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Acmlm's Board - I2 Archive - - Posts by MathOnNapkins |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 1/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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You thought to deny my Wave Beam sequene break. You thought wrong. tsk tsk Not a bad hack but it certainly follows the beaten path if you know what I mean. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 2/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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If you're going to do this at least make it more challenging than ZM's Mother Ship sequence. | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 3/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Hm... I wonder how ya blocked it now...*goes off to redownload* update: The sequence break I'm speaking of is jumping down onto the spikes and doing a mid air bomb jump up to the wave beam. It's still easy to get. Maybe if you place crumbling blocks above the spikes it would be difficult. Then diagonal bomb jump would be needed and you wouldn't even have to have those grapple blocks... (edited by MathOnNapkins on 03-21-04 08:45 PM) |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 4/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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If you make Metroid SPASM, make sure it has a SPASMA beam, a combo of the Spazer and Plasma | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 5/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Heh. No offense, but that's a pretty funny afterthought. | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 6/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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I was poking around in some code today and I found an instance where register $2115 was written with #80, thereby denoting that the Vram address at $2116 would increment when $2119 was written to. Now, since the processor at that time had a 16-bit accumulator, is it reasonable to assume that if I write a word, say #XXXX to $2118, that word is identically mapped to the address in Vram, and since the accumulator also wrote to $2119 since it's 16-bit, that the Vram address is auto incremented? I'm just clarifying for myself as this seems to be the most logical conclusion. Anybody know? For the record, I've mainly dealt with alternating byte writes to only $2118 or $2119 in the past, so this is new to me. The one question that would remain, is that why would $2115 need to be #80 rather than #00? Would the low byte write first, trigger an auto increment, and the high byte would be stranded one address higher in Vram? |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 7/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Okay... VRAM addresses are always word addresses. Here's a diagram $0000--$0001--$0002 of Vram: XX XX | XX XX | XX XX etc.... Notice that they share no memory space. $0000 shares no bytes with $0001 and so on. Now suppose that $2115 was written with #00 rather than #80. And I write #2110 to $2118. What I'm asking is whether VRAM would look like this: $0000--$0001--$0002 10 XX | XX 21 | XX XX And if $2115 were #80 $0000--$0001--$0002 10 21 | XX XX | XX XX I'm not so much as asking a question as trying to reach a concensus. Qwerty's doc on this is fuzzy in its explanations. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 8/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Akane-chan The thing is, power bombs in SM are not the explorative tool they are in Zero Mission and Fusion. They don't reveal block types upon explosion, unless they're 1. Normal Bomb Blocks 2. Power Bomb Blocks You can obscure secret passages in any number of ways other than these. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 9/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Oh my is this the FuSoYa? I'm honored. I mentioned querty's doc because when I trace I usually use sneqr, which he wrote. I have yet to download a version of Zsnes with a tracing debugger. Maybe I should... |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 10/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Can anyone tell me how to read from/write to the SRAM with ASM? You write to SRAM using bank $70. So for example, you wanted to write the hex value #57FF to $701000, you'd write: REP #20 LDA #57FF STA $701000 Or in hex: C2 20 A9 FF 57 8F 00 10 70 The other possibility is to change your data bank to $70 via PLB. Also, what parts of the SRAM are unused? How much SRAM there is to work with depends on how much came with the game cart itself. There is information in the cart that probably says how much of this battery back up memory there is. Typically SRAM can be 2, 4, or 8kilobits. (maybe Kilobytes, I can't remember) Some games in an emulator (Snes9x), such as Starfox, will claim to have a 64 kB SRAM file, when they obviously don't.) Finding unused space is trickier, because it requires you to be very careful. Sometimes space that looks empty may be used later in the game. So just be careful. Some games, particularly those by Nintendo, use repeated #60's as filler for unused space. Just open up a random save file from the game you're interested in and see if anything stands out as useless. Update: Now that I think about it, there may be a way to expand the SRAM size if you need more. Let me look into that in over the next few days. (edited by MathOnNapkins on 03-29-04 01:57 AM) |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 11/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Kirby all the wayOriginally posted by Lemon Kirby You know I thought I'd see my name here. :p math on napkins is what my friends say I do in restaurants when i'm bored. And they're right. For my part I think ChickenLump is a strange name. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 12/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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I really can't think of anything more refreshing than dipping some of Wendy's french fries in a medium frosty. | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 13/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by w00t That could be true for SMW, but I generally don't hack that game. (In spite of being on that board right now ) LTTP and Super Metroid I'm positive both use #60 as filler towards the ends of the file. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 14/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Usam What an utterly disgusting act. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 15/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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It's kind of funny, but most of the CS students at my collage are made to study Scheme. Not that it's a bad language. | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 16/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Apophis, I had to learn about file input and output in Java for one of my recent projects. If you have any questions feel free to ask. But some of my methods may be a little bit of overkill, in that they use File Channels. I wrote a class specifically for reading files called GenericFileIO. Ask if you'd want it. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 17/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Hacking SPC is a pain in the ass. The only thing I've managed to accomplish is change the pitch in certain SMRPG songs. | |||
MathOnNapkins Math n' Hacks Level: 67 Posts: 18/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by HyperHacker Zelda 3 uses almost exactly the same SPC init procedure. I'm pretty sure the main issue is really just synchronization. Whenever you have several processors trying to work in tandem they need to be on the same page. |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 19/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Or what you could do is use a hex editor to search for indexed and non indexed reads from SRAM. For instance, you could search for AF 00 00 70 or BF 00 00 70, which would be looking for LDA $700000 or LDA $700000, X. You could also change AF and BF to 8F and 9F, respectively for STA. Or use any other opcodes with those addressing modes, such as CMP, which would be CF or DF. This is of course not fool proof, but it might help in checking whether an address is filler or not. You'll need to study the ASM routines they fall in though to make sure. |
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Acmlm's Board - I2 Archive - - Posts by MathOnNapkins |