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Acmlm's Board - I3 Archive - - Posts by Tweaker |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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http://team-sonic.com/Sonic%203%20Chaotix.ips
This is a port of the music from Knuckles' Chaotix on the 32x to Sonic 3. It's not perfect because: - Sonic 3 doesn't support 6 FM channels playing at once - I didn't add the drums yet. Ths isn't much for practical play, but rather to take the music from it and put in custom hacks. You can play it through though -- It won't blow up. =P Enjoy, and feel free to use if you want. (edited by BMF54123 on 11-18-05 04:50 AM) (edited by Tweaker on 11-18-05 03:06 PM) |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Joke's on you -- He picked Super Gunstar Heroes, not Gunstar Super Heroes.
Either way, this is fucking brilliant. First time I played Gunstar Heroes (and won't be the last) and the Sonic tunes instantly made it better. Glad you found my ports and notes useful, hehe. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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The accented e thing is Alt+0232 | |||
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Oddly, Fusion is the only emulator that it screws up in. I have no idea why... I'm guessng it's a glitch with Fusion.
Anyway, IPS: http://team-sonic.com/Sonic%203%20Chaotix.ips I updated the first post to include it as well. Enjoy... again. =P |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by BMF54123 yes... He forgot to convert the looping coordinaton flags in the song. I'll work wiith him on fixing the faulty music. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by Kles Hmm... I'm afraid I can't say I'm so sure on that one. Though the S3D music ports will make an appearance in my upcoming two hacks: Sonic 3 Megamix and Sonic 3 & Knuckles Megamix; The former to come first. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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I must've missed the old thread about this -- Anyone willing to explan it to me in a nutshell? | |||
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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"DON'T TRUST THEM NIGGAZ OVER THAR"
Discuss. =P |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by Apofisu Agreed; I'll watch the CC version till they cut it in 4 years. (confirmed news, btw) |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Anyone use Fusion for thier Genny needs? It's one of the most accurate Genesis Emulators out there, plus it even supports Sega Master System/Game Gear emulation -- And supports it well. The sound core is amazing -- the most accurate out there, in fact. Perfect for recordings, and an enhanced experience. And guess what? It supports scretched Special stage in Sonic 2, meaning it supports the alternate (smaller) screen mode the Genesis that can handle more sprites on screen at a time. And it's the only one that can!
But don't just take my word for it, try it yourself! |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Hey there, Tweaker here. Decided now that I decided to frequent here more, I should contribute a tad bit more.
Anyway, first off, you must realize that Hex stands for Hexadecimal, which is a base 16 number system. This is similar to decimal, which is a base 10 number system. So let's learn the numbers, shall we? Decimal: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ------Hex: 0 1 2 3 4 5 6 7 8 9 A B C D E F 10 As you can see, counting to 16 in decimal is equvelant to counting to 10 in hex. Hex is pretty much decimal with six extra values tacked on to it. Now, how do we hack Super Mario World with hex? Well, as you may or may not know (hopefully may), everything on a computer is represented by binary code (AKA 001010101110, etc). Of course, editing and viewing ROMs -- or ANYTHING -- in binary alone is extremely impractical (unless you're dealing with bit-based compression algorthms and opcodes...). So as us humans oh-so-hate things being complicated when they don't have to be, we found a way to simplify binary; Using hexadecimal. Hex is dealt with by the byte in most operations. In case you don't know your terminoligy, let's fix that right now: Nybble - Half a byte, or a single digit. "A" would be a good example. Byte - Full hexadecimal value, equal to 8 bits, and two digits. Something like "01" or "1C". Word - Two bytes, or 16 bits. Need I really explain this more? "010A" or "1550" would be good examples. Long(word) - Two words, or 4 bytes, or 32 bits. "00012345' would be a good example. FYI, byte types are advanced in powers of 1,024. 1,024 bytes makes a kilobyte, 1,024 kilobytes makes a megabyte... etc etc down the whole damn chain. Now that you know your basics, we can start editing and move on to pointers and such. So first off, what is a pointer? Well, a pointer is pretty much what it's called -- a pointer. It's a hexadecimal string that lists an offset in ROM in which to locate data. (BTW, an offset is just the current byte in ROM that you're at. $012345 [out of $200000, though that bt's redundant] would be an offset.) Since the SNES' main processor is Little Endian, you need to read pointer backwards by the byte to get the offset to be located. For example, if my pointer read 56341200, first I'd split that into bytes. 56 34 12 00. Now I take the byte order and reverse it. This becomes 00 12 34 56, which I compress back into a longword - 00123456. So this pointer wants to locate data at offset 00123456 ($123456). Let's make a practcal example. Let's say you wanted to edit Mario's art to add more frames to some animations (which you should edt mappings for later, but ). You can't add them to the current location because there is vital data after Mario's art. So what we should do is expand our ROM and add Mario's art to the end so we can add as many frames as we want. We'll say (it isn't really) that the location for Mario's art is at offset $55439. However, we don't know where the pointer to his art is! So guess what? We're gonna find it. Remember how I said pointers are offsets byteswapped in ROM? Well, take the offset of Mario's art and byteswap it. Originally, 00055439, it becomes 39540500. Run a search for this in the ROM and you should get at least one result. We found our pointer! Now we'll say the end of the ROM s offset $02000000. byteswap this and replace our pointer wth 00000020. This is telling the game to look for Mario's art at $2000000, rather than $55439. Now put Mario's art there and run the game -- It should work! You can even delete the old art and Mario will still be as good as new. Hope this helps some people understand how to use a hex editor better. may add more examples if requested, but this should be enough to get you going on your own as a better hacker overall. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by Kailieann Yeah. That's true wth any system that uses palettized sprites. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Similar to IPB, could a "view last post" option be added to forums and topics to which you can hop to the last post made in the forum/thread?
Also, could a topic preview be made on forums so you could see which topic was last posted in forums? It'd help me to find more interesting topics to quick post in when I see them, rather than digging through forums to find a topic of interest. Thanks for reading. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by Private AdamantOriginally posted by Alastor the Stylish You, my friend, totally won this topic. Have a cookie. Myself, I just turned 15 on 10/2. Another year to go! Heh. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by Arthus Close; The last post of the lastest thread posted in. I should've been more precise. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Hmm.... Perhaps we should grab all these ROM addresses and collect them in a single document, in order by offset. Like a breakdown of sorts. =P
Hmm... I can reverse engineer some RAM addresses to find some ROM addresses. I'll post if I find anything interesting. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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You are AWESOME. <3 (edited by Tweaker on 11-19-05 01:31 AM) |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by KailieannOriginally posted by Tweaker Yep. Yay. |
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Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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PM me and I'll help you get it. Just try reading the rules next time. | |||
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 6284 days Last view: 6283 days |
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Originally posted by LocalHOriginally posted by Tweaker Well then I have no clue. ...actually, I do. The fact that a few of those songs are prepped for 6 FM channels when the driver doesn't support it may be why. Also the fact that in later songs, I used an RTS on the DAC pointer. I did this ages ago. Cut me a bit of slack. =P |
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Acmlm's Board - I3 Archive - - Posts by Tweaker |