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

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-15-04 07:29 AM, in EggVine - Yoshi's Island Editor Link
Originally posted by cpubasic13
The interface also doesn't seem that hard to use, but people who relie on graphics to see what they are editing will probably not even try it.


And they can code their own editors, or do without. Pretty simple.


It hasn't prevented Golden Yoshi from making some pretty snazzy looking levels so far, but then again, he seems like he was just BORN to make levels in ALL Mario games. The word "Natural" comes to mind...
Chickenlump

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Posted on 08-16-04 02:02 AM, in Pokemon Alpha Link
Doesn't look too bad, I like graphics changes in games, and Pokemon is no exception.


Chickenlump

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Posted on 08-25-04 03:05 AM, in YI Rip Link
Play Yoshi's Island in ZSNES and when the graphics you wish to use are on the screen, make a save-state in ZSNES. Now open up that savestate in any tile editing program, put it into SNES mode, and look around. All the graphics have been decompressed for you, and placed neatly into the savestate. You don't need to mess around with decompressing them manually this way. This trick should work with all games.
Chickenlump

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Posted on 08-25-04 04:54 AM, in YI Rip Link
Provide a screenshot of the graphics you wish to use from YI, and the savestate you are using, and I'll do my best to walk you through getting them to display properly.
Chickenlump

Level: 41

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Posted on 08-25-04 05:29 AM, in YI Rip Link
If he honestly doesn't know how to do it, then I see no problem in showing him how to do it. It's not like I'm doing the work for him really. The next time he comes across this problem, he will remember, or come back to this thread, and know how to do it. I have no intention of doing the work for him, but telling him to search google for the answer, ignore him, or tell him to figure it out himself is rather rude, and would make me as lazy as someone wanting me to do their work for them. By offering to help, I not only gain experience from it, but by having done it, I can clearly explain it so that he might understand as well.
Chickenlump

Level: 41

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Since: 03-15-04
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Posted on 08-25-04 06:49 AM, in YI Rip Link
No problem.

I can't wait to see some of your work.
I perfer YY CHR or Tile Molester for my graphics work, and Microsoft Paint is also very handy...

Chickenlump

Level: 41

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Posted on 08-25-04 06:58 AM, in Hack in a snes cartdridge or CD: possible? Link
I love the Dreamcast when it comes to emulation. SNES emulation isn't quite 100% speed, but it can be done, with practice and some spare blank CD's. I hear great things about X-Box as well, for emulation. Hundreds of gameboy games and nes games on cd's that I can just pop into my Dreamcast and play at full speed.... *drool*

Dreamcasts are SUPER cheap right now...and I do mean CHEAP! Grab one and give
http://www.dcemulation.com a visit. Gosh, I love my Dreamcast.... *sniff*
Chickenlump

Level: 41

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Since: 03-15-04
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Posted on 08-25-04 07:07 AM, in YI Rip Link
I never expect great full blown hacks from anyone. I just like to see people try new things, and express themselves artisticly through their hacks. Even if it's something small, or nothing groundbreaking, I usually check it out to get ideas, and to see something different.
Just do what you can do. It will get noticed.
Chickenlump

Level: 41

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From: Columbia City Indiana

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Posted on 08-26-04 12:37 AM, in I don't wanna do this do I? Link
You don't need to master everything there is to master to dabble in rom hacking. Finding any data at all about your favorite game, finding out what makes it tick, or possibly find secrets that never were meant to see the light of day....it can be a small thing, but bring such joy. It doesn't have to be a time consuming hobby, just dabble here and there, when you have time, learn a few things when it's convenient for you. But when you accidently stumble upon level data, or find out something in the game that was left out in the final release, and only you and the developers know about it..... you will probably come back for more. Your choice of games to hack is slightly unlimited, as there are more ROMS out there that havent been hacked as there are grains of sand at your local beach (depends on your beach really... ).

Chickenlump

Level: 41

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Since: 03-15-04
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Posted on 08-27-04 02:43 AM, in mmx3 data Link
I collect offsets of all kinds and keep them backed up on cd, in an ever growing collection.

