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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by d4s
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d4s

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Posted on 03-29-04 12:23 AM, in This may be an off topic but... Link
the theoretical maximum is a bit less than 64mbit AFAIK, but then youd have only
32mbits that could actually be accessed at fastrom speed,like with the ex- memmaps.
ok, super mario world is slowrom, so this wont matter anyway.
it would also be theoretically possible to make your own mappers to make the rom as big as you want, but this would only work with the real hardware for now.
besides, the whole idea is total nonsense.
32mbits is already more than sufficient.
i mean, have a look at the available mario world hacks.
demo world tlc is 48mbit but more than %50 of the rom is just wasted space.
this is no big deal with emus, but very annoying if you want to play the hacks on a real snes.

fusoya:
i assume there is some technical limitation that prevents you from using all the space in the given romspace, huh?
i tried rearranging some data and then updating the corresponding pointers in a hexeditor, but it didnt work out.
could you explain this to me in detail?
is there any possibility to make better use of the space in a future version of LM?
d4s

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Posted on 03-29-04 12:43 AM, in Update: Mario Kart R v1.1 released Link
yeah thanks.
reverse-engineering a snes game but not being able to find a "quote"-button...
yep,sounds exactly like me.


me throwing together some epromcarts for you aint no problem.
but you'll have to spend some


(edited by d4s on 03-28-04 02:44 PM)
d4s

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Posted on 03-29-04 01:12 AM, in Update: Mario Kart R v1.1 released Link
Originally posted by Crystal_Dragon
awesome! This really cool about game modification! It's really sweet.

btw d4s are u from Deutschland?



yep, i am.
how come you know that?
d4s

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Posted on 03-29-04 02:12 AM, in Update: Mario Kart R v1.1 released Link
stupid me ~_=
d4s

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Posted on 03-29-04 02:46 PM, in Update: Mario Kart R v1.1 released Link
haha yeah.
now thats what i call impatient.
the screen only stays white for two seconds or so.
i was too lazy to look up the wait counter for that.
d4s

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Posted on 03-30-04 01:28 AM, in Update: Mario Kart R v1.1 released Link
Originally posted by mikepjr
Where the heck do i get the us rom........................................oh thats right you cant give that kind of info away. ................dang!!!


alright baby!
if you had risked a quick look at the readme you would never have had to rant about the patch not working.
but no, noooooooooo!
readmes are teh EVIL !!!!!!!!!!!!!!!!!!!!!!!1111oneone




(edited by d4s on 03-29-04 03:28 PM)
d4s

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Posted on 03-30-04 04:10 AM, in Update: Mario Kart R v1.1 released Link
well, i beat the game in 50, 100 and 150(except special cup ~_=)
on the real thing, so it certanly is not a problem with the patch.
how come all the time somethings not working, your first guess is that
i accidently corrupted something in the patch?
its kind of annoying.

before i started with the actual editing i discovered all the offsets and the stuff needed, besides i never do direct hexediting to the rom, but have all
data files seperate and insert them with a couple of batch files.
that way, chances that i accidently change something else than the desired data are very slim.
also, its much faster and more flexible to work with.

so please, no silly: "i know you changed the ai data even if you didnt want to"-posts, k?
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Posted on 04-02-04 05:37 AM, in SNES ROM Header Link
depends on what you mean by rom header.
usually, roms have a 512 byte header infront of the raw game data, that ones called a backup unit header.
reading out this one is not very interesting usually.
i assume you mean the game information sector that also contains the game name, checksum,country,maskrom size,sram size, add-on chips etc.
why would you want to write a tool to read these out?there are already some available,like nsrt or insnest.
and changing something in there is as easy as opening up the rom in your favorite hex editor.
d4s

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Posted on 05-03-04 11:45 AM, in overwriting existing cartridges with hacked .nes files Link
replacing the maskroms in snes games (putting a rom image on a cartridge)
is explained in detail on my page:

http://snesdev.romhack.de
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Posted on 05-04-04 12:11 PM, in Super Mario Kart Text Pointers Link
hmm...
and what is this info good for if there isnt even the pointer table to the offsets included, so you can add longer names than the original ones?
i guess i should really reconsider releasing my mario kart documents,
if i remember correctly, i even added 3byte pointers to the text routine.
d4s

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Posted on 06-04-04 04:24 PM, in f-zero boosting Link
this is probably the biggest nonsense ive ever read ~_=

i mean, the speed in km/h thats displayed onscreen has absolutely nothing to do
with the actual game speed.

plus, there is absolutely no "speed limit" in terms of plane scrolling related to cpu power, the point is that fzero x and fzero(for snes) just have nothing and i really mean NOTHING in common from the technical point of view.
the programmers just chose to solve the speed and boost thing different in both games.

as for f-zero 1,find the offset for the current speed in wram and max it out with FFs (zsnes cheats).

