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| Acmlm's Board - I3 Archive - - Posts by Xenesis |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| User | Post | ||
Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Not bad, not bad at all. You're in the top million. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| Illusion of Time/Illusion of Gaia
Deus Ex Advance Wars DS Tyrian Total Annihilation. Not the most conventional list, but hey, I like what I like. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| I'm going to have to re-read that a dozen times before I get my head around it, but thanks for that.
Also, I have just confirmed...the 6th and 7th bytes of the map data are the x width and y height, assuming you leave the first compression in the header as is. Edit: Ahahaha! Yeehaa! Excellent! It's quite possible to create a fully uncompressed map simply by entering the individual tile bytes in and then placing an 00 byte after every 8 bytes! You don't know how long I've wanted to do this for! Sure, making decompressed maps is in no way efficient whatsoever, but it's now possible to map hack! Whee! :o Better continue on my list of Tile Ids then.
I'm really grateful...you don't know how helpful this is. Edit 2: A list of tile IDs for the first 0x020F tiles. Format is little endian? Eg, a plain is 01 00. Terrain list: 00 Set 01 Plain 02 Low Mountain 03 Plain with Mountain peak below 04 Plain with Rubble 05 N/A 06 N/A 07 N/A 08 Sea (Land on all sides) 09 Sea (Land in Bottom Right) 0a Sea (Land in bottom) 0b Sea (Land in Bottom L, Bottom R) 0c Sea (Land L and R) 0d Sea (Land BL and TR) 0e N/A 0f N/A 10 Shoal (Land S) 11 N/A 12 N/A 13 East/West Bridge 14 East/West Bridge 15 East/West Bridge again? 16 North/South Bridge 17 Sea (Land Top/Bottom) 18 North/South River 19 East/West River 1A T Intersection North/East/West River 1B + Intersection River 1C East/West River 1D East/West Rive (South Bank only) 1E North/South River (No Banks) 1F North/South River (No Banks again?) 20 Short Mountain 21 Plain (Mountain Shadow West) 22 Tall Mountain (Cut off Top, Mountain Top at bottom) 23 Tall Mountain (Cut off Top) 24 Forest + Forest Clump (Bottom Right) 25 Forest + Forest Clump (Bottom Right) 26 Forest + Forest Clump (Bottom) 27 Forest + Forest Clump (Bottom Left) 28 Sea (Land Right) 29 Sea (Land Right + Bottom curve) 2A Sea 2B Sea (Land Left + Bottom curve) 2C Sea (Land Left) 2D Sea (Land Top L, Bottom R) 2E Shoal (Land R) 2F Shoal (Land R-Bottom curve) 30 N/A 31 Shoal (Land L-Bottom Curve) 32 Shoal (Land L) 33 Sea (Land L+R) 34 Sea (Land L) 35 Sea (Land R) 36 N/S Bridge 37 Sea (Land Top, Bottom R) 38 Another damn N/S River 39 Another E/W River 3A T-River (E/W/S) 3B N/A 3C Another E/W River 3D Another Another E/W River 3E N/A 3F N/A 40 N/S Road 41 S/E Road 42 S/W Road 43 Plain with Mountaintop 44 Forest + Forest Clumps (Right) 45 Forest + Forest Clumps (Right) 46 Forest Clumps (Centre) 47 Forest + Clumps (Bottom Left) 48 Sea (Land Top Right) 49 Sea (Land Top to Right Curve) 4A Sea (Land Top) 4B Sea (Land Top to Left Curve) 4C Sea (Land Top Left) 4D N/A 4E N/A 4F Shoal (Top to Right Curve) 50 Shoal (North) 51 Shoal (Top to Left Curve) 52 N/A 53 U Shoal (Open on Right) 54 U Shoal (Open on left) 55 U Shoal (Open T) 56 N/A 57 N/S River 58 S/E River 59 S/W River 5A S/E River 5B S/W River 5C N/S River (No Right Bank) 5D N/S River (No Left Bank) 