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Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |
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 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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link
please fully read the FAQ |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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two time in a row![]() |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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stop making duplicate thread![]() |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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 |
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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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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 |
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use < |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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Originally posted by NetSplit 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 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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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two question
1:is your ROM is openable in LM? 2.wich patch have you trying to apply? |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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 |
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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 |
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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 |
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I already found them but I didn't noted them![]() 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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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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 |
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Originally posted by CluelessOne 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) |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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Originally posted by JaSp link look at the DMA part near the begin of the thread ![]() |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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then hack the game loading routine to store the number of exit in the bonus star counter![]() |
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C:/xkas bio.asm Compiled ASM code ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-17-05 Last post: 6328 days Last view: 6327 days |
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look like it, Dry bone mentionned it in #112
Originally posted by Dry bone 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) |
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 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 |
Acmlm's Board - I3 Archive - - Posts by C:/xkas bio.asm |