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Acmlm's Board - I3 Archive - - Posts by beneficii |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Are you referring to the JSR statement? Essentially, what it does is puts the RAM address of the statement following it into the stack, then it changes the control to whatever the JSR statement points to. You will then use RTS to get the RAM address back out of the stack in order to continue from the JSR.
For example: @8456: LDA #$45 JSR $9123 STA $6543 //// @9123: CLC ADC $6100 RTS You start with LDA #$45, then it goes down to the JSR statement, it jumps to 9123 and executes there until it gets to the RTS and then goes back to the statement immediately following the JSR statement, the STA $6543 statement. Got it? |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Bloyburt What map editor are you using. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Andrew,
If you want to use the color blocks over a hole, you should use the floating ones, not the ones that extend to the ground. The ones that extend to the ground will crash if done over a hole. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Bloyburt Sweet. Guess who you're talking to? |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Bloyburt How'd you know. Anyway, I noticed that you used pipes, but you didn't seem to move the lock. How's working with all that coming along? Is my editor being good to you? EDIT: BTW, there's a slight error on your map. The tile just to the right of the water road just north of Stage 5 is a bit messed up. I recommend using Water 18, which is tile #93 for that spot. (edited by beneficii on 12-05-05 02:43 AM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by BMF54123 Actually, I did like a few days ago or whatever, but I wasn't posting yet so I forgot to comment. Bloyburt, Why does the game crash when you enter a pipe? Did you remember to set the pointer to the pipe stages? If not, then it's not surprising. Remember, to set the pipe stage to a certain pipe, in the editor pgup/pgdn to the pipe set you're using and then press Enter to enter the stage select screen. Answer "no" to "Is this the Sky Tower?" and then select either one of the two pipe stages (just one of hte entrances) and click "OK" (selecting one will change both). That stage will be set. Then go to pointers mode and put the pointers on each of the pipes, and have each of the entrances for the same pipe stage be the pointed stage and there you go! (edited by beneficii on 12-05-05 03:50 AM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Hamtaro126 You looked at YY-CHR's tile number and used it via Hex editor. How did you do that? |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Hamtaro126 Some games have sprites that are like what? I'm not even sure to what you are referring. I'm trying to help you by asking you questions and trying to see where you went wrong, so please be more specific. EDIT: I saw your update. You mention that this game has a different engine of something. Boy, you're not being vague. [/sarcasm] Anyway, can we get back to what you are talking about: Are you having problems figuring out how to find a tile from YY-CHR and then find the bytes for that title in a hex editor? That is what your first post in this thread seems to suggest. (edited by beneficii on 12-07-05 08:44 PM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Originally posted by Hamtaro126 Are you referring to how the game stores what tiles to use for certain sprites? Are you referring to, for example, where in the PRG-ROM the data for what tiles to use in the noteblock is stored? If that's the case, then I don't know the data, but I don't think it's that difficult to find. Do you know the sprite format in the SPR-RAM? If so, in FCEUXD SP, you can open up the PPU Viewer, and see the tile indices of the sprite in question. Then you can open up the Memory Viewer and go through the $200 page of the RAM (which is where the SPR-RAM is prepared) and find the tile. Note its address. Then go back to before the sprite got drawn and open up the Debug window. Go to Add on the top right under breakpoints, type the address for it, check "Write," Press OK, then click Run in the main debug window. Then go back and when that address gets written to it will pop up the debug window and show you the address. Scroll up a good few bytes to confirm that it is saving that tile index to the address. If it used a STA statement for example to do the writing, then take a look at the present accumulator value to see if it matches your tile. If it was a STX statement, then the X register, etc. (Just below PC; A means accumulator.) After confirming that, scroll up the code and try to see where it got that value from. If it was, for example, STA statement that wrote to the address, then find an LDA or TXA or whatever statement write before that and then trace that back until you get an address to where it got the value. If it was a RAM address, then you need to repeat the process outlined above until you can find an originating ROM address; if it was a ROM address, then you've stumbled upon a treasure trove.... |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Wait, that isn't the Mario from SMB1; that is the Mario from SMB3 (q.v. the PICTURES). Did you do a graphics hack where you inserted the SMB3 Mario? Somehow, I'm doubtful, but we'll see.
