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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: 5910 days
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Posted on 11-20-05 02:48 AM, in What are you listening to? (EXPLAIN in paragraph form as well NOW) Link
Just ending: Quartz Quadrant - Sonic CD. Excellent composition, and the synths rock. <3

Just starting: The Vandals - Punk as Fuck. Awesome punk song. =P

I've got a lot of Rock, metal, techno, and game music (which usually fills the gap). I wouldn't mind some jazz though, heh.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
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Posted on 11-20-05 02:51 AM, in Ranksets? Link
Originally posted by DS_MaSTeR
I have a Sonic one that was made by some one else on my computer somewhere. I could send those in, but there aren't that many ranks. And I wouldn't mind seeing a general Metroid rank set either. That would be cool.

I'd be all for that. Please do.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 11-20-05 03:33 AM, in Christmas List Link
Originally posted by BMF54123
Originally posted by elixirnova
Yep its christmas time again.

NO

NO IT'S NOT

...ugh. Sorry. I get a little irritated when Christmas decorations go up THE DAY AFTER HALLOWEEN.

Every time.

As for myself, maybe an iPod and Shadow the Hedgehog. I probably won't even get that, though.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 11-21-05 05:39 PM, in Introduction to Hex Link
Originally posted by spel werdz rite
How about some info on high and low byte data?
I'm working on data for Super Mario Bros, and I don't know much about high and low byte stuff.

Hmm... Well, I was mainly intending this to be a very basic course, but I suppose I could also have this as a semi-help thread.

Tell me what you DO know about high and low byte data. Once we get that out of the way, we can work on teaching you the new stuff.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 11-22-05 12:33 AM, in What music do you prefer? Link
Metal and Techno for me, though I make sure my library has many types of music.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
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Posted on 12-12-05 08:55 PM, in "View last post" thread option... Link
Just noticed this was done. Cool, and thanks.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 12-12-05 09:00 PM, in Super Mario Bros 3. Tha Edited Link
Originally posted by NetSplit
As a rule of thumb, you do NOT hack people's hacks. If you can find the hack, chances are you can find the original ROM, too.

I agree with this, though some people say theft is the highest form of flattery.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
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Posted on 12-12-05 09:22 PM, in Super Mario Bros 3. Tha Edited Link
You need to seriously calm down. Posting about your problems is called constructive criticism, and it's to help you do better with things. If you honestly can't take that, then you shouldn't have posted your hack here.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
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Posted on 12-12-05 09:27 PM, in Yoshi Sound Glitch Link
I don't think it has as much to do with ASM. Moreso just relocating the data and fixing pointers.

Hmm... I may consider fixing this as well. Did anyone break down the format?
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-02-06 02:58 AM, in Sonic 1 Megamix Link
This will be the official update thread for my hack. No release yet, but I have pics.

EDIT: Download now availiable at bottom of post.


Sonic 2 Options screen in Sonic 1, edited for my hack. Thank Stealth for that one.


Mighty in GHZ.


Shadow in SLZ. Enough angst for you? =P


Yes this is omfg perfect spindash in S1, dust and all. Thank Stealth again for that one.


Features as of now include:

- Seperate music for each act

- S2 level select and options menus edited to fit with my hack (Stealth)

- Perfect Spindash for each character (Stealth)

- 3 Characters: Sonic, Mighty and Shadow -- Each later to have thier own special move and physics stats. Thanks to Yuski for Mighty sprites and JohnnyUK for Shadow sprites.

- Sonic 2 running physics -- Run down a slope in SLZ and you'll go as fast as you do in CPZ. AKA slope related acceleration. (Stealth)

- Sound list:

GHZ1: Azure Lake
GHZ2: AIZ2
GHZ3: Original GHZ music edit

MZ1: Marble Garden 1
MZ2: Marble Garden 2
MZ3: Original MZ music edit

SYZ1: "Another Part of Me" by MJ -- Ported from Moonwalker
SYZ2: CNZ2P
SYZ3: Original SYZ music edit

LZ1: Panic Puppet 2
LZ2: Rusty Ruin 1
LZ3: Original LZ music edit

SLZ1: Chrome Gadget
SLZ2: "Smooth Criminal" by MJ -- Ported from Moonwalker
SLZ3: Original SLZ music edit

SBZ1: S3D Boss 1
SBZ2: DEZ2 (S3K)
SBZ3: Original SBZ music edit

FZ: Sonic 3 Final Boss

Credits: S3 Credits

Boss: S3K Boss

Special Stage: Sky Sanctuary

Invincibility: Slightly edited S3 invincibility


Soon to come...

