Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DahrkDaiz
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
User Post
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 746/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 07:32 AM, in Custom Palettes: Good vs Bad Link
Then in that case, this belongs in the Art forum, not ROM Hacking....
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 747/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 07:58 AM, in Questions about hacking Mario 1 Link
a2004a9009d0070ca10f960

See that? That's hex... but it's also ASM. You can edit any of it but it's still editing ASM. That above translates into
LDX #$04
LDA #$00
HERE:
STA $7000,X
DEX
BPL HERE
RTS

You can edit the 4th hex value to 01 and it could give a certain effect, but that doesn't change the fact that it's ASM hacking just because you're viewing it as hex.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 748/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 09:28 AM, in Dance Dance Revolution (RIP Captain Jack - 10/21/#100? Someday...) Link
Uhm, did some real DDR today....

I got like:
Do You Remember Me, FC 18 greats
I'm in the Mood for Dancin', FC 12 greats
Lovin' You, FC 21 greats

Still can't AA the songs I've been working on. Aiming to AA...

Little Boy
Colors (Oni)
A (Oni)
Broken My Heart
Dance Dance Revolution

I always get really close but never quite make it.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 749/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 07:10 PM, in Questions about hacking Mario 1 Link
Originally posted by Quirk
Oh jeez, I feel really stupid now. Hacking ASM? What is hacking ASM? ack a few years ago when I was only doing things like text editing and editing pallette values through a HEX editor I thought that was the only kind of editing there was.




Don't let use scare you by saying ASM hacking! When you edit data, you may not have realized you were editing ASM. The difference between hex editing and ASM hacking is understanding what you're actually editing. Many people think ASM hacking is some complicated thing that's leaps and bounds about hex editing when really, ASM hacking can be just as simple as hex editing.

Here's another example:
at 0x1071 in the rom, there's
A9018D5707

Changing the 2nd byte (01) to 00 will make Mario start out in the game big. HOWEVER, what you just edited was ASM. The above translates into..

LDA #$01
STA $0757

We changed what's put into the RAM address $0757, but if I didn't translate that hex data into ASM, you guys would have never known you were editing ASM! So don't let the fact you're editing ASM scare ya, just understand that when bbit said it would require ASM hacking, he just meant it may just be a byte change, but you're editing ASM, not just mere data.

Note: this only affects how you start the game, the address that affects how you start after dying is: 0x1278 change that from 01 to 00 and that'll make Mario always start big. Note, this is also editing ASM too, not just data!

Note 2: Because of how SMB was programed, these two hacks above will give you your second effect of having Mario die while he's big.

and Dr. Mario, Game Genie codes affect anything that's on a NES cart, this includes data AND ASM. So yes, you can use a Game Genie codes to do small ASM hacks (see my GG codes for SMB3).
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 750/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 07:44 PM, in Extending NES roms- no flaming please! Link
Originally posted by HyperHacker
Actually, most games I've seen use 00 instead of FF.


Actually, the way a PROM works is that there are fuses on a cartridge that are blown out. A non-blown fuse = a 1, a blown fuse = 0. So since we can't un-do a blown fuse it's sensible to leave unused bytes with all fuses intact, rather than blowing them all out, so if there's a byte in a PROM that's not used, all of it's fuses are left intact, thus, an unused bytes in a PROM are FF, not 00. An NES cartridge probably doesn't use fuses, but the concept is still the same. Chunks of FF = free data.

Anyways, expanding NES ROMs is rather easy but like Disch said, using that data is the hard part. I'll walk you guys through a quick run down of how I expanded SMB3 for Luigi vs Mario.

First, I found out that for the MMC3, the last 16K of PRG-ROM is "hard wired" into the ROM, meaning that this code will exist at all times and cannot be swapped out. MMC3 has options as to where to put this unswappable code and SMB3 chooses to put the first 8K at $8000-$9FFF and the last 8K at $E000-$FFFF. Thus, $A000-$DFFF will change through out the game.