Here is what I have so far in my Megaman X 3 folder

---------------------------------------------------------------------------------------------------------------------------
between 1e2200 and 1f2200 is enemy stuff, boss stuff, and scroll stuff

well the text in mmx3 is in ascii, it's starts very close to 1CC4B0


Originally posted by Vagla

Where, exactly, is this data that you deleted that caused you to fall through everything? My guess is that this is TSA data (Tile Squaroid Assembler), a very important find. Well, at least it would be important in the NES MM games. Because of the limited amount of structures that can be used in the NES MM games, TSA data is almost required to make a good level because it allows you to make your own structures. If you don't have a structure with the right stuff, you overwrite an old one with the new stuff you want. But in MMX3, the amount of structures is so large (As you said, 512-768) that it would be almost impossible to not find what you're looking for. Unless water and ice are allowed in more than just the levels they are already in, in which case TSA is a great find.


Atma -
it's located at A5200.
-----------------------------------------------------------------------------------------------------------------------

1C0B00-1C0??? Intro Level Data! Apparently very long. Still haven't found the end of the level.

Originally posted by Weasel
-----------------------------------------------------------------------------------------------------------------------

Level Data

I just found this. Have fun kiddies.

$B0208

Originally posted by Rockman
------------------------------------------------------------------------------------------------------------------------

I'm sure Vagla and Atma know about this, since they did attempt to make a MMX3 hack. But I think people need something simpler than just taking the level offset right out of Weasel's tutorial. So I've hacked and hacked and figured out how MMX3 levels work. I tried to make a level editor, but I can't figure out any way to import graphics from the MMX3 ROM (compressed or uncompressed, I can't do it). So without further ado, the simplification of the intro level.

NOTE: Each tile is 2 bits and each screen is 8x8.

SCREEN SETUP
-------------------------
Example: Screen 1

1C03**

[00 & 01][02 & 03][04 & 05][06 & 07][08 & 09][0A & 0B][0C & 0D][0E & 0F]
[10 & 11][12 & 13][14 & 15][16 & 17][18 & 19][1A & 1B][1C & 1D][1E & 1F]
[20 & 21][22 & 23][24 & 25][26 & 27][28 & 29][2A & 2B][2C & 2D][2E & 2F]
[30 & 31][32 & 33][34 & 35][36 & 37][38 & 39][3A & 3B][3C & 3D][3E & 3F]
[40 & 41][42 & 43][44 & 45][46 & 47][48 & 49][4A & 4B][4C & 4D][4E & 4F]
[50 & 51][52 & 53][54 & 55][56 & 57][58 & 59][5A & 5B][5C & 5D][5E & 5F]
[60 & 61][62 & 63][64 & 65][66 & 67][68 & 69][6A & 6B][6C & 6D][6E & 6F]
[70 & 71][72 & 73][74 & 75][76 & 77][78 & 79][7A & 7B][7C & 7D][7E & 7F]


INTRO LEVEL
---------------------

EDIT:

- Screen 0 = [1C0200] - [1C027F] (unused)
- Screen 1 = [1C0280] - [1C02FF] (unused)
- Screen 2 = [1C0300] - [1C037F]
- Screen 3 = [1C0380] - [1C03FF]
- Screen 4 = [1C0400] - [1C047F] (unused)
- Screen 5 = [1C0480] - [1C04FF]
- Screen 6 = [1C0500] - [1C057F]
- Screen 7 = [1C0580] - [1C05FF]
- Screen 8 = [1C0600] - [1C067F]
- Screen 9 = [1C0680] - [1C06FF]
- Screen 10 = [1C0700] - [1C077F]
- Screen 11 = [1C0780] - [1C07FF]
- Screen 12 = [1C0800] - [1C087F]
- Screen 13 = [1C0880] - [1C08FF] (unused)
- Screen 14 = [1C0900] - [1C097F]
- Screen 15 = [1C0980] - [1C09FF] (unused)
- Screen 16 = [1C0A00] - [1C0A7F]
- Screen 17 = [1C0A80] - [1C0AFF] (Actual Intro 1)
- Screen 18 = [1C0B00] - [1C0B7F]
- Screen 19 = [1C0B80] - [1C0BFF]
- Screen 20 = [1C0C00] - [1C0C7F]
- Screen 21 = [1C0C80] - [1C0CFF]
- Screen 22 = [1C0D00] - [1C0D7F] (unused)
- Screen 23 = [1C0D80] - [1C0DFF]
- Screen 24 = [1C0E00] - [1C0E7F]
- Screen 25 = [1C0E80] - [1C0EFF]
- Screen 26 = [1C0F00] - [1C0F7F]
- Screen 27 = [1C0F80] - [1C0FFF] (unused)
- Screen 28 = [1C1000] - [1C107F]
- Screen 29 = [1C1080] - [1C10FF]
- Screen 30 = [1C1100] - [1C117F]
- Screen 31 = [1C1180] - [1C11FF]
- Screen 32 = [1C1200] - [1C127F]
- Screen 33 = [1C1280] - [1C12FF]
- Screen 34 = [1C1300] - [1C137F]
- Screen 35 = [1C1380] - [1C13FF]

Originally posted by Nestea
---------------------------------------------------------------------------------------------------------------------

woa i didnt get that last part but heres what im looking at right now which changes the intro level when i edit it
asm:
96/82E9: 0189 ORA ($89,X)
96/82EB: 00B4 BRK #$B4
96/82ED: 006F BRK #$6F
96/82EF: 0384 ORA $84,S
96/82F1: 000A BRK #$0A
96/82F3: 000E BRK #$0E
96/82F5: 000F BRK #$0F
96/82F7: 000B BRK #$0B
96/82F9: 000C BRK #$0C
96/82FB: 000E BRK #$0E
96/82FD: 000F BRK #$0F
96/82FF: 000D BRK #$0D
96/8301: 000A BRK #$0A

Originally posted by elixernova

-----------------------------------------------------------------------------------------------------------------------



(edited by Chickenlump on 08-26-04 05:43 PM)
Chickenlump

Level: 41

Posts: 342/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-27-04 03:22 AM, in mmx3 data Link
Lurking perhaps. I'm not sure, it's been so long since I've last spoken to him.

All of that is just taken from message boards like this one, and pasted into text files. I have no dates on any of my files, but I'm so far in, I don't think I'll start now. But most of this is from the board before the crash...which I wish would be put back up sometime soon.
Chickenlump

Level: 41

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-27-04 02:31 PM, in Donkey Kong Country hacks Link
Over at Peekin Pursuits, I came across a document and a utility that might help you 'see' the level data and pinpoint some of it.

His page is here:
http://fdwr.tripod.com/snes.html

The document I read was here (with donkey kong country info):
http://fdwr.tripod.com/docs/tilelocs.txt

The utility he wrote and speaks about in the above document is here:
http://fdwr.tripod.com/progs/tmv187.zip

It's an older utility, and it's DOS, but I still use it, and it's very helpfull.
And it's DKC related.

Actually, I'll just post what he wrote in his doc, if you don't feel like clicking and reading....
------------------------------------------------------------------------------------------------------------------
Donkey Kong Country
No wonder I couldn't find any reslembances of a level in WRAM.
There are several long levels stored fully expanded in the ROM.
I actually realized they were levels a long time ago, but didn't know
how they were stored. Compared to normal, they look like they're stored
sideways and backwards, with each of 16 words actually being a vertical
column in the level. The lowest address is the top left of the level.
The highest address is the bottom right. Each word forward is one tile
down. Every 16 words forward is a tile to the right. I still don't know
how the odd shaped levels are stored, but probably something like
"Mario World 2" where pieces are joined together. Most games use 16x16
level tiles, but DKC uses large 32x32 tiles (made of 16 8x8 graphics tiles).

