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05-10-24 05:20 PM
Acmlm's Board - I3 Archive - - Posts by SGR
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SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 03-05-06 09:46 PM, in Gunstar Heroes hacking Link
Hey guys.

I'm a newbie, but I've been hacking Gunstar Heroes lately. I've found some things, but there's really one thing that's been bothering me, and that's the graphics. Currently, they're stored in an unknown format. Several things I've found are pallette locations and savestate info. Not much, but for a game that hasn't been really hacked, it's quite a bit.

Oh, and Sonicandtails, did you record the location of where you screwed the graphics up? I'll look into it sometime and let you know.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 03-05-06 09:55 PM, in Hey guys. Link
Been lurking here. Nice forum. I go to SWS2B under the name "ShadowChaotix". Glad I registered and I hope I have a good time here.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 07-04-06 01:44 AM, in Gunstar Super Heroes - Debug menu? Link

Interesting text. They seem to be "labels" or something. (Begins at 81544 in hex)


This time, there are labels for the songs. Something unique to note here is that the "labels" follow the OST names. (In the chunk at the starting address above.)


Very weird text. Character profiles perhaps? (Begins at 55E052 in hex)

Music extracted via GBA2MID: (Sorry folks, no GSF rip and I have no clue how to perform one.)
http://www.rainscape.org.uk/~sgr/unknown1.mid
http://www.rainscape.org.uk/~sgr/unknown2.mid
http://www.rainscape.org.uk/~sgr/unknown3.mid - The missing Afterburner tune!
http://www.rainscape.org.uk/~sgr/unknown4.mid - Altered Beast, apparently.
http://www.rainscape.org.uk/~sgr/unknown5.mid - It's from some Sega game, but it's not known which one.
http://www.rainscape.org.uk/~sgr/unknown6.mid - Golden Axe?
http://www.rainscape.org.uk/~sgr/unknown7.mid - Thunder Blade?


As far as I know, this area never appears in the game. (Correct me if I'm wrong, but I truly have never seen it. Graphics and SOUNDS still exist for it.)

More interesting text:

WARNING
BOSS SIGHTED!
BOSS CODE : MOLE

TIME

EARTH -3YE BASE-
MOON1
-SHIP PORT-
-SCANING PAST-
-MAIN ELEVETOR-
-HEAD ROOM-
-KOBIT BIREGGE-
-AFTER BURNNER2-
- ? -
- ? -

WARNING

BASED ARM
100RETSU FIRE
OHANAMI FIRE
ABARENBO LASER
SYACHOH LASER


CONTINUE ?
YES
N O
PRESS START BUTTON
SELECT-CANCEL
STAGE SELECT
CHARA SELECT
B-CANCEL
A-SET UP

BIRTH:004/3/30
COUNTRY:MARS
HOBBY:YAMAGOMORI
SHOT TYPE:LIGHT
BODY FIST:RAPID
G-SAVER:RAPID
BIRTH:003/11/21
COUNTRY:MARCURY
HOBBY:GUN CORECT
SHOT TYPE:HEAVY
BODY FIST:RAPID
G-SAVER:RAPID

NO DATA
--:--:--

EARTH
MOON1
MOON2
MOON3
MOON4
MOON5
G-ARC
EARTH
-3YE BASE- SKY PORT
-3YE BASE- ELEVETOR
-3YE BASE- HEAD ROOM
-3YE BASE- SCANING PAST
-KOBIT BIREDGE-
-AFTER BURNNER-
-PYRAMID-
-PYRAMIDIN-
-SONCHO-
-THUNDER BLADE-
-EARTH DESTROYER-
-SKY SHIP-
-FORCE CYANION-
-BLACK FORTRES-[/QUOTE]
This is what that text found might look like in-game. Notice the "WARNING" strings thrown around. (More flashbacks to the original. )

Graphics:

No idea what this is used for.


Unused font. Notice the smiley faces and other stuff. (Hippo! )


In this image, there are more "access points" to the board, whereas in the final there are not.

Questions? Comments?
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 08-03-06 05:29 PM, in YY-CHR problem Link
Here's what I do when I have this problem.

1st step: Compress YY-CHR in a .zip or .rar archive.
2nd step: Turn off AVG's Resident Shield.
3rd step: Extract YY-CHR.
4th step: ?????
5th step: PROFIT!

When you turn AVG back on, it should detect YY-CHR. Delete the .exe (NOT the .zip or .rar), and repeat.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 08-03-06 10:28 PM, in New Overworld Link
Originally posted by Ice Man
I was able to rip the Chrono Trigger water and also animate it perfectly.

Take a look.



I only need to darken the green or lighten the blue.


Awesome. <3 Most CT OW gfx would look pretty cool in SMW. It's all up to you but I suggest you rip more.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 08-20-06 05:38 PM, in ePSXe problem (Chrono Cross) Link
*SPOILERS AHEAD!*
Right, so I'm playing Chrono Cross using ePSXe. I'm at the Dead Sea right after beating Miguel. As the party heads out and the Sky Dragon picks them up, and as the screen turns completely white, ePSXe shuts down and I get this in the ePSXe console:

Closing spu...
Closing gpu...
Shutdown gpu...
Closing ISO system.
SPEC Opcode 01 UNK <000e5760> <2978423,135>

I'm really confused as to what the heck's going on here. Can anyone shed light on this?
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 08-21-06 06:02 PM, in ePSXe problem (Chrono Cross) Link
Hmmm... I see.

