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05-14-24 06:31 AM
Acmlm's Board - I3 Archive - - Posts by RDOG
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RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 11-29-05 07:02 PM, in 1943 Hacking Data Link
Text data:

Letter values:

$00 - !
$01 - [C]
$02 - %
$03 - ts
$04 - =
$05 - [dunno]
$06 - ?
$07 - [dunno]
$08 - '' [beginning of quote]
$09 - ,
$0A - " [end of quote]
$0B - [ two horizontal dots?]
$0C - .
$0D - black and blue
$0E - -
$0F - [blue tile]
$BC to $CB - same as $00 to $0F
$CC to $D5 - 0 to 9
$D6 to $EF - alphabet in order from A to Z


Text:
0x1931E PUSH START BUTTON
0x19332 ONLY ONE PLAYER
0x19344 START
0x1934C PASS WORD
0x19356 [C] 1988 CAPCOM CO. LTD [R] CAPCOM, U.S.A., INC
0x19388 LICENCED BY NINTENDO
0x193B1 IN 1943, OUR MAIN FLEET AND THE ENEMY'S MOBILE UNIT HAVE BEGUN INTENSE BATTLE OFF THE COAST OF VALHALLA ISLAND. DURING THE BATTLE WE HAVE SUFFERED TREMENDOUS LOSSES AND LOST THE CARRIER. HAWKNEST, YOU ARE OUR ONLY HOPE. DESTROY TOTAKU!
0x1951F VISUAL CONTACT WITH SURFACE FORCES CONFIRMED COMMENCING ATTACK!

RAM data:

$347 - how many points you have to power up your plane in the upgrade menu
$410 - one's digit in energy status
$411 - ten's digit in energy
$412 - hundred's digit in energy
$4F6 - one's digit in special weapon status
$4F7 - ten's digit in special weapon
$4F8 - Hundred's digit in special weapon
$500 to $5FF - Sprite buffer

Sprite values:

$00 crashes the game
$01 crashes the game
$02 is nothing?
$03 is a missile from a big green bomber
$04 is nothing
$05 is gfx moving around on the screen?
$06 is an enemy plane
$07 is an enemy plane
$08 is an enemy plane
$09 is an enemy plane that turns
$0A is an enemy plane that doesn't move
$0B is an enemy plane that acts like a pink plane
$0C is an enemy plane that moves left
$0D is the same as $05
$0E is the same as $07
$0F is the same as $05
$10 is an enemy plane that doesn't move and is turned
$11 is similar to $0A
$12 is a glitched sprite that disappears?
$13 glitches the bg
$14 crashes the game
$15 crashes the game
$16 crashes the game
$17 crashes the game
$18 crashes the game
$19 crashes the game
$1A crashes the game
$1B crashes the game
$1C crashes the game
$1D crashes the game
$1E crashes the game
$1F crashes the game
$20 is a little green bomber that moves left and right
$21 is a little green bomber that doesn't move
$22 is a grey bomber that doesn't move
$23 is a glitched plane
$24 is the same as $23
$25 is a grey bomber that doesn't move
$26 glitches the bg and warps you to the second part of the level
$27 crashes the game
$28 is a little green bomber that moves very fast across the screen then disappears
$29 is a little green bomber
$2A is a grey bomber
$2B is a little green bomber
$2C is a little green bomber
$2D is a grey bomber that moves in wierd directions
$2E warps you to the next area
$2F crashes the game
$30 is a little green bomber
$31 is a little green bomber
$32 is a grey bomber
$33 is a little green bomber
$34 is a little green bomber
$35 is a grey bomber
$36 crashes the game
$37 crashes the game
$38 is a little green bomber that moves back and forth
$39 crashes the game
$3A is a grey bomber
$3B is a little green bomber that moves up and down and up the screen
$3C is the same as $3B, but moves down the screen
$3D is a grey bomber
$3E same as $2E
$3F crashes the game
$40 is a big green bomber
$41 is a big green bomber that moves very fast back and forth and then disappears
$42 is the same as $40
$43 same as $41
$44 is a big green bomber that stays in one spot
$45 same as $43
$46 crashes the game
$47 same as $43
$48 is a big green bomber that moves down
$49 same as $43
$4A same as $43
$4B same as $43
$4C same as $48
$4D same as $43
$4E same as $40
$4F same as $43
$50 same as $44
$51 same as $43
$52 same as $40
$53 same as $43
$54 same as $40
$55 same as $43
$56 same as $44
$57 same as $43
$58 same as $44
$59 same as $43
$5A same as $43
$5B same as $43
$5C same as $40
$5D same as $43
$5E same as $40
$5F same as $43
$60 is a little green bomber that moves back and forth very fast then disappears
$61 freezes everything exept for bg water
$62 is a grey bomber that turns into a big green bomber when shot
$63 is a little green bomber that turns into a big green bomber when shot
$64 same as $63
$65 is a grey bomber that crashes the game when shot
$66 same as $2E
$67 crashes the game
$68 same as $60
$69 same as $63
$6A grey bomber that turns into a big green bomber when shot
$6B same as $63
$6C same as $63
$6D same as $65
$6E same as $2E
$6F crashes the game
$70 same as $63
$71 same as $63
$72 same as $6A
$73 same as $63
$74 same as $63
$75 same as $65
$76 same as $2E
$77 crashes game
$78 same as $60
$79 same as $63
$7A same as $62
$7B same as $63
$7C same as $63
$7D same as $65
$7E same as $2E
$7F crashes game
$80 is one of the pink planes you shoot to get a POW
$81 same as $80
$82 same as $80
$83 same as $80
$84 same as $80
$85 same as $80
$86 same as $80
$87 same as $80
$88 same as $80
$89 same as $80
$8A same as $80
$8B same as $80
$8C same as $80
$8D same as $80
$8E same as $80
$8F same as $80
$90 same as $80
$91 same as $80
$92 same as $80
$93 same as $80
$94 same as $80
$95 same as $80
$96 same as $80
$97 same as $80
$98 same as $80
$99 same as $80
$9A same as $80
$9B same as $80
$9C same as $80
$9D same as $80
$9E same as $80
$9F same as $80
$A0 same as $60
$A1 is a little green bomber
$A2 is a grey bomber
$A3 is a little green bomber
$A4 same as $A3
$A5 is a grey bomber
$A6 same as $2E
$A7 crashes game
$A8 is a little green bomber
$A9 is a green square that moves across the screen?
$AA is a grey bomber
$AB is a little green bomber
$AC is a little green bomber
$AD is a grey bomber
$AE same as $2E
$AF crashes the game
$B0 same as $60
$B1 is a green square?
$B2 is a grey bomber
$B3 is a little green bomber
$B4 is a little green bomber
$B5 is a little green bomber
$B6 is a little green bomber
$B7 is a little green bomber
$B8 is a little green bomber
$B9 is a green square
$BA is a grey bomber
$BB is a little green bomber
$BC is a little green bomber
$BD is a grey bomber
$BE same as $2E
$BF crashes game
$C0 is a big green bomber
$C1 is a big green bomber that moves very fast then disappears
$C2 is a big green bomber
$C3 same as $C1
$C4 is a big green bomber
$C5 same as $C1
$C6 same as $C0
$C7 same as $C1
$C8 same as $C0
$C9 same as $C1
$CA same as $C0
$CB same as $C1
$CC same as $C0
$CD same as $C1
$CE same as $C0
$CF same as $C1
$D0 is a big green bomber
$D1 is a big green bomber that moves very fast then disappears
$D2 same as $C0
$D3 same as $C1
$D4 same as $C0
$D5 same as $C1
$D6 same as $C0
$D7 same as $C1
$D8 same as $C0
$D9 same as $C1
$DA same as $C0
$DB same as $C1
$DC same as $C0
$DD same as $C1
$DE same as $C0
$DF same as $C1
$E0 little green bomber
$E1 grey bomber
$E2 little green bomber
$E3 little green bomber
$E4 little green bomber
$E5 grey bomber
$E6 same as $2E
$E7 crashes game
$E8 little green bomber
$E9 little green bomber
$EA grey bomber
$EB little green bomber
$EC little green bomber
$ED grey bomber
$EE same as $2E
$EF crashes game
$F0 little green bomber
$F1 crashes game
$F2 grey bomber
$F3 little green bomber
$F4 little green bomber
$F5 grey bomber
$F6 same as $2E
$F7 crashes game
$F8 little green bomber
$F9 green square
$FA grey bomber
$FB little green bomber
$FC little green bomber
$FD grey bomber
$FE same as $2E
$FF crashes game

