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05-15-24 02:11 PM
Acmlm's Board - I3 Archive - - Posts by interdpth
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User Post
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 12-30-05 01:51 PM, in And of course the BitBlt() question Link
I found my problem, GetLastError(); is one good function turns out my code was working but my location to the picture was wrong. Slap me.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-15-06 12:45 AM, in Cost of an NES Link
Ok, I just moved into this new house and when I went to the garage I found an NES box, inside the box was an NES, Zapper Gun, 2 controllers, and the necessary plugs and this little strategy guide, everything still had it's wrapper all the manuals are there adn stuff well the power cord didn't have the packaging over it. Anyhow i'm wondering how much money I might be able to get for this, any clues anyone?
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-16-06 11:21 AM, in Pokemon Topaz Link
3 letters
R
G
Fucking
B
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-22-06 09:04 PM, in Semi-Advanced GBA Rom Hacking Link
Beginning of tutorial

Ok, the Logger, Map viewer, Tile Viewer, and Memory editor in Visual Boy Advacne are some of the most powerful tools to GBA romhacking. For this tutorial you will need 3 things, Visual Boy Advance the development edition, Metroid Zero Mission, and Hex Workshop, and Unlz-GBA and Tile Layer Pro.

The ROM we are working with is Metroid Zero Mission. Ok, now open the Rom up in VBA and then in Hex Workshop. This tutorial is going to teach you, how to find the data you want. And how it gets to the destination and where the source comes from in the
ROM. Ok, after the ship lands just go to the Right when you get to the door go through(yes you're skipping the morphball) now then Go to tools then open the logger, memory editor, map, and tile viewer. Ok the room Tileset is located at 0x6005800 in memory and the general is at 0x6004000.

So what we're going to do is find out is the offset of where the source destinations is in the ROM. Ok, now let's find the room tileset. Shoot open up the door to your left go through it. Then shoot the door you just came through, now open the logger click SWI and go through when the room is done loading click on the logger go to the little section with all the LZ77UnCmps now in these look for 0x06005800. Now what you should find is
LZ77UnCompVram: 0x085e2974,0x06005800 (VCOUNT=11)
So your tileset is located at offset 0x532974 . Now switch to the rom in Hex Workshop search for 0x74295308(pointer for the offset) This lands you smack dab in the tile pointer table congrats. You used the Logger to your satisfaction now for the general tileset this is kind of more tricky as many there are many different SWI's involved.

Ok so we know the general is at 0x6004000 for every room. Clear the VBA logger then uncheck SWI now shoot the door go back to the logger click DMA3 ok after the room is reloaded open up a notepad doc select all the data in the logger and copy it to a notepad. Search for 0x6004000 Ok so we have a hit for a dma transfer
DMA3: s=0201b000 d=06004000 c=8000 count=00000080

Ah crud it's from RAM ok we can hopefully get a real address so lets search the notepad doc for d=0201b000
Success! We have a hit

DMA3: s=08753fb4 d=0201b000 c=8000 count=00000080
Let's open the rom in TLP get rid of the 08 in the beginning of the source and go there graphics.
I will edit this with more advanced details as I go on. And will reword this, as such. And it will have better formatting
P.S. I'll have a beta of my editor out by April.


(edited by interdpth on 01-22-06 08:32 PM)
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-22-06 09:35 PM, in Semi-Advanced GBA Rom Hacking Link
That should be more readable
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-23-06 09:30 PM, in Semi-Advanced GBA Rom Hacking Link
Well if I said advanced i'd probably get flamed,well yes I am working on an MZM editor which will be working as soon as I find this damn TSA data.


(edited by interdpth on 01-23-06 09:46 PM)
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-24-06 09:40 AM, in Methods for finding TSA Link
I'm having a bit of trouble finding the tsa data for this game, i'd like to know the various methods people use to find the TSA data. Thanks!
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-24-06 06:39 PM, in Methods for finding TSA Link
Jiggly that offset is for the actual graphics, I use the table it's pointer is in to get it but i'm looking for the way the game. I'm talking about that the thing like 4 little tiles make up a big one. :/ Would the game just store it in RAM or something?
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-25-06 10:53 PM, in East Coast or West Coast? Link
I'll take either depends on how long the source file I am working with is. If it's a few lines i'll take west coast
Otherwise east coast
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-25-06 11:47 PM, in General Project Screenshot Thread Link

Meh, there's more there then it looks I just got the TSA data down so when I find out how to get the values out of an int it'll be drawing the map. This an an Editor for Metroid Zero Mission, it loads all data from the ROM so yeah, it's coded in VB6 atm will be transfered to C when it's finished. So yeah
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-26-06 09:26 PM, in VB and some math help Link
Ok well i'm working on a map editor and stuff in VB, my tile TSA is stored in integers
Here's an example 1034 or 409A
The palette would be 1 in the other place 4 and the rest is the is the tile so TSA - Pal = tile