5E N/S River (No Right Bank, Up Flow) 5F N/S River (No Left Bank, Up Flow) 60 N/E Road 61 E/W Road 62 N/W Road 63 N/A 64 Forest + TopR Clumps 65 Forest + TopR Clumps 66 Forest + TopR Clumps + Left Shadow 67 Forest + Left Shadow 68 U Sea (Bottom Open) 69 Sea (Land Bottom L + Bottom R) 6A U Sea (R Open) 6B Sea (Land Top L + Bottom L) 6C Sea (Land Top + B) 6D Shoal (Land Bottom, Low-High Curve) 6E Shoal (Land Bottom, High-Low Curve) 6F N/A 70 N/A 71 N/A 72 N/A 73 N/A 74 N/A 75 U Shoal (B Open) 76 N/A 77 N/A 78 N/E River 79 N/W River 7A N/E River 7B N/W River 7C T-River (N/S/W) 7D T-River (N/S/E) 7E T-River (N/S/W) 7F T-River (N/S/E) 80 N/S Road (Shadow) 81 N/E Road (shadow) 82 N/W Road (Shadow) 83 N/S Road 84 E/W Road 85 E/W Road 86 Forest 87 Forest 88 T NEW Sea 89 U-Sea (N Open) 8A T-Sea NSE 8B U-Sea (L Open) 8C N/A 8D N/A 8E N/A 8F North Shoal (Low-High-Low) 90 N/A 91 N/A 92 End Shoal (West Face) 93 End Shoal (East Face) 94 N/A 95 N/A 96 N/A 97 N/A 98 N/E River 99 S/W River 9A S/E River 9B S/W River 9C T-River N/S/E 9D T-River N/S/W 9E T-River N/S/E 9F T-River N/S/W A0 N/W Road + Shadow A1 E/W Road + Shadow A2 N/W Road + Shadow A3 N/S Road + Shadow A4 E/W Road + Shadow A5 E/W Road + Shadow A6 Forest Clump A7 Forest Clump (Top R Corner) A8 Sea Land L + BR A9 Sea Land R + BL AA T-Sea NSE AB T-Sea NSW AC N/A AD N/A AE N/A AF W-Face Shoal BO E F Shoal B1 N B2 Top R Corner Shoal B3 Top L Corner Shoal B4 N B5 N B6 BR CornerShoal B7 BL Corner Shoal B8 NE River B9 NW River BA NE River BB EW River BC EW River BD EW River BE EW River BF EW River C0 NEW Road C1 NES Road C2 NEW Road S C3 NES Road S C4 NE Road C5 NE Road C6 Forest Clump C7 Forest Clump C8 NES Ocean C9 NWS Ocean CA N CB M CD S Shoal CE S Shoal CF W Shoal D0 E Shoal D1 N D2 Bottom R Corner Shoal D3 Bottom L Corner Shoal D4 N D5 N D6 TR Corner Shoal D7 TL Corner Shoal D8 NES River D9 NWS River DA NES River DB NWS River DC EW River DD EW River DE EW River DF EW River E0 EWS Road E1 NES Road E2 EWS Road Shadow E3 NES Road Shadow E4 NE Road Shadow E5 NE Road Shadow E6 Forest Clump E7 N E8 EW Sea E9 EW Sea EA EW SEa EB ES Sea EC WS Sea ED N EE N EF S Shoal F0 N F1 N F2 BL Corner Shoal F3 BR Corner Shoal F4 N F5 N F6 N F7 N F8 NES River F9 NWS River FA NES River FB NWS River FC Turbulent River FD Turbulent River FE N FF N 01 Set 00 + Road 01 + Road Shadow 02 N Cap Pipe 03 S Cap Pipe 04 NW Road 05 NW Road 06 Plain + Forest 07 Plain + Forest 08 Sea 09 Sea 0A Sea 0B Sea 0C Sea 0D N 0E N 0F N 10 N 11 N 12 TL Corner Shoal 13 TR Corner Shoal 14 N 15 N 16 N 17 N 18 River 19 River 1A River 1B River 1C River -> Sea 1D River -> Sea 1E N 1F N 20 W Pipe Cap 21 E Pipe Cap 22 NS Broken Seam 23 EW Broken Seam 24 NW Road 25 NW Road 26 Plain + Forest 27 Plain + Forest 28 Sea 29 Sea 2A Sea 2B Sea 2C Sea 2D N 2E N 2F N 30 .. 37 N/A 38 River 39 River 3A .. 3F N/A 40 NE Pipe 41 NW Pipe 42 EW Pipe 43 NS Pipe 44 WS Road 45 WS Road Shadow 46 N 47 N 48 .. 4F N/A 50 - 5F N/A 60 NE Pipe 61 NW Pipe 62 NS Pipe Seam 63 EW Pipe Seam 64 SE Road 65 SE Road + Shadow 66 N 67 N 68 Reef 69 - 7F N/A 80 Missile Silo 81 Laser Shooter 82 S Minicannon 83 N Minicannon 84 W Minicannon 85 E Minicannon 86 Umi (Appears as Plain. Placed under Multitile Black Inventions) 87 South B Cannon (Overwrites 8 tiles surrounding it as well as Black cannon) 88 Umi 89 Umi 8A North B Cannon 8B Umi 8C Umi 8D 'Factory' 8E Umi 8F Umi 90 Deathray 91 Umi 92 - 9F N/A A0 Launched Silo A1 - A3 N/A A4 Umi A5 Umi Mountain (Volcano) A6 Umi A7 Volcano (Takes up the tiles 1 Left, 2 Right and 2 Above 1 Below) A8 - AA Umi AB - 'Blocked' (Under Black Fortress/Factory) AC Umi AD Umi AE + Road AF Garbled Factory B0 Umi B1 Umi B2 - BF N/A C0 Neut HQ C1 Neut Base C2 Neut City C3 Neut Airport C4 Neut Port C5 OS HQ C6 OS Base C7 OS City C8 OS Airport C9 OS Port CA BM HQ CB BM Base CC BM City CD BM Airport CE BM Port CF GE HQ D0 GE Base D1 GE City D2 GE Airport D3 GE Port D4 YC HQ D5 YC Base D6 YC City D7 YC Airport D8 YC Port D9 Neutral Lab DA OS Lab DB BM Lab DC GE Lab DD YC Lab DE N DF N E0 - FF - Sequence Repeats 02 Lot 00 - 0F Blank (edited by Xenesis on 07-26-06 10:51 PM) (edited by Xenesis on 07-27-06 12:34 AM) (edited by Xenesis on 07-27-06 12:37 AM) (edited by Xenesis on 07-27-06 02:39 AM) (edited by Xenesis on 07-27-06 02:44 AM) |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Fencing. I take perverse pleasure in stabbing people through the heart. ![]() |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| My personal recommendation? A language that you'll use or find interesting.
Learning a language that you won't practice or use semi-frequently is kinda pointless. If your lifelong dream is to tour Europe, learn those languages. Likewise, if you want to explore Asia, learn those. If you're an anime slut, learn Japanese. ![]() |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Originally posted by Kario As disturbing as it may be, most emotions are thought to be simply related to various chemical levels in your brain. There's a reason morphine makes you feel good, you know, or why many drugs that you take mimic a similar effect to natural endorphins and the like. And I'd also say that it's pretty unlikely that doctors are pushing drugs around here for kickbacks. The big drug companies don't have complete control over our country...yet. ![]() |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| I think this annoucement means one thing...
The rom hacking community has died a little on the inside. Despite not liking Mario 3 much, you really had something impressive going, and I wanted to see the final product just to see what you could do with it.
But man...3 weeks. That really sucks. I mean, I've been working on a project at work for over 6 months, and if I had to go back and do 3 weeks of work again, I'd be pretty down too. Still, I hope you find the resolve to finish it. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| And whatever you do, avoid installing or using that computer any more than is possible. | |||
Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Just hope they don't discover the quick forum jump menu.
But I can understand why people hate the pokemon hacking community, because it's like the Mario World hacking community, but with more stupid and less actual work done. ; |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| deltree *.* is the only DOS command you will ever need to know. | |||
Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| Some of my best friends go to the same university and I don't see them more than once a month or so.
It's just a fact of life that once you're no longer at school, it's harder to keep up with the people you know. We're still friends...we just don't see each other as often. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| Ello people.
I'm requesting, because I like posting on Pokemon Hacking on occasion. I hack Advance Wars 2, and I'm reading up on Pokemon stuff to do my own hacks. I usually just lurk, but I post on occasion to try and answer a question, if I see something interesting or to ask something if I honestly can't figure something out, and the like. Basically, I don't really get in the way, and don't usually post for the sake of posting, but if I have something to say, or something I need to know. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Originally posted by memnoc Because distributing ROMs gets you sued by nintendo. And you don't need to convert it. There's a headered and unheadered patch in the zip. ; |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| Oh, an IPS patcher?
http://fusoya.panicus.org/lips/index.html Done. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Originally posted by Flarebreeze You'd need to do several things: 1) Extract the original from FE:6 2) Import it into the other FE 3) Repoint an image ID to use it 4) Change a spell to use that image ID.
Depends. All the characters have a set of base data, but how you're suggesting to find them isn't really that helpful. What works for most characters is to find base stats (Class bases ?}Whatever, where FF = -1, FE =-2, etc.), growths (in percentages) or starting equipment (By ID/Quantity or whatever). In the case of some characters, you're going to have to look into the mission scripts and stuff, as it's contained there. I'd recommend you go search around Fire Emblem: Sanctuary of Strategy forums (The old ones in invisionfree if you can find them), as there's a ton of info lurking on them. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| I have science textbooks on my desk. Those things could give people concussions. | |||
Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Of course, Nintendo still wins with the Gamecube protection through this. Piracy for the cube is now approaching usefulness at the end of the console's life. In other words, it's not really going to hurt Nintendo that much if Joe and Bob out there can suddenly start pirating to their heart's content once the Wii's been released.
Originally posted by Hyperhacker Indeed. It will be hacked. The real question is when it will be easy for Joe Blow to go out there and do it. |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| Okay, so I'm learning how to read and write instructions in THUMB and ARM for GBA hacking.
Now, I'm coming to the point where I'd like to start trying out to make my own routines (or whatever they're called). Now the THUMB Instruction set is quite helpful in reading and understanding what things do..but I don't quite understand how to assemble an instruction correctly by hand.. Now, I know that you've got two bytes per instruction eg, 2304 or whatever, which gives you 16 bits to work with. The GBA is little endian, so that would give the instruction 0423 in the ROM. Now, I'm having trouble turning something like this: Opcode Format Bit Expl. 15-11 Must be 00011b for 'add/subtract' instructions 10-9 Opcode (0-3) 0: ADD Rd,Rs,Rn ;add register Rd=Rs+Rn 1: SUB Rd,Rs,Rn ;subtract register Rd=Rs-Rn 2: ADD Rd,Rs,#nn ;add immediate Rd=Rs+nn 3: SUB Rd,Rs,#nn ;subtract immediate Rd=Rs-nn Pseudo/alias opcode with Imm=0: 2: MOV Rd,Rs ;move (affects cpsr) Rd=Rs+0 8-6 For Register Operand: Rn - Register Operand (R0..R7) For Immediate Operand: nn - Immediate Value (0-7) 5-3 Rs - Source register (R0..R7) 2-0 Rd - Destination register (R0..R7) Return: Rd contains result, N,Z,C,V affected (including MOV). Execution Time: 1S into a usable instruction. I don't really understand how to set the correct bits, as the way I know how to deal with bitfields is like this: 01 = Something 02 = Another Thing 04 = Whatever 08 = Majiggy And you add the set bits together to get the first nibble. And the second nibble would be 10 = A 20 = B 40 = C 80 = D And then you just continue adding the set bits you want, so like 88 = D Majiggy or whatever. I know that this is stupidly long winded, but I'd like to understand the process properly. ;(edited by Xenesis on 11-18-06 02:06 AM) |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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| So...uh...where are my heart refills? (edited by Xenesis on 01-01-07 01:42 AM) |
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Xenesis![]() Blipper Since: 11-19-05 From: Australia Last post: 5909 days Last view: 5908 days |
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Originally posted by Orochimaru Uh, wow. If I had to abuse small glitches to progress, then I'd assume I wasn't doing it right in the first place. 'Using Glitches' just raises a red flag in my head that says 'There should be a legit way to do this, instead of using this glitch, so It's probably going to go mental down the line.' |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| Acmlm's Board - I3 Archive - - Posts by Xenesis |