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HyperHacker |
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... Level: 73 Posts: 432/1220 EXP: 3366732 Next: 119136 Since: 03-25-07 From: no Last post: 6091 days Last view: 6075 days |
After reinstalling Windoze, using this same php.ini I used before, with PHP 5.2.1, it won't load either of the extensions (MySQL and GD2) that I've enabled. There are no errors, but calling their functions gives "Call to undefined function" and extension_loaded() returns false. What gives?
[PHP]
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Dwedit |
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Red Paratroopa Level: 30 Posts: 52/162 EXP: 163138 Next: 2731 Since: 03-07-07 From: Chicago Last post: 3518 days Last view: 1613 days |
Posted by Koitenshin +∞ Remember that Melee was padded out with Video Files to fill up space. I doubt they'd make 4.7 gigs of content. ____________________ |
Tanks |
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Dry Bones Level: 55 Posts: 504/627 EXP: 1243744 Next: 70445 Since: 02-19-07 Last post: 5520 days Last view: 5265 days |
WISE FWOM YOUR GWAVE!
Ok... now that this thread is revived, I'd like to show you guys a few discoveries I've made here. First off, Exhibit A. This thread has a guide to how to rip VC games or anything hosted on Wii Shops server (it's the biggest post in the thread ). (just as a tid bit, it's an Apache server ) You see. The wii doesn't download one big .bin file, like we've seen when we place VC games on our SD cards and view them on our computers. Instead it downloads smaller files and puts them together on the wii. Now that you have set yourself up, I'd like to show you some of my findings. I have Super Mario Bros.'s Files. This should be interesting to see if you can get the rom out of it. I have Internet Channel's Files. (warning, this is kinda' big AKA a slight server clogger for me) I'm not sure if you'll get far with this but it'll be neat if you can. I also have some .bin files I found through the proxy. They're updates for the news channel and weather channel. There is also a wii message there too. I had already received this message months ago from Nintendo but for some reason, it kept popping up in the proxy. To view these, I suggest you use note pad. The news files are fairly garbled but it's possible to make out an article here or there. The Message should be easily read by all. And as for the weather updates, it's garbled all the way through. Hope you have fun with this! Edit: Since some people can't getinto GBAtemp, I'll post the guide here.
PS. The links given in this guide don't work... ____________________ |
optomon |
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Leever Level: 33 Posts: 33/198 EXP: 220471 Next: 8708 Since: 03-05-07 From: Vancouver, WA Last post: 2456 days Last view: 2045 days |
Posted by koala_knight I've only used one hex editor since I started hacking, and that would be translhextion. It in fact has a "compare from current offset" option under the "offset" dropdown list. Make sure you have clicked the first nybble of the first byte when comparing it to another file. Very useful feature. When doing it, it will inform you which bytes are different. |
Drag |
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Spike Dragon Level: 57 Posts: 609/705 EXP: 1482950 Next: 2978 Since: 02-19-07 From: Last post: 3928 days Last view: 3928 days |
Get it here
Source That's right! After Disch officially discontinued it, I picked it up. I dunno if I want to be the new permanent author, but for now, I'll update it. Basically, there were some bugs in NotSo that have been annoying me for a long time, and I had a feeling that if I wanted these bugs fixed, I'd need to eventually do it myself. My prediction came true, since Disch discontinued the plugin, that meant the bugs weren't getting fixed. The main thing here is that I've ported the code to Dev-C++, from VC++. So I needed to change some routines here and there. Please let me know if I've broken anything in the process. Here's the changes, directly from the readme:
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AlexAR |
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Koopa Account taken over, please contact admins to reclaim Level: 27 Posts: 100/119 EXP: 102809 Next: 13350 Since: 02-22-07 From: El Paso, TX Last post: 3030 days Last view: 3030 days |