GFX locations [ROM]

0x10 to 0x600F - sprite GFX
0x8010 to 0x1000F - other GFX

$100 - $1FF: Ship/Bomber turret buffer

Map:

Turret attributes are 8 bytes long in RAM
00 11 22 33 44 55 66 77

00=Destruction timer - If not set to FF, counts down to 0 with the turret sprite displayed as flame and then disappears

11=X position of turret

22=If not set to 00, turret is not shown

33=Y position of turret

44=Turret type (see below)

55=Unknown

66=Unknown

77=Unknown

Turret types:

$00 - Napalm Turret
$01 - Anti-Aircraft turret
$02 - Anti-Aircraft turret
$03 - Medium sized battleship turret
$04 - Anti-Aircraft turret
$05 - Large battleship turret
$06 - Small battleship turret
$07 - Anti-Aircraft turret
$0A - Bomber backside turret
$0B - Bomber topside turret
$0C - Bomber leftside turret
$0D - Same as $03
$0E - Nothing
$0F - Bomber cockpit
$10 - Bomber rightside turret



Beta GFX found in the ROM. There's unused P-38 GFX, unknown circle, and strangely, rolling GFX for the missiles launched from big bombers.

Turret data

Layout for 1 turret:

YY ?? TT XX

YY: Y position
??: Unknown
TT: Turret Type
XX: X position

Boss 1 turrets: 0x1310C
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 12-03-05 03:46 PM, in Luigi vs Mario Demo Release! Link
Originally posted by luisv

1. The Castle Boss (You know the one with the spikes) seems to be "see-through" when jumping past the glass windows in the background. I know this bug was present in Mario Adventure too. So, prehaps if you made the sprite "solid" like Mario/Luigi then it'd look better.

The NES has limited colours so there can't be a black outline for him, only a transparent one and a black background colour.
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 03-17-06 04:17 PM, in N64 Gameshark problem Link
I deleted a GoldenEye code, then Perfect Dark appeared at the bottom of the GE code list, then I went back to the list of games, and the GS froze. Now when I turn it on again, it still freezes when I go to the game list. I think my GS's code list is corrupted. Is there a way to delete all the codes and games from its memory?
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 05-21-06 08:26 PM, in Does anyone have Hack X? Link
Can someone e-mail me (ringodoggie@yahoo.ca) my SMW hack Mario Chronicles 2? I lost the copy I had.
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 06-21-06 07:15 PM, in Does anyone have Hack X? Link
Does anyone have the latest demo of Luigi vs. Mario?
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 06-22-06 06:04 PM, in 1943 Hacking Link
I've started hacking levels in the game 1943. I will post my findings in this thread.

Sprite data:

Begins at 0x6010 in the ROM

0x6010 - 0x606F: Sprite data pointers for each level

0x6080: Beginning of Level 1 Sprite data. In this format:

TT SS ??

