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

Goomba
Level: 9

Posts: 1/25
EXP: 2989
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Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 05-21-04 11:15 AM, in Snes audio possibilities? Link
if you want new music for Zelda 3, you could always just use the music editor in Hyrule Magic.

Taking music from another game is not possible (unless you do a lot of work like Bouche did with Mario Allstars music in Mario World.
jonwil

Goomba
Level: 9

Posts: 2/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 06-29-04 07:04 PM, in A bug [custom block related] Link
if you want to, go ahead and release this (including the source code).
jonwil

Goomba
Level: 9

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Since: 04-09-04

Since last post: 85 days
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Posted on 07-05-04 05:20 PM, in RELEASE: Block Inserter v2.0 Slowdown Fix Link
if you redistribute this, you must include full source code (as required by the GNU General Public Licence)
jonwil

Goomba
Level: 9

Posts: 4/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 07-24-04 04:38 PM, in Bounce problem with smashable brick Link
since I probobly wrote (or ripped from nintendo anyway) the ASM for that, I can say that its known about but not really fixable.
jonwil

Goomba
Level: 9

Posts: 5/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 07-31-04 05:08 AM, in Where's the Rex Goomba ASM hack, and also can someone do asm for M/L separate gfx?[ASM GFX Issue] Link
There is more that has to be changed to make rex into a proper goomba (speed for one I think). I dotn know what, I think it was on the old board but is now gone

As for why the wierd-looking math, its because that byte codes for more than just the palette.
jonwil

Goomba
Level: 9

Posts: 6/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 08-19-04 06:41 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
looks great, now make it load the graphics from the rom
jonwil

Goomba
Level: 9

Posts: 7/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-02-04 06:16 PM, in Underground Echo? Link
What is most needed at this point (AFAIK) is for someone to re-do all the standard SMW music and SFX and stuff in the SMAS sound engine so you have a setup that is identical to SMW but with the SMAS music engine.
jonwil

Goomba
Level: 9

Posts: 8/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-02-04 06:17 PM, in SMB3 Workshop - Public Alpha Link
Does this editor read the graphics from the rom?
jonwil

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Since: 04-09-04

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Posted on 09-03-04 03:21 AM, in Underground Echo? Link
For SMW (and almost certainly for SMW2 also), there uis just a value in the level header that says "play this music track for this level" and different values mean different tracks.
jonwil

Goomba
Level: 9

Posts: 10/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-03-04 03:56 AM, in Zelda 1 ROM Map hacking Link
ok, I found out whats going on.
Basicly, if you encuonter a byte with the "start of column" bit set, it starts a new column.
BUT, if the last column doesnt have 11 tiles yet, the new bytes also apply to the old column.
So, the bytes at 15BE8 in the rom are:
DB (start column, double tile, rock)
5B (double tile, rock)
5B (double tile, rock)
DB (start column, double tile, rock)
5B (double tile, rock)
1B (rock)
0E (empty)
1A (rock top)
5B (double tile, rock)
DB (start column, double tile, rock)


So, the first 3 bytes apply to column 1.
The next 3 apply to both column 1 and column 2 (thats 11 tiles for column 1)
Then, the next 3 bytes apply to column 2.
Followed by a byte shared between columns 2 and 3 (giving column 2 a total of 11 tiles).
And so on from there.
So, anytime you see the "start column" bit, it means to start a new column.
But if the previous column doesnt have 11 tiles yet, the data is shared between the 2 columns untill the previous column has the requisite 11 tiles.
jonwil

Goomba
Level: 9

Posts: 11/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-03-04 05:27 PM, in SMB3 Workshop - Public Alpha Link
good editor

However, if you view the secret area from 1-1 (or several other levels including the secret area from 1-2) with "rom graphics" off, they dont display correctly. Turning "rom graphics" on makes them display.
jonwil

Goomba
Level: 9

Posts: 12/25
EXP: 2989
For next: 173

Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-06-04 07:36 AM, in ...Ive got a cunning idea about the GBA Link
Actaully, PocketNes uses the MiniLZO library.
Which is released under the GNU GPL.
Therefore, PocketNES has to also be licenced as GPL (IANAL so I dont know the exact legaleze involved).

Therefore, Jaleco using it without complying with the GPL is violating the GPL on MiniLZO.

At least thats my non lawyer understanding
jonwil

Goomba
Level: 9

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EXP: 2989
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Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 09-06-04 07:38 AM, in Found something useful [Howto] Link
I have been using the exit table as part of my "random exit" blocks for ages now

jonwil

Goomba
Level: 9

Posts: 14/25
EXP: 2989
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Since: 04-09-04

Since last post: 85 days
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Posted on 09-09-04 11:58 AM, in ram to rom adressing Link
look for a program called Lunar Address at fusoya.cg-games.net
That program can convert addresses for you.
jonwil

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Posted on 09-11-04 07:17 PM, in So what about that DW:TLC unlock ips? Link
if I wanted to, I could unlock and recover ALL the graphics (including exgfx) from DW:TLC or any other locked SMW rom for that matter.
However, I choose not to do it publicly because of how much effort people put into their hacks.
jonwil

Goomba
Level: 9

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EXP: 2989
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Since: 04-09-04

Since last post: 85 days
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Posted on 09-25-04 03:52 AM, in SMB3 Workshop - Public Alpha Link
good job mate.

Being able to edit the locks on the world map is one thing I havent seen in any other SMB3 editor before, if you can add that that will be cool
jonwil

Goomba
Level: 9

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EXP: 2989
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Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 10-04-04 04:08 AM, in smb3 editing question Link
Is there a SMB3 editor out there that can edit the locks that disappear when you beat a fortress?
jonwil

Goomba
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EXP: 2989
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Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 10-08-04 03:59 AM, in Guide to Hacking LTTP Graphics Link
Actaully, Hyrule Magic can edit all the graphics directly (AFAIK) without needing to export them or do anything funky to them.
jonwil

Goomba
Level: 9

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EXP: 2989
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Since: 04-09-04

Since last post: 85 days
Last activity: 81 days
Posted on 10-10-04 05:52 AM, in Demo World with SMB1 music? Link
Where can I get this Demo World + SMB1 music hack?
jonwil

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Since: 04-09-04

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Posted on 05-08-05 05:39 PM, in Question about 65816 structure Link
Why not implement a proper tracing disassembler for SNES (much like what IDA PRO does)

Basicly, you start at whatever the entry-points (i.e. NMI/VBL/normal entry point).
Then you disassemble instructions, following branches. When you hit an instruction that changes the flags (i.e. SEP or REP), you take that into account and decode acordingly.
Since you are tracing the code, it should be possible to differentiate between code and data easily (since I have yet to see a SNES game that uses the same area as data and code or one that uses the same area of code with different flag settings)
There are a few corner cases that might make things harder e.g. where it does "jump if zero" then "jump if not zero" then follows the "jump if not zero" with data but some logic in the disassembler should be able to identify those.
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Acmlm's Board - I2 Archive - - Posts by jonwil


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