Posted by kuja killer I actually did exactly that once I took a closer look at the files I extracted. I changed the paths to match the locations of my emulator. No luck. I will try again though. EDIT: I got it to work now, I think the problem was my external hard drive not being nice. I moved some of my rom hack crap into it, some stayed behind..programs not liking each other, fighting and finally exploding..its all good now though. Anyways, I am most certainly liking this. Very, very easy to use and very functional. Obviously, since I have used romhacking.net/utils/246/>Rock and Roll extensively on my romhacking.net/hacks/110/>first hack, I cant help but compare them. Rock and Roll has a couple little misc. options that without them, will make my life a bit harder. I am mainly speakinga bout being able to change Megaman's jump height. If anyone wants to help me find that offset, that be awesome. (Mega man 3)This page is a little too limited to be of much help. As you can tell by my little screenshot here, I have already started work on a follow-up of said hack. It wont just be Mario worlds though. Great Job kuja Killer |
Surlent |
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Red Paragoomba Level: 19 Posts: 33/54 EXP: 31435 Next: 4342 Since: 02-19-07 Last post: 5928 days Last view: 5928 days |
*push*
Aside from using Foxit Reader (if you want to save memory and/or other resources), opening PDFs in your favourite browser still causes to open PDFs with that Adobe Reader plugin. If you are using Firefox, there's a nifty add-on called PDF Download, which replaces the standard download dialogue with PDF files by a special one, allowing you to open up either the file with your default application (set in the options menu of that extension), viewing the PDF in a kind of crippled HTML-version, if you may not install a PDF- or any program on your computer, whatever) or simply download it to your drive. HyperHacker: That advertisement at the top is indeed very small - and I think there is no need to remove that by using certain ... tools on that program. You can even disable the advertisement after each start by right-clicking on the toolbar and removing the check next to "Advertisement" It's even nice that option is included, though the program is free, doesn't need to be installed at all (!) and extremely small, at least compared to Adobe Reader. Only bad thing is missing compatibility with certain PDFs, created with Adobe Standard or Pro. |
HyperHacker |
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... Level: 73 Posts: 1202/1220 EXP: 3366732 Next: 119136 Since: 03-25-07 From: no Last post: 6091 days Last view: 6075 days |
Piracy? What? No, it's simply a way to improve the experience of games you own! *cough*
Seriously, playing your games from the hard drive has some advantages that are especially important on PS2:
Also, I found a network adapter today. Apparently, there's a program that can pretend to be the AR Max server, allowing you to send your own save files. If I can find that and get it working, I'll be good to go, supposedly. |
GuyPerfect |
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Paratroopa Level: 30 Posts: 136/155 EXP: 152597 Next: 13272 Since: 03-14-07 Last post: 6045 days Last view: 5994 days |
I'm pretty sure you can earn bonus credits as many times as you like. That is to say: play through the game an infinite number of times, receive an infinite number of Friend Vouchers.
Note: There are no spoilers in this post. Guy Perfect's Top 10 List of Things Metroid Prime 3 Does Right #10 - It's about Phazon Metroid Prime (the first one) hinted on Phazon quite strongly. It corrupted the planet, changed the creatures and the Space Pirates experimented with it. Sure, you deal away with its source at the end of it, but what kind of an ending is that? "You have defeated a creature. No one is saved, no situations are resolved. Have a nice day." Metroid Prime 2 was only loosely based on Phazon, where it was there, but had nothing whatsoever to do with the storyline. Metroid Prime 3 is all about the Phazon, and where it goes, you go. #9 - It's about Space Pirates I think they tried to do this in Prime, but didn't do it so well. In Prime 3, Space Pirates play the major roll of the bad guys, and the game revolves around the Galactic Federation countering Pirate activities. In fact, the game starts out with a Space Pirate invasion on Norion, which is nigh cinematic in quality. #8 - Ridley Isn't Super-Annoying Remember when Meta