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05-17-24 09:43 AM
Acmlm's Board - I3 Archive - - Posts by Kailieann
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User Post
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-24-06 11:42 AM, in Megman ZX. Link
Originally posted by Valcion
Theres plenty of other games worth getting a DS for.


Yeah. There's, like.. five.
That's worth it.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-25-06 11:56 PM, in PHP SHA-256 Encryption Link
This might work, too.

It's linked from the SHA1 page on the online manual on PHP.net
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-26-06 12:07 AM, in Toire de dekitara - Pantsuman! Link
This is quite possible the somethingest thing in the history of the universe.

Although what particular variety of something is far beyond my scope of comprehension.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-26-06 09:34 PM, in And the "Call of the Day Award" goes to.... Link
No. They really don't.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-26-06 09:37 PM, in My Fake Pokemon >_> Link
uh.. I think you missed a very important part of that equation.

Namely that it's Electric/flying
Which means it's already immune to ground attacks.
And also means that levitate would serve no purpose whatsoever.

It also means it would be weak against Rock and Ice attacks.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-26-06 09:40 PM, in Favourite song in a video game? Link
You all know Beeton Tracks from Blast Corps is superior.

You ALL know.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 12:48 AM, in Acmlmboard Link
Originally posted by The FAQ
- How can I get a AcmlmBoard?

Well ... there is no released copy of it that can be downloaded, so the only way you can get one is by getting a copy from someone who has it. Also, the latest distributed version is 1.8, and the current version isn't in a distributable state (some beta versions have been given but they're exceptional cases). You may have a better chance of getting a copy if you aren't some random newcomer who comes just to ask for the board; many requests stay ignored. Also, if you ever get a copy, keep in mind you need some place to run it on, and need support for PHP and MySQL. AcmlmBoard doesn't have an admin control panel either, so you may be screwed if you don't know how to mess around with the .php files to configure a few things, and MySQL database managing software (such as PHPMyAdmin) can be very useful.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 08:17 AM, in Mario's Lost World, first screens Link
Originally posted by icegoom
The video quality's really poor because I have no idea what I'm doing. I had to edit them together since ZDsoft's Game Recorder wouldn't let me record more than a minute of video at a time.

Originally posted by Stifu
ZSNES (latest WIP or SVN) has a built-in option to record videos...

As for the levels themselves, definately very good.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 08:22 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
1. You would have to find the shellless koopa's code, disassemble it, reprogram it, and reinsert it with sprite tool.

2. You would have to find all the enemys' code, disassemble it, reprogram it, and reinsert it with sprite tool.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 08:29 AM, in Secret of Mana Editor Link
Actually, the character selection and its impact on SeiDen 3 aren't all that extensive on the gameplay -- probably even less so in terms of the code.
It should be extremely easy to force a specific character combination.
And depending on how much empty space there is in the game's RAM, it may even be possible to do like FF6 and have the characters get changed around during the storyline.

As for the SeiDen 2 editor, pretty much what Dr. Death said.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 09:23 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Kiwisauce
I don't suppose anyone could explain to me what exactly the reloc offset in blocktool is for? The other ones are all pretty simple but I'm stumped on this one. And why does it sometimes have multiple offsets?

The reloc offset is for jump commands in the block code. I've never made use of them, so I can't explain in detail how they work, but I know it has to do with using the JSR command (Jump to SubRoutine, opcode 20) -- since the block code is inserted to a random part of the ROM, you can't automatically make it jump to a specific location, so the reloc offsets tells blocktool where the jumps are in the code, so it can adjust them when they get inserted.

Originally posted by MadMikeXP 3
Ok let me ask 2 questions before I get started:

1.Where would I begin looking for all the enemys coding in a hex editor ?
2.what tool would I need to reprogram the enemys ? also when I have done this will I have the option to save it as a .cfg file ? so that I can import it to sprite tool ?

thanks again for any help.

You wouldn't. You are asking how to make the game do things that it's not programmed to do. The only way to do this is to reprogram the game.

For finding the code, you'd have to either know how to use a disassembler or Geiger's SNES debugger. Either way you would need at least a cursory understanding of assembly, and some understanding of SNES code banks.

Then (assuming you used the much more reliable debugger instead of a straight disassembly) you'd need to know how to disassemble the code once you've found it.

As for reprogramming the sprites, the new code for the koopa wouldn't be too difficult. You'd just need to check the 'object held by mario' flag, see if it's a shell, and jump to the 'chase mario behavior'. You would, of course, also have to code said behavior, but if you've managed to get to this point, you should be able to just copy the code from a sprite that already chases mario, such as Monty Mole.

But for making sprites attack eachother?
No.

Even if BMF, MikeyK, and FuSoYa himself joined forces, it would probably still take them at least a solid week of coding.

You would have to make an entire new subroutine that makes enemies capable of damaging eachother, find a way to set attack priority so that two enemies don't just run into eachother and end up both dead, and then, assuming you could make such a routine compatible with every single enemy, you would then need to go through the code of every single enemy and insert the new subroutine.
And of course if you can't make it compatible with every enemy, then you'd need to write seperate subroutines for every enemy.

Now, I'm not trying to discourage you. Your first idea is a pretty good one, and it's actually an achievable goal if you put some effort into it. Start by reading the ASM Howto thread and see if you think you're up to the challenge.
But you have to know that there are limits to what the game, the system, and us humble hackers are capable of.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 09:49 PM, in Pokemon Diamond and Pearl Link
Originally posted by Thexare
Unless you've got something more specific to say here, I'm stuck assuming you're referring to the fact that there's more attacks for the random numbers to apply to.

