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Acmlm's Board - I3 Archive - - Posts by interdpth |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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Originally posted by Arva Reading threads help! Originally posted by interdpth 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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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Nope, Save works fine on my end.
Let me reupload it this should work, and make sure all the little VB runtimes are installed. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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Spread the word! | |||
interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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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 |
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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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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There are no words to how great this game is
BTW BUMP |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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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 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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 |
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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) |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6295 days Last view: 6295 days |
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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! Old Decompression: New Decompress: |
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Acmlm's Board - I3 Archive - - Posts by interdpth |