Ridley would charge you and never open your mouth, only after flying around and bombing you after constantly flying WAY in the background? Yeah, he was a jack hole in Prime. In Prime 3, he's much less annoying. Cheers! #7 - Borrowing Elements from Hunters While there are no specific tell-tale borrowed elements from Metroid Prime Hunters in Metroid Prime 3, there are definitely some similarities that reveal the developers giving the thumbs up. One of which is when you're in your ship deciding where to go, you can look down and see your legs and feet; just like in Hunters. Other elements include traveling from planet to planet, fighting bosses in similar (nearly identical) creepy structures, and the existence of multiple Hunters in the first place. #6 - Bowling for Bots Yeah. It's worth a Friend Voucher and everything. Made me laugh. #5 - Spring Ball I'm sure there aren't too many people who know this at this point in time, but if you quickly tilt the Wii remote upwards while in Morph Ball mode, it will jump into the air. It's the same hight as a normal Bomb-jump, but you don't actually have to lay a bomb and wait for it to explode. Before anyone asks: no, you can't perform a 3-bomb-high jump with this technique. The last bomb simply won't propel you upwards. #4 - Ship Interaction You can command your ship to do various things to complete certain tasks. While the majority of these interactions are required to progress in the game, there is still a fair amount of extracurricular fun you can have. In fact, you can call your ship at any time to bomb the surrounding area, which is quite a powerful attack. #3 - Voice Acting Once upon a time, there was a game for GameCube called Eternal Darkness: Sanity's Requiem. While the graphics were mediocre for a GCN game, the story was good and the voice acting was spectacular. Never before or since have I experienced such detail in verbal dialog as in that game. Well, Metroid Prime 3 now has voice acting of the same calibur. A delightful surprise. Samus does not speak, however. Much like Link. I have seen previews for Mass Effect. The voice acting in that one is good, too. #2 - Mood Metroid Prime 1 tried to capture the claustrophobic and eerie moods that Metroid games were somewhat known for, but it didn't work out too well. Even in the pitch-dark Phazon tunnels, the mood was "Gee, sure is dark in here. Makes it hard to see." Didn't quite capture the essence of what they were trying to do. Metroid Prime 2 did a better job. They had the mechanics for setting mood, but didn't have any reason to set it. Dark Aether, when unexplored in your mind, has a bit of a creepy feel to it, as everything is hostile and quite powerful and the very air will hurt you. But Metroid Prime 3, whoo-boy. The musics they wrote are just right for it. Swinging on zip lines miles and miles above a stormy planet are enough to make someone afraid of artificial heights. Sneaking around the Space Pirate facility really makes you feel like you're on thier turf. The ghostyard that is the G.F.S. Valhalla is reminiscent of Dark Aether. The ship is a busted-up copy of the G.F.S. Olympus, which you visit at the beginning of the game. Scanning the Energy Cell consoles is also eerie, pointing out the exact place in the universe where the power unit for the socket you're standing next to has wound up. Very nice. #1 - Admiral Dane In certain games, I tend to become attached to certain characters. Edward Roivas is very articulate with his ideas and explains the situation in a way so efficient that I've often found myself modeling my own sentences after his. Nemesis, the Prussian Prince of Automatons, is a manipulative genius who messes with people's heads while he's busy taking over the world behind their backs. But in Metroid Prime 3, my character is Admiral Dane. A very respectable officer, his no-nonsense objectives and light-hearted demeanor really sum up every quality that I believe someone in his position should have. There's even a transmission in the game where he tells Samus "Godspeed"; a word I don't believe has been used in a video game before. To make the situation even better, I can tell you this: he gets to live. They didn't kill him off in the game. Guy Perfect's Top 10 List of Things Metroid Prime 3 Does Wrong #10 - Weapon Upgrades When they were developing the game, Retro Studios compared the upgrade combinations to be similar to those in Super Metroid. I thought that be great, being