So anyways, since the last 16K of space won't ever be changed out and it needs to STAY the last 16K, I realized you need to add your free space between the last 16K (which for SMB3 starts at 0x3C010) and the rest of the ROM, so I had to add the space between at 0x3C010, pushing the last 16K further down the road. Now, MMC3 requires that the PRG-ROM be at 128K, 256K or 512K. That's how the MMC3 works. So since PRG-ROM for SMB3 was already 256K, I extended it to 512K. So I inserted 256K of the byte 0xFF at 0x3C010.

Now, emulators need to know how much PRG-ROM there is. The iNES header format has the amount of 16K PRG-ROM banks numbered at the 4th byte. Let's do a byte of math. I now have 512K of PRG-ROM. Divide that up by 16: 512/16 = 32. So 32 in hex is 0x20. I enter 0x20 for the 4th byte to show there's 32 banks of 16K of PRG-ROM in this newly expanded ROM.

Tah-dah! The ROM has now been expanded. Now how do I use this newly found ROM area? What I wanted to do with Luigi vs Mario was to have seperate paths for each character, and since the game divides up each level "type" (Plains, Hills, Sky, Underground, etc) into it's own seperate 16K bank, I could do that easily. I copied over all the level data to the new expanded area (0x1e010-0x30010). Then, I made an ASM hack. When the game switches banks to load level data from the proper bank area, I did a small check. If the game is being played by Mario, I jumped to a new routine that loaded a different bank number for Mario. The bank number it loaded would be in the area of the newly expanded ROM area. Then, I made a small program that would copy the normal level data of one rom over to the new level data in the expanded area of another rom. I made a copy of my hack, a Luigi side and a Mario side. When I edit the ROM for the Mario side, I just run the program once and it copies over the Mario side into the new level data area of the main rom. Then when I play the main hack rom and am Mario, my routine will switch in a different bank and with the same pointers, I get two different levels with each character.

This just goes to show the amount of work needed to pull off ROM expansion. It takes a lot of patience, but it's not THAT hard. I made a lot of mistakes and errors before I got SMB3 expanded and working like this, but I kept at it and within 2 hours, I had it all done.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 751/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-26-05 09:10 PM, in Custom Palettes: Good vs Bad Link
How about I change this thread title and let Dr. Mario make a repost about his hack. We can keep this debate in here and keep it out of his hack thread. Everyone wins.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 752/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 01:54 AM, in Custom Palettes: Good vs Bad Link
Ok guys, let Dr. Mario say or do whatever he wants iwth custom palettes in his new hack thread and keep the custom palette debate in here, kthx.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 753/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 03:19 AM, in Custom Palettes: Good vs Bad Link
The problem with that is if emulators fix their bugs, then the ROM hack is broken and either the emulator writer has to write a special one that has the bug still intact, or the ROM hacker will have redo their entire rom hack. I say, better safe than sorry.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 754/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 09:29 AM, in Luigi vs Mario (formerly SMB3DX) Link
Awesome, thanks Legion:

I had to get someone to bump this so it would get attention.

I have done the impossible! Well, not impossible... But behold... ICE MARIO!








There is an Ice Luigi, yes, but I plan to make this a Mario only power-up and giving Luigi a new one. NOTE: see the screenshots? Fire and Ice exist together, so that means there are now SEVEN power-ups. The way you get Ice power won't be by traditional methods.

When a snowball hits an enemy, it turns it into an ice block that can be picked up and kicked around. Totally wicked, yes yes?

Edit: Oh yah, a few more teasers.









(edited by DahrkDaiz on 07-27-05 12:38 AM)
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 755/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 07:35 PM, in Luigi vs Mario (formerly SMB3DX) Link
Quite honestly BMF, Im logging 5 to 6 hours of sleep a day. Even my DDR craze as taken a back seat to this project. What sucks is that I keep working on all these ASM hacks and not doing jack about levels. If someone would like to help me with levels... and before anyone mentions the contest thing, I've kind of given up on that, I played through the levels but it was hard for me to judge how well the levels were considering that there's a lot more expansion with my hack and there's enough differences between the original engine that would constitute different design techniques...