Dude, you, like.. missed an entire paragraph in there, or something.
He clearly.. well, okay, maybe it wasn't that clear, but still.. he stated that his issue was that, for him, the RNG seemed to keep giving out the same results.

Originally posted by HyperHacker
I found I'd always just fight the same wild Pokémon over and over again
Originally posted by HyperHacker
attacks - no matter what their accuracy - would hit every time for a while and then not hit at all 6 times in a row, etc

Personally, I never had any of those problems. HH might just warp the laws of probability within his immediate vicinity *shrug*

As for the topic at hand, well.
I have to admit, I wasn't particularly interested in the DS to begin with, let alone the new Pokemon games, but I kept an eye on the news coming in just the same, and, well..
I'm still not interested in the DS, but as soon as there's an emulator that can run these, I'm.. I'm just there.

I enjoyed the original Pokemon games when they were the only ones available, but I never really got into GSC.
I've tried, believe me. I think last time I made it as far as the third gym. I liked all the lesser changes they implemented -- things like gender, berries, hold items, and especially breeding.. but night and day, I was ambivalent about, and I absolutely %$#&*@ hated the cell phone. Almost didn't get Emerald because of it.

RSE are my favorites. A lot of the things I've seen people complaining about are what drew me to them in the first place, oddly enough.
And while I have no real issues with Fire Red and Leaf Green (aside from the god-awful help system).. well, they are what they are. Remakes. For nostalgics and collectors only. And I really didn't like the graphical style, not compared to RSE. Too SD.

So yeah, RSE are my favorites. Diamond and Pearl.. I don't care too much for the graphical style from the screens I've seen so far, but I can live with them. Mostly I'm looking forward to playing with the new features. Pokemon games aren't for everyone, but people who really like them will always find room to enjoy them.

And I sincerely hope they make GSC remakes, 'cause I really want to play them, but.. the gameboy versions just don't do it for me anymore.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-27-06 11:45 PM, in Pokemon Diamond and Pearl Link
Heh, I used to frequent the GameFAQs Pokemon boards. The Stat EXP vs. EV argument is pretty old hat.

I'm definately with Alastor, though. The EV system -- hell, the entire stat formula in general is pretty sweet.

But I'm.. weird. So don't take my word for it.

I can't wait to revise my patented "Most Annoying Team Ever" for the new games.
And by revise I mean redesign from scratch, 'cause god only knows where I put the original list, if I even kept a copy of it.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-28-06 09:02 PM, in Pokemon Diamond and Pearl Link
Don't make me put you two in time-out.
If you must continue this, do so in private messages.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-28-06 10:10 PM, in Again? Link
Male users: 1291
Unspecified users: 997
Female users: 171

That's quite the epidemic, alright.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-29-06 09:24 AM, in Stranded demo release Link
Originally posted by ghettoyouth
don't play my hacks

*shrug* if you insist..
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-29-06 07:44 PM, in My Project Link
Originally posted by bothwingsbroken
Time - A true element of time. I'll use PalletteASM to implent a 3-life/3-level time passage from day to night.

Originally posted by Smallhacker
Very interesting idea. An even cooler idea would be to make the time change in levels as well.


There's this thing called levelASM. Have you heard of it?
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-29-06 10:38 PM, in My Project Link
Originally posted by bothwingsbroken
And one more custom feature idea; how about a savegame block? On the ROM map at SMW central, people have narrowed down the savegame ASM routine; if we could isolate it, we could make a savegame block, that could add a new challenge to the game

I've done a reasonable amount of work on the savegame routine. It starts at 00:9BC9 and ends at 00:9C12.
The problem -- or, I should say, relatively minor inconvenience, is that the routine listed is only half the equation. It takes the values to be saved from a big chunk of RAM and stores it to SRAM.
The issue here is that those values aren't updated regularly. When you beat a saveable level, the game copies all the important values from other parts of the RAM into said chunk, before it pops up the save game window.
And I haven't gotten around to narrowing down that part just yet.

Though if you really wanted to, it wouldn't be difficult to do. I found it the first time when I was looking for something unrelated -- a write breakpoint at 7E1F49 should do the trick.

Originally posted by bothwingsbroken
Another concept. How about a key like the one in SMB2 with a Phanto that follows?

MikeyK has already added a Phanto to Sprite Tool, if I'm not mistaken.
And making a block that breaks if you're holding a key, then deletes the key, would be fairly simple.

Touching the actual code for the key would be unnecessary.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-29-06 11:02 PM, in Make forum approve-only? Link
Originally posted by Ice Cirvante
This should have been done from the start.


It was done from the start. Too many people complained, so Xk decided to make it Pokemon/SMW-only, just as a test run.
Kailieann



 





Since: 11-18-05

Last post: 6297 days
Last view: 6297 days
Posted on 09-30-06 02:11 AM, in My Project Link
The part that does the actual loading is from 00:9DB5 to 00:9DF9.
Note that this is also used for new games, but, of course, if it's a new game then all the SRAM values will be 00 anyways.

Also -- one thing I initially overlooked, myself, so I'll pass it along as a courtesy, DON'T FORGET TO MODIFY THE ERASE GAME ROUTINE.
And, no, I haven't gotten around to looking for that quite yet <.<
Maybe tomorrow.

As for the SRAM values:
Save 1 uses 70:0000 - 70:008D and 70:01AD - 70:023A
Save 2 uses 70:008F - 70:011C and 70:023C - 70:02C9
Save 3 uses 70:011E - 70:01AB and 70:02CB - 70:0358

Which means 70:0359-70:FFFF are open season.
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Acmlm's Board - I3 Archive - - Posts by Kailieann


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