- Wall climb for Mighty and speed boost for Sonic. Suggestions would be nice for Shadow's ability (make it sensible )

- Your choice. I want to see what you guys wanna see. =P

Discuss. I'd also like to note that each charater has seperate life icons now preceeding these shots, and each level has a new palette (not shown).

Download Link (Hacking Contest Build): http://www.fileden.com/files/15774/Sonic%201%20Megamix.bin


(edited by Tweaker on 01-02-06 01:59 AM)
(edited by Tweaker on 06-01-06 01:04 AM)
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-02-06 11:25 PM, in Answer this... Link
Originally posted by thrasas
Which movie had the best special effects in 2005?

My opinion: Harry Potter 4

I was considering seeing this, and I didn't know it had 1337 effects. How good is it compared to the book? I heard it was dfferent in some respects, but perhaps that would draw me to see it more.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-07-06 02:59 AM, in Sonic 1 Megamix Link
Originally posted by Sonicandtails
Wait...How did you put different music into the game?! Thats possible?!

...

And uh....All these uprising Sonic hacks lately are pretty poor...I dont want to see added features. I WANT TO SEE LEVEL OVERHAULS. NOW RIGHT NOW!







lol.

Chill negro, those are coming soon enough. =P

Yes, it's very possible. I'm the best in the community at it, so if you need help with it just come to me.

Shadow's ability needs to be sensble, people. I may consider floating with rocket shoes, but I'm not sure yet.

As for level mods... Here's some concept art of Azure Lake in Sonic 1. To replace Green Hill.

Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-07-06 06:15 PM, in Sonic for SegaCD Link
Originally posted by Stealth@SWS2B
Well, here it is. It's not what I wanted, but it will have to do since I can't waste any more time stumbling around in the dark.

This release doesn't work as intended, in that I have found one SegaCD and one Genesis problem that, as far as I can find, are not documented, and do not affect the game in emulators. The first could not be judged by running single files through a transfer cable, and the second, the only alternative, just fails on hardware. Those problems are described in the ReadMe, which I'll paste below. You may be able to play Sonic 1 as intended on hardware, however Sonic 2 definitely exhibits errors related to the problem described (no sound in levels, random crash). Emulator play seems unaffected, so if you're only interested in seeing the concept in "ideal" circumstances, or are only interested in the new gameplay mods (Included in the ReadMe), your experience will be unhindered. The only modifications that break on hardware are the ones intended to work around the RAM limitation of the SegaCD.

I make no claim that everything in this build actually does work correctly on hardware, nor do I claim that there are no other minor "glitches","issues" or unpolished aspects. In that respect, if I recieve any accusations/claims/reports of malfunction on hardware, or any details that I need not be concerned with during "proof-of-concept" development such as minor inconsistencies in displays or other issues that don't actually hinder normal gameplay, this will be the last you will see from me. It's not intended to be a fully polished, fully playable game, merely an experiment to prove/disprove the capability of the SegaCD to manage Sonic 1 and Sonic 2 in any capacity. At the moment, as far as Sonic 2 is concerned, I consider it "inconclusive".

I've spent too much time and gone through too much grief over this project, so this release is being made now, simply because I already made an announcement based on misleading experiences and information, and have already challenged someone who challenged the existance of this project to begin with. Now I'll be doing something else for a while.

