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05-12-24 07:44 PM
Acmlm's Board - I3 Archive - - Posts by Ice Ranger
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Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 11-25-05 07:07 PM, in General Project Screenshot Thread Link
I'm not dead, but rather taking an extended break due to classes.

Super Mario Bros. 2 DX is still in the works. Mostly working on ASM hacks and finding data still. Most of these screenshots are kind of old, but then again, I haven't mentioned anything about this since the summer. The other stuff is happening with graphics and eventually levels.

Image hosted by Photobucket.com
Found the data to include the logs in World 4 (could make for some more diversity)

Image hosted by Photobucket.com
Yes, those bricks animate to shine.

Image hosted by Photobucket.com
More changing of where data is read. Non-sprite Phantos are transformed into flames that animate.

I won't update again for a long time. More progress has been made, but it won't be seen until the release date.

The only other thing I can think to mention is, the life bar is horizonal, the shells bounce and the data sprites are read has been modified as well (red and pink shy guys have different graphics as well as colors).

Coding is being worked on to change the way levels will be completed.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 12-04-05 09:46 PM, in How do you hack ASM? Link
Since it is NES, you want to download FCEUXDSP (currently the best NES hacker emulator).

1. Find data in the RAM (or look it up using various resources)
2. Figure out how to use FCEUXD or FCEUXDSP (break points and everything that goes along with it)
3. Use the RAM addresses in combination with breakpoints.
4. Keep track of the address the break occurs.
5. Go into the ROM (not RAM) to find the bytes in the order they appear at the breakpoint (using the lines above and below the operation break should narrow it down, however, this is not always the case).
6. The harder part comes next. With the brief information above, all you might muster together is changing a value of something, not really ASM, but it gives you an idea. Learn 6502 programming. Learning how to convert the code to hexidecimal is the most important part.
7. Combine the 6502 language with hacking (very difficult, don't expect anything like Mario vs. Luigi your first try; it all comes in progression, start small and work your way up).

Documents you might find more helpful than the crap I just listed from rockman (it's what I used):

http://www.geocities.com/bjb138/rockmanXasm/asm1.html
http://www.geocities.com/bjb138/rockmanXasm/asm2.html
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 12-26-05 03:13 AM, in Huge SMILE update (0.70) Link
I offically feel like an idiot after private messaging you, and find this afterward. Imagine the coincidence.

Anyway, this is awesome. A HUGE jump. I can't wait to test this out once I get back home.

Maybe I should start over on mine now... after all, I started on the first version that came out.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-12-06 02:44 PM, in SMB2 level editor Link
Hacking by hex is the best way for me. Heh, I thought this was a thread that somebody was making a new editor at first, it would sure beat what's out there now (though Acmlm's is good for levels, Dreamweaver is good for sprites).


(edited by Ice Ranger on 01-12-06 01:44 PM)
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-13-06 04:17 PM, in SMB2 level editor Link
Well, interesting enough, with the reminder of this thread, I picked up the source code for Dreamweaver to attempt to add some more features to it after I asked the creator for it this summer. I have next to no experience with Visual Basic, but it should be an interesting project to work on. I liked it mainly because the spite editor in Discombobulator messed up a lot of stuff, but knowing how to hack in hex, I guess I could fix that.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-13-06 04:23 PM, in Proposal for IPS repositories Link
I can see the benefit if the IPS patches are ASM related. Not only could it serve as a means to tack a ASM change to a hack, but could also be used a means to further the knowledge of those learning ASM (learning, seeing how 6502 for NES works on in-game situations). Of course with this idea, it would need an included document with the ASM code.

As said before, no need for repeat discoveries.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-17-06 05:56 PM, in SMB2 level editor Link
Aw crap, the source code I have for dream weaver is increadibly old (too old to do anything unfortunatly). There is still the open source code for the one extremely similar to Acmlm's editor.

As I am compiling massive amounts of data for SMB2, I might look into these editors in order to base mine off of and create my own (where the graphics are read from the rom).

It'll take a lot of time (but I know where tiles and the 8x8 tiles for a 16x16 graphics are located), but I actually am working with someone "one-on-one" to learn visual basic.

Another year and maybe another editor could be added to the list.

... too bad programming takes a lot of planning.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-19-06 06:29 PM, in SMB2 level editor Link
I'm not positive about this, but according to some of the fields of the SMB2Trans. editor on the file information, it includes a reference to the Acmlm Discombobulator. It seems to be a build based on an earlier release of Acmlm's editor (someone must have gained access to the source code, or Acmlm publically released some version, however, that is very unlikely).

That is the reason why they are so similar.

The kinks of SMB2D (Acmlm's) is the sprite editor is screwy (involves changing the page a sprite appears on). I'm not sure of any other bugs at the moment. It may involve a bug with changing objects from one page to another (the page changing seems to be the biggest problem). This causes random sprites to appear at an end of a page (it must be a mess up with either enemy data, or enemy pointers).