able to pick and choose which beams I get to use. Instead, however, it's more similar to Metroid Fusion. You get an upgrade, and that's your new weapon. Don't like your gun to be opened up and colorful on the inside? Tough. #9 - Friend Vouchers Nothing wrong with them specifically, but the fact that they're required for certain unlockables is the issue here. It's like Zelda: Four Swords. You need a GameCube, three Game Boy Advances, four games total, and three friends. Well, in this one, you need two Wiis, two copies of the game and an internet connection. Action Replay's gonna save the day on this one, as is so often the case. #8 - Free-Lock Boss Battles This is probably intentional and not a bug (based on observations during the final battle), but battles that show the enemy's energy bar seem to enable Free-Lock, even if you have it disabled. Free-Lock allows you to shoot anywhere on the screen while locked onto a target. If it's disabled, it aims at the target for you like previous Prime games. If I want Free-Lock, I'll enable Free-Lock. I don't think it should be a requirement just because I might need to aim for certain bosses. #7 - Linearity I think I read somewhere that Prime 3 was supposed to be non-linear. That is, you have a set of tasks and can complete them in more or less any given order. Whoever wrote that article is likely dead now, and in several pieces. While Prime 3 isn't as bad as Metroid Fusion in regards to "go here, now do that," it's still one objective after the other. In fact, I disabled the hint system first thing and it still felt like it was on, what with all the "here are the coordinates" things they did. #6 - Loading Screens I understand loading from a Wii disc may take longer with the amount of data, but the loading screens are a bit extranneous in this game. Particularly, the animation for when you use a portal. It shows Samus approaching the portal, then the room changes to the room on the other side of the portal. It glows white, the camera spins around Samus, then it unglows to show the new room. Except... There's a 4-6 second pause where Samus is just standing there waiting for the room to load. #5 - Mii Selection The game forces you to select a face for your save files. Gay. #4 - The PED Suit They dismantled a GF trooper suit and glued it to Samus' Varia Suit. Gay. #3 - Ever-spawn Triggers Certain scenarios in the game will result in enemies being spawned infinately until you complete the puzzle in the room. I've never been too fond of ever-spawns in the first place, but when you waste all your missiles trying to clear out the room before doing the puzzle, it gets kind of annoying. #2 - Phazon Metroids I think the developers were drunk one day. And high. And tired. They started talking about the worst game scenarios they've ever encountered. After discussing Metroid Prime's encounter with Meta Ridley, they decided they have to put something equally irritating into Prime 3. While they fixed the Ridley battle, they found something new. "How do we make Metroids more annoying?" they asked. "Easy: give them ability to phase-shift out of local timespace. And make them do it every time you fire a missile. And put, like, six of them in every single room." #1 - The Conclusion I'm not satisfied with the way they did away with all of the universe's Phazon. What made it so different this time around? They might as well have done away with it in Metroid Prime 1 by not putting in the special ending. |
James Freeman |
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Octoballoon Level: 31 Posts: 9/177 EXP: 177350 Next: 8013 Since: 10-15-08 From: NERV 1 Last post: 4297 days Last view: 4295 days |
1806: Modern-day computer invented. Technology in other areas is kick-started to modern levels.
1850: First moon landing. 1860: First permanent settlement on moon. 1900: First human mission to mars. 1920: First permanent settlement on mars, named Phoenix 1. 1921: Germany invades the United Kingdom. 1926: The Old World Alliance is formed after Germany is expelled from the United Kingdom; Germany builds up weapons, including a great deal of fightercraft. 1939: Hitler’s Nazi Germany declares war on the OWA, USSR, and America. Germany’s fightercraft dominate the battlefield. 1943: First aerospace fighter, the Black Kite, developed by Alison Keyborez; rushed into service by the American Air Force. 1945: End of World War II; Hitler captured and brought to trial; sentenced to life in prison. 