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05-15-24 04:01 AM
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 10-03-06 08:36 PM, in Metroid Zero Mission hacking Link
And now what you all have been waiting for! Pictures
Yes, the S's are the sprites/enemies and they are moveable and saveable and changeable. Just editing the sprite number not the sprites details

Anyway Long post i'm being lazy today


Before



After
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-04-06 04:23 PM, in Metroid Zero Mission hacking Link
Nope not my priority right now, probably going to be along with the sprite data so, that won't be for a while seeing as how this is basically 95% of me doing all the coding and rest of the research, this will take a while therefore no release dates maybe christmas? =P But the most this project will die is for a week or less so yeah I really want to be able to hack this game to it's fullest extent
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-04-06 05:12 PM, in What do you all do (on comp and off) besides go to Acmlm's Board? Link
On:
Program
Chat with my various friends
Work on my myspace layout and just hang around there
Obvious "videos" which are not for entertainment and such or anime, if you get what I mean.
Watch Power Rangers(YES!)

Off:
Talk to my girlfriend on the phone
Hang out with her
Talk to other people for short periods of time on the phone
Watch TV.
Go to the store


Louisiana offers less hanging out then California
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-09-06 04:26 PM, in Metroid Zero Mission hacking Link
Originally posted by Arva
Perhaps this question has already been asked, but when do you calculate on being finished with this project?


Reading threads help!

Originally posted by interdpth
Nope not my priority right now, probably going to be along with the sprite data so, that won't be for a while seeing as how this is basically 95% of me doing all the coding and rest of the research, this will take a while therefore no release dates maybe christmas? =P But the most this project will die is for a week or less so yeah I really want to be able to hack this game to it's fullest extent


Well I found Music related tables and stuff and i'm working on that and other stuff. MZME is alive and well and so is MZM hacking so be happy this project isn't dead and there will be a release Novemeber 17th the day I typed the first C code that became my basis for MZME all though it just edited the header it allowed me to find some stuff out =P

So set your calendars for next month
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-10-06 10:45 PM, in Metroid Zero Mission hacking Link
Ok, well i'm icing MZME was a week thanks to Kejardon suggesting longer I chose a month, but hey I might get bored one day and code

I went and uploaded a release for you all please do not post any bugs. I know all of them and any damage to your ROM I am not accounted for. This program is buggy.

If you would like to help me, when you find a room that doesn't look right or doesn't load. Tell me what area it's in and what room number that'd help a bunch anyhow have fun.

Attachments

mzmerel.zip (62298b) - views: 70
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-11-06 07:17 PM, in Metroid Zero Mission hacking Link
If I deemed that necessary then I would, Load ROM I have it for several reasons, one being an OCD I had to have, after you open the ROM just click Load ROM to start everything thing then just load levels with the scrollboxes/comboboxes on the left, the edit dictates which piece of data you are editing, layer control dictates what's being used the current room. Layer View dictates what layers you're seeing. To edit and enemy click the enemy then change the sprite from the scrollbox/combo box to save the enemy to memory then click. To edit the clipdata/movedata the combobox next to attribute controls what's being put there. Then in the top corner you can edit the music, where the map is at on the minimap and the tileset. It's really easy to handle
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-13-06 05:59 PM, in Metroid Zero Mission hacking Link
Nope, Save works fine on my end.
Let me reupload it this should work, and make sure all the little VB runtimes are installed.

Attachments

mzmerel.zip (62298b) - views: 84
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-14-06 04:13 PM, in Metroid Zero Mission hacking Link
Spread the word!
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-14-06 06:01 PM, in Metroid Zero Mission hacking Link
Far from release hell I just put basic door editing in it. And as for me not giving up. I'm taking a break
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-16-06 12:22 AM, in Metroid Zero Mission hacking Link
It's your screen size it's too big right click your desktop choose properties click the screen resolution tab, change the size to 1024 x 768 and it'll look better
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-17-06 04:03 PM, in Metroid Zero Mission hacking Link
Right click again, properties, Appearence, Font size, make sure it's normal or just change it.

If anyone would like to talk to me about MZME if they would like to help in anyway

AIM : interdpth
msn : kittyhacker@hotmail.com

Yeah
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-17-06 05:07 PM, in Metroid Zero Mission hacking Link
I dunno depends on if my hack will need them. What you are asking is a big proposal, I have to move banks of information over usually about 50*(size of header)

then have to find space for the maps it's a big hassal, users should learn to do that on their own. The game has 6 areas. there's a little less or more then 50 rooms per area, that's alot of space. The minimap part requires some amount of ASM hacking, there was room for 4 extra minimaps, but nintendo took them out and they all point to the same space.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-18-06 12:21 AM, in Metroid Zero Mission hacking Link
Ok, well found out the problem it was in the saving clip data area it's been fixed, I need some new beta testers as the other ones kind of vanished on me
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-20-06 09:35 PM, in Metroid Zero Mission hacking Link
Item editor, later the other thing what?

