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

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Posted on 04-10-05 12:27 AM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Nice work. You are starting to really get the hang of ASM hacking.
Rockman

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Posted on 04-10-05 01:50 AM, in My Personal SMB3 Powerup Debug Mode! Link
With a little bit of simple added code, I made my own little Debug Mode, which allows you to select a Powerup of your choosing, during the level.

Here's how it works:

- Press Start to pause the game.
- Then, press Select a certain amount of times for the powerup you want, then resume the game!

1 Press = Small Mario
2 Presses = Big Mario
3 Presses = Fire Mario
4 Presses = Raccoon Mario
5 Presses = Frog Mario
6 Presses = Tanooki Mario
7 Presses = Hammer mario

If you go over 7 presses, you get to see some glitched up, weird powerups. Like, you can actually swim in the air! To get out of the glitched powerup, just press start and press select for a different one.


Pause the game, and press select twice...


To become Big Mario. Pause the game, and press select three times...


To become Fire Mario.


Etc.

What makes this little hack special:

Say you want to play the original SMB3, and you want to have the power of God, you can instantly get a powerup at anytime you want!

Here is the link:

http://www.geocities.com/heavencloud7777/smb3powerdebug.zip

To download, just right click and select save target as.

I would like to thank the people who offered me advice and tried to help me as I wanted to learn how to ASM hack with button presses. This is just a little something to try if you are bored, and in time will be obsolete, as I am striving to get better at ASM hacking. Have fun.
Rockman

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Posted on 04-10-05 04:09 AM, in is there a super mario bro 2 gfx inserter Link
Do some searching around. Try Google (www.google.com), and Zophar's Domain (www.zophar.net). If you can't find it, odds are it doesn't exist.
Rockman

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Posted on 04-10-05 04:12 AM, in Zelda - Gates of Time Link
Its nice to see some new screens! This one is my favorite:



Very nice graphics there!
Rockman

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Posted on 04-10-05 04:20 AM, in is there a super mario bro 2 gfx inserter Link
I was just about to tell him about those. I told him to search, because it sounded like he was looking for a game-specific utility.
Rockman

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Posted on 04-10-05 07:33 AM, in My Personal SMB3 Powerup Debug Mode! Link
I never used the Debug Mode in SMB3 before, but I'm assuming its a lot better than what I have here. This was easy to do. Disch showed me how to do BEQs correctly, and what I did is change the code to INC $578, which INCrements your powerup by one. And I know how everybody loves Debug Modes, so I decided to make a little patch. But in time, I'm sure I can do much better than this.
Rockman

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Posted on 04-10-05 11:30 PM, in ASM Hacking Question - Controller Presses Link
I need help with something.

BEQ means Branch on Result Zero.

Does this mean to branch to that location if the result is false?

If that is true, then BNE means Branch if Result is Not Zero, meaning, branch if result is true?

Right now, I'm trying to make an ASM hack to Mega Man.

What I'm trying to do is make it so if you hold down the fire button, Mega Man can rapid fire. I actually wanted to do this a very long time ago, but couldn't because of lack of knowledge. Now, I feel ready enough to tackle it.

The address for buttons that are just pressed is $18, just like it is in SMB3.

So, I set a read of $18, and press Run 17 times to get to the code I'm looking for.

$9538:A5 18 LDA $18 = #$00
$953A:29 02 AND #$02
$953C:F0 05 BEQ $9543
$953E:20 1E A7 JSR $A71E
$9541: D0 00 BNE $9543
$9543:AD 80 06 LDA $0680 = #$FF
$9546:30 29 BMI $9571
$9548:20 C4 9B JSR $9BC4
$954B:B0 09 BCS $9556
$954D:A5 14 LDA $14 = #$00
$954F:29 01 AND #$01
$9551:F0 06 BEQ $9559
$9553:4C 29 96 JMP $9629
$9556:4C 33 96 JMP $9633
$9559:AD 80 06 LDA $0680 = #$FF
$955C:30 10 BMI $956E
$955E:C9 01 CMP #$01
$9560:90 0C BCC $956E
$9562:F0 0A BEQ $956E
$9564:A9 01 LDA #$01
$9566:8D 80 06 STA $0680 = #$FF

The fire button, which I'm pretty sure is the B Button, is #$02, which is shown above. First, I want to work with the JUST PRESSED button ($18), before I go into the HELD DOWN button ($16). But, I need help. I don't know where the code for firing the bullets are. I highlighted the beginning of the code. Could somebody explain what that BEQ does?
Rockman

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Posted on 04-11-05 08:18 AM, in ASM Hacking Question - Controller Presses Link
Well, I managed to do it!