TT = Sprite type
SS = Sprite settings
?? = Unknown byte

Example: Setting TT to $50 and SS to $90 will spawn a large green bomber that shoots missiles

Known values:
$00 = Enemy planes that will fly down the screen, flip over and go back
$03 = 5 enemy planes that fly in a V pattern and turn to the sides
$08 = Squadron of bi-planes
$0A = Jet that flys towards you
$20 = Loads GFX from the ROM into the pattern table
- Setting its SS byte to $34 will load big bomber GFX
$30 = POW planes
- Changing SS byte will result in different group formations, a few of which carry
different power-ups
$40 = Small bomber
- SS byte tells what bomber(s) and what flight pattern ex. SS $09will spawn 5 small green bombers in a \ pattern
$50 = Big green bomber
Screenshots:

Changed Level 3's sprite pointer to load Level 6 sprites

Used sprite $20 to load GFX for bombers

Different enemies in level 1

Level BG data:

BG data is in a 32x32 tile format like in Megaman

Starts at 0x101A0

Screenshot:


Misc.
Change 0x1B2A1 in the ROM to $AE to stop your energy from automatically decreasing.

Game Genie codes:

VXOLPXVK - Energy doesn't automatically decrease
VZOUZUVK - Infinite Special Weapon Time
SXVLZXSE - Don't lose energy from being hit

Other data for this game can found in my post at: http://adeontech.net/fdgdgasdgasg/thread.php?id=150

Once I learn Visual Basic or C++, expect an editor for this game .
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 07-13-06 09:34 PM, in General Project Screenshot Thread Link



RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 07-15-06 10:05 PM, in Sprite Tool, public test release Link
Can someone post a new link?
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 07-20-06 12:08 AM, in 1943 Remix, 3-level demo released Link
This is my hack of 1943. There a few GFX bugs that I'll fix later.

Download

Screenshots:




RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-10-06 05:57 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I need 2 things:

1. An ASM hack that increases an unused RAM address (can be Luigi's bonus star counter since I removed 2 player games) by 1 whenever sprite 4A (goal ? sphere) is collected, saved to SRAM, and when it reaches 7, it lets you pass through a custom block

2. Custom block mentioned above
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-14-06 06:24 PM, in Ringodoggie's Approval Request Link
I'm Ringodoggie, I'm a ROM hacker, and the reasons below state why I should be allowed to post in the ROM Hacking forum.

I've been at this board since 2003, I was once a member of Tek Hacks, I've completed an SMB3 hack and currently working on
an SMW hack and a 1943 hack. I also have notes with level/enemy/misc. data for 1943 that I'd like to post. Last but not least, I am currently learning ASM.
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-14-06 09:32 PM, in Status bar hack Link


I made that after altering BMF's LevelNames hack. Only 2 problems right now:

1. Counters are being overwritten because the status bar tiles are constantly being loaded to VRAM.
2. Status bar tiles have layer priority over the reserved item.
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-15-06 06:00 PM, in 1943 level object/enemy data Link
Level data:

Levels use an object-based system and a 32x32 tile background system
I think each level has a list of what 32x32 tile backgrounds to use

Known object formats:
SS TT PP XX YY
SS TT PP
SS TT XX PP PP YY

SS = screen #
TT = object type
PP = object properties
XX = X position
YY = Y position

0x101A0 - BG tile data
0x13070 - L1 object data

Object types:
$00 - palette change
$01 - GFX loader
$07 - Ship
$0A - Affects screen scrolling
$0E - Boss sequence
$12 - Ship turrets
$13 - Boss ship turrets
$14 - Ship explosion once all turrets are destroyed (boss turrets only, place right after object $13,
else nothing or the explosion and level end happen when it appears)
$15 - Music change (Use the game's NSF file for music values, and subtract 1)
$17 - Bomber boss (Generates collision detection and propeller tiles, use turret object for turrets)
$18 - Same as $17
$1c - "Found enemy bombers!" message

