit
Level: 43

Posts: 217/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 08:30 AM, in Working on a YI Editor Link
Originally posted by Weasel
Originally posted by Atma X
Originally posted by Kefka
Yoshi's Isle Editor works

Dude, I don't think kefka was even around during Hyrule Magic's time.

And GUI is a huge deal for this sort of thing. If the GUI sucks, the editor sucks, to be quite honest.


I'm sure he must have heard of it at least once. There has been many discusions about Hyrule Magic the past couple of months. I wasn't around during Hyrule Magic's time either, but I still know plenty about it.

And yes the GUI matters to an extent, it needs to be user friendly, but there's no reason why it can't use Lunar Magic's GUI while it's still in it's early stages. Yes it should use it's own GUI later on (once it is more developed), but it's not a big issue right at the moment.
And I'm not saying that you should agree with me either, it's perfectly fine to have your own opinion, and I'll have my own.


(edited by Atma X on 05-27-04 11:32 PM)
Atma X

Bandit
Level: 43

Posts: 218/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 10:07 AM, in Working on a YI Editor Link
Read over your posts and fix your mistakes. It gets annoying,... sorry I'm not trying to be an ass, but it makes your posts a little harder to read at a glance
Atma X

Bandit
Level: 43

Posts: 219/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 10:39 AM, in So how do change what enemies in the levels? Link
Wow, he can speak Japanese! OMFG, or could it really be English after all

Restate the question and I'll be able to help.

Edit: From now on, people shouldn't say that their using Lunar Magic. If the're editing SMW,.... then it should be more than obvious of what program the're using.
(no offense intended, but too many people have been doing that)


(edited by Atma X on 05-28-04 01:40 AM)
(edited by Atma X on 05-28-04 01:46 AM)
Atma X

Bandit
Level: 43

Posts: 220/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 09:53 PM, in SMWR screenshots Link
Japanese people are usually really good at making/editing games. I think the Japanese have more of a natural talent for it than most Americans (not all Americans, but a lot of us).

SMall Hacker: I think it's supposed to resemble the Swamp Levels from DKC2.



(edited by Atma X on 05-28-04 12:57 PM)
Atma X

Bandit
Level: 43

Posts: 221/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 09:59 PM, in SMWR screenshots Link
lol, yea your probably right. (Maybe Americans are more open to showing a hack that doesn't turn out good)
Atma X

Bandit
Level: 43

Posts: 222/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 10:31 PM, in Sound effect -> Address locations Link
Oh, sorry Bouche, I wasn't meaning to call your song a screw up. I wasn't sure if it sounded right because it sounded like it was supposed to be the same as the YI Star music from Demoworld 3, but the YI Star Music in the SMB1 Music Hack sounded like all but 2 or 3 of it's instruments were removed. Is it possible that I patched it the game wrong? I patched it to DemoWorld 3, because that's the only way I could get it to work at all (and the size of the IPS was only 24kb, so it seemed to make perfect sense).

And also, should the SMB2 Underground Music play when you fight the 1st Part of Bowser, then the Pipe World music plays while he's zooming into the screen and dropping fires, and then on the 2nd & 3rd Part, it plays the SMB1 Castle theme.
Is this all correct, or could my versoin of the patch have been slightly altered by someone else, long before I got it?
Also, about the Mario 1 Death music that I heard, that was right after the scene when Peach kisses Mario. In the next scene (where Peach is riding Yoshi), the SMB1 Death Music plays right before the screen opens up from the middle.
I've played this part over and over to make sure I wasn't just hearing things, but it's really there (could it be listed as a sound effect, or did you have to insert each sound effect manually?, which would mean that you already know for sure that it is not in there).
If you want, I can E-Mail you the hack so you can see if there's something different about mine.

Edit: I also found the SMB1 Goal Music in the ending (the Castle Goal Music). It plays when everyone's at yoshi's house.
And also, right before that scene loads, it plays the SMB1 Gameover Music.

Edit: I dumped an SPC in the ending credits when it was playing the SMB1 Death song, then I changed the song that it plays (at Address 1F6) by changing the value from 00 to 09, and it was the same song, then I changed it to 0A, and it was the SMB1 GameOver song, and 06 was the Underground song. But in the game, the SMB3 Death & Game Over songs are used instead of the SMB1 songs, but for some reason I found the SMB1 Death & Game Over songs in the Ending Scene. And in the regular SMW game, I never found the Ending Scene Songs in either Song Banks 1 or 2, but they were still in the game.
Is there by any chance a 3rd Music Bank?
I'm not trying to call you a liar, that is not my intention at all, I'm just trying to figure out why they were in the Ending, since you said you never inserted them.
My only concern right now is to find a way to use them as the normal Death and Game Over Music. I found the Address that changes which song plays for the Death Music, but Since the Song isn't in the First Song Bank, it does me no good.


BTW, this has nothing to do with the above info, but I remember that you had a Mario fangame (I think it was called Mario Worlds 4, or something like that) that you and some other people made in GameMaker (and coded yourself, because most of GM's premade functions sucked), where's the link to that site?
(I lost it a long time ago, and it's hard to find on Google, or even impossible)


(edited by Atma X on 05-28-04 11:49 PM)
Atma X

Bandit
Level: 43

Posts: 223/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 10:48 PM, in Should FuSoYa port Lunar Magic to other OSes? Link
Originally posted by FuSoYa
Originally posted by HyperHacker
So... Why not release all the SMW data he's been hoarding (including things LM does like ASM hacks), so people can make their own SMW editors for other OSes?


Because it's in multiple places and formats, so putting it all together and explaining it would be a project in and of itself?

