![]() |
| Register | Login | |||||
|
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
|
| | |||
| Acmlm's Board - I3 Archive - - Posts by Tweaker |
| Pages: 1 2 3 4 5 6 7 |
| User | Post | ||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Yes... I know about Sappy. However, in this case I'd lke the edit the music manually in hex (I can use Sappy to help me locate tables and indiviidual track locations though, which is a big plus in my book.).
I'm looking mainly towards the bigwigs here: Kawa, interdpth, etc. You guys know your stuff, and I'd appreciate a reply other than "LOL JUST USE SAPPY DUR". Thanks. ![]() |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| That's an "interesting" way of putting it.
Do you know what RAM means? It's an acronym for "Random Access Memory," and it's exactly what it's called -- a nice chunk of space where you can store and update data and values, clear those values, and basically manipulate how you please. This is essential for any electronic to have as ROM cannot be modified in realtime (being read-only memory). RAM = Editable values, can be modified in realtime by the game itself. ROM = Read only by the game, sorta like a CD in concept -- you can write to it once, but have the rewrite the whole thing when you want to modify it. AKA, you can't change shit in ROM while the game is running. And that should cover your question, methinks. ![]() |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Hmm... Thinking about the entire concept of the edit, it should be simple. Here's how I would do it...
First, I would track the routine that loads Mario's graphics into VRAM. Add a compare to the RAM byte that stores current character/game mode (1P or 2P, Mario or Luigi... etc). Then I would make a copy of that loading routine, and set up a branch table that chooses between the character art to load depending on character. Then I'd do the same at the routine that loads the seperate pallette for Luigi... Which should cover it all. I'd do the same for mappings if needed. That's putting it vaguely though. I'd like to hear the methods of the rest of you who did it, in case I'm makig bad use of the engine. Truthfully, I've never touched a SMB ROM, but I figure since this is how I did it in my Sonic hack, it should work in a relatively similar way. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
Originally posted by The Ultimate koopa Whenever I finish what I'm working on. At the moment work has kinda paused on this, but I'll get back to it later. The whole Sonic/Miles thing is just a trend. I may ditch that options screen in favor of a custom one in the future, but if not I may consider changing the BG mappings to allow for something more interesting. =P |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
Originally posted by Giko Cat Yeah, Hivebrain's site has info on mappings. Linky. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| I can safely say that it's shit easy once you understand the process. | |||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
Ask and you shall recieve:
Enemies spawn rings when destroyed (Note the custom life icon and monitors =P)
Milisecond (Or Centisecond, but whatever) counter in action.
Title screen. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Yeah, they're Johnny's. He gave me permission to use all his Shadow-related stuffs, and I intend to make good use of them. Since Sonic 1 is only 512kb, I have plenty of room for multiple sets of art for each character. It also gives me the opportunity to mess around with past ideas, and include them in some shape or form.
As for that log... I'll consider it. =P |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
Originally posted by Super_Tails Don't be stupid. I can't possibly see how that would work out. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| I use Hex Workshop. Tons of handy features there.
Also, check out my hex tutorial in the SMW hacking section. It should help you undertstand hex a fair bit. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Hey, it was me who made that hack. =P
Hmm... I figure you should ask the guys from SWS2B. In addition to myself, the other Tech Members there should surely be able to help you write up a routine that will do just what you're trying to accomplish. If you need help with the ntry quiz, I can help you out. Just throw me a PM. That's a cool idea, by the way. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Double-jump for Shadow is partially complete... I've just gotta work on momentum a bit and it's done.
What MK said is correct - It will be replaced with Azure Lake when it's finished; This is just a placeholder for the time being. The "Fire Dash" is something I'm kinda planning for Sonic. But it'll be more like the Jump Dash from Sonic Adventure. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Don't bother me about demos... I don't like to be pressured into a deadline.
My work on this periodically goes on and off... Thinking about the current feature list, and what needs to be done still, I may be able to release a limited demo soon. Suffice to say, it won't be as complete as the full release. But I guess it's something. What I COULD do is have one of my beta testers record a video showing off the current gameplay features... A little bit of each level, I suppose. Though there's not much change in the levels as of yet, it's interesting to see the cool new tricks you can do. ![]() |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Sorry, I'm still a bit unclear -- will this allow you to shift data in the ROM? Meaning, if I were to add extra data onto the end of a previous block (like if I added detail to compressed art or something, then put it at the same offset), that the ROM would still run?
Or does it simply double the size of the ROM? Because the latter I could do manually. Reading it again... Does this just relocate all data with a shitload of extra room after for extension? In that case, that's pretty damn handy, even if I could still do it manually. =P |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| You know, thinking about it, items that make limited use of suit abilities isn't a bad idea.
For example, a boomerang compared to the boomerang suit: Allow you to use a single boomerang as long as you can catch it again. That way, if you miss, you get another shot. When you hit your target, it disappears. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Ah, I see... When I referred to editing manually, it was mainly for individual data segments. Never knew you did them ALL -- that really ups the usefulness of the program, IMO.
Thanks for clearing that up. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| lol, happy April Fools to you too. ;P | |||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Nice, VERY nice. My only beef is with this:
IMO, the "Ultra" should fit the perspective of the "Mega Man" logo more -- a star wars effect, if you will. as more words come on screen, they get bigger, since the perspective intends for them to be closer to the player. If you could try that sort of effect, I believe it'll look much better in the end. Good luck with the rest - can't wait to hear the sound edits in particular. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
Just read the letter - you can tell that the style of writing isn't professional enough to be real. I'll post an authentic example:
They use a pre-written template and fill in key words later. There's a least three more letters almost exactly like this around the internet. =P Also, if the email was real, they'd tell you to keep it confidential (in most cases, like this). That's not fair to judge by though, so I'll obstain. |
|||
|
Tweaker Red Koopa Since: 11-18-05 From: Rochester, NY Last post: 5910 days Last view: 5909 days |
| ||
| Though light, these graphical tweaks make the game look better overall. Not bad, and keep up the good work. |
| Pages: 1 2 3 4 5 6 7 |
| Acmlm's Board - I3 Archive - - Posts by Tweaker |