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 Jigglysaint
Pages: 1 2 3 4 5 6 7 8 9 10 11
User Post
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 1/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 03-20-04 08:48 AM, in Kirby's Adventure Editor? Link
Wait, do you mean the NES or the snes version? The offsets, one of them is too large to be for the NES game.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 2/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 03-21-04 09:51 AM, in Kirby's Adventure Editor? Link
Trust me, it's not RLE.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 3/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 03-24-04 07:48 AM, in GNGWin V0.5 Link
Okay, so there are now two Ghosts and Goblins editors? Does this one at least have sprite editing?
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 4/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-04-04 09:12 AM, in Goof Troop - Some Stuff Link
Woah! Awesome man. I love that game! Keep up the good work.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 5/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-07-04 11:02 AM, in The Next SMB3 Overhaul Link
That's a great idea. How will the seasons work exactly? Maybe instead of them being random, they could be blocks or triggers, and to get though a level you have to exploit all of the seasons. Of course it would take up a lot of room.

Maybe there is a way to check to see what season you are in, and excecute extra level data based on that. That is, certain areas become accessable by the removal of certain blocks with symbols on them. Another idea is to unlock seasons like in OOS, by beating worlds. Maybe when you beat a world, you unlock a certain season or other effect, and you have to go back to find more treasures.

A third idea could be toll bridges and maybe instead of a central hub, maybe a non - linear world with connection warps. What I mean is that you can go back and forth between worlds like the whole game is on one big map with seperate areas.

I would also like to see more perement upgrades, but that's just me.

Action/adventure/puzzler
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 6/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-08-04 08:29 AM, in The Next SMB3 Overhaul Link
Oh darn! Well you could re-do the thing with the key, only maybe one for each world, and have locked doors in certain levels. The idea would be to explore every single area, and maybe an extra bonus level could be unlocked by finding special coins or somthing.

My rational: Why even bother to look everywhere if all you get are coins or 1-ups?
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 7/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-08-04 08:31 AM, in WTF? SMILE woes... Link
Are you sure you didn't open a Sailor Moon rom instead? That can do somthing to screw you up.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 9/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-20-04 05:53 AM, in AHEM Let's try this again. Megaman X scroll data Link
Okay, since nobody gave a flying flip about my post last time, I assume they do not understand what I said I have done.

I said I cracked the location of the scroll data for Megaman X, for SNES. Like I said before, there are pointers that start at $366E2(headered rom), in which the first 14 or so lead to other pointers right below it, which in turns leads to the actual data. In the stage I have been working with, Sting Chameleon, I have found out a couple things. First of all, the pointer to the scroll that scrolls down to the heart tank is E0 E6. Second, I have found some interesting things. First of all, there are several bytes I don't yet understand, although they must be location or somthing. However, I've noticed that the 7th byte, in this case a $C0, seems to be where on the screen the scroll is in terms of where the screens "breaks" and enables the scroll. The 9th byte seems to control how the screen scrolls. In this case it's 0A, but when I changed it to 1A, suddenly the stage turned into one of those autoscroll levels like from Super Mario 3, going left to right and only stopping when you touch the boss door. This means that it is possible to add a cool scroll effect to a level, although you can get pushed though walls with no ill effect(so it isn't perfect).

I also found out how the level loads the alternate screens after a certain boss is defeated. In Sting's stage, the areas with water are seperate than the ones that arn't. What's happening is there are extra levle data tacked on the end of the level, which tells the game to point there instead of the first area. This is good as it could make some cool changes.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 10/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-20-04 10:31 AM, in AHEM Let's try this again. Megaman X scroll data Link
Well I suppose what is happening there is that the game is told to scroll to a certain spot, which just happens to be past the end of the level.

BTW, I was also looking at the armor upgrade event, and found two things: a: the position of the rocks that fall, and B: which enemy to load. So far I haven't found the heart tank, but I found other things like bosses. This seems to be sprites tht make up the sprites placed in the levels, so I am on to somthing, but barely. The offset of the position of the 6 rocks is at 3FDC6.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 11/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-21-04 03:24 AM, in yoshi island level editor Link
FuSoYa, good to see you want to get beyond Super Mario hacking. I would suggest somthing like Chrono Trigger or Lufia 2, but whatever strikes your fancy(BTW, a lot of data for Lufia 2 has already been decoded, and all that's left is to crack the compression for the game maps).