1946: Hitler escapes prison, aided by his elite ‘Hammer of Dusk’ joint strike commandos. 1960: Theory of faster-than-light travel by use of multi-dimensional manipulation published. 1966: First sub-atomic particle and radiation shield (SAPRS) created; makes travel between planets much less dangerous. 1980: Mono-dimensional transistor invented, allowing instantaneous communication. 1990: First Faster-than-Light (FTL) ship built, named Polaris. 1995: Sightings of a habitable planet with possible life. 1996: First contact with the Kranath. The ‘Kranath’ were a cat-like race; although they where not as advanced as us in the way of space travel, they quickly outpaced us at genetic manipulation, cloning, and computer technology. Soon, a FTL transport fleet was in operation; going between planets was as easy as travel on the high seas. It is now 2014, and the alliance with the Kranath has stretched to the breaking point. The New Galactic Order has already taken complete control of the Fringe World Federation, and their next target might just be the Kranathian homeworld: Kranatha. There is a saying among the Kranathians: What lies behind us and lies before us are small matters compared to what lies right to our faces. Horrors have appeared that eclipse concentration camps, backed up by debate-stifling propaganda, elitism, and paranoia. This is what the NGO is, and it will not tolerate the ‘impure’. The Kranathian Systems Alliance will not stand for it, and the depths of hell seem closer than ever before… --------------------------------------------------------------------------------------- What is Storm Burner? Storm Burner is a slightly steampunk-ish sci-fi. There are no lasers (Plasma cannons and pulse guns instead), and no hand-held energy weapons. Computers still have keyboards, trenchcoats are still badass, and... Well, I'll leave the surprise to be revealed a little later. In any case, high-octane action is included. Due to formatting issues, I'll be uploading chapters as word files and then posting links here. Promotional poster -A slightly movie-esq promo for those who need something to post somewhere. A bit of a stop-gap solution for now, as it's still a word file. ____________________ "That's your 'ultimate attack'? You're going to drop a *BLEEP*ing asteroid on me? ARE YOU *BLEEP*ING INSANE?! THAT THING IS GOING TO KILL US ALL!" - Bob, Bob and George "Welcome to NERV; God's in his Heaven because He's scared of our superior firepower." - Dr. Yui Ikari, Neon Genisis Evangelion: Nobody Dies (Chapter 5) |
Parasyte |
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Red Goomba Level: 18 Posts: 13/48 EXP: 24786 Next: 5111 Since: 02-09-09 From: Flagstaff, AZ Last post: 5210 days Last view: 5188 days |
I have been working on a Mega Man 7 editor for quite some time. Rather that regurgitate the history of the project, you can read about it here: rome>http://www.kodewerx.org/wiki/index.php/Syndrome
Some interesting points about this editor: * It's open source (the most recent source code snapshots are available right now: rome>http://hg.kodewerx.org/syndrome) * It's written for XULRunner (the same technologies powering Firefox) * Its application logic is written entirely in JavaScript (for now; eventually it will be necessary to rewrite some of the CPU-intensive parts in C++) * It's fully cross-platform; tested and running on Mac OS X, Windows XP, and Linux (Ubuntu). * It can read the Mega Man 7 US ROM with or without an SMC header. The SNES ROM lib I've been writing handles LoROM and HiROM mapping modes. * It supports opening zipped ROMs directly (PKZIP only! not 7zip or any other archive formats) Planned features include: * Non-destructive editing (NDE) - all changes will be possible to undo. Even after saving and closing the project. This will be done with a well-balanced mix of XML files (to keep track of what's been worked on) and UPS format patches (the actual "hack" itself). The idea is to never write directly to the ROM file, but to handle cases where a hacked ROM can be loaded into the editor. * "Saving" your project will save changes as a UPS format patch file, which will be loadable with emulators supporting the format, and directly distributable on the internet. * Intuitive editor UI that keeps information overload to a minimum; no more pop-up windows! (or at least keep them to an absolute minimum) Pop-ups are bad for the internet, and they are bad for desktop applications, as