Now what I would like to know is how I can get the Pal value you correctly then the tile right now my code is lame and i'm using strings anyone mind helping? Thanks

And here is my code

buf = Str(Samp(36))' Where all TSA data is stored
pal = Mid(buf, 1, 2)'Gets the value in the place
MsgBox pal'SHows whatn umber
pal = pal * 1000
MsgBox pal'Shows the full one
tile = Mid(buf, 2, 3)
MsgBox tile



interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-29-06 02:07 AM, in Pokemon Taco Link
Oh...Your...Dear..Lord..That is scary as hell
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-29-06 02:13 AM, in Photo Album thread. Link


ph33r Suprised the camera still works
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-29-06 02:17 AM, in Photo Album thread. Link
Noz you liez i'm ugly ._.
Your the sexy one
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-29-06 02:19 AM, in Not-so-Lost Thread #7, which is still alive even after two hack attacks Link
So what's this for?
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-29-06 02:45 PM, in My Metroid Zero Mission notes Link
Ok the structs are taken directly out of my editor so yeah

Some of the stuff may be hard to understand so yeah

These notes were based off the original findings from Jigglysaint I then took what I learn and finished the rest of the stuff. More

to come next update finished door notes and add item notes


Data room size = 0x3c

Room Headers start at: 0x340AD4

Total number of rooms: 329

Pointer table for it at 0xNONE

Pointer table for Tileset entries 0x33DFDC I'll just load these according the rooms Tileset number And uncompress on the

fly! =D

Structure for Room Headers
Private Type RHeader
bTileSet As Byte
bBg0 As Byte
bBg1 As Byte
bBg2 As Byte
lBg3 As Long
lForeground As Long
lLevelData As Long
lBackGroundObjects As Long
lClipData As Long
lBackgroundImageData As Long
bEnemyIndex As Byte
bSwitch As Byte
bSeperator1 As Byte
bSeperator2 As Byte
lEnemy1 As Long
bEnemy1Sprites As Byte
bDunno1 As Byte
bSeperator3 As Byte
bSeperator4 As Byte
lEnemy2Sprites As Long
notsure As Long
TileTablepnt As Long
bSeperator5 As Byte
bMiniMapRoomX As Byte
bMiniMapRoomY As Byte
bSeperator6 As Byte
bTide As Byte
bEffect As Byte
bMusic As Integer
End Type
Private Type gTileData
Nothing As Long
gTiles As Long
pTiles As Long
BackgroundTSA As Long
MainTSA As Long
End Type



Applies to lForeground
*************************************************************************************************************************
| Ok I'm not that that this stuff is compressed |
| Anyhow Width times Height bytes of course then that random 01 |
| Next are These 2 bytes no clue what they are for although if I edit them it really messes up |
| Ok After that is a what I believe a byte that controls the X and Y position by moving the Block to the right and down |
| The higher the byte control byte the lower and to the right it goes |
************************************************************************************************************************|
Applies to lTilesPnt, And lClipdata;
*****************************************************************************************
|Level compression is RLE 2 different types Why I have no clue |
|Any how the compressions are like this |
| |
|if the first byte is 0x00 - 0x7F Then the game repeats the next byte that many times |
|The other type of compression is 0x80+ folled by the tile/clip |
|The way it works is subtract 0x80 from the first number then repeat that |
|the tile that many times oh and by tile I mean the ID |
*****************************************************************************************
Applies to lBackgroundObjects
*****************************************************************************************



Door data: 0x33E614
I'm guessing the struct is 0x8 bytes


struct Door{
char SomeByte;
char Room//?
char DoorCanOpen;
char DoorLeadssomeplace;
char Dunno;
char Dunno;
char Room;//Actual Room!

};



