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Acmlm's Board - I2 Archive - - Posts by Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 1/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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The old style wasn't compatbile to 800x600 Users | |||
Tauwasser Goomba Level: 10 Posts: 2/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Looks like you ordered them the wrong way around. The Sprites are Stored by columns and not by lines. So They you put them in that order : 1x2x3x4x5x6x 7x8x9x0x1x2x 3x4x5x6x7x8x 9x0x1x2x3x4x 5x6x7x8x9x0x 1x2x3x4x5x6x You need to shift them like that: 1x7x3x9x5x1x 2x8x4x0x6x2x 3x9x5x1x7x3x 4x0x6x2x8x4x 5x1x7x3x9x5x 6x2x8x4x0x6x cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 3/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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[quote]Yes, yes it is, but you'll have to edit the shops. And I don't think shop data has been found yet.[/quote] It has been found. The are just stored like that : Number --> 2 Bytes --> Switch Bytes (standart) --> Search ShopItems --> xxyy --> yyxx --> Search cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 4/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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If it works 100% then it's very very good work. I tried myself but it was too much for me to do all that ram changes (but pokes had already 10 charas^^). Good Job! cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 5/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Originally posted by Akane-chan |
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Tauwasser Goomba Level: 10 Posts: 6/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Yeah it's true. A new release is planned soon cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 7/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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In Fact. That Blue is a Security-Thingy B2B8h = Pointer to Pointer to the compressed picture of the PKMN B2C4h = Pointer to Pointer to the compressed pallette data of the PKMN But the Pallete handle is tricky It can normally only access regular numbers (hope it's the right word oO .. i mean : 0 ,2,4 etc.). That is controled by the Byte at B286 (Byte + Leftshift about 1 bit = Number of PKMN AF (10101111) --> 15E (101011110) ) I Made a patch for the odd numbers In which you only need to locate your Number in reversed byteorder at 15E5C64 for right pallette access A Patch can be found here http://mitglied.lycos.de/tauwasser/DL/odnbrpch.cab EDIT: Oh yeah. All Creditz to me and it's for Sapphire. cYa, Tauwasser (edited by Tauwasser on 04-04-04 05:12 AM) |
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Tauwasser Goomba Level: 10 Posts: 8/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Like i said you can't change it to an odd number cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 9/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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That was one buggy release. The newer releases don't have that bug. cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 10/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Hey, it's me Yeah sorry for making that glitch I had no time to test it on Ru/Sa |
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Tauwasser Goomba Level: 10 Posts: 11/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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In case you didn' | |||
Tauwasser Goomba Level: 10 Posts: 12/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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You should try editing the 15th byte of the ppl data of these trees. They hold the used pallettes number i think. cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 13/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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How do I find the other map Checked the level script and it's not a huge pile of setmaptile -phew You answered your own question They probably use the "replace block by block" method... instead of the "replace whole map" function which I am almost certain R/S has... considering G/S has had it already (and they only used it 3 times though) Anyhow... Your problem will be most likely solved by deleting all that garbage SetMapTile scripts (which actually should be named "SetBlock" but whatever) cYa, Tauwasser (edited by Tauwasser on 08-03-05 06:40 PM) |
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Tauwasser Goomba Level: 10 Posts: 14/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Hexworkshop is a good hex editor. Comes with all that crazy comparing stuff and coloring stuff Supports bookmarks as well and is just super-handy and can directly edit files and if the file was changed while opened it can save these changes as well And it can of course this whole block-select thingy, the insertion handy-dandy and so on Only point is that it costs money for use after so and so many days… Not sure if it will shut down completely after these days tho. Oh yeah... Rumors go round that it has table-file support as well… Dunno 'bout that coz never use it for that purpose. cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 15/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Try reading his post, then thinking and still then posting He already copied the old pointers over. There is probably some other reasons for the pointers/map not to work… Maybe you changed some other pointers/offsets as well? cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 16/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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So in what game exactly? And why don't you have it? Did it come with a hack or so? cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 17/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Well... If you're an idiot --- It's probably hopeless and nobody's gonna try. You should stop being so hard to yourself cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 18/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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It might actually not be that hard. you would have to code how many tiles it loads. But I'm pretty sure there will be a table or something since not every sprite has the same number of tile, right? Secondly, you would need to find the routine or rather the data that create mario. This should be data all relative to some x and y mario is. For example it might be as simple as: [relative Y change][relative X change][Tile-Number][Pallette]. I doubt it is that simple in a SNES game. It rather has some other crap in there as well. But I bet since mario is the main character it has it's own settings and doesn't share so you might be lucky and find that data and change it/append to it as you wish. cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 19/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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Why would the intro move the data? The intro is the last thing in the rom. I think the biggest Problem with 1.0 is, that it was dumped badly and fixed badly. It has the startup-pointer written into a map of one of these cities… cYa, Tauwasser |
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Tauwasser Goomba Level: 10 Posts: 20/27 EXP: 3424 For next: 990 Since: 03-16-04 Since last post: 18 hours Last activity: 18 hours |
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So your code is: PLX PLB PLP RTS LDA 7E:010B CMP $01 BNE @1 PHP REP $20 LDA $012F JSR $014A PLP @1: RTS So first of all. Are you sure about the first RTS? I don't know what you would want to do... Then, why use a 24bit LDA when you obviously are accessing a RAM variable? Then. Are you sure about your relative jump that jumps 0x014A bytes wide? You didn't put any additional code for that anyhow.... so... what exactly are you trying to do? As i understand it from your code 0x010B is the value whether the door is closed/open. So now your taking whatever byte is at 0x012F and now call something 0x014A bytes relative to your current script. So now you need to either supply the other script or exactly tell what you want to achieve since this looks pretty noobish.... Especially with the RTS right in front of the actual code :| cYa, Tauwasser P.S.: Oh yeah. And to decipher your hexcode was a pain. If it IS about asm and you're expecting help, at least write it down in the proper opcodes and stuff. (edited by Tauwasser on 10-17-05 06:39 PM) |
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Acmlm's Board - I2 Archive - - Posts by Tauwasser |