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06-16-24 09:46 PM
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm
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User Post
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-17-06 05:27 PM, in I am making my own SMW hack. Link
link
please fully read the FAQ
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-17-06 05:29 PM, in I am making my own SMW hack. Link
two time in a row
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-17-06 06:05 PM, in lunar magic Link
stop making duplicate thread and add precision to your question
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-17-06 06:09 PM, in NOOBS READ THIS!! Link
BTW can someone move all these thread to SMW hacking crap or thrash them
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-17-06 10:14 PM, in Megaman X level data Link
the first time I hack a game wich there no editor for...

here the stuff I found:
0x9B110 is the start of the lunch octopus level data(I used it for testing since tile are easy to reconize). the data aren't compressed and use a simple tilemap system(each tile are 2 byte long and byte are shifted)
exemple:
|0000|0000|0000|0000|0000|0000|
|0000|0000|0000|0000|0000|0000|
|0007|0007|0007|0007|0007|0007|
|0008|0008|0008|0008|0008|0008|
|0003|0003|0003|0003|0003|0003|
|0003|0003|0003|0003|0003|0003|

give this:


Each tile are 32x32 in size, the 16x16 tile used for making the 32x32 is determined by something I call the 'Map32'(cause it renember me LM Map16)

the start of the Map32 data for the intro level is at 0xB442B, the format got like this

|0002|0003|
|0008|0009|

I didn't fully experimented with it yet but I believe map32 data for tile start at: starting adress of data+number of tilex8

that all for now, I will continue to gather data
Edit:removed transparancy in my layout for better picture viewing


(edited by Bio on 03-17-06 09:15 PM)
(edited by Bio on 03-18-06 09:22 PM)
(edited by Bio on 03-18-06 09:22 PM)
(edited by Bio on 03-18-06 09:29 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-18-06 08:35 PM, in Slight problem (layer 3 water) Link
I alway wondered where these data are, because I wanted to make layer 3 lava
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-18-06 09:58 PM, in rusults with tile layer pro(tlp) Link
use <img src=URL HERE>
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-18-06 10:14 PM, in Megaman X level data Link
Originally posted by NetSplit
the format is similar to that used in the NES Mega Man games. I'm unsure as to whether the TSA data had been found before, though, so that's good to see. Regarding how it works, usually what Capcom tends to do with their TSA data (at least in NES games) is define 16x16 blocks which are then used to construct 32x32 blocks

I never hacked a megaman game before, I just noticed it when I disasambled the level loading routine as see here:

A,X and Y are 16 bit, Y is the tile number and X the location of the tile

LDA [$20],y
STA $7E2000,x
INY
INY
LDA [$20],y
STA $7E2002,x
INY
INY
LDA [$20],y
STA $7E2020,x
INY
INY
LDA [$20],y
STA $7E2022,x

...and that how the 32x32 block are assambled from 16x16 tile
Originally posted by NetSplit
I do know that MMX level data had already been gathered at one point, but sadly no one ever created an editor to make use of the data

I would have started making a editor but...I don't know other programming language than 65816 ASM

Edit:screenshot:


in case you wonder, that water in the top of screen is a unused beta tile


(edited by Bio on 03-18-06 09:14 PM)
(edited by Bio on 03-18-06 09:15 PM)
(edited by Bio on 03-18-06 09:15 PM)
(edited by Bio on 03-18-06 09:20 PM)
(edited by Bio on 03-18-06 09:20 PM)
(edited by Bio on 03-18-06 10:59 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 12:22 AM, in Hmm...Flower Spin? Link
I will try to look at it, but next time use the ASM hack request thread
Edit:easy, change 0xC550 to EA EA EA, I didn't tested but it should work fine
Edit2:fixed the adress


(edited by Bio on 03-18-06 11:22 PM)
(edited by Bio on 03-18-06 11:26 PM)
(edited by Bio on 03-18-06 11:26 PM)
(edited by Bio on 03-18-06 11:47 PM)
(edited by Bio on 03-18-06 11:47 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 12:46 AM, in Hmm...Flower Spin? Link
Dawn geiger Snes9x debugger and the fact it delete the header, change 0xC550 to EA EA EA


(edited by Bio on 03-18-06 11:46 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 01:21 AM, in Best SMW File to use for patching purposes? Link
two question
1:is your ROM is openable in LM?
2.wich patch have you trying to apply?
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 12:34 PM, in List of people who can help you through IM/PM Link
add me to ASM question and advanced ASM request
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 08:34 PM, in In this thread, we post like it's 1986 Link
WHO CARE ABOUT THAT, THE WORLD WILL EXPLODE IN 14 YEAR!!!!!
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-19-06 10:13 PM, in Just An Idea. Feedback? Link
If I renember correctly, I posted the code for a third exit block, you could use it to make 7 exit per level(one will be activated when you get 100 coin(doable with some ASM) then make some area that require you X exit to go throught and, of course, a counter that keep track on the number of exit you have cleared
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-20-06 04:48 PM, in Megaman X level data Link
I already found them but I didn't noted them they start at the end of each level data and work the same way

Edit:found the data that already been found link
Edit2:more


(edited by Bio on 03-20-06 09:28 PM)
(edited by Bio on 03-20-06 09:29 PM)
(edited by Bio on 03-20-06 09:35 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-20-06 05:26 PM, in Help me with blocktool for a minute Link
you forgot to convert the hex number in decimal, its a common mistake, just use window calculator to convert the number
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-20-06 05:44 PM, in Super Mario's Island Hopping Adventure [SS] [Demo] Link
Originally posted by CluelessOne
I better make sure I'm not mixing up hacks here...

I noted that instead of losing my flower right away to small Mario, I went to Big Mario! Another hit took me to Small Mario.


For some reason, I feel this works in this hack. Nice one!

I already released the patch to do that, just look here, you can also find it at SMW central


(edited by Bio on 03-20-06 04:44 PM)
(edited by Bio on 03-20-06 04:45 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-20-06 06:02 PM, in General Project Screenshot Thread Link
Originally posted by JaSp
I still have to figure out how to be able to use different GFX pages for Mario according to the levels he's in.


link
look at the DMA part near the begin of the thread
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-20-06 06:11 PM, in Just An Idea. Feedback? Link
then hack the game loading routine to store the number of exit in the bonus star counter
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 03-22-06 12:49 AM, in Kirby vs. Shy-Guy Link
look like it, Dry bone mentionned it in #112
Originally posted by Dry bone
hey... luminoth interdimensional lifeform scanner. neat

also I believe this monster is a ing(or whatever they were called)


(edited by Bio on 03-21-06 11:49 PM)
(edited by Bio on 03-21-06 11:50 PM)
(edited by Bio on 03-21-06 11:51 PM)
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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm


ABII

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