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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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Posted on 08-29-05 10:12 PM, in breaking in to rom hacking Link
I made a small example waaay back when on getting the colors to look correct while you are editing the graphics.

http://ce.herograw.com/CL/Examples/palette.html

I use Tile Molester in my example, it's one of the best tile editors available (IMO).

http://www.stud.ntnu.no/~kenth/tm/


(edited by Chickenlump on 08-29-05 01:13 PM)
Chickenlump

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Posted on 08-30-05 09:44 AM, in breaking in to rom hacking Link
Originally posted by bchoo313

And last, using TLayerPro, I still only get off color tiles. Sometimes I can see images here and there, but they're never the right color. Ideally when it's in the right mode, all the graphics in the game should show up in the tiles, right? I haven't had a chance to dowload Chickenlumps' Tile Molester, but if this editor alone should fix the problem, then I guess this last part's completely irrelevant.


Some games, to save space, compress their data and/or graphics and sounds. Think of it like zip files within the ROM. Chrono Trigger, for example, has quite a bit of it's inners compressed to save space. Event code, graphics, strings...
So, if you absolutely cannot find the graphics you want, they may be compressed.
Also, some SNES graphics use other modes to display the graphics, so going through the ROM in Gameboy mode, or NES mode for example, may allow you to see graphics that SNES mode wouldn not allow. Fonts and simple graphics that don't need that many colors applied to them are stored this way to save space as well. Even they are compressed sometimes.

Compression is different from ROM to ROM, so you will either have to reverse engineer the compression yourself, or hope someone else is or already has. FuSoYa has taken apart several compression routines and has written documentation and tools to decompress/recompress the data to and from the ROM. It's a great site to check out, even if you aren't dealing with compression.

http://fusoya.panicus.org/
Chickenlump

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Posted on 08-31-05 10:23 PM, in Yoshi's Island...Palette offsets wanted. Link
It's a bit easier than that.



Using the SNES Palette Editor:
http://www.zophar.net/utilities/snesgraph.html

it took me 5 minutes to search and find Yoshi's colors, and edit them to my liking.

Check out the screenshot for the address of Green Yoshi's palette location.
NOTE: There are seperate palettes for all the Yoshis, one palette for the levels, and one for the opening sequence, so in the intro, Green yoshi is still green, but for action levels, I changed him to purple as an example.






-edit-
And grey yoshi (the game already had another shade of purple....


The other color Yoshi's palettes are directly after Green Yoshi's palette.
Baby Mario's colors are included as well.




(edited by Chickenlump on 08-31-05 01:28 PM)
(edited by Chickenlump on 08-31-05 01:32 PM)
(edited by Chickenlump on 08-31-05 01:39 PM)
(edited by Chickenlump on 08-31-05 01:39 PM)
(edited by Chickenlump on 08-31-05 01:42 PM)
(edited by Chickenlump on 08-31-05 01:56 PM)
Chickenlump

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Posted on 09-01-05 12:34 AM, in breaking in to rom hacking Link
Also check out the bottom of this forum for links to the MANY backthreads since the board restarted. Page after page of past threads full of information, offsets, tips, advice, etc. You would do well to spend quite a bit of time just reading anything and everything. Don't bump them though (replying to old threads kind of upsets people).

And here is an archive of the ROM hacking board before the board crashed, containing ROM hacking posts and threads from years ago. It's huge, so surfing and reading everything there is highly reccomended, you will find things not available here in the current boards.

http://acmlm.overclocked.org/board/forum.php?id=9
http://acmlm.overclocked.org/board/forum.php?id=8

If you have questions on older threads, instead of bumping, just start a new thread here and quote or link to the thread in question (from pages back here or the older archive). The community here is very diverse, all aspects of rom hacking, and alot of people specializing in them, you are bound to get fairly quick replies and help.


(edited by Chickenlump on 08-31-05 03:36 PM)
Chickenlump

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Posted on 09-04-05 06:09 AM, in Free Magazine Subscriptions (Full Year) Link
Yesterday I got an issue of EGM in the mail, and I signed up the very day you posted this thread. O_o

Still cool though. I haven't had an issue of EGM in years, alas, the quality has gone down-hill by quite a bit.
Chickenlump

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Posted on 09-06-05 09:16 AM, in Has anyone made a BIN to BMP converter or something similar? Link
Try ROM Graphix. It converts between quite a few different formats.
http://www.zophar.net/utilities/graphutil.html
Chickenlump

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Posted on 09-07-05 12:19 AM, in *HOW TO USE BLOCKTOOL*-Read this first! Link
Originally posted by Zachio
To Angry Man: There is? . I didn't see it. If so, this can still be kept up for those people who don't read the Readme.

lags_80: There's a cool thing in Lunar Magic Called the Help File.