MiniMap Areas: lz77 compressed
407178
4072e4
4074ac
4077b4

Spritesheet List: Tested in Room Header 4 Test em in different rooms for fun effects
00 Bubbly
01 Elevator
02 Skrees.
03 Same effect as 1
04 Same as 3
05 Elevator
06 Skree
07 Kraid
08 Normal?
09 Norfair bugs?
0A Chozo
0B Chozo, they can heal!
0C Blue chozo
0D Blue bastard
0E Chozo
0F Chozo
10 Chozo
11 Chozo
12 Chozo
13 Chozo
14 Chozo
15 Chozo
16 Chozo
17 Chozo
18 I revisited Norfair
19 NORFAIR!
1A NORFAIR!
1B Map Room o.O
1C Norfair!
1D Norfair!
1E Norfair is starting to piss me off
1F Samus's ship in a long shaft fun.
20 If this is another norfair LAME The little beetles
21 Save room
22 Norfair
23 The ship
24 Norfair
25 The little cacoon/hive things
26 GEEMERS
27 Secret Item/ GRASS HOPPER!
28 I SEE NOTHING!
29 The huge worm dude! I sense fun!
2A Cool the hanging worm locks doors
2B Rippers Norfair?
2C Skree's
2D Enemy location abnormal wtf
2E The little beetles
2F Uknown item Chozo
30 Uknown item chozo
31 Norfair
32 Zebesian Red Space Pirates
33 Small suckers
34 The chozo super ball launcher
35 Same as 32
36 Metroids
37 Nothing
38 Norfair
39 Space pirates
3A Norfair
3B Save room
3C Space pirates
3D Weird gaseous
3E Bubbly wall crawlers. Yum
3F Norfair
40 Rippers were on the ship? Holy shit
41 Norfair and Chozo Super Ball Launcher--One can make a fun hack with em
42 Norfair
43 MOTHER BRAIN DUN DUH
44 Another abnormal message thing
45 Destruction Sequence
46 Nothing
47 Norfair is really starting to piss me off
48 The Norfair worms
49 Norfair Tentacles
4A Imago
4B CROCOMIRE
4C Enemies...
4D 0.o put the game into an endless loop o.O
4E Big ass grasshoppers
4F Chozo
50 Norfair
51 Elevator?
52 Nothing
53 Grasshoppers
54 Skree
55 Norfair
56 Kraid & Ridley head
57 Nothing?
58 Save Room
59 Pirates
5A Underwater
5B Norfair
5C Nothing
5D Pirates
5E Normal
5F Flying beetles
60 Pirates -- That's all for today


Have fun
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-30-06 09:26 PM, in Visual BASIC 6 Help Link
Ok well i'm working on a map editor and I got the data and everything but I can't seem to make a decent drawing loop to save my life. This works and displays the tiles but it doesn't display the tile correctly instead of blitting them right to left then down it blits the tiles Diagonally. So here's my code if anyone minds helping
Samp(0 to 1023)' There's data in here already
Get #12, TSA - &H8000000 + 1,Samp()
Counter = 0
DestX = DestY = 0
For i = 0 To 128
For x = destX To destX + 1
For y = destY To destY + 1
''''''''''''''''''''''''''''''''''
tile1 = Samp(Counter) And Not &HFF00

'''''''''''''''''
tile2 = Samp(Counter + 1) And Not &HFF00

'''''''''''''''''
tile3 = Samp(Counter + 2) And Not &HFF00

'''''''''''''''''
tile4 = Samp(Counter + 3) And Not &HFF00

'''''''''''''''''
'Tile1 for the block
BitBlt picMap.hdc, x * 8, y * 8, 8, 8, picTileSet.hdc, tile1 \ 8, tile1 Mod 8, vbSrcAnd
'tile2
BitBlt picMap.hdc, (x * 8) + 1, y * 8, 8, 8, picTileSet.hdc, tile2 \ 8, tile2 Mod 8, vbSrcAnd
'tile3
BitBlt picMap.hdc, (x * 8), (y * 8) + 1, 8, 8, picTileSet.hdc, tile3 \ 8, tile3 Mod 8, vbSrcAnd
'tile4
BitBlt picMap.hdc, (x * 8) + 1, (y * 8) + 1, 8, 8, picTileSet.hdc, tile4 \ 8, tile4 Mod 8, vbSrcAnd
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

''''''''''''''''''''''''''''''''''

Next y
Next x
picMap.Refresh
Counter = i + 3
destX = destX + 1
destY = destY + 1
Next i
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-30-06 11:41 PM, in Visual BASIC 6 Help Link
BGNG i must say thank you so much. It's almost done but there's 1 problem. It's drawing the tiles only in the corners so how would I make it so the tiles go else where that's what the main Diagonal problem was.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-31-06 01:08 AM, in Visual BASIC 6 Help Link
Ok well here's what the code you gave me does

The code works fine for 1 block other then the fact I need to add tile filpping but anyhow

I need it so it blits more then 1 block to the picture box there should 128 blocks total. So that what I need to know.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 01-31-06 02:02 AM, in Visual BASIC 6 Help Link
Yeah it's doing that fine but what i meant is this is for the TSA portion of the map data so I need more blocks then just the one. by block 4 2x2 tiles make up a block so yeah, thanks a bunch
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Acmlm's Board - I3 Archive - - Posts by interdpth


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