well. Support for multiple user paradigms; keyboard-driven, point-n-click-driven, drag-n-drop-driven ... * Internationalized! It is very simple to translate the UI into any language! Coding experience not required. Syndrome looks like this: Mac OS X 10.5 rome/syndrome_xul_b.png> Ubuntu 8.10 rome/syndrome_xul_c.png> Windows XP SP2 rome/syndrome_xul_d.png> Syndrome currently has no UI, and no editing capability. Something I really need to work on before this becomes usable. It does show some promise, however. Considering I've only been working on it for a few hours each night, I think it is progressing along quite quickly. Objects are currently read and parsed, but the data is not 100% deciphered. The editor can draw a cross-hair and index number on the map in the correct location, but the only way to tell what it's supposed to be is by looking at the remaining "unknown" data for each object. The objects are capable of changing background palettes and tile sets when Mega Man "touches" them. For these kinds of objects, Mega Man may not have to exactly touch them, but just pass over the X- or Y-coordinate where they live (not verified). The first palette-changing object in the intro stage is object #9. Objects also describe enemies. The first "Bunby Tank" enemy in the intro stage is object #12. Most enemies are sprites (OAM), some are SNES background layers (e.g Intro stage object #19; Mad Grinder). Objects also transform the stage itself. A few good examples of this kind of object are objects #1, #2, and #3 in the intro stage; these create the first "unstable road" blocks that stop Auto. Syndrome can export rendered stages to PNG. Note that the rendering engine is incomplete. Palettes and tiles are incorrect in some locations. Here's a list of exported stages: rome/stages/2009-03-07/>http://parasyte.kodewerx.org/projects/syndrome/stages/2009-03-07/ - First exports rome/stages/2009-03-10/>http://parasyte.kodewerx.org/projects/syndrome/stages/2009-03-10/ - Exports with object notations Object tile sets are not resolved or loaded, yet. I've found a good portion of the assembler routines which handle it, but not everything. The first sprite tile set loaded for the intro level is at ROM file (without SMC header) address 0x1BBBE. The five bytes here describe the tile set: byte-0: tile data length (shift this byte left by 4 to get actual length; if zero, stop processing) byte-1, byte-2, byte-3: ROM pointer to actual tile data byte-4: destination offset and end-flag (high bit set indicates processing end, mask lower 7 bits and shift left by 8 to get actual destination offset) Taking this specific data for example: 3C 40 49 DA 80 Data Length: $03C0 Data Source: $DA4940 (translates to file address 0x1A4940) Data Destination Offset: $0000 (equates to VRAM location $6000) End of sprite tile data. When the end-flag is not set, the game engine processes the next five bytes to load more tile data. The "battle plan" goes something like this: the editor needs a UI. Some ideas of mine are available on the Kodewerx Wiki (aka "Kwiki"), linked at the top of this post. It then needs to support fully non-destructive editing. (NDE is popular in photo editors like Photoshop and in many video and audio editors as well. This is usually done by abstracting the editing process with "imaginary" layers.) To be a complete editor, it needs to handle all objects properly, especially in regard to objects which modify stage design/layout and general game play. These may be the most difficult to deal with since Syndrome wants to display the full stage for editing, rather than working on one screen at a time (like most Mega Man editors do). If anyone is interested in helping (with data or coding -- come on, it's JavaScript! It's dead simple to work on!) just post here and we'll see if we can get you setup to work on it. As an aside, please keep in mind that I'm not familiar with the Mega Man series, much less Mega Man 7. The enemy names listed here came from Wikia Gaming. Compare the Syndrome-rendered stages to the rips available at the The Video Game Atlas Edit: Made some minor adjustments for clarification. |
Berion |
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Goomba Level: 12 Posts: 15/20 EXP: 6652 Next: 1269 Since: 03-04-09 From: Poland Last post: 3447 days Last view: 3447 days |
Rom was expanded from 256kB to 512kB. It's difficult making patch in IPS format when compare files have different sizes (PPF3 have the same problem).