Why bother posting a tutorial thread about the subject, for those not wanting to read the Help File, and then turn around and point someone to the Help File as soon as a question about it pops up?



(edited by Chickenlump on 09-06-05 03:31 PM)
Chickenlump

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Posted on 09-12-05 10:17 PM, in any beat'em'up fans out there? (aka posting here) Link
Originally posted by Xeolord
I <3 Streets of Rage.

I can't believe you didn't mention Battletoads though. That series, and Double Dragon are like the roots of Beat em' Ups. The old TMNT games also rocked, like you said.


Battletoads and Double Dragon in one game even! That game was fun for Snes (there was also a NES version I have yet to try). I play the SPC's from that game occasionally.

Have you tried Legend for SNES? It was alot of fun, had some neat graphics and sounds, and I *think* it's emulated properly nowadays....

The Pirates of Dark Water for SNES was cool too, it was one of the first beat'em up games I remember that had a block button.
Chickenlump

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Posted on 09-13-05 12:33 AM, in Favourite type of disc loader? Link
Top Loading like PSX. I hate sliders and trays, there's nothing that lets me know for sure that the disc is in place, with a top loader, it snaps in, everything is certain. Twice I've seen trays and the like just suck in a disc of mine before I fully place it in (bumped it slightly or looked at it wrong).
Chickenlump

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Posted on 09-13-05 09:27 AM, in Writer's Block Link
Originally posted by Snika
I don't consider Acmlm's like writing.
I meant as in writing a report.
It'd be pretty funky if I did that...

Example:
Snika doesn't consider Acmlm's as writing.
Snika thinks it would be pretty funky if he did that.

Actually, Snika kind of likes that.


Don't let a teacher catch you writing 'lol' or anything of the sort on any of your papers.
I know a girl who wrote like that for her autobiography type paper, and because she used 'internet speak' she failed hard.

"I was walking down the road and I slipped on a pebble, lol, it roXored your boXors!!1"


I had no trouble with writer's block when I was still in school, I was in a hurry to get that homework stuff out of the way, so I didn't have time for writer's block.
Chickenlump

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Posted on 09-13-05 11:25 PM, in Final Fantasy VII: Advent Children -- leaked Link
Yeah, I've seen it 4 times by now, with and without english subtitles. I enjoyed it quite a bit, they did an awesome job redoing all the characters with a new look.

[]

Loz's phone's ringtone.
The sign falling on Rude.
When fighting won't work...use Dynamite
Elena = Happy Chickenlump

[/]

I can't wait till it comes out on DVD.

Chickenlump

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Posted on 09-15-05 05:29 PM, in Final Fantasy IV for the GBA! Link
Originally posted by Private Adamant
Originally posted by Tamarin Calanis

BTW, didn't the US SNES version not even have all the characters skills? Tellah's Recall and, I think, the Twins' Twin spells were removed, IIRC... granted neither were particularly useful, but...


The Twin spell was left alone, but pretty much every other skill was removed, making most characters a lot more similiar. Bleh.

They removed Yang's kick skill, but he still uses it in the cut scene when you first see him.


Yang still has his kick skill in the US Final Fantasy 2 for SNES.
Palom and Porom still had Twin, but they both had another skill I believe that was removed.
Chickenlump

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Posted on 09-16-05 11:30 AM, in Why did you join the board? Link
I was surfing some hardcore porn sites and got bombarded with pop-up windows. One of the pop-ups was flashing "Join Acmlm's for HARDCORE FUN POSTING EXPERIENCE! CLICK HERE NOW!!!"

The rest is single handed typing history.
Chickenlump

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Posted on 09-23-05 01:14 PM, in Chick flicks Link
I love chick flicks, but I always get embarrased when renting them... I always get carded.

Chickenlump

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Posted on 10-01-05 10:43 PM, in Kuribo's Shoe or Yoshi in SMB3 2nd Quest! Link
I like the shoe better, but why not go one step further and combine them? A green shoe with a tounge that can eat the enemies? It would be called.... YOSHOE
Who wouldn't fear a shoe with teeth and an appetite?


Yeah.....



Yoshoe.....

Chickenlump

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Posted on 10-03-05 04:54 AM, in Has anyone really studied MMX? Link
I still have it, I should update and upload a newer version sometime.

-------------------------------------------------------------------------------------------------------------
Megaman X
By Nestea
-------------------------------------------------------------------------------------------------------------
With some narrowing-down corruption, I've found the EXACT start of the intro stage data on MMX... It's at

$B4630

I don't have any screenshots to show, but have fun with the hacking!