You can't really tell from the screenshot, but Mega Man can now rapid fire. I was actually able to do it in a lot simpler way than I thought. It just hit me!

It was so simple to do, that its not worthy of a patch. Here's how to do it:

- Set a Breakpoint of Read to Address $18.
- Press run 17 times to get to the LDA $18 and AND #02.
- What you want to do, is change that $18 to a $16.

Basically, changing that allows you to hold down the button to fire rapidly. Then, all that is left to do is change how many bullets come out of your cannon.

Do a Cheat Search for the hex value, 04. The value is at the bottom of the list (don't remember which one). You can figure out the rest.

The only thing I didn't get to yet, is being able to rapid fire while you are on a ladder. I'll do that later.

But anyway, I really appreciate your help Disch. I would buy you dinner if I could.
Rockman

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Posted on 04-12-05 03:44 AM, in ASM Hacking Question - Controller Presses Link
I didn't post the address because I didn't remember it at the time. All it takes is a simple cheat search to find it. And I already told you the value to search for. Its 4. In fact, you don't even need to look for it. Just changing that $18 to a $16 will suffice. There are multiple ways to do things. This is a very simple way, which happens to work. Just change that one byte for rapid fire.

And no HyperHacker, I shouldn't at least post the addresses. If you don't know how to test cheat addresses even after I gave you the value to search for, then this isn't for you. If you need documentation on how to use FCEUD, read this:

http://desnet.fobby.net/doc/fceud_tutor1.txt


(edited by Rockman on 04-11-05 10:45 AM)
Rockman

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Posted on 04-13-05 02:17 AM, in My Personal SMB3 Powerup Debug Mode! Link
Ah thank you. One of the things I wanted to do though, which I couldn't, was make it so after 7 presses, it goes back to small Mario again, to keep it from accessing the glitched powerups. When I get a little more experienced, I'm going to completely redo this hack, and make it much better.
Rockman

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Posted on 04-13-05 02:42 AM, in Pixel Mario [SMB2 Hack in the works] Link
Here are some SMB2 ASM hack ideas to consider:

- The longer you hold down the d-pad to charge your jump, the higher you jump. The longer you hold it down, your color gradually turns to red.

- Alter the code to make the game act like Teenage Mutant Ninja Turtles. After a character dies, you can no longer be that character again, and you must switch to a different character. When all 4 characters die, its Game Over.

- Change the setup of the Hearts Display. Make it go horizontal at the top-left of the screen.

- Allow the player to have more hearts (health blocks)

- Add some new stuff to the menu. Allow the menu to display how many cherries you obtained, or your health status.

- Try to add some weather effects.

- Expand the ROM, see if the ROM is compatible with another mapper.

- Add a few extra abilites that are exclusive to a certain character. Maybe make it so Toad is the only who can double jump, being he is the shortest.

- Make a debug mode for SMB2 (I don't think it has one). It allows you to give the player more lives, and select any level you want, and continue gameplay from there.

- Do some cheat searches, and find some data that alters enemy behavior.

There are many possibilities!

Who knows, these ideas I listed, I might be doing some of them in the near future.

But, feel free to use any of them.
Rockman

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Posted on 04-13-05 02:57 AM, in Mapper Information Link
I sent Disch a PM, asking about how to add a new mapper, and he gave me a lot of useful information. I hope you find it useful as well!

Originally sent by Rockman

If I wanted to add a new mapper to Mega Man, MMC3, how would I go about doing that? This may sound stupid, but is it just a change of a byte to change the mapper? Offset 5 I think. I could be wrong. Is any heavy code involved in adding the new mapper, and if I did, how could I benefit from that. I know MMC3 is the mapper used in the later NES games, and seems to be pretty good.



