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05-14-24 03:26 PM
Acmlm's Board - I3 Archive - - Posts by Jigglysaint
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Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 04-14-06 09:45 PM, in Qustion? Link
Hi! Unfortuantly I can't tell you where to get roms, as it's against board rules to link to roms. If you try, you should be able to find them on Google, but just keep in mind that they are tehcnically illegal, and thus it is normally against just about every message board in existance's policy(unless otherwise stated).
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-15-06 12:16 PM, in Megaman X level data Link
It's the data where the level is organized into what you see in the game. Instead of per room, the rom takes chunks of level data and organizez them into rows of screens. So it would grab like 5 screens in order and stuff. I haven't been able to decode it yet, so I can't really say much else. What I can say that it's vital information nessicary to making a good quality level hack. Unfortuantly though, without the scrolling data, things are still rather limited
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-16-06 01:51 AM, in Metroid Zero Mission hacking Link
I hope I am in the credits somewhere
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-16-06 07:38 PM, in Megaman X level data Link
I think what you found was sprite data that tells the game what scroll to cue up. I think the actual data is defined somewhere else. Do you have an offset? As for room order(most of my data is for Crush Crawfish), it's at $1AFD68. I think 4 bytes makes up one block of level data. If you find anything let me know. I think it corrosponds to the level data somehow but I am unsure.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 04-18-06 07:27 PM, in What's your weapon? Link
Corruptster and Hex Workshop. Most of the time that's all I need for just about every system. I don't call myself the God of Corruption for nothing.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-19-06 01:48 AM, in where can i find a good text editor for windows Link
Link's Awakening is stored in ACSCII, but Oracle of Seasons and ages use dictonary compression, meaning all the words appearing in the game come from a long list of words. I haven't found the actual dialouge for the game however.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-20-06 11:43 AM, in Metroid Zero Mission hacking Link
As for chaging events, do you mean like which rooms or enemies change after which events, or do you mean coding the events yourself? If you mean the first, then yes, it's very possible. As for changing things like how ridley shows up after getting unknown item 3, that still needs to be found, and I think it's hard coded.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-21-06 06:01 PM, in Metroid Zero Mission hacking Link
All that should be editable providing the right stuff is found. I haven't worked with metal doors, since those are sprites as well, but I do know that it involves sprite states.

In MZM, changes are made through sprite states and door states. A sprite state, which a room can have a max of 3, with 2 changes available. In the room in question, the first sprite state has the metal door, and when the event ID switch is activated, the sprites will change that you get the monster and the second metal door. The event that makes the change is triggered when you enter the statue room. The events can be changed by just making the sprite state trigger upon getting the long beam. There are many events. Each item statue, plus it's locator statue, which means you could make it so you have to find a locator statue before you can get the item. I need to make a list of events, but there are a lot. Just about anything you can do can trigger other events, it's pretty good.

Door states are used if you want to physically change the room. Basically, it consists of a region value, the value of the door to be replaced, the switch which is an event ID that makes the change, and the door value that replaces the old one. It has to be done on all entrances to the room to make it totally changed, but otherwise is pretty good. In the end this makes SM's events look like crap.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-24-06 12:06 PM, in Metroid Zero Mission hacking Link
Originally posted by Dragonsbrethren
Jigglysaint: That sounds great, looks like I won't have to worry about limiting myself too much... hmm, maybe I should start planning something now, I have a basic map I made when I was still planning on hacking Super Metroid.

interdpth: Looks great! I'm really looking forward to this


Some bad news and some sort of good news: The bad news is that chozo statues with items, except for space jump and plasma, are all facing the right, which means it's not possible to make item rooms that come off from the left, unless you plan to have Samus go over the statue then get the item. The good news is I've located some Chozo statue code, and did manage to flip the statues arround, but all of them flipped. With some hacking it could be made so each statue could have a custom flip so this problem could be fixed.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-24-06 04:56 PM, in Metroid Zero Mission hacking Link
Yes it's possible, thanks to me locating Kraid's and Ridley's code. As for the editor, well not yet. There are a lot of extra stuff I've got to see if I can find.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-24-06 08:38 PM, in Megaman X level data Link
Originally posted by zhaDe
My editor is not really more helpful than a hex editor it only displays the bytes of one object per line.

