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04-28-24 09:06 AM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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Rockman

Shyguy


 





Since: 03-10-06

Last post: 6355 days
Last view: 6288 days
Posted on 05-04-06 08:54 AM Link | Quote
peter_ac, you're right, I didn't think about it, but I don't see it as a problem. Once it goes past 99 coins and returns to 0, Mario will still be Fire Mario. The thing is, if he shoots at 0 coins, he loses the powerup. It just forces you to think a little more, making it different from the original game, which is what the purpose of the ASM hack was.

optomon, what I did is found the address that indicates when Mario is shooting and when Mario is not shooting (0 and 1). If it is 0, that means Mario isn't shooting any projectiles. If is is 1, then he is. So, I make Mario Fire Mario, set a breakpoint onto that address, and shoot a fireball. The debugger will snap. I go and find some free space nearby, make note of it, then go back to the PC. Make note of the STA, then overwrite it with a JSR. This JSR (Jump to Sub Routine) will take me to the free space, where I will use the STA, and then do a bunch of comparisons:

- Is Mario Fire Mario? (This is important, as Hammer Mario can shoot projectiles too. I just want this for Fire Mario)
- Is Coins = 0?

To do comparisons and see if things are true or false, you use the opcodes CMP (Compare), BEQ (Branch on Result Zero), BNE (Branch on Result Non-Zero). And there are lots of other opcodes you use too. That is what ASM hacking is all about.
Simon Belmont
Except I'm totally fucking hyped about Dracula X: Chronicles.








Since: 11-18-05
From: Pittsburgh

Last post: 6278 days
Last view: 6278 days
Posted on 05-04-06 09:43 AM Link | Quote
I would suggest instead of having him lose the powerup, have him just not be able to shoot at 0 coins :p. Anyways I love the idea, really makes you think before firing off fireballs like crazy at everything
Glyphodon



 





Since: 11-18-05

Last post: 6319 days
Last view: 6300 days
Posted on 05-04-06 10:28 AM Link | Quote
That fireball system doesn't look balanced to me. They can still be flung around without thinking once you've gathered a few coins, and they're still utterly useless in castles. But that's a problem for the ages.
Megaman-Omega

Purple Leever








Since: 01-22-06
From: Syracuse

Last post: 6365 days
Last view: 6288 days
Posted on 05-04-06 01:49 PM Link | Quote
The idea of having to use coins sems a little.....off to me 1) Because there's no reason for fireballs to use up coins 2) With the fact that every hundread the amount resets and goes down to zero so now not only do you have to worry about keeping a decent amout of coins to keep your fireballs going but you'll also have to be careful from going over and it reseting. (on that note that could also discorage people from getting the most common 1up in a mario game 100 coins).

But I get the feeling you still want to do something like that so here's an idea.
Keep in mind I have no idea how to hex edit so I'm just under the impression that anythings possible.
Coins serve two purposes one forthe 1up purpose but another could be a counter that goes up to a set amount that goes up when you get coins as well and use "that" to give you limeted amounts of fireballs.

Cause this idea of having limited projectile attacks seems pretty cool and makes you put a bit more thought into playing the game.


(edited by Megaman-Omega on 05-04-06 12:51 PM)
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6339 days
Last view: 6278 days
Posted on 05-04-06 04:39 PM Link | Quote
Um... it would be kind of annoying not being able to run easily without wasting your power. I think maybe it should add like five coins when you get the powerup or something? That would make more sense.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 05-04-06 04:47 PM Link | Quote
If possible, I'd change the flower to something else, make the projectiles work on more enemies, and give a separate counter than coins to go along with it, which would slowly automatically refill itself every few seconds.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 05-04-06 04:52 PM Link | Quote
Thanks dude. I think one of these days I'll get around to utilising ASM and its opcodes.

I feel like asking a million other questions, but I don't believe either of us have the time.
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6279 days
Last view: 6279 days
Posted on 05-04-06 05:15 PM Link | Quote
Hey, I got a question. Which one of these Tecmo Super Bowl title screens do you like better:


A single shade of red throughout the whole image OR


Two shades of red.
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 05-04-06 06:03 PM Link | Quote
The top one is more orienting for my eyeballs
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 05-04-06 07:43 PM Link | Quote
I like the bottom myslef, but the top seems to fit in better.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6465 days
Last view: 6465 days
Posted on 05-05-06 03:53 AM Link | Quote
Comparison screenshots of my Tales of Phantasia European font enhancement.