B0000h 16x?:word Mine Cart Madness!
B3B00h ** Platform Perils!
B6960h ** Bonus Room?
B6B80h ** Trick Track Trek!
1EA91Ch Rambi graphics
203836h 16x?:word Snow Barrel Blast
220000h 16x?:word What stinkin level is this?
260D88h 16x?:word Mine Cart Carnage!
290000h 64x?:word Pieces of a larger level
2C1800h 16x?:word Another curious level
2D23AEh 32x?:word What is it?
387768h 32x?:word Another weird structure

There were several more curiosities and levels that I left out.
----------------------------------------------------------------------------------------------------------------



Hope this helps somewhat....


(edited by Chickenlump on 08-27-04 05:32 AM)
(edited by Chickenlump on 08-27-04 05:33 AM)
Chickenlump

Level: 41

Posts: 344/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-27-04 02:36 PM, in OMB3 progress shots Link
Very nice Ringodoggie, I'm glad to see your improving all the time.
The only gripe I can think of is that the coins don't let the background show through, they just kind of stick out all black square-ish...hard to discribe, but it probably can't be helped.

I like the artstyle your using as well. Keep it up plz.
Chickenlump

Level: 41

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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
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Posted on 08-28-04 04:51 AM, in mmx3 data Link
It's something I'm always working on, so it's a bit messy, and out of date, I need to update it tonight sometime, it's a rather large update. It's about 13 megs big though.

http://www.angelfire.com/in3/chickenlump/offsetsarchive.zip

I'm not sure about angelfire letting anyone get to it, with it's restrictive buttheaded-ness lately, I'll try to find another host. Just try right clicking, save as, or paste in a new browser window or something.

Some of the data is mine, but like 99% is the work of others. I hope it has what your looking for.
Chickenlump

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Posted on 08-29-04 02:34 AM, in The Champs Report: Very good news Link
Is it a Magikoopa mario? Or a Koopa Troopa mario?
Magikoopa as a playable mario would RULE!

I had a playable Koopa Troopa and Goomba waaay back when, but don't have it anymore. Good luck with it, I hope it turns out better than mine was, whatever the character.

(and your Dr. Mario sprite looks like Mario's head on a snowman..heh )
Chickenlump

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From: Columbia City Indiana

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Posted on 08-29-04 07:28 AM, in The Champs Report: Very good news Link
Originally posted by Link2004




A Koopa Troopa Story




Just looking at it CLEARLY reads 'A Koopa Troopa Story', not a Magikoopa story.
Either way, it would be cool, both would rule.

Still looking forward to it.
Chickenlump

Level: 41

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-29-04 09:20 AM, in More News on YNI (Screens and info) Link
A trick to get around that double posting-so can't bring thread back up thing.
Delete your last post in that thread, then go into the thread and hit the reply button. Now you can reply to the thread, and it will be bumped up to the top, and no extra threads on the same topic. It works every time.

Nice additions by the way. This game reminds me how great SNES graphics could be every time I see screens or play it.
Chickenlump

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Since: 03-15-04
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Posted on 08-29-04 11:36 AM, in The Champs Report: Very good news Link
Excellent... I see it now... red is a very good color for Magikoopa now that I see it.

Kamek-io World...heh... (I know it's not Kamek, but I love Kamek and the thought pleases me...)
Chickenlump

Level: 41

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-30-04 08:54 AM, in Clear up things Link
Originally posted by Keikonium
Yes the old koopa hack is on my website. I may have taken it down, I can't remember. I also have a goomba one which is really cool There are some really cool looks for the goomba one. So if you want to check my site...it may still be there If not I can upload it again.


I can't find your site. I'd love to have access to my old hacks again and back them up this time

Unless they are someone elses...
Either way, I'd like to see them.
Chickenlump

Level: 41

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 08-31-04 03:09 AM, in Clear up things Link
Thank you so very much, I appreciate it to no end!
I deleted them off my site, to make room for something, then my hard drive crashed, and they were gone.
*burns directly to cd*
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