If someone know better format which contain additional data (i.e. authors, version, info), much easy to use and without above issues please, let me know. --- A short video: http://www.youtube.com/watch?v=H771HYsbqa4&feature=channel_page --- ok, I have using old crapy apps. ;] IPS is already indside rar file in first post. Sorry for any inconvinients. |
JaSp |
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Shyguy Level: 24 Posts: 40/95 EXP: 73287 Next: 4838 Since: 03-02-07 From: Paris, France Last post: 4350 days Last view: 4145 days |
I can see two problems with using these new channels :
- it would require to rewrite the music engine, and adjust all existing songs so that they don't crash with the new engine; not impossible, but it would probably require a lot of time to figure things out and code them in, and I'm not sure it's worth the effort if it is only used by a few persons - it would 'denature' SMB3's music style, which may or may not be a problem depending on opinions, but personally I think that you need to keep a minimal amount of aspects from the original game when hacking it; else you might just as well create a brand new game That's more of a personal opinion of course, but the first reason is enough for me to not implement it, at least not for a long time seeing I've got a lot of stuff to finish first. So, no new channels, but I do plan to include an instrument editor, so that you could change instruments data for each new bank (for square1, square2 and triangle only, probably). As for editing/creating music files, it is kinda planned. Several options here : - create a specific new tracker which would play exactly as it would sound in-game : very long option, since I don't have enough sound and GUI programming knowledge to actually make such as program, so it would require a lot of time for me to figure things out - create a small tool to convert other formats to this one : much likely, and planned; I still don't know for which format I'll go. I've seen this MusicXML format which seems to be used by many programs (including free ones), and writing a conversion tool doesn't seem that hard to do This way you could actually convert a MIDI file into the smb3song format, the process would be like that : MIDI -> MusicXML (using an existing tracker/program) -> smb3song (using a future tool) You would still need to adjust the MIDI file to make it sound right, because smb3 music format has a LOT of restrictions compared to MIDI; and it would output just one part at a time, you'd probably have to rearrange parts by hand in your smb3song XML. EDIT: I've just looked a little into the MusicXML specifications, and it seems that a tool to output complete smb3song files from a MusicXML file can be doable! I have also planned to make a basic rhythm editor (to edit noise & dmc), since I can't see that part being handled very easily with MIDI/MusicXML (this tool shouldn't be too hard to do, it would just output a repeatable pattern as string to include in the smb3song XML). |
Parasyte |
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Red Goomba Level: 18 Posts: 29/48 EXP: 24786 Next: 5111 Since: 02-09-09 From: Flagstaff, AZ Last post: 5210 days Last view: 5188 days |
Posted by Jigglysaint Uh yeah, that's what I said. Didn't mean to make it sound like the comparison was for ROM bank numbers (since there is no general [easy] way to get that information in hardware). Sorry for any confusion. Posted by born2partyPosted by Parasyte I don't understand that; possible ROM addresses? There are two ways to look at ROM in a bank-switching computer (like NES): 1) As a complete ROM chip; just one large file. 2) The same way a CPU with limited address space sees it; in smaller pieces, usually only 1 or 2 banks at a time. In the former interpretation of "ROM addresses", each address references only a single byte. This is simple; you see files in this light all the time. In the latter interpretation, you realize that a CPU address of something like $8000 can be remapped in hardware to point to different banks within the ROM. On the other hand, address $E000 [likely] cannot be remapped at all, and so it can only reference a single byte in a single bank. This was a short lesson, and much important information was left out. But the gist is simple: the lack of the comparison parameter in a Game Genie code does not inherently make the game less stable or cause more crashes. There is a high probability that they will be less stable, yes. But do not take this as canon. How do you know if you need the comparison parameter? Well, that depends on the mapper used in the game you're working with. Some mappers have 16KB of ROM space "hard wired" at $C000-$FFFF; any Game Genies address that falls within that range do not require the comparison parameter. Other mappers have 8KB "hard wired" at $E000-$FFFF. And yet others have the full 32KB of ROM space "hard wired" ($8000-$FFFF). As for how you actually use the comparison parameter after it's determined to be necessary... well, I assume you know the data byte you're intending to replace with the code; that data byte is what you put into the comparison parameter. Here is an example: Assume, for a moment, that you just debugged your favorite game and found an "LDA" instruction (opcode: $A9,$xx) that loads the number of lives you start with. In this case, the $xx might be $03... Anyway, you want to replace the $03 with something a little more fun, like $32 to start with 50 lives. Now assume the address of this instruction is at address $D5F3, and that the mapper uses an 8KB "hard wired" bank (at $E000-$FFFF). Since the address does not fall within the "hard wired" bank, using the comparison parameter is a good idea. The opcode at $D5F3 is $A9, so the $03 must be at $D5F4; you will use that address for your Game Genie code. Six-digit format = D5F4 : 32 Eight-digit format = D5F4 ? 03 : 32 Does that make sense? The only difference is the "? 03" -- which came from the original instruction:
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puzzledude |
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Porcupo Level: 39 Posts: 11/302 EXP: 371162 Next: 33609 Since: 08-16-10 Last post: 2274 days Last view: 2274 days |
You are a good player.