OR

find the routine that controls the current speed and slap in a multiply by n.

OR

find the stats for the 4 vehicles in the rom and max them out.



d4s

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Posted on 06-07-04 12:06 PM, in f-zero boosting Link
boys, this code modifies wram, not rom.
check a zsnes savestate at offset 0xCE4.
however, if you can find the routine that reads from this
offset, youre probably all set.
d4s

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Posted on 06-07-04 12:45 PM, in f-zero track hack Link
fzero 2 does work on copiers.
the problem is that there are multiple fzero 2 roms out there
and there is always some confusion which rom works and wich one doesnt.

the roms that only display the picture with the robot and the instructions
are waiting for input from the satellaview system but this waitloop can be bypassed easily with the zsnes debugger(sorry, forgot the actual offset but i can track it down again if somebodys interested) wich makes the rom display some nifty 8bpp fullscreen images and a selfrunning demo, however, i wasnt able to enter gameplay-mode.

plus, the fzero2 roms are practically the same as fzero1, with an added intro picture and slightly changed tracks.
most offsets are even the same in both roms (car sprites, mode7 tiles etc).

VL-Tone:
your info is really great, saved me lots of time searching around. =)
have you also searched for the pointertables to all the data sets?
from what i saw, it used 2byte pointers.
ok, the data isnt compressed, so there isnt any real need to move the data around or expand the rom, but you can atleast be sure you didnt miss any data if you have them.

regarding the mode7 tiles:
they are CERTANLY not in genesis format,
the point here is that the snes mode7 format is (opposed to the usual tile-based graphics) a raw-bitmap format, relatively similar to the format the genesis uses.

the 2byte you mentioned are most likely palette-information, thats used to expand the graphics to 8bpp in vram.






(edited by d4s on 06-07-04 03:48 AM)
d4s

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Posted on 06-09-04 10:19 PM, in f-zero track hack Link
yeah, thats what i would assume aswell.
sorta like the AI system mario kart uses.
AFAIK the dsp1 handles the interpolation for all NPCs between these
"checkpoints" in mario kart.
fzero obviously has a much simpler AI system cause only
the onscreen NPCs positions have to be calculated and the NPC behind you always catches up, no matter how fast you go.
one thing that always annoyed me was that NPCs cant go off-track and explode,
but changing this is most likely not possible, atleast not for the majority of this boards members, me included
d4s

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Posted on 06-14-04 04:55 PM, in F-Zero Mystery Link
AFAIR, the info on how to enable other than the standard tracks in practice mode was mentioned some days ago in the fzero track hack thread.
since i cant find it at the moment, i wont judge, but all i can tell is this:

be honest and give credit where appropriate.
anything else is extremely lame and will damage your reputation more than raising it.
d4s

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Posted on 06-14-04 08:01 PM, in F-Zero Mystery Link
oh, alright, thats very cool indeed.


(edited by d4s on 06-14-04 11:02 AM)
d4s

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Posted on 06-15-04 12:16 PM, in F-Zero Mystery Link
i would suspect that the game freezes and saves wrong lap times because the pointers to the respective save locations in sram arent set yet or a set to a wrong offset.

just find the corrupt lap data in sram, calculate its current pointer, find that pointer in the rom and update it to a location that seems to be unused.
if you need help on how sram is mapped in mode20 (lorom), i have the info somewhere, dont remember it offhand.
d4s

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Posted on 06-16-04 04:16 AM, in SPC hacking - SMAS music format revealed! Link
ooops, didnt read the whole thread.
wow, you seem to be making some serious progress, great!
do you want your tool to be restricted to the smw-rom?
since most nspc routines have slightly differnet commandsets compared to each other, you would most likely have to add support for every game manually
anyway.
but your project sounds very promising, congrats.
keep it up, man!





(edited by d4s on 06-15-04 07:31 PM)
d4s

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Posted on 06-17-04 12:01 PM, in SPC hacking - SMAS music format revealed! Link
awesome, man!
i have the pointertables for the mario kart tracks here, in case you need them.
you'd have to incorporate the lunar compress dll to extract them, though.
same goes for mario rpg.
d4s

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Posted on 06-17-04 06:46 PM, in SPC hacking - SMAS music format revealed! Link
yeah, i know.
the data is decompressed from rom and copied straight to spc ram(in case of mario kart), except for a 2 bytes in the beginning, havent figured out what they do yet, though.

ich hatte halt nur bock die musik in mario kart zu


(edited by d4s on 06-17-04 09:47 AM)
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