I started out with the sole intention of creating an editor, not comprehensively documenting the ROM in a way that someone other than myself would be able to understand it. My initial notes are all on plain paper (and before you ask, no I don't have a scanner). A few months after that, I switched to text files on my computer since it was easier to keep them together with the ASM traces. For things like the objects, I simply labeled in the trace what they were and included what few notes I made in the source itself while recreating them. My initial SNES ASM hacks were done in SPASM - meaning no commented source code (which I eventually realized was a bad idea, so I switched compilers to something that used source files and wouldn't crash so often - but consequently it was rather annoying when years later I needed to replace some of the earlier ASM code and didn't have any source for it). Some of the things I found were only done by request, so they're in my old email. And many, many things I found while looking through ASM traces of the game in the earlier days of the editor simply weren't documented at all.

As far as porting goes, in the time it would take to do it properly I could probably get a pretty good head start on a whole new editor for another game. The source code is more C than C++, and is filled with win32 specific calls. That, and a fair amount of the code depends on the little endian format, which would cause problems on the newer Macs since they're big endian IIRC. And I don't have a Mac to begin with.

And I'm not planning to release the source to anyone for various reasons, most of which have been brought up before (don't wish to proofread it for release, easter eggs would be revealed, and just plain don't want to).

So, to summarize: I don't intend to put together a bunch of SMW data for release, port Lunar Magic to another OS, or release the source code.


There, now if someone asks about it again in the future, we can just direct them to this thread.



So, you're saying that there's plenty more Easter Eggs that haven't been discovered yet? I wonder what else LM is hiding (I hope there's something really good ).


(edited by Atma X on 05-28-04 01:49 PM)
Atma X

Bandit
Level: 43

Posts: 224/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-28-04 11:14 PM, in New Goldeneye Link
They really shouldn't be using Goldeneye in the title, it isn't any kind of follow up on Goldeneye. Who knows what the hell they're thinking (or should I say they're Not Thinking) They shouldn't even relate it to a Bond-like-game since He's not even in it.


(edited by Atma X on 05-28-04 02:15 PM)
Atma X

Bandit
Level: 43

Posts: 225/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-29-04 11:28 AM, in Sound effect -> Address locations Link
It would be nice if Bouche had decided to put those songs in the first song bank a long time ago, but it's been so long that he probably doesn't remember where some of the addresses are, and he's probably not in the mood to do any more SPC hacking for SMW. I'm no ASM hacker, so I would have a very hard time moving them into the first song bank, unless I had clear instructions of how to do it. Although I'm not familiar with ASM, I can still do small hacking jobs and can find small pointers (I hope that's the right word for it), ones that say which Level to load, or which Song, stuff like that. And a lot of times I can also find areas that contain Gfx, or Music Data, Level Layouts, or even a Sprites programming data, but I can never seem to do anything productive with it. I would really like to learn how to program in Snes Assembly, but anything anybody's ever given me was beyond confusing. I think if I had something that would describe the early steps of ASM with a few diagrams that it would help a lot, but anything I ever got from people were tutorials that were filled with programming terms that I didn't understand and weren't ever explained (they say it's for beginners, but it's more for programmers at an intermediate level).

Well, if anyone can help me get a start on ASM I would be very grateful, but if not, I understand that it would be a lot of work preparing a tutorial that is easy to understand, well thanks in advance.
Atma X

Bandit
Level: 43

Posts: 226/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-29-04 12:21 PM, in Mario Legacy: Super Mario World, version .6 [download, screenshots] Link
Your hack looks like it has improved a lot (as far as I can tell by looking at the screenshots), and now I will go and download it.

Clockworkz: I honestly thought DemoWorld was kinda bland to a point, it was a good game, but there were too many secrets, and using the Message Block in just about every level to find another secret was starting to get really annoying, not to meantion that I had to read through a bunch of stuff that had absolutly nothing to do with the game itself, just to find a measly secret or two that I had already discovered, but I still had to read a bunch of extra stuff just to know if I had actually found everything a certain level or not. It was a good game, I enjoyed playing it, but it had some of the same kinds of stuff stuff in it that you criticized Kyouji for. For Example; as you mentioned, that the Message Block thing was annoying because you had to hit both blocks to get the full Message, but in DemoWorld, you had to go back to the 4th Mushroom House every time you wanted to read a Message, which most of them ended up having no fucking point to it (unless you cheated by using a Savestate or using a code to always have the Message Block in you Item Box, which I ended up doing).
I really liked DemoWorld, but every game has its flaws and sometimes you just have to deal with it and enjoy the game for what it really is. The main part of a game is the level desing (and of course the programming, but Nintendo already took care of that part), without that, the game isn't really much of a game at all.

Kyouji, I assume you'll probably have something to comment on about my hack, now that there is another opportunity, since I'm commenting on the importance of level desing. Just know that I really do find Level Desing important, and that is the main reason why I started hacking SMW, but once I figured out how to make custom Gfx, I also wanted my Levels look different from everyone else's in that way too, and I got wrapped up in that, and it took so much time that I never got around to making that many of the Level Layouts, so that was my main reason for the unfinnished levels.
Atma X

Bandit
Level: 43

Posts: 227/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 05-29-04 12:37 PM, in Sound effect -> Address locations Link
I think the main thing that is keeping me from learning ASM may be because I need to understand the basics on how programming works (for any language for that matter. I know some things, but not at a technical level).

BTW, would it also be a good idea to mess around with a Rom in a Disassembler, or mostly Hex Editor?


(edited by Atma X on 05-29-04 04:40 AM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
Acmlm's Board - I2 Archive - - Posts by Atma X


ABII


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



Page rendered in 0.016 seconds.