As for expanding the ROM, the data for where pointers and object and sprite data begins and ends needs to be found. I haven't found this information yet, then again, I don't know how to find that type of information either (it's actually something I've been trying to find out for other games as well).
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-20-06 04:01 PM, in SMB2 level editor Link
Wow! I never knew that the source code was on there. I guess the last time I downloaded the discombobulator was in 2002. Interesting, it finally makes sense. Guess I should look at it as well. I'm just thinking the Trans. is newer (probably is, but the latest source code I could find isn't the newest version of the Trans [the phoenix version is]).

The phoenix version, I don't know where it came from exactly, perhaps packaged with the sourcecode, seems to be something that wasn't supposed to be distributed yet, in fact, it even says, "why do you have this" at the bottom. It's newer than the last source code because some features that are not complete in the cef. (don't know how to spell it) source code version. The header menu being one of them.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-30-06 09:26 PM, in pSX - A nice little Playstation emulator. Link
Would be nice, but it doesn't include an emulator inside of it for some reason, perhaps a bad upload? All it has is two folders and two text documents.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 01-31-06 07:48 PM, in pSX - A nice little Playstation emulator. Link
Crap, I'm really wanting to try it out. Must be the program uncompressing the file (I don't think it likes rar files, only zip).

I've downloaded it for my pc but have yet to move it off the mac I've downloaded it on. I've been checking if anyone has a mirror in zip, but that hasn't happened yet. I guess it won't be long before XKeeper or someone else puts it on Acmlm.org.

I'll try the CVGS one as well. I've already looked into it. I just want something that doesn't have so many plug-ins (I haven't found a combonation yet to emulate Final Fantasy IX correctly).
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-01-06 06:57 PM, in pSX - A nice little Playstation emulator. Link
It seems this program requires DirectX files. Since my computer is not online, I have to transfer data between the two (different locations) using CD-RWs.

What are the files likely to be needed in order to use this (besides what is included in the readme [I have the bios as well as the images])?

Otherwise I could run the program at home, write down the description, download it here, take it back home, put it on my computer try again (find out if there are more). I had to do that for another program before which took three trips.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-06-06 03:04 AM, in A fake trailer we made Link
I'm not sure if this is the right place, but I wanted to see what everyone thought of this fake trailer we put together on iMovie (would have been so much better using Final Cut Pro, but I wasn't thinking at the time).

Anyway, copy and paste the link below:

http://video.google.com/videoplay?docid=-2029424011186960796&q=painted+sky&pr=goog-sl

We (a friend and myself) "star" in it and shot all the scenes.

It's pretty crappy, but then again, we filmed everything in one afternoon (and iMovie doesn't let voicing over be an easy task). We finished this in November of 2005 but just got around to uploading it to Google.

I can't think of anything else to say about it. It's basically a mock-up of a movie where no real plot is given and based soley on images (which aren't the best, but... eh).

We have some more we are working on, and actually wrote a script this time. By more, I don't mean fake trailers, more like somewhat scary films.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-06-06 08:29 PM, in pSX - A nice little Playstation emulator. Link
Well, on FF9, it would play but then the sound would start "echoing" and stay on one note and had to quit by hitting the three buttons to escape. I'm using the original PSX discs so it should be a problem with the discs (my friend plays this game all the time on a real PS).

The pSX emulator seems really good. Except for having to convert to .bin or .cue, it's great. Using WinISO made the conversion easier though. I'm about to actually use it.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-18-06 01:05 PM, in Lookin for Super Metroid hacks Link
Here is an old one I made. Back in the day, it was the furthest along... not so much anymore since the Japanese ones.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-18-06 09:04 PM, in Lookin for Super Metroid hacks Link
The site has been translated from Japanese in Google, so finding the link for the rom hacks is under "Hack Roms". Anyway, the photos are the links to the zip files. Surprisingly it took a few minutes to figure out where that page was. Just took a little looking is all.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-20-06 05:36 PM, in Any good smb2 level editors? Link
Try here. It was on page 3, but should provide you with information about the current SMB2 editors. I guess all we might need to know now is what happens when you try to start the Discombobulator to help out.

The only advice I can give is when loading the rom, make sure it is in the same folder as the program. Type in the name of the rom including the .nes afterward.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-26-06 01:21 AM, in I want a NES game genie code making faq Link
Actually, those weren't mine, they were RockmanX (not sure what his name is anymore though).

ASM 1
ASM 2

The first one mentions how to do the infinite lives.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 02-27-06 05:41 PM, in SMB2 Level Discombobulator v0.96b Link
The Discombobulator has plenty of bugs, that one is what made me quit using the editor.

Try this link for some of the other ones.

On a side note, I have the source code for Dreamweaver so something may come of that in a few months.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6302 days
Last view: 6292 days
Posted on 03-01-06 04:09 PM, in Zelda II Information Link
You could always use www.datacrystal.org, but if you're going to be the creator of SWORD, you probably already know about it.

That reminds me, I better check to see if I uploaded all of my data on the game there. The overworld data is compressed, but I'm not sure of the format.
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Acmlm's Board - I3 Archive - - Posts by Ice Ranger


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