Disch:

When changing mappers there are things you have to consider. The mapper you want to change to has to have all the same capabilities as the mapper the game currently uses. So -- it's important to know the basic capabilities of each mapper. If you don't have it already, pick up a copy of Firebug's mapper doc:

http://nesdev.parodius.com/mappers.zip

Rename the mappers.nfo file to mappers.txt and toss/ignore the exe that comes with it (it's stupid) That doc gives a good general outline of several mappers -- although it's a little outdated and inaccurate at times (but it's good enough to get you going). For more accurate info, you might want to check Kevtris' mapper pages (the page was having trouble loading when I typed this, but that's the link):

http://www.tripoint.org/kevtris/mappers/mappers.html

Anyway... Megaman currently uses mapper 2 (UNROM). So to briefly look at what mapper 2 can do:

- 8k CHR RAM
- 16k PRG swapping @ $8000-$BFFF

And what mapper 4 (MMC3) can do:

- 8k CHR RAM or up to 512k (I think? maybe 256k?) CHR-ROM
- 8k PRG swapping @ $8000-$9FFF or $C000-$DFFF (but not both)
- 8k PRG swapping @ $A000-$BFFF
- (mapper has other features, but these are the only ones we're interested in for now)

So... can Mapper 4 do everything mapper 2 can? If not we've got a problem and the mapper conversion might not be possible without extremely heavy code changes to the game. But, comparing the above capabilties:

- UNROM does CHR-RAM --- MMC3 can do CHR-RAM (good!)
- UNROM can swap out $8000-$BFFF -- so can MMC3, but with a higher res (good!)

So a conversion IS possible.

So how do you convert? Well... changing the mapper number in the iNES header is part of it (high 4 bits of offset $00006 --- mapper 2 will be $2x, mapper 4 would be $4x). If you do just that -- the game will crash and burn when you play it! All that does it tell the emulator to use a different mapper -- the game itself will still be swapping and doing stuff with the old mapper's regs. So what you'll have to do is change ALL the code in the game that interacts with the mapper. You'll have to rewrite all mapper-specific routines so that they perform the same job, but with the new mapper.

In complex mappers this can be a big task, but with UNROM it's likely pretty simple. The only feature UNROM really provides is PRG swapping -- and the game probably has a single subroutine it JSRs to when it wants to swap banks ... so to change that routine, you'll have to find it and replace it with the MMC3 equivilant.

An UNROM game might swap a bank like so:

LDA #$04 ; it's going to select page 4
JSR swap_routine ; jump to our swap routine

; elsewhere in the game

swap_routine:

TAX ; move desired page to X reg
STA page_reference_table, X ;write to swapping reg
RTS ;return


page_reference_table is probably near the end of the ROM... and has a bunch of values that 'count up':

00 01 02 03 04 05 06 07 08 09 ...

UNROM swaps banks on any write to anywhere within the $8000-$FFFF range -- however due to bus conflicts, the value it writes must match the value read from that address. If you don't understand this, don't worry -- MMC3 does not have bus conflicts so you don't have to do anything like this -- just know that the game probably does something similar to the above. Basically, after the write to $8000-$FFFF, a new 16k will be swapped into $8000-$BFFF.

So for MMC3, you'll have to find that 'swap_routine' and rewrite it to something that does the same job -- but using MMC3's registers. It might look like the following;


swap_routine:

ASL A ;double our page number (make it an 8k page instead of 16k)
TAX ; save it in X

LDA #$06
STA $8000 ;set MMC3 to "swap 8k @ $8000" mode

TXA ; get the page number back from X
STA $8001 ;actually swap out the page

LDA #$07
STA $8000 ; set MMC3 to "swap 8k @ $A000" mode

INX ;increment the page number
TXA ; get the incremented page number from X
STA $8001 ; swap out the page

RTS ;exit


As you can see the MMC3 code is much larger -- this cannot be helped. You might have trouble with a lack of free space... but you'll just have to find some free space to fit the routine in. Note this space should remain in the "hardwired" bank (the last 16k PRG page in the ROM) so that the swap routine is always avaialable -- regardless of which bank is swapped in.


But that's not all!