Before downloading, please read and understand the above, and the ReadMe (who's region headers have been combined here):



Sonic for MegaCD Proof-Of-Concept Build

The ISO packaged herein is for US Region SegaCD. There is also
a Europe Region version that is, at the time of this release,
available at http://stealth.shadowsoft-games.com/SMCDE.rar

The ISO packaged herein is for Europe Region SegaCD. There is
also a US Region version that is, at the time of this release,
available at http://stealth.shadowsoft-games.com/SMCDU.rar

************************************************************

Important:

Certain claims of functionality were written into this
document during the burning of a test CD, before the hardware
was found to have unexpected, unemulated, undocumented
"problems" that did not show up in previous tests reguarding
issues that WERE known to require special care. The first
version exploited one functionality to attain more RAM storage,
however, this exploit rendered the CD reader unresponsive. This
version was created to replace it, however, the method used for
Sonic 2 during level gameplay renders the z80 sound program
useless on real hardware, thus, no sound (and some crashes)
during level play. Unless there are undocumented setup steps to
allow the use of Genesis RAM to store sound data for the z80
program on actual hardware (This is a necessary step to ensure
that the z80, which needs frequent access to DAC samples and
sound effects, still has access even when SCD Memory access
rights are swapped between processors), the only other
alternative is to replace the z80 program with a setup more
similar to that in Sonic 1 (with a DAC handler and it's samples
both stored in Z80, while a 68k program handles FM and sound
effects, only during VBlank), which would would add slowdown,
and would require conversion of all music and sound effects, as
well as new programming to accommodate for new music/sound
events that were added for Sonic 2. Without using the methods
attempted herein, there is not enough space to store the
uncompressed player art along with all other data within
most fully-developed level programs for Sonic 2

These programs remain fully functional through emulation, so
the documentation is left in-tact, with the addition of this
notice. A release of this nature is being made only because
word had already been given based on the lack of knowledge of
these unforseeable circumstances, because Sonic 1 appears
to be functional, and because of the effort already expended,
including the additional game modifications featured herein.
Testing ceases at this time, and any other use of this project
is placed on hold, pending further information and time,
allowing other projects an opportunity to be developed

************************************************************

The programs featured on this ISO are proof-of-concept for
the original Sonic the Hedgehog and Sonic the Hedgehog 2
running from MegaCD. Current features include:


Intro Level:

This is a small level area that uses gameplay for selecting
the player, game, and color mode. Player and color select
are controlled by re-appearing Monitors, and game select is
controlled by each of 4 springs. Two in the upper area select
Sonic the Hedgehog or Sonic the Hedgehog 2, or two below
select the test zone in either the Sonic 1 or Sonic 2 engine,
with the tunnel on the right selecting the Sonic 2 test zone
in 2P mode

Sonic the Hedgehog:

The Title Screen and complete Green Hill Zone from the
original Sonic the Hedgehog are available, featuring relevant
enhancements from "Knuckles in Sonic the Hedgehog", including
the playable Knuckles character, as well as a spindash and
Sonic 2 style motion handling for Sonic himself, and even a
playable Tails. Knuckles and Tails games may use one of two
color modes:

Friendly color - New character colors are forced to match
the game palette (with attempted minimum
impact) so that no original art appears
modified

Aggressive color - New palettes are loaded for the new
characters, displaying them with their
correct colors, though affecting other
sprites (with attempted minimum impact)

Sonic the Hedgehog 2:

The Title Screen and complete Emerald Hill Zone from the
original Sonic the Hedgehog 2 are available, featuring flight
for Tails, and a playable Knuckles. Sonic and Tails 1P and
2P modes are both available, though a tie-breaker is not

Test Level:

The test levels are built from the example output data from
SonED2, which are based on Shining Island from "Sonic the
Hedgehog: Project Mettrix". This is a very brief level for
both Sonic 1 and Sonic 2 engines showing functionality of
level layout and solidity/angles with functional loop.
These playable versions feature CD playback, using music
from the previously-mentioned Shining Island. For Sonic 2,
this level also represents a functional custom 2-player
level, which also shows a working combination of both CD
tracks and normal Sonic engine music (when an invincibility
item appears). The CD track, at the time of this release,
is available at http://stealth.shadowsoft-games.com/SMCDM.rar
and should be placed in the same folder as the ISO


All programming work are modifications, enhancements, and
adaptations of other Sonic game code, by Stealth
MStealthA @ aol.com
http://stealth.emulationzone.org

Based on reverse-engineering by Hivebrain/Stealth/drx
(Sonic 1) and Nemesis (Sonic 2), and partial personal
reverse-engineering of "Sonic 2 and Knuckles", Sonic 3,
and Sonic and Knuckles

Custom Levels created with SonED2, by Stealth

Music and Sound Effects from later games now appearing in
Sonic 1 ported by Tweaker

Some mappings were converted/built with LOst Library

US SegaCD boot information provided by Mask of Destiny

European MegaCD boot information provided by LOst

Original game design, programming, art, music, etc created
by Sonic Team and used without permission, but without
intent to harm Sonic Team or Sega, and without intent to
profit. New programming, content, and implementation remain
separate properties of their respective authors



I don't expect any positive feedback on the SegaCD nature of this project any more than I want negative, for the reasons described above. This is merely to explain the circumstances, prove the existance of the project, and display previews of other possible gameplay mods.