Er, that reminds me, I know Lunarcompress has support of graphics in lufia 2, but do you suppose it would use a seperate format for maps, or most likely the same compression as for the graphics?

Edit: Forget I suggested anything, k?


(edited by Jigglysaint on 04-20-04 06:25 PM)
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 12/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-21-04 03:26 AM, in what is asm hacking? Link
Here's a pointer: A2 85

Okay lame joke....
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 13/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-23-04 12:51 AM, in Editing the GFX for Zelda 1 (NES) Link
Usually the tile editors reference tiles by a certain amount. Sometimes, tiles are stored between this amount, and you need to shift it manually.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 14/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-23-04 12:53 AM, in Kirby's Adventure Data? Link
Okay, Kirby's Adventure is NOT KSS! From now on I think it should be Nintendo Kirby and SNES kirby, to tell the two apart.

The level data is compressed, I found level data location but forgot, unfortunatly.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 15/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-23-04 08:54 PM, in Kirby's Adventure Data? Link
Must be possible to create a level editor with that data. The compression seems to be interesting enough that a good programmer should allow easy editing of the levels, without worring about space.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 16/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 04-26-04 08:10 PM, in Nephi on XP Link
It's .gbc, and you MUST use the DX rom.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 17/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 05-03-04 08:56 AM, in editing where locks are in smb3 Link
Check out 14877(I checked in the PRG1 rom). It isn't the placement, but what it IS, is what tile(sans graphics) replaces the block when you beat the fortress. The current byte is 46, which means an up/down path tile. change it to somthing else, and it will have that tile's properties, but only untill you enter another area, where it will be replaced by the correct tile. Also note it's the tile attribute, not graphics, but it's a start and I hope it will make DD's search easier.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 18/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 05-07-04 10:21 AM, in editing where locks are in smb3 Link
DD, what if instead of it using 4 blocks, it uses a mirror flip? I have run into that kind of thing in Link's Awakening, where only 2 bytes are used, and the rest are assumed or somthing. In fact, maybe it only uses one single tile, and just does a few flips for the rest?
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 19/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 05-08-04 01:32 AM, in editing where locks are in smb3 Link
Fu didn't have a grand vision with LM, people kind of dieified him first and now he's kind of stuck.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 20/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 05-10-04 07:26 AM, in Brain Wave Link
Posts don't cost money, we don't need to conserve thread space. I take it that 2 reasons to make everything in one thread is so that somebody doesn't have to fish out posts, and to avoid repeat threads. The second really doesn't matter, as posts are posts and theads are threads. We came to this forum to post, not to not post.
Jigglysaint

Red Cheep-cheep
Level: 24

Posts: 21/215
EXP: 76907
For next: 1218

Since: 03-17-04

Since last post: 7 days
Last activity: 3 days
Posted on 05-27-04 07:47 PM, in Where I have been the last few days Link
Nowhere, actually, but the internet in my room has gone out(same withnetwork connections). This means no IRC, and dnor forums(and bad spelling due to inability to look at the screen and type at the same time).

Bsically, if anybody is looking for me, tell that person to make a thread here in the forum. I won't be able to go to #rom-hacking or use any chat programs for the duration of the time it takes to fix the problem.

While i am at it, I thought of a great way to implement an Oracle of Seasons level editor. Basically, each room uses a combination of 2 byte pointer/rle, and a few other things currently unknown. You cna grab a minimum of 3 tiles, and a max of 17 tiles(which begins to use data from the next row, in which the data is stored in). Provided the editor can display 30 tiles worth of data per row, it could be posssible to edit the levels easier that I expected. Basically, you would select which row to use, and how may tiles from that row(and the next), and it will display your esults and check if it can fit in the data space. IIt's not the easiest format to use, but it does the job.

Of course this is provited that there is anybody who can code, who actually likes oracle of seasons.
Pages: 1 2 3 4 5 6 7 8 9 10 11
Acmlm's Board - I2 Archive - - Posts by Jigglysaint


ABII


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



Page rendered in 0.034 seconds.