You've done everything correct. You can't get to that chest or the pegswitch yet. That's for later. Plot ahead ----------------------------------------------------------------------- Cool, that you found the flute. The stars always indicate that something is hidden. This is new compared to the original game. Well, if you step on the filled star and throw the boomerang to the other filled star, it will hit the pegswitch. But if you are standing on the empty star, you will hit the right torch. If you throw it to the left torch with empty star, nothing happens. So thats what the stars are for. If you look closely you can see the sparkle from pegswitch, which is hiding in the torch. This was planed, but I agree it is difficult. Nice you found it without help. Well, you got the flute, so go outside and play it (anywhere), you'll see what happens. Do some exploring with the flute, and you'll come to the next dungeon (which is my favourite), but fill all bottles with fairies or potion and fill you arrows to the maximum. When inside the dungeon your questions about the missing elements will be answered. But again, when you see the star, search. (Don't step on it, nothing will happen.) Usually this means lifting up everything or hammering or hitting everything in that room. missed (Link stands on an empty star) files/2009/12/2/2672982/boomerang%20miss.jpg> hit (Link stands on a filled star) files/2009/12/2/2672982/boomerang%20hit.jpg> PS In rare situations you can hit from empty star too. |
Nick |
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Dry Bones Level: 55 Posts: 446/646 EXP: 1284157 Next: 30032 Since: 07-28-07 Last post: 4330 days Last view: 4313 days |
As seen here-
Can't wait to fucking try this shit. Gotta wait til the weekend though. see also engadget download here fuck yee new shit to try ____________________ Robocop and 이명박 voted for me. |
Yakibomb |
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Level: 28 Posts: 62/137 EXP: 122955 Next: 8383 Since: 03-21-08 Last post: 771 days Last view: 771 days |
Updates March 16, 2022
Hello, world! - Added Version 10 of "Super Mario RPG: Armageddon" - Added "Super Mario RPG Open World Randomizer" by various authors - Added "Super Luigi RPG Star Powered" by Will - Additionally, rearranged table of contents and added "Featured Hacks" for those that are still in development. That's all for now. Live on! __________________ Useful Links: DISCORD COMMUNITIES SMRPG Armaggedon https://discord.gg/8ENqJEE3Fa SMRPG Speedrunning + SMRPG Randomizer https://discord.gg/Ma2fKHg SMRPG Hacking Depot (Archieved; Cannot Post; Only use for reference) https://discord.gg/KnQBRr2 Programs LAZYSHELL v3.19.0-1.3.1 UPDATED EDITION (by me, Yakibomb!) https://github.com/Yakibomb/LAZYSHELL-UPDATED http://bin.smwcentral.net/u/124/LAZYSHELL_v3.19.0.zip __________________ This thread has a compilation of all the hacks I know that have been released at some point in time. If there are any hacks that aren't displayed here, post the download link in this thread, or PM me. Be sure to also include a thread or site showcasing the hack with screen shots or a video, please, as it makes my job easier. If you are the author of a hack on the list and you want to update anything on your hack(s), either PM me or post in this thread!! Contests held on this board will be featured at the top of this list. The most popular hacks from recent contests will be featured at the top! If anyone wants to use this information for anything, go ahead. (May 17th, 2018) ALL HACKS DOWNLOAD: If you would like to download all hacks at once, go here: https://app.box.com/s/0zkl8la2xrwurrp4qgqc __________________ Updates March 16, 2022: Hello, world! Added Version 10 