I'm glad to be able have partcipated in this project as well. You are fucking insane if you don't enjoy this.

SWS2B Topic: http://www.sws2b.com/forums/index.php?showtopic=5942&st=30
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-11-06 11:37 PM, in Sonic for SegaCD Link
Originally posted by The Sage Of Time
Originally posted by Stifu
Originally posted by BGNG
Off-topic, but um... Tweaker, did Stealth give you his permission to plagiarize his post in its entirety and bring it here? If not, then just make a link to the person's post next time. If they want to post something, let them do it themselves.

He quoted him, that's not plagiarism. No need to make a big deal out of this...

I think it is more the point that Stealth seems adamant on not being criticised here for this proof of concept work, and that publicity (without permission) could actually lead to just that very quickly.. (The dim-witted will say what they want, regardless of his simple request.)

This all just seemed to be something to prove a point, but I wasn't involved so I could not really say how he felt beyond that. Yes though, plagiarism was the wrong word here, but permission still would be best in this instance. (I will assume he has it, since he said he participated in the project, but for clarity sake I felt the need to make this post.)

Um, he encouraged me to post this at other places since he wasn't going to do so himself...

I'm pretty sure I linked him to this thread after I posted. If not, I'll do so when he gets on AIM.

Do you actually know Stealth at all? How could you know how he would feel about me posting this unless you did?

He was working on this on and off since about 2003, I believe. The whole "proving a point" thing was probably what led him to stress himself over a new deadline.

Please don't drag other forum drama here. We don't need it.


(edited by Tweaker on 01-11-06 10:40 PM)
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-22-06 08:04 PM, in I need music for my hack Link
Originally posted by asdf
Well, personally I think the SMB3 music is better, as its use is slightly more open. However, the castle musics and the cave music are crappy compared to SMW's versions. A good rule of thumb is that if you want a more happy mood in your hack, use SMW's tracks. If you want a darker theme, use SMB3's tracks. Keep in mind that the ending music with the SMB3 music gets messed up.

Not like you couldn't fix tthat by changing a few pointers and/or playlist values.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-28-06 02:37 PM, in Mario Time Machine 2 Screens Link
Originally posted by andres
Thanks . I wanted to use the sprites of the SNES version, but they was compressed .

Then make a savestate and rip them from there. Unless the SNES can read compressed graphics in VRAM, which from what I know is impossible.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-28-06 02:49 PM, in How can i change mario to luigi Link
You could rip the Luigi GFX from SMAS+SMW and use those, you know. They're already in SNES format, and you can snag the palette from the game as well.

As for YY-CHAR being a virus, it's probably the questionable choice of program name. It kinda sounds like a virus if you think about it.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
Skype
Posted on 01-29-06 01:11 AM, in (Smb1 hack) Kill Happypeepeehead - 2006 remix Link
Heh, that looks pretty cool. I should get into NES hacking one of these days myself, but I can't be arsed.
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
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Posted on 01-29-06 01:46 AM, in Demo of SM Element Worlds (It Works!!) Link
These GFX rips look sweet as hell. I'll give this a run later...

I do notice a few bugs in your layout though. It'd be good to fix that, as well as any broken tiles (which IMO ruin good GFX sets).
Tweaker

Red Koopa








Since: 11-18-05
From: Rochester, NY

Last post: 5910 days
Last view: 5909 days
Skype
Posted on 02-19-06 07:01 PM, in SMB1 music format doc Link
Oh, this is pretty simple! It reminds me of other formats I've worked witth already.

Nice work!
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Acmlm's Board - I3 Archive - - Posts by Tweaker


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