And right now current MZM hacking progress i'm trying to get the lava and water code in ATM
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-26-06 12:47 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
There are no words to how great this game is

BTW

BUMP
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-28-06 12:15 PM, in Is this possible and how hard would this be? (A Pokemon Fire Red idea) Link
Well I don't think map extending would require any ASM hacking. ROM extending of course. You'd have to move room header tables to blank space to include the new rooms you want. And of course you'd have to repoint the old pointers for the headers to the new one's. It'd be easy to write a tool to do that for you. Keitaro and Kawa I believe cracked the time system. But that may only be for R/S/E I'd think FR/LG would still have that in their memory somewhere since the engine code was based on R/S/E but i'd think that the only thing that'd require ASM would be making a clock, a day and night system well that could just do some if and compares via the scripting system, but you'd defienntly need to recode the badge system to include the different badges so that'd count for ASM, it'd be pretty feasible in my opionion given the motivation and the time.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-30-06 10:09 PM, in Pokemon Diamond and Pearl Link
Ok, so anyone here have any of these great games? Albeit Japanese, any one have them? Actual carts or running pirate versions. I can't really read Japanese but the engine is still a pokemon engine and it's not That hard to figure things out

My current friend code is 0773 9193 7557, really want to try out the voice chat feature while battling
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-30-06 10:58 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Hell, even if you haven't beat it, it's a really fast and enjoyable run.
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 10-31-06 09:23 AM, in Metroid Zero Mission hacking Link
There are no text tables as far as I have seen. The only one's i've seen are ASCII and they're for SRAM and the credits. Here's all the information I got have fun

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 'Tileset Used
bBg0 As Byte 'is Foreground on?
bBg1 As Byte' is Level on?
bBg2 As Byte' is Background on?
lBg3 As Long' Is bg3 on effects?
lForeground As Long' Pointer to RLE compressed Foreground Pointer
lLevelData As Long' Pointer to RLE compressed Level Data
lBackGroundObjects As Long'Pointer to RLE compressed Background data
lClipData As Long'Pointer to RLE Clipdata
lBackgroundImageTSA As Long'Pointer to RLE image data
bEnemyIndex As Byte'Jiggly explains further down
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 'Pointer to Tileset Formula = (TileTablePnt - &h8000000)+(btileset*16)
bSeperator5 As Byte
bMiniMapRoomX As Byte'X byte for Minimap
bMiniMapRoomY As Byte'Y byte for minimap
bSeperator6 As Byte
bTide As Byte
bEffect As Byte
bMusic As Integer'Music
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
*************************************************************************************************************************
RLE COMPRESSED |
************************************************************************************************************************|
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:
Graphic:0x40E0C4
Total bytes:10272 I think
Palette: 0x411360, make the first value 0 to get it right.

Minimap Banks
0840693C
08406B50
08406D34
08406F98
08407178
084072E4
084074AC
0840693C
084077B4
084077B4
084077B4

Random
Halts are in every 16 vblanks
8193ADC - Theme song is held here

Memory Notes
30013BA-Something to do with Scrolling
30013B8-More to do with scrolling
3000BF3-Controls the option menu
2034000 - Minimap Decompressed data
6001800 - TSA data kept here from the RLE i'd guess
3005450 - Did something really weird scrollwise, didn't update at all
300009C - Foreground controller
30013F0 - Sprite thingie
202D800 - Decompressed Level Data goes here.

Music Data
0xc Bytes
Table starts - 808Cf70
Pointer to table -822c23C
0x808CF70
0x822B990
0x822BAC6
0x822BC70
0x822BE04
0x822BE85
0x822BF06
0x822BFF0

Scroll Banks
0875FAE4
0875FB34
0875FB64
0875FBAC
0875FBE8
0875FC04
0875FC34
0875FAE0
0875FAE0
0875FAE0
0875FAE0


(edited by interdpth on 10-31-06 04:11 PM)
interdpth

Mole
MZM rapist


 





Since: 11-18-05

Last post: 6295 days
Last view: 6295 days
Posted on 11-01-06 05:20 PM, in Metroid Zero Mission hacking Link
Ok here's the latest one I have things to jiggly for clearing thanks up,
This look right?

Oh and Jiggly would you mind providing the bytes for the door again?
Private Type RHeader
bTileSet As Byte
bBg0 As Byte
bBg1 As Byte
bBg2 As Byte
lBg3 As Long
lForeground As Long
lLevelData As Long
lBackLayer As Long
lClipData As Long
lBackgroundImageData As Long
bWaveSpeed As Byte
bSwitch As Byte
bSeperator1 As Byte
bSeperator2 As Byte
lSpritePointer As Long
bSpriteIndex1 As Byte
bEventSwitch As Byte
lSpritePointer2 as long
bSpriteIndex2 as byte
bEventSwitch2 as byte
lSpritePointer3 as long
bSpriteIndex3 as byte
TileTablepnt As Long
bSeperator5 As Byte
bMiniMapRoomX As Byte
bMiniMapRoomY As Byte
bSeperator6 As Byte
bTide As Byte
bEffect As Byte
iMusic As Integer
End Type
Before and After pics!

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Acmlm's Board - I3 Archive - - Posts by interdpth


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