The MMC3 should probably be prepped on power-up as well. UNROM doesn't really need any prepping, but MMC3 might. However, I wouldn't worry so much about this, since emulators will probably play the game fine even without prepping. In fact I wouldn't even worry about it for now -- but it's something you should keep in the back of your mind.

Anyway -- hope that's helpful and I hope I made sense. I can try to clarify more if you'd like.
Rockman

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Posted on 04-16-05 05:43 AM, in Mega Man Rapid Fire ASM Hack - Question Link
This is something that has me puzzled. What is the correct way to do it?

There are several ways to do things, but which one is the best one?

$16 Buttons that are being held down.
$18 Buttons that were just pressed.

If you find the LDA $18 for the fire button, and change it to a $16, it allows you to fire constantly by holding the fire button down.

Is that Rapid Fire?

Because, what you can do is increase the bullets as well.

However, changing this doesn't allow you to rapid fire while on a ladder.

Now, the Rapid Fire function in Visine, for Mega Man 2, makes it so when you hold the button down, 3 bullets come out at a time, and if you stand on a ladder, you can rapid fire also.

The way I have Rapid Fire, is that if you just change the $18 to a $16, the 3 bullets come out together, all clumped up. I don't want them clumped up.

Its like, what do you consider Rapid Fire to be?

Does Rapid Fire mean that if you hold down the button, one bullet comes out at a time, very quickly?

Do you need to add extra code for rapid fire, or is it just a change of bytes?

This may sound stupid, but its something that is bothering me at the moment.
Rockman

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Posted on 04-18-05 07:40 AM, in My First Heavy ASM Hack! Link
All the other ASM hacks I have done in the past were a piece of cake to do. With this ASM hack, I had to do a lot of work, which took me an hour to do the whole thing.

What the ASM hack does, is when you are a powerup other than Small Mario, you can do a flip when you jump on a noteblock!





First, I had to use FCEUXD's Trace Logger and Code/Data Logger to find the addresses for the bounce and flip routines. The bounce routine was easy to find. The flip routine was what took up a lot of time. I did trial and error with addresses to find the right one. Even with the closest address, I couldn't find it. I was looking at the SMB3 notes, and suddenly it hit me. I remember that sometimes data is found right next to each other. So, I opened up the hex editor, and found out that the star's flipping RAM address is right next to the Invincibility Timer, which is star power. So, I found the routines I needed. I went to where the bounce routine was, jumped to some free space, put my code, and voila! However, this is the first time I used CMP (Compare), otherwise it wouldn't have worked properly. You have to check to make sure that Mario isn't small, or the game will crash, because little Mario can't flip. So, I consider this ASM hack to be my first heavy ASM hack, as I had to find the data for myself, then properly code it. It works quite well, and I will be using it in my upcoming hack!
Rockman

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Posted on 04-18-05 08:44 AM, in My First Heavy ASM Hack! Link
I forgot to account for Frog Mario! Frog Mario can't flip in the air either. Oh well. I can easily fix that.
Rockman

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Posted on 04-18-05 08:46 AM, in Isn't it amazing what's possible in a few hours? (screens) Link
Glad you're working on another hack Schwa. Good luck with it!
Rockman

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Posted on 04-21-05 03:46 AM, in Isn't it amazing what's possible in a few hours? (screens) Link
Lookin' good Schwa!
Rockman

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Posted on 04-21-05 08:40 PM, in Mario Journey Link


MARIO JOURNEY


By Rockman




Story


The Mushroom Kingdom is at war! Bowser has sent all of his ships, tanks, and minions to attack the Mushroom Kingdom. When one of the koopa kids badly injures Luigi, Mario declares war against Bowser. All of the soldiers of the Mushroom Kingdom battle Bowser's forces, with the people supporting the troops. Mario takes this personal, and sets on an adventure to end Bowser's reign once and for all!

New Features

Returning from Super Mario Bros: The Lost Levels is the Poisonous Mushroom!


If Mario happens to stumble upon the Poisonous Mushroom, he should avoid it at all costs.


If you are any other powerup above Little Mario, the Poisonous Mushroom will instantly return you to your original state. If you touch the Poisonous Mushroom as Little Mario, you die.