Sprite data:
0x6080 - Level 1 Enemy Data
0x6248 - L2 enemy data
0x63AA - L3 enemy data

sprite/enemy format:
TT XP YY

TT - sprite type
XP - X position/sprite settings
YY - Y position

type:
$00 - Standard enemy planes, fly down the screen, flip, and go back
$01 - plane that flies around the edges of the screen
$02 - plane spawned from aircraft carriers
$03 - 5 enemy planes in V pattern
$04 - nothing
$05 - swarm of enemy jets
$06 - same as $02
$07 - Enemy plane that flies down, flips and turns back, and flips again and goes down the screen
$08 - Swarm of planes
$09 - swarm of enemy jets that follow you
$0A - 4 enemy planes that fly around the edges of the screen
$0B - Swarm of planes that comes from the top of the screen
$0C - Same as $00
$0D - unused, 2 enemy planes that fly down the screen fast, crossing eachother's path
$0E - Swarm of bi-planes
$0F - Swarm of planes at top of the screen that spin around and change horizontal direction when crossing the player's path
$10 - bomber missile
$11 - Same as $0f, but come from the bottom of the screen
$12 - explosion debris
$13 to $1D - crashes game
$1E - spawns POW
$1F - crashes game
$20 - GFX loader
$30 - POW planes
$31 - go to next part of level
$40 - bomber
$50 - large bomber
$60 - X position limits the number of enemy bullets allowed at a time
$70 - X position limits the number of small enemy planes allowed at a time
$A0 - Hidden power-up

0x10A80 - Beginning of ship tilemaps, first is player AC carrier
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-15-06 08:53 PM, in Status bar hack Link
I'm almost done fixing issue #2:






The remaining problem with it is no sprite tile is drawn when there's no reserved item. I'll fix it right now, and post when I'm done.

Edit: I could fix problem #1 if I knew what code was executed when a level loads.

Edit 2:

Problem #1 Fixed!


(edited by Ringodoggie on 08-16-06 04:44 PM)
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-16-06 06:53 PM, in So You Wanna Learn ASM [ASM howto] Link
Can you tell me how to display sprite tiles on the screen?
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-26-06 10:25 PM, in Mario Chronicles 2 Link
I've making some new progress when I found a copy when I lost the hack. There will be new bosses, enemies, GFX, palettes, and ASM hacks.

Screens:


Self explanatory


Title screen


Story


In this hack, you can play worlds in any order. When you get all 7 time machine parts, you gain access to world 8. (Ignore the door, I'm going to remove it. Also, new world select map soon)


You can enter the start panel on the world select screen, there's a list of worlds there. I'll add a building there later that can only be entered when you got all the time machine parts.


World 1: Plains. That's not a ghost house at the bottom, it's a shop.


The first level. That's Elite Chuck, a chargin' chuck that wears a flame-retardant suit, and takes 10 stomps to kill. There's also new palettes, tilesets, and a new status bar with a border and filled with black.


See what FusoYa's 0x400 map16 fix patch did to sprites with 8x8 tiles. I gotta fix that.


Screen from the Plains Fortress. That hole in the status bar is caused when there's no ithem in reserve, I'll draw a sprite tile there later.


When a boss is defeated, they'll drop a time machine part. When a castle has been completed, you can't enter it again.


(edited by Ringodoggie on 08-26-06 09:27 PM)
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-30-06 10:08 PM, in So You Wanna Learn ASM [ASM howto] Link
Can someone give me a quick tutorial about using the BVC opcode?
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-31-06 12:41 AM, in 6-digit coin counter! Link


Removes the old counter, and replaces the score (it's useless anyway). This is useful if you want to make a shop that has items that cost more than 99 coins. The RAR file below contains a patch, a .bin file with code, and a readme. Read the readme for instructions.

Download Now


(edited by Ringodoggie on 08-31-06 01:08 AM)
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-31-06 01:12 AM, in 6-digit coin counter! Link
I did remove that problem.
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6323 days
Last view: 6318 days
Posted on 08-31-06 02:10 AM, in 6-digit coin counter! Link
Glyph, Smallhacker's status bar editor can't move the score counter.
Pages: 1 2
Acmlm's Board - I3 Archive - - Posts by RDOG


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