So either my ISO (lol piracy) is corrupt, epsxe sucks, my config is screwed, or maybe I'm just doing something completely wrong. Thanks for the help anyway guys.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-03-06 02:07 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
This is a great hack, and I'm enjoying a good bit of it. I'm inevitably stuck, as most people are. I need to grab the power bombs, but even using the instructions that have been given here in the topic, I'm still quite lost. Can anyone give me specific directions on where to go? I have the varia suit and in Norfair.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-04-06 06:06 PM, in GBA sound sample hacking made (sort of) easy. Link
So, I decided I'd like to contribute a bit to this board on this fine day. I'm not sure if many of you are interested in hacking GBA sounds, but I might as well post this anyway.

You're going to need a few things:
1 - The ROM you're going to edit. (Don't ask me for one please.)
2 - CoolEditPro/Adobe Audtion. (Same program.) Get it at adobe.com. (It forces you to register, however. )
3 - Hex editor. (If you don't have one already, why are you in this forum? )

Step 1: Open up Adobe Audition/CoolEditPro. Now, see in the top left corner? The little button with sound waves on it? Click that. Next, go to file -> open. Now, go to the directory your GBA ROM you want to edit is. Now, in the "Open" window, see where "files of type" is? Select PCM raw data, and in the file name box, put an asterisk ( * ) and click "Open". Now, you should see your GBA ROM come up. Double click on it or open it.

Step 2: You should now see a window come up. Now, this is where you may need to experiment a bit. For the most part, 10000-11025 is the sample rate that usually works for GBA games. If not, you may need to set it higher or lower. Channels should be mono. Resolution should be 8-bit. Now, yet another window should pop up. You should select "8-bit unsigned." Go on ahead and proceed.

Step 3: Tada! Your GBA ROM is now all audio! You know what this means, right? GARBAGE! Yes, you will burn your ears out looking for samples. I highly suggest you turn down your volume. Anyway, the best way to look for samples is to look for waveforms that go barely over the white lines. Use your mouse wheel (if you have one) or that magnifying glass "Zoom In" button down there to get a good look at it. If you see what you suspect to be an actual audible waveform, click near it and press play. (A yellow dotted line should come up near to where you clicked.)

Step 4: Now that you've (hopefully) found the sample(s) you want to edit, now I'm going to tell you how to edit them! GBA samples have a header before every sound. (It's interpreted as a low-volume *pop* in Audition/CEP.) If you overwrite this header, (which is easily done) the sound will not play. Now, you can do cool stuff with this header. I'm not 100% sure, but you can either extend the sample, make it point to another sample at the end of the ROM, or both. (I haven't messed around with it yet.) Anyway, what you'll need to do is zoom in close enough to where you can "see" the pop. (It should look sort of like a spike. You should be able to easily notice it if you zoom in enough.) Starting a little after that spike, select the entire sample. Right click and select "Copy to new." Save that file as a .raw or .pcm. Heck, you could probably save it as .gba if you wanted, it wouldn't matter.

Step 5: Now, open up your hex editor. Open the .raw/.pcm/.gba file of the sample, and open up the ROM you're editing. Copy the first few bytes of the sample and search for it in the ROM. Remember the offset it begins at! Now, search for the last few bytes. Remember where those end as well. Now open up the sample you want to use to replace the original sample. You may want to use Adobe Audition/CEP to put it in the same settings as the original sample. (I'm using 10000 sample rate, mono, 8-bit unsigned.) Make sure it is the same size as the original sample! Now, copy that and paste over where the original sample began and ended. If done correctly, you should now have your new sample. Test it out in your ROM, and if it doesn't play or you get static, you've done something wrong. Just keep trying and you'll get the hang of it.

If you have any questions or are confused, PM me or ask in this topic. I'll see if I can help.

Have fun!
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-04-06 07:36 PM, in GBA sound sample hacking made (sort of) easy. Link
Originally posted by Zepper
Yes, you can even use N64 images. I remember doing the same thing for StarFox64. It's nice, but a HUGE archieve, hehehe


Woah. How? Did you use the same program I'm using?
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-04-06 08:26 PM, in GBA sound sample hacking made (sort of) easy. Link
Originally posted by Yoronosuku
Um, but the problem with this is it dosn't properly set loop points, what you CAN do is paste the wave over some blank space in the rom and set up the appropriate 10 byte header in a hex editor. Also, 10125 and 13379 seems to be typical "default" frequencies used by the GBA. The only reason you'd get static is if you pasted over the old wav's header really, if you save any 8-bit unsigned wave file as raw and paste it in to your gba rom with a proper header, then it'll work. so much easier than having to open the rom in the wave editor


Ah thanks. This is good info. I'll keep it in mind.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-05-06 07:58 PM, in General Project Screenshot Thread Link
Originally posted by Hapi-San



Just idea testing.. it will all come together in the end and make sense.


This is that one hack you mentioned about the "nega-rings" right?

If so, looks sexy. <3
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-10-06 03:26 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
What the heck are you supposed to do in Tourian!?
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 09-10-06 12:09 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by Griff Morivan
What do you have right now, SGR?


As in items or what? Clarify please.
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 02-11-07 05:14 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
EDIT: Nevermind, wrong topic.


(edited by SGR on 02-10-07 11:15 PM)
SGR

Micro-Goomba


 





Since: 03-05-06

Last post: 6298 days
Last view: 6298 days
Posted on 02-11-07 05:15 AM, in Zelda: Parallel Worlds *Released!* Link
I just beat this.

All I have to say is "Wow." Quite amazing, despite the difficulty.
Acmlm's Board - I3 Archive - - Posts by SGR


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