If you love the flip Mario does when he has Star Power, you will love this just as much!


This is a plant pit. There are a few ways to get over it. But if you are any other powerup besides Little Mario and Frog Mario...


You can flip when you bounce off the note blocks!

More Features to Come Soon!


There will be lots of puzzles you have to solve. Mario has to get on the other side of this wall. Help him do it!


Can you get through the snowy terrain?


Lots and lots of pipes. I wonder what they're for?





Demo Coming Soon!

This hack is completely separate from Mario: Race Against Time. Inspired by Mario Adventure, I'm having fun trying to create a hack that is similar. There will be brand new levels from scratch, graphics/palettes changes, ASM hacks, and will be fun and challenging!

At the rate I'm working on it, there could be a demo release within two weeks. We'll see.

Questions? Comments? Suggestions?
Rockman

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Posted on 04-23-05 01:17 AM, in Mario Journey Link

Mario Journey is a hack of Super Mario Bros. 3. Inspired by Mario Adventure, I'm having fun trying to create a hack that is similar. This hack will contain brand new levels, graphics, and ASM hacks. Completely separate from Race Against Time.

Story:

The Mushroom Kingdom is at war! Bowser has sent all of his ships, tanks, and minions to attack the Mushroom Kingdom. When one of the koopa kids badly injures Luigi, Mario declares war against Bowser. All of the soldiers of the Mushroom Kingdom battle Bowser's forces, with the people supporting the troops. Mario takes this personal, and sets on an adventure to end Bowser's reign once and for all!

New Features:

- Infinite Lives (you can't get Game Over)
- Poisonous Mushroom (returning from Super Mario Bros: The Lost Levels)
- 100 Coins/Star (you've seen this in the past, its present in this hack)
- Bounce Flip (when you're not little or Frog Mario, you can flip when bounce off a noteblock)

There will probably be more features soon...

Screenshots:


I haven't gotten around to redesigning the World 1 map yet, but I changed the ground palette to green. Also, as you can see, I blanked out the lives, since they aren't a factor anymore. I haven't figured out how to remove the x yet, but what I ultimately want to do is change that whole display around.


My style of level designing has changed. I am now making use of the pointers, which I never bothered to look at before. This will allow for more puzzles, and you will have to do more work to complete a level.


This screen just shows off some more graphics I did.


The flip Mario does.


Level 2.




Level 3. It looks like you're in a maze doesn't it?




Level 6 is HUGE!


These pics show off nothing on this huge level.


The Poisonous Mushroom replaces the 1-up mushroom. I actually did this ASM hack one time, but I couldn't get it to work right. This time I figured out how to make it work.


If you are little mario and you touch it, you die. If you are any other powerup, you become little. Its done that way, because the poisonous mushroom is very fatal.


For those who follow my work in the past, you know about this one already.


100 coins gets you star power.

Before you ask, I have my reasons for closing the other thread I made yesterday. If you really want to know, PM me. Otherwise, we'll leave it at that. I don't want to make any promises, but I could have a demo ready by the end of next week. If not next week, possibly the week after. We'll see.

I feel one of the reasons my hacking doesn't go far, is because I'm too serious with it. I remember reading what DahrkDaiz said one time, if you don't have fun, it won't turn out right. So, I'm trying to follow his advice. I'm just having fun with it. Is that why we hack to begin with?

Any questions, comments, suggestions?
Rockman

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Posted on 04-23-05 08:44 AM, in Mario Journey Link
I didn't want to remove the x by just blanking out the graphics. If I have to, I will, but I'm in an ASM hacking learning process. So I want to see if I can alter the code to not load certain graphics. Anyway, thats the least of my concerns right now.


I'm almost done with the World 1 map!


I'm also starting to work on the title screen graphics!

I have no intention of icing or cancelling this hack. World 1 is almost done, I have lots of time on my hands, and I feel better when it comes to hacking. I'm not all stressed out, and I'm not taking this so serious. I'm having fun with it, which is what I should do.

Seeing how World 1 is just about done, it won't be 2 weeks for the demo. In fact, it could even be this weekend!

Right now, I'm thinking of some new ASM hacks to add.
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