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

Math n' Hacks
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Posted on 08-06-05 10:06 AM, in Calculating SNES Pointers Link
As I understand it LoRom always starts out in bank $00. However, some games, like Super Metroid, use FastRom and thus have to jump to bank $80 (*) to take advantage of the speed increase. So keep in mind that $0x:xxxx and $8x:xxxx will reference the same locations in the rom, just at a different proecessor speed.

* And in fact it does this in the first few lines of code, spending all of its time after that in Fast Rom mode, and executing code in banks $80 and above..


(edited by MathOnNapkins on 08-06-05 01:08 AM)
MathOnNapkins

Math n' Hacks
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Posted on 08-06-05 01:50 PM, in Slight change for Zelda 3 chests Link
If it ever annoyed you that Zelda 3 chests can only be opened from the front (which sort of makes sense, but regardless) there is a simple two byte change you can do to eliminate this. Go to offset $3B576 and change that byte and the following one to EA EA. The instruction before this looks at $2F (Link's direction) and the instruction you're NOPing out branches if it's not up ( 0 = up, and it's using BNE). The other directions are down = 2, left = 4, right = 6.

So there you have it, Chrono Trigger/ Final Fantasy style chests using only two bytes.
MathOnNapkins

Math n' Hacks
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Posted on 08-07-05 10:52 AM, in Goldeneye 007 in... CatFire? Link
Is this a new trend in obfuscated posting?
MathOnNapkins

Math n' Hacks
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Posted on 08-07-05 01:24 PM, in Slight change for Zelda 3 chests Link
Thanks... this really is a minor edit and i can do a lot more than this. I'm looking at this point to expand the number of chests in the game. The 127 chest limit (am I correct on that?) is sort of irritating, and given that HM expands the rom it ought to have done something about that. It only edits the existing data arrays . Btw, there are a lot of special case routines for certain items, like the master sword. If anyone wants to use these without the frills let me know. I've also figured out how to determine the chest can have an alternate or not.It's all pretty simple.

In addition, I'm going to rerelease my RAM document which is much updated, especially the SRAM portion (it's actually accurate for a change!), which many of you will find useful. Look for a thread in the next week or so. If Euclid has any findings I'd love to publish those as well. I've already credited him for at least 3 entries in there. I had to google a cached version of the thread at the old old (Acmlm 1.8A) Tek where I last discussed the Ram Document


(edited by MathOnNapkins on 08-07-05 06:02 AM)
MathOnNapkins

Math n' Hacks
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Posted on 08-07-05 05:03 PM, in Slight change for Zelda 3 chests Link
I'll take a look into those...

As far as I can tell, it seems each room can have up to 6 chests, b/c in memory tiles are assigned a value indicating what kind of tile they are. The first chest in a room will be represented by #$58 (actually #$58 will show up in four different locations, b/c the files I'm referring to are 8 pixel x 8 pixel tiles, not 16 X 16 blocks. The next chest will be #$59, then #$5A, up to #$5D. When each chest is opened it reverts to #$27 tiles, which is treated just like any other grabbable wall. In the code you'll even see something like LDA #$2727, STA $blah. That confused me at first till I looked at the memory layout in GSD.

Back to what I was saying. Anyways, it seems each of the 296 rooms is given a word of memory for "remembering" what has been done in it. Since there appears to be no correlation between the number 127 and 296, I can only presume that the 127 limit was done arbitrarily, and obviously they wouldn't have inserted extra space b/c space was precious in a 1MB snes game.

Edit: Note that the tile values do not influence the graphical representation, they are more like an underlying indicator of what that tile does.


(edited by MathOnNapkins on 08-07-05 08:05 AM)
MathOnNapkins

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Posted on 08-08-05 01:01 AM, in Anyone know of a good map editor? Link
MathOnNapkins

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Posted on 08-08-05 10:33 PM, in Why doesn't this work? Link
So... it appears Lost Threads is restricted now. Well... it was a cesspool anyways. DEATH TO LOST THREADS. It's at least nice seeing I have posts in a restricted forum for once.
MathOnNapkins

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Posted on 08-10-05 07:13 AM, in Girl's Renegade (Renegade hack) Link
Looks interesting. Why can't he register here?
MathOnNapkins

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Posted on 08-10-05 07:17 AM, in Sound hacking in Super Metroid Link
I was trying to hack the sound a month ago, to see how tracks were handled. (This isn't an N-SPC game, is it?) I didn't get too far, but I noticed that the game generally keeps the item room (boop beep) music in SPC ram, it keeps the main track being played in your area in SPC ram, and things like the Samus theme that plays when you actually get an item, etc... it doesn't seem to keep multiple musical tracks in memory at the same time. Like, i couldn't find a way to write to a location and switch from Brinstar music to Norfair music. Puzzling, but then again I need to learn more about the SPC to learn what's going on.
MathOnNapkins

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Posted on 08-10-05 09:01 AM, in Rom Hacker Link
So yeah I'm bored at the moment with Rom hacking news... so I thought I'd design a poll to see what different types of people rom hack. I expect to see a lot of middle class white males, but you never know who does this crazy rom hack thing.

This is not meant to stir up controversy over political correctness. If you have a severe problem with this poll please PM me first and I will talk it over with you.
MathOnNapkins

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Posted on 08-11-05 01:19 AM, in Why doesn't this work? Link
Problem is... that threads in LT are shit anyways. Why would you want to go there? Even veterans seem to make crappy threads in it. The only stuff I found even mildly funny in there were Valcion's threads.
MathOnNapkins

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Posted on 08-11-05 01:24 AM, in Coding Sprites Link
Sprite 96. Unused Chargin' Chuck copy?