EDIT: Correction... the exact start data is $B4628
-------------------------------------------------------------------------------------------------------------



-------------------------------------------------------------------------------------------------------------
Megaman X
By Jigglysaint
-------------------------------------------------------------------------------------------------------------
I cracked the location of the scroll data for Megaman X, for SNES. Like I said before, there are pointers that start at $366E2(headered rom), in which the first 14 or so lead to other pointers right below it, which in turns leads to the actual data. In the stage I have been working with, Sting Chameleon, I have found out a couple things. First of all, the pointer to the scroll that scrolls down to the heart tank is E0 E6. Second, I have found some interesting things. First of all, there are several bytes I don't yet understand, although they must be location or somthing. However, I've noticed that the 7th byte, in this case a $C0, seems to be where on the screen the scroll is in terms of where the screens "breaks" and enables the scroll. The 9th byte seems to control how the screen scrolls. In this case it's 0A, but when I changed it to 1A, suddenly the stage turned into one of those autoscroll levels like from Super Mario 3, going left to right and only stopping when you touch the boss door. This means that it is possible to add a cool scroll effect to a level, although you can get pushed though walls with no ill effect(so it isn't perfect).

I also found out how the level loads the alternate screens after a certain boss is defeated. In Sting's stage, the areas with water are seperate than the ones that arn't. What's happening is there are extra levle data tacked on the end of the level, which tells the game to point there instead of the first area. This is good as it could make some cool changes.
-------------------------------------------------------------------------------------------------------------



-------------------------------------------------------------------------------------------------------------
Megaman X2
By Rockman
-------------------------------------------------------------------------------------------------------------
I found this data yesterday. Have fun kiddies.

$B03C3
-------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------
Megaman X3
By Atma
-------------------------------------------------------------------------------------------------------------
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.
-------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------
Megaman X3
By Weasel
-------------------------------------------------------------------------------------------------------------
1C0B00-1C0??? Intro Level Data! Apparently very long. Still haven't found the end of the level.
-------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------
Megaman X3
By Rockman
-------------------------------------------------------------------------------------------------------------
I just found this. Have fun kiddies.

$B0208
-------------------------------------------------------------------------------------------------------------


-------------------------------------------------------------------------------------------------------------
Megaman X3
Megaman X3 Level Data Simplified
By Nestea
-------------------------------------------------------------------------------------------------------------
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]
-------------------------------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------------------------------
Megaman X3
By EliXiRNoVa
-------------------------------------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------------------------------------
Chickenlump

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Since: 03-15-04
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Posted on 10-03-05 05:00 AM, in I'm not dead! Link
You were gone?
You were here at all?





Welcome back, and congrats on being undead.

Go life! Wooooo!
Chickenlump

Level: 41

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Since: 03-15-04
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Posted on 10-03-05 05:14 AM, in Why is my hack NOT posted on chaosforce's site. What do I do wrong! Link
Originally posted by AP
I'm sorry, insectduel, but your brother's pikachu hack isn't really worth posting to us here.


It sounds like you are assuming everyone doesn't like his hack, and only the best hacks in the world are wothy of being posted. If people don't post their early efforts, and receive constructive critisism, how are they supposed to improve, and post hacks that eventually meet with your standards?
Chickenlump

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Posted on 10-03-05 06:35 AM, in How do you create your own level editor? Link
Find every bit of information related to the levels for the game in question. The level data, the size of the maps, the number of maps, pointer for the maps, tilesets assigned to them, palettes, and everything else you can find.

Are the levels compressed? If so, figure out the compression, how it works, how to decompress the data and recompress it.

Do you know any programming languages? C, C++, C#, VB, Delphi, Java? You will need to have a fairly good working knowledge of one of those.

Which game are you wanting to know about? Someone may have already found the data you are looking for.
Chickenlump

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Posted on 10-07-05 11:30 AM, in WikiRAM-Released Link
Originally posted by Setzer
midget35 and lmzogelmo: your posts are stupid.



Yeah, because posting your opinion on something is totally wrong and uncalled for! I hope they learned their lesson! Giving feedback on something... HA!


I'll add some stuff this weekend (or whenever I have time), as this is a great idea, people have wanted a rom-hacking wiki-type thing forever.

http://rustedmagick.com/mb/forum.php?id=8
The above link is still loved, though not as used as it needs to be. I hope this takes off a bit better though, the idea is behind it is sound.


(edited by Chickenlump on 10-07-05 02:31 AM)
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