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| Acmlm's Board - I3 Archive - - Posts by DJ Bouche |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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It's been too long but if I recall, there's another pointer table similar to this which points to other AI related data (or it might be Lakitu pick up / zone data or what not), in which I did not figure out. Yeah, I don't think anyone got the AI data fully figured out , it works so much simpler in MKSC . Since I discontinued TD and stopped on my SMK research years ago, d4s and Impala probably have more information than me. But yeah, I do remember another pointer table (or at least a pointer to that pointer table) in a similar place, with a similar structure. Try to find the pointer of the AI pointer table and look for another pointer to a pointer table nearby. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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lol, I think the most I got done was it to display a level, reading all the gfx from the ROM, in birds eye view.. It's a pretty dead project but I will gladly release the data info when and if I can find it .
Hmm.. might that be the hack he discontinued? :/ |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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Hmm Epic Racers.. shows how far behind I am , I haven't even heard of that yet ...And yeah.. even MKSC doesn't have automatic calculating AI data ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| My history of hex editors are as follows:
Thingy (tried 32 but absolutely hated it) -> Translhextion (never used this for large text hacking projects though) -> Hex Workshop. Today I still use Hex Workshop since it's fairly robust especially with large files, I keep Translhextion as its relative search feature is useful to me. Tried XVI32, but it's interface just isn't for me. I may give this Windhex32 a look though. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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Originally posted by Smallhacker My thoughts exactly :x.. but at least this will serve well for whenever I return to NES hacking. ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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Originally posted by Jigglysaint God. Now you got me laughing..... XD But yeah, it's likely Lunar Magic checks for the 512 byte SWC header before even checking that it's SMW first. ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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Sweet, I've always wanted to hack this game, and never really had luck with it (was too limited in knowledge and didn't have too much will power.. that and we didn't have such spoiling tools like Geiger's SNES9x etc ).
Maybe, just maybe, I might take a little look at this game or it's sequels when I finish with my current project (which you'll all discover later ). |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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Originally posted by XenesisOriginally posted by Dragonsbrethren He did say "GBA emulator". But he may have had the intention of simply testing it before using it or perhaps even purchasing a flash card, on the real GBA. And yes, PocketNES is awesome. ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| I don't really agree with the lock thing either, but the program is far beyond my hands anymore anyway.
And heh, Sappy 1 is a piece of shit , my knowledge on the mp2k engine was still pretty limited. That and CGB channel envelopes (or all envelopes for that matter) were not emulated in anyway at all. Sappy 2 does emulate them, although pretty poorly . I didn't get hands on an official incomplete Japanese kit until way after Sappy 2 was written, which was when I realised the most of the other stuff I didn't know.
Anyhow, look forward to this release and these other tools.
On a totally unrelated note, got any idea on the format of the SWAR files that loveemu's sseqrip thing extracts? (in the NDS2MIDI package) |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| That header is actually standard for all SPC700 data transfers. But yes the length word should be adjusted to match the total size of the instrument data you want to transfer..
Anyhow in DW3, IIRC the ASM that loads the pointer into the memory before calling the magical and wonderful SPC uploader subroutine goes a little something like: (in 8-bit accumulator mode) LDA #$LL STA $00 LDA #$HH STA $01 LDA #$BB STA $02 JSL $magicalandwonderfulSPCuploadersubroutine (The direct page addresses $00/$01/$02 might be wrong, this is how they were in SMAS, they might have been different in SMW, I do not remember.) where LL is the low byte of the address, HH the high byte, and BB the bank byte (BB:HHLL), which the SPC data to be uploaded is located. The format of that data should be as follows: AA AA BB BB xx xx xx xx ...... [ AA AA BB BB xx xx xx xx .... [ AA AA BB BB xx xx xx xx ...... [ etc ] ] 00 00 00 06 (everything is little endian byte order.) Where A is the address in the SPC memory to upload to, B is the length of the data. Then x is the data to write. After the data you can specify another block of data to upload, but after your final block of data to upload you must specify 00 00 00 06 (address = 0000, length = 0600) which tells the SPC that it is the end of the transfer and to set the PC to $0600 (which is where the SMAS engine (used in DW3) program begins). Hope that helps a bit. ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| If you're in Japanese mode in Windows, it may cause problems with non-unicode programs (I've had it happened to me with my old VB programs and string handling), although it looks really unrelated to the problem you're getting, and you're probably no in Japanese mode. But it was a possibility :/ | |||
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| So...are the loops and such for looping levels functioning correctly in your SMB2J -> SMB hack series? | |||
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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deltree is much better anyhow ![]() |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| Hard mode? I hope you don't mean second quest mode...