If you want the patch head to Dbi, I won't be making a thread about this hack here.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 05-05-06 05:54 AM Link | Quote
Someone actually managed to hack ToP making it multilanguage ? O_o
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6465 days
Last view: 6465 days
Posted on 05-05-06 06:56 AM Link | Quote
No, it's the European GBA version.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 05-05-06 08:04 AM Link | Quote
Ah yes... I noticed the resolution was lower, but I thought the screens may just have just been reduced.
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6396 days
Last view: 6278 days
Posted on 05-06-06 03:49 PM Link | Quote
Long time, time to give a sign of life.
I have picked up MegaFLE X (Megaman 3, 4, 5 editor) again, and been working on a feature i planned a while.. its called SBD (Screen Bank Data) Special Editor. What this does, is give you editing of the level's screens in the format of
TSA Blocks. You can "draw" screens using TSA Blocks, or "Objects", which is variable-size things composed of multiple TSA Blocks. After all the level's screens are made up, you can convert the screens to level data. (Screen Preset Data and Structure Data)
Some illustrations might give a better idea:

http://elazulspad.net/matrixz/sbd1.png
http://elazulspad.net/matrixz/sbd2.png
http://elazulspad.net/matrixz/sbd3.png
http://elazulspad.net/matrixz/sbd4.png

So by using this editor, you dont have to mess with Structures anymore. (which is a mess to deal with when making levels.)
If you study the pictures, you'll see the original and edited versions of the Structure data has many equal structures (in the same order). I think when they developed the game, they had something that generated Structure data, similiar to what this editor will do.

MegaFLE X is being improved on other areas, so the project is alive
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6322 days
Last view: 6278 days
Posted on 05-06-06 04:16 PM Link | Quote
Ohhh i really like that Matrixz, will surely look forward to it although I already know every little thing about how your level editor operates. (as of current ..but i'll look forward to your new update of course) (megaman 3 wise...not including 4/5)

I've even got your editor now to properly load Sprite CHR graphic sets and sprite palletes to reflect my own custom locations to increase the limits set by your DAT file by 25% I literally maxed out the whole routine for it in the rom. There was still space for about 10 more sets.

And I recently figured out how to manipluate your structure and TSA tools to allow me to go beyond the games 32 screen preset limit without having to write new code of my own.

Edit: just once agian 1 more note of a recent update on my mm3 hack ...
all doc stages and primary stages can now be re-entered if they were already completed. i know that's something people really have wanted to see done on a mm hack ..just did it this morning on my game

http://geocities.com/garnet86404/limit.PNG
just an example of what i meant ...take note of the number in the preset box ..and the scroll position number. ...im not actually using 43 whole seperate screens...just took some understanding to manipulate your editor and make it work like i wanted it to.

but also it seems to end after 24 scrolls for some reason ...which i then had to hex edit the rest by hand which isn't a problem to me.


(edited by kuja killer on 05-06-06 03:18 PM)
(edited by kuja killer on 05-06-06 03:18 PM)
(edited by kuja killer on 05-06-06 03:21 PM)
(edited by kuja killer on 05-06-06 03:22 PM)
(edited by kuja killer on 05-06-06 03:24 PM)
(edited by kuja killer on 05-06-06 03:26 PM)
(edited by kuja killer on 05-06-06 03:30 PM)
(edited by kuja killer on 05-06-06 03:36 PM)
(edited by kuja killer on 05-06-06 03:42 PM)
(edited by kuja killer on 05-06-06 04:01 PM)
(edited by kuja killer on 05-07-06 10:26 AM)
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6285 days
Last view: 6278 days
Posted on 05-06-06 05:38 PM Link | Quote
Originally posted by Rockman
To do comparisons and see if things are true or false, you use the opcodes CMP (Compare), BEQ (Branch on Result Zero), BNE (Branch on Result Non-Zero). And there are lots of other opcodes you use too. That is what ASM hacking is all about.

