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Zeld

Red Paragoomba








Since: 11-05-06

Last post: 6302 days
Last view: 6299 days
Posted on 11-05-06 03:06 PM Link | Quote
I recently got into rom (and ram) hacking somwhere around the middle of last summer. I first became competent when I reached the Gameboy Advance emulation stage, where Visual Boy Advance's expert tools made it possible for me to...do stuff. Of course, the tools mainly helped me in making gameshark codes, which is always nice, but not very large scale. I decided to actually get into the rom, and I was able to find weapon data for a couple of fire emblem games and even some uncompressed graphical data in fire emblem 8, which I proceeded to replace with a custom portrait of my original RP character. I made him too short, but I was able to properly align the mouth frames and make him look like he could talk and blink. That was cool. It's unfortunate that even though I found the weapon data myself, some hackers on a Fire Emblem forum not only found this data before me, but compiled a table editor in Nightmare to allow hacking noobies to edit weapon data as well. Of course, their editor doesn't allow for custom weapon effectiveness like mine does. I took their editor and spiffed it up a bit. Ok, jsut one feature, but...whatever. Also, I can't post a picture of my character being in FE 8, because not only would it be easy for you all to say that it was photoshopped, but I made the mistake of writing my character's portrait over a princess' graphical data when testing my tile editing ability, and the scene I was viewing to see how well the mouth frames worked involved some palading calling me a princess. It's too embarassing to post, as such.

I got rather cocky and decided to start a large scale patch for Fire Emblem: Rekka no Ken (the 7th in the series) in which the character of mine along with some of my forum buddies were the main antagonists. So far I have customized the weapons and obtained tools for decompressing and recompressing graphics and text. I haven't bothered to look for map data yet, though I may do so when I'm done hacking the animation data. I have found some animation data, but so far all I am able to do is reorder the frames of the battle animations and change the delay for how long they appear...

I have fiddled with other games too, of course. Minish Cap is another of my favorites; I have found map data for it (it's uncompressed, yay!) and I've made a serial repeater code that checks to see if you have swung your sword, and, if you are, it reduces all enemy HP to 0. So, yeah, swing your sword, everything dies. Good stuff. Except for that one boss that has his weak point on a different map...using the code isn't too smart for him, no.
Here's a pic of some ram in Minish Cap; it's centered on the sprite data of the moblin who's shanking me in the background.

You'll notice that the address is in the x3400000 range; the picture was taken back before I was aware of the ram loops. I know them now, of course, but back then I didn't. Oh well. Would have saved me loads of time in making GS codes if I had known that I only needed to dump x48000 bytes.

In Link's Awakening for Gameboy, I was able to get into some sprite data and set enemies on fire compulsively. I wanted to do that in Minish Cap. Turns out I can't, but I ended up logging that other stuff, at least. I made some gameshark codes that let me move enemies around with the D pad, but I never got around to making a complete list of input oriented codes to allow complete control over enemies. It seemed pointless. Perhaps if I knew enough assembly and gained access to a tool that let me write assembly scripts to my minish cap rom I could create some sort of new aspect of gameplay that involved "mind control".

Anyhow, that's basically my accomplishments. I haven't done much else other than make codes for games to where pressing in a direction makes you go in that direction incredibly fast. You know, "walk faster" codes, except in a platform game the codes enable you to fly. They also serve as a sort of walk through walls code. In addition to those types of codes, I also make codes that allow a character to escape the lag from performing an action. This is especially awesome in the Megaman Zero series, where I can make Zero go from swinging his Z saber slowly to doing 15 attacks per second for an entire level/boss fight. Seamless combos.

So, that's what I've done. I plan on getting into making Nintendo 64 gameshark codes, and want to make an infinite hitstun code for Ocarina of Time and Super Smash Brothers, but I don't have the right tools for that stuff yet. Hacking those roms to edit maps and stuff seems too far beyond my computer, me, or both at the moment...
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6298 days
Last view: 6298 days
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Posted on 11-05-06 03:13 PM Link | Quote
I am not approving you.

































I lied.
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