In the original SMB2j, worlds A-D did not have second quest and aggresive hammer brothers. (although they did in the All*Stars port heh) And yes, I too am still waiting for a full psuedo-port of the FDS version. Sure you'd need MMC3 or something, but once you do that it can be pretty much be easily done. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| My bad.... length word actually comes first, then the destination address.
And the address on which the code starts is actually 0500 (which makes the end tag 00 00 00 05) The NSPC engine is a bitch of a thing, if you ever want to upload a bank manually yourself through your own process... write the value $FF to address $2141 and wait a vblank or so (if you don't your upload code will infinitely loop )... then do the upload :x (this makes the NSPC program jump to the boot code at $FFC0 in the SPC700 where the normal wait for upload process takes place).
Also, although I don't remember this with the song banks in SMW, when a bank needs to be uploaded, sometimes they transfer the data to 7F:0000 first, using DMA or something. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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That's actually a pretty cool idea HH , something I might try if I ever create my own SPC700 engine (gotta learn SPC700 assembler alksjglrdjgol4weg..).
I'm still trying to find out the absolute correct way to tell NSPC you wanna upload shit, and correct way of waiting... :x |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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I'm doing most of my N-SPC upload testing on a minor SNES demo program I'm writing, just basically trying to familiarise myself programming the SNES hardware and such at the same time before I move on to a certain project I won't name here but you will all find out eventually. (I think it might be the first hack I've released since "MY-SMW" (which btw was a TERRIBLE hack) back in 2000/2001 or so. I've had a lot of bad luck with previous hacks, not backing up often enough and stuff getting corrupted, or plain not releasing hacks. Thankfully I didn't because looking back, the ones that are releasable aren't too good anyway . ) Good thing is I'm getting very comfortable with SNES stuff... just being slow and lazy are my biggest burdens . (edited by DJ Bouche on 12-19-05 11:33 PM) |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| Something I would find very useful is yet another Relative Search kind of option (with the option to "skip" values, for help with interlaced values), and also the thing that MathOnNapkins mentions that would also help with interlaced values.
And also something that will load files bigger than 4MB . Then it shall be a great replacement to Translhextion.
I currently use Hex Workshop for all my dirty work now but lack a good relative searching tool . |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| Forgot to suggest that perhaps one file per 4-byte ROM code (same way GBA2MIDI does it). Though it's probably too late for that.
Other than that, I think you have this well under control. [+] Also, manual input option would be nice for the song table thing. [+] Lowercase font doesn't show up on about scroller (at least on Japanese Windows). [+] Crashes quite a bit on Japanese Windows, but might be fixed when all string stored data is converted to byte arrays. (edited by DJ Bouche on 12-31-05 10:42 AM) (edited by DJ Bouche on 12-31-05 10:49 AM) |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6070 days Last view: 6070 days |
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| Nothing different about the castle objects except yes, they are expanded to 3 bytes. In fact, all objects in the F row are expanded to three bytes.
The original SMB NES object is xF ab, the new SMAS object will be xF Fb a0 (if I remember correctly), where lowercase letters are variables x = x position, ab = the object ID. Yes the new a still holds the MSB for the next page. If you're wondering whether the 3 byte object opens anything new; unless you expand the map format, there's nothing new. Also you might want to note that castles must be a certain distance from the flag in order for Mario to enter them properly without hanging the game. They weren't always the same distance away in the NES games, but it's mandatory for the SNES game. The exact distance? I can't remember, but it shouldn't be all that hard to figure out given you've got 72 levels with flags and castle endings to look at . |
| Pages: 1 2 3 4 5 6 |
| Acmlm's Board - I3 Archive - - Posts by DJ Bouche |