I'm not claiming to know in particular, but it's been my experience that when you have a duplicate pointer it is still used, and branching may be done based on the index of the sprite. (i.e. if(index == 96) doThis( ); else doOtherChargingChuckStuff( ) )

Can you put this type of Charging Chuck into the game, and does it register behavior exactly the same as a normal Charging Chuck? One single pointer may have access to more than one set of AI.
MathOnNapkins

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Posted on 08-11-05 01:29 AM, in Rom Hacker Link
Originally posted by Karadur
As for upper / middle / lower class, I have no idea what my family would fit into


Thats why you can check more than one if you think it's border line. I am mainly referring to economic status, but again that is sort of subjective. I could have put dollar amounts and income ranges as a guide, but then again that would have been based on my subjective evaluations of class, now wouldn't it? Cost of living must be factored in. I could be making $50,000 a year in Hawaii, but I heard their cost of living is twice as high, so are they doing as well as someone who makes $25,000 a year in a rural town in Iowa? Who knows.
MathOnNapkins

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Posted on 08-11-05 03:39 PM, in Dying Scene Link
The one thing that truly bothers me is that that is going to be an eventual breakdown of actual hardware. It will happen inevitably. No matter how good our emulators get the console will feel "righter" and better.

I want to be able to play hacks on consoles, and they wear out with time. It would be nice if Nintendo started releasing old hardware again, perhaps in an updated casing or whatever. I heard Revolution might have emulation for older system, and the emulation should be near perfect, considering they designed the systems, and yet I feel something would be missing. My Snes is starting to die, like the NES did a few years ago. Ebay can supply me with a new one.. but for how long?
MathOnNapkins

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Posted on 08-11-05 03:48 PM, in PSX hacking scene. Link
sb iq: If you don't know how to do something you can always get the notoriety of being the first to do it.

Rom hacking is fun, but it is also hard work, and if you're not willing to learn what you need to learn you might as well find another hobby. Sometimes that requires you to just go out on a limb and start modifying stuff in the game and seeing what you come up with.

Does anyone know what sort of processor the thing uses and where the code is stored? That would be a crucial step in figuring out how to hack your PSX games to the fullest extent. Based on the relative crappiness of PSX emulation I would guess that it is a complicated machine. (i'm not dissing it, but compared to earlier system emulation it seems to be much more lacking in compatibility).

BTW I have seen next to no PSX hacking scene here. GBA, NES, SNES, and Game Boy seem to predominate. N64 seems to be catching on slightly with some work on Mario 64. If there's a lot of Genesis / Sega hackers, they seem to hang out elsewhere.
MathOnNapkins

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Posted on 08-12-05 01:48 AM, in Dying Scene Link
I sincerely doubt they'll get anywhere near the level of accuracy in modern NES emulators. From their past examples, Nintendo seems to slap together emulators which are just accurate enough to their target game(s) running.

Well if all I had to do was emulate one game I might do that too... it might be more efficient worrying about getting one game running rather than 2000 other games.
MathOnNapkins

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Posted on 08-15-05 01:32 PM, in Rom Hacker Link
Googie I've played that SMB arcade version too, but it kicked the shit out of me. I need to see if it's available on Mame, I'm not sure if I even beat 1-1. I always wanted to try and see how it would be on a gamepad. (But I was never an arcade gamer, and joysticks are my bane.)
MathOnNapkins

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Posted on 08-15-05 07:18 PM, in Rom Hacker Link
I think that Japanese kid, Ikuzou, is 12 years old, firemaker. He's a SMW hacker. We might even have younger youngins here...


(edited by MathOnNapkins on 08-15-05 10:18 AM)
MathOnNapkins

Math n' Hacks
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Posted on 08-16-05 07:53 AM, in 1 big problem with SNES9X and looking for a real good tracer or debugger for SNES Link
Jesus christ, just use a keyboard if it's such a big deal. Most of your time shouldn't be spent giving joypad input while your debugging anyways.
MathOnNapkins

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Posted on 08-16-05 09:04 AM, in 1 big problem with SNES9X and looking for a real good tracer or debugger for SNES Link
Originally posted by MadMikeXP
What the hell is your problem ?! the only reason why I need to use a joypad because I need to be able to move through out certain games and track down certain addresses in the game plus using a keyboard isn't easy especially if your playing certain games like SMW, SMAS, SuperMetroid, MMX1,MMX2,MMX3 Mega man 7 and zelda plus tracking down certain codes, but though since you think its just a walk in the park to make the character move with a keyboard lets see you do this for a hour or two and track a certain addresses and codes for SM and lets see how far you get!


I can play any of those games with great skill using a keyboard.

My point is don't look a gift horse in the mouth.

But, if you're determined to use another debugger I'd look at Sleuth, which is also pretty good. No sound emulation last I heard though. There is a Zsnes debugger in the DOS version, I believe.... however I've never used it. If you're a newbie to debugging use Sleuth or GSD (geiger's snes debugger).

btw there is also Lordtech's old snes9x debugger, which I have, but it frequently seems to crash my computer. It's ok but nothing special as far as I'm concerned. One of the cooler debuggers I've see was the one built into Sneqr; unfortunately, the emulation is not terribly good for playing, and I'm not even sure if you can find it anymore. (I have it). There is another SNES9x debugger build that isn't Geiger's that i've heard of, but I'm still looking into it. I heard a tip about it a while ago.


(edited by MathOnNapkins on 08-16-05 12:13 AM)
(edited by MathOnNapkins on 08-16-05 12:16 AM)
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