Also, how is the first picture glitched? (edited by beneficii on 12-08-05 12:12 AM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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on or before Dec. 8, 2005, pls download it again. For the backstory of why, look below:
Long ago, when I set up the smb3strt file, I made an error. For the last byte of the hack, I put a 47 when I should have put an A7. I corrected it, but I did not delete the files with the error. When I made the zip file and uploaded it, I accidently used the errorful IPS patch. Well, I fixed it, or so I thought. Apparently there are still patches floating around with the final byte being 47 when it should be A7. Trust me, you will want to get the fixed, because if you do different-screen gameover with the 47 version, it will lock the game up, because the JMP statement will be sending it to a bad address. Pls learn from my mistake, as I am right now, if you have files with errors, clean them up. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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Ooops.
http://www.geocities.com/beneficii/smb3map.zip |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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How about this? It has to do with "Access Controls"; scroll down to no. 3.
http://www.loc.gov/loc/lcib/0312/copyright.html (edited by beneficii on 12-08-05 03:47 PM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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No offense intended, but it's absolutely terrible. You should try to make it more interesting. Diversify your map a bit. | |||
beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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UZI,
That is quite an improvement; may we have a demo demonstrating your new Koopa suit, among other things, to help build your credibility. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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DD,
What mapper are you going to use for the expanded ROM? (edited by beneficii on 12-19-05 09:11 PM) |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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You can also get my SMB3 Map Editor:
http://www.geocities.com/beneficii/smb3map.zip It's a map editor with more functions than the discombobulator's: It lets you edit the pointers better (by giving you a list of stages) and it lets you edit the airship retreat points, the locks, and the pipes. For the other hex editing, you should learn 6502 ASM and how the NES works and it's memory maps, then you should get FCEUXD SP and make use of its debugger and tracer to figure out the particular piece of the game engine you want to hack then to figure out what parts of it you need to intervene to make it like how you want. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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I notice that after expanding the ROM, the Y button-party change gets enabled. You know that at the beginning of the game you're not supposed to be able to press Y to have the party adjustment screen come on? Well I don't know all that happened, but I expanded the ROM and changed a little bit of Chrono's mom's dialog at the beginning, and at the beginnign when I press Y, the party adjustment screen comes on. Is that a bug, was it intended, or is there some way of removing it?
Thanks. |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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I'm sorry, but I could not follow this post.
Originally posted by Light PKMN |
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beneficii Broom Hatter Since: 11-18-05 Last post: 6293 days Last view: 6289 days |
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OK, thanks y'all. The bug was rather easy to fix.
I also have another issue, this site: http://www.chronocompendium.com/wiki/index.php?title=Utilities_%28Chrono_Trigger%29 said that "Chrono Trigger Editing Companion can edit Item, Enemy, Playable Character, and other stats...[and] was designed as a companion for Temporal Flux until Geiger added these features to that program," in other words, saying that Temporal Flux has enemy-, playable-character-, and item-editing capabilities, but I checked the old Temporal Flux manual and I dug through Temporal Flux 2.00's menus and cannot find any such editing capability anywhere. Is it placed within a specific area of the program, or was the info on Chrono Compendium inaccurate? Thanks. Also, I've been toying around with the event editor, simply learning how it works. The thing that I'll probably have the biggest quesiton about are the Objects and the Arbitraries. Under quite a few Objects, I see a list of Arbitraries that sometimes do things and sometimes don't. Perhaps we could see a manual that gives an explanation of the Objects and Arbitraries, as into how and when they're executed and perhaps into how we can change that. Thanks. |
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Acmlm's Board - I3 Archive - - Posts by beneficii |