So... with that having been said...

PM me if anyone wants to seriously help with levels and I'll give you a constricted fresh rom with notes you'd need to make an awesome level. I won't answer PM's today probably since I have things planned so give me a day or so.

Edit: And don't anyone dare think about saying you'll make levels just so you can try out the hack. The fresh rom I have takes EVERYTHING out of the hack except what's needed for levels and basic gameplay.


(edited by DahrkDaiz on 07-27-05 10:37 AM)
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 756/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 07:45 PM, in Luigi vs Mario (formerly SMB3DX) Link
I could make the ice be solid platforms that can be stood upon without changing tiles, there are some sprites that operate as solid platforms, however, I see no advantage in this.

So the ice blocks operate just as Disch said: grabbable and kickable, that's it.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 757/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 08:37 PM, in Super Mario All-Stars Level Editor Link
Note: There is no way you could put Mario Adventure on SMAS SMB3 by simply moving over levels. It would take an extreme amount of work to move all the code and leves around and isn't really feasible.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 758/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 08:42 PM, in Is there a *insert game* editor? (MUST READ) - THIS IS NOT AN EDITOR REQUEST THREAD Link
Just so you know, I unstickied and closed this thread earlier with intentions on re-writing it, but I never got around to it. The reason I did was because people began to use this as an editor request thread rather than reading the first post.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 759/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 10:10 PM, in SMB2J wind in SMB3... Link
Just realized this was a big bump, again, cut it out spel.


(edited by DahrkDaiz on 07-27-05 01:16 PM)
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 760/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-27-05 10:16 PM, in SMW2+ Full Version Released! Link
Oh yeah I should have saw this coming. Mr. Spel guy, cut it out with the bumps. If it's no longer on this page, don't reply.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 761/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-28-05 06:32 PM, in Doom 64 maps Link
I believe he means maps as in, walkthrough maps, such as found here: http://www.gamespot.com/features/vgs/n64/doom64/levels.html
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 762/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-28-05 08:53 PM, in I need some help. Link
Nintendulator is the most accurate emulator and is best for testing your hacks on.

FCEU seems to have the most compatibility, being able to play even the rarest of ROMs.

VirtuaNES and Nestopia both seem to have all the nifty features people like in an emulator.

FCEUxd is THE emulator if you're a serious hacker with a built in hex editor, pattern table viewer, name table viewer, awesome debugger, code/data logger, and trace logger.

NNNesterJ has a few exclusive features, like AVI recording.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 763/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-29-05 01:44 AM, in Luigi vs Mario (formerly SMB3DX) Link
Just wanted to show you folks exactly what's in store for each seperate quest.



Both are World one. As you see, both have completely different layouts, start positions, even different palettes.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 764/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-29-05 02:08 AM, in Luigi vs Mario (formerly SMB3DX) Link
Ok, lemme explain what SRAM really is right fast.

On some NES cartridges, there's extra RAM on the cart itself, this is called WRAM. Now, what SRAM is, is WRAM that's kept "alive" with a battery. Know how regular RAM needs electricity, right? Once you turn off the power supply, RAM blanks out. Well, SRAM takes a battery and keeps WRAM charged up so that it doesn't die after the power is turned off.

With that said, SMB3 already has WRAM. Turning that into SRAM is a small matter of an extra few register writes and possibly a header change. Will I do that in this hack? No.
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 765/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 07-29-05 03:28 AM, in Luigi vs Mario (formerly SMB3DX) Link
Unfortunately, there cannot be any interaction betweeen Mario and Luigi's side.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Acmlm's Board - I2 Archive - - Posts by DahrkDaiz


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.019 seconds.