Umm... I'm probably just being stupid, but... since when is BEQ/BNE purely comparing to zero? Is this just a 6502 thing? I know MIPS uses them for any 2 registers...

Matrixz: Looks pretty cool.

Dragonsbrethren: Haven't played that game, but the new font looks really nice.
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6440 days
Last view: 6440 days
Posted on 05-06-06 06:14 PM Link | Quote
Matrixz: Wow. I'm really impressed by that feature. It'll definitely make editing those games a lot easier. My one question, though, is what happens if too many structures are required for the current stage? When doing a level with structures, the user is aware of the fact that there are structures there that can be reused, and thus, though it is more time consuming, the user can make his levels both elaborate and efficient in terms of structures at the same time. With this SBD system you've come up with, the user won't be thinking about structures at all, and the number of structures required for the level will likely skyrocket because the user won't be thinking 'What can I do to make this level more efficient?' Are you going to deal with this difficulty by expanding the ROM or something of that sort, or not allowing the level to be made if it is requiring too many structures?

Additionally, I love the object aspect of the SBD editor. Very cool. That will definitely make the ease of use go up. Very nice work.

Skreename: In 6502, BEQ and BNE check to see the status of the Zero flag, and based on that they will do their respective things. The zero flag is set by all sorts of things. The most important of them are loading and compare. When you load a value to any register, the zero flag is set if that value is 00. You can then do a BEQ or BNE thing immediately afterward without bothering with a compare. Comparing, on the other hand, will set the zero flag if the two values being compared are equal. You can't compare the contents of two registers to each other; you can only compare a register to an immediate value or to the contents of some place in memory.

So, these instructions are checking if the zero flag is set, which is sort of like branching on zero, since that flag is set if, for example, zero was just loaded or the difference between two values (ie the comparison between them) is zero.
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6322 days
Last view: 6278 days
Posted on 05-06-06 10:12 PM Link | Quote
Oh matrixz sorry to be a bother, but i have one tiny little request if it's not too much ...think you might be able to add a simple little option on the screen editor to allow for switching of a levels CHR bank numbers on the fly like you did with the DOS version? I don't use the DOS megafle btw since I'm not a fan of dos.

It's a hassle sometimes when I have to keep going back and forth hex editing the numbers in the rom file ...close megafle (windows) ...open it back up ...do my stuff...close it ...put the CHR numbers back to normal by hex editing ...open megafle back up ...and continue my stuff.

It's just since a few of my stages I literally have 3 or more CHR swaps happening during the levels for more graphic space.


(edited by kuja killer on 05-06-06 09:14 PM)
Matrixz

Micro-Goomba








Since: 11-28-05

Last post: 6396 days
Last view: 6278 days
Posted on 05-07-06 12:57 PM Link | Quote
Originally posted by NetSplit
Matrixz: Wow. I'm really impressed by that feature. It'll definitely make editing those games a lot easier. My one question, though, is what happens if too many structures are required for the current stage? When doing a level with structures, the user is aware of the fact that there are structures there that can be reused, and thus, though it is more time consuming, the user can make his levels both elaborate and efficient in terms of structures at the same time. With this SBD system you've come up with, the user won't be thinking about structures at all, and the number of structures required for the level will likely skyrocket because the user won't be thinking 'What can I do to make this level more efficient?' Are you going to deal with this difficulty by expanding the ROM or something of that sort, or not allowing the level to be made if it is requiring too many structures?


Good point.. well when there are too many structures, the editor gives a warning message. The level will then look alright from the start until the screen where it run out of structures. I guess if you run into that problem, you can only try and make the level less complicated or shorter. If the user re-uses patterns of blocks through the levels, reused structures are easily made. I have the feeling it wont be a big drawback with the SBD editor, becouse people will make levels that are efficient anyway, due to the nature of megaman levels and how people usually structure them in hacks.

Originally posted by kuja killer
Oh matrixz sorry to be a bother, but i have one tiny little request if it's not too much ...think you might be able to add a simple little option on the screen editor to allow for switching of a levels CHR bank numbers on the fly like you did with the DOS version? I don't use the DOS megafle btw since I'm not a fan of dos.


That will be possible to do later like in the DOS version, but in another window.
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