if you are looking into changing enemies, the object type for enemies is 03 (not all 03 type objects are enemies tho..) for example the first enemy in the game is :

1E50B0 : 03 B0 04 08 01 98 8B 60

the 4th byte is the kind of enemy, 08 is for that round purple enemy with a canon on the head

Jigglysaint: 00 is used mostly for items like heart tanks, doors, teleporters, and the sprite that makes zero go bye-bye in the level. 01 I haven't figured out yet. 02 is used for scrolling, enemy gfx swapping, and tells the game to load areas with breakable walls and stuff. 03 is for enemies, including bosses and the sprite that sets up the Light Capsules.

the 5th byte is a tag depending on the kind of enemy, for example if 4th byte is 08 and 5th byte is 01 the purple enemy can jump around instead of only standing still

For things like heart tanks and sub tanks, the 5th byte are bitflags, each representing a level. For example, the heart tank in Blast Hornet's stage has the tag of 01, and Neon Tiger's is 80.

you can try to change the 4th byte to get different enemies but be sure the enemy is normally in the same level or else the graphic will be corrupted because the game only loads the graphics and pallettes of the needed ennemies for a level.

Jigglysaint: I covered that, sprites change what graphics are loaded. For example, you can't have a heart tank and a light capsule on the same screen, as they occupy the same graphics on the sheet.

I only know another enemy, 0B, its the second enemy encontered in the game that green thing which crawls on walls and shoots plasma or something like that.

Jigglysaint: I know several more, including bosses. It's interesting to note that a boss can't be in a different level than it's supposed to be or else it just lets you exit the level and get the weapon.

I have made a new version of my object editor ( the old one had tons of bugs.. ), I also added a level map display which shows the room arrangement but it is still incomplete.

~ et en passant ! c'est qui le 3e ?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-24-06 09:32 PM, in Megaman Ultra Released!! Screenshots & IPS Included Link
BTW, Wily 1 is the Great Palace from Zelda 2.

Edit: I am at the guts dozer, and the only thing that works is crash bombs, which do crap damage. Is there any other weapon that will work?


(edited by Jigglysaint on 04-24-06 08:57 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-24-06 10:07 PM, in Metroid Zero Mission hacking Link
Possible, yes. Can I do it? No. You get the second suit by beating the Chozo Guardian, and it comes with free varia and assumes you've picked up gravity(so apparently unknown item 3 is kind of useless). I think the best thing to do is to try and get the unknwon items to work with the power suit.

It would be good to get rid of the suitless sequence, and maybe make the power suit obtainable and have you start off with no suit and the emergency pistol, which is basically free bombs.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-28-06 01:10 PM, in Metroid Zero Mission hacking Link
All statues except for the unknown item statues share the same graphics, as far as I understand. I think this was done on purpose, since there were no left facing statues in the origional metroid. I think currently it's all or nothing, either all of them get re-faced, or none of them get refaced. Of course, if there was a way to let each individual statues to use the unknown statue graphics(since 2 of them do face left), then that could be arranged. I will have to take a look.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-28-06 06:59 PM, in ROM hackers mass interview Link
I am Jigglysaint, and I've been in the community for nearly 5 years, although I do not actually release hacks but rather concentrate on inspiring the production of level editors by finding as much data as I can for games that interest me.


1.What draws you to the ROM hacking community?

The community is a great source of information. People come, and they post their findings, and share their untilities and hacks with others. Also, some of the people are not half bad.

2. Do you think playing/modifying hacked ROMs should be more user friendly?

Some of the editors, like SMW and SMILE, have a slight learning curve, but it's not impossible to figure out. Hex editors and rom corruptors are less user friendly, so I would say that good documentation to use them effectivly are more important than making existing editors easier to use.

3.What are the advantages/disadvantages of ROM hacking vs. ripped sprites with code written from scratch?

Well since I don't work with code and ripped sprites, I would have to say that for the most part, rom hacking doesn't require you to learn how to program. It's actually good that way because a person who knows little about ASM code can make a good hack. You can apply your talents to rom hacking. Maybe you aren't good with graphics, like myself, but you can make up for it by taxing the existing engine to it's limits, or maybe even partly re-write the engine.

4. Do you think there are limits to what people should be allowed to do with their games?

No. People should only be limited by what they are capable of doing. Of course I'd draw the line at a rom hack that acts like The Ring when played. That would be going too far.

5.What do you think about the future of the ROM hacking community?

Well the hacking group wars are pretty much over, and I hope people will take a more united apporach to the community rather a more reserved clique approach.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-29-06 11:26 PM, in Metroid Zero Mission hacking Link
Originally posted by AlexAR
"Looks at screenshots...drools." There is just absolutely no way for anyone looking at these to not get a smile from ear to ear.

Couple questions / features I would love to see:

Any way of seeing the background or enemies along with the room objects?

Instead of just choosing a "Room Number", can you just choose the room from a graphic of the entire map?..like Metedit..

Also, like in Metedit, can you create a new and/or edit the map layout?

Item power-ups..any sort of support for those?

Your previous header program did this right?..being able to change tilesets/music/enemies types without having to transition to a different area (Brinstar to Norfair)

Palette support?

Superb job interdpth.


I think inter is working on things like background rendering, and enemy grapics support is a must, as well as sprite index editing.

I think Smile has this allready, so maybe it is possible, but first minimap editing should be implement first.

Item power ups, believe it or not, is actually part of the level data itself. See, some tile attriutes are saved in ram when cleared, and items are the same. The 4 upgrade tanks are included, and upgrades are sprites that are changable depending on the sprite index. Also, you can't have more than one item per square or else the minmap will mess up, as when an item is obtained, it advances that square by 1.

Just remember that Metroid Zero Mission is not at all programmed like the origional metroid, but rather shares a common engine with Metroid Fusion in the style of Super Metroid. So if Smile can do it, MZM should be able to as well, considering engine limitations.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-30-06 05:41 PM, in Metroid Zero Mission hacking Link
Right. Since fully power suit automatically grants varia and gravity suit(even if you don't get the item), it means that the event data has to be cracked in order to do that. If you were to get the full suit before any unknown items, they would instantly translate as if you had just got the suit.

As for the Brinstar Worm, the charge beam is it's own spirte, so you could possibly disable the item from being obtained by making it spawn maybe a null item. I am going to take a look, and maybe I can make it cough up the power grip or morph ball instead. As for laddrs and junk, not likely as they most likely just built a new game with the engine, maybe saving and mixing up a few attributes. Like a megaman game, each game has core elements, but that doesn't mean the games are interchangable nessicarily. I can say for sure the room headers and level data are the same as in MZM though.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 04-30-06 08:51 PM, in Metroid Zero Mission hacking Link
That's fine you don't know ASM, gameboy games aren't written in assembly. However, if anybody does know some ARM or THUMB, that might come in handy.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 05-01-06 12:32 PM, in Metroid Zero Mission hacking Link
Hey, Fusion was great, but as an adventure game it was too linear. Part of the charm of Metroid was getting a new powerup and going back to a place that needed it so you could get more tanks or find new hidden paths. In Fusion, most of the item collecting was reserved untill the end. In MZM, only about 10 or 11 items were obtainable after exiting chozodia and going back to the main section of Zebes, and even then some of them could be obtained earlier(like early super missiles in Crateria).

Anyway, good to see the editor progressing. I've felt so privilaged to be able to use all this wonderful data I've found and have it used for a good purpose.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
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Posted on 05-02-06 08:21 PM, in Super Metroid: Redesign Link
Trust me guys, this game is totally worth it. It is by far the largest SM hack ever.
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Acmlm's Board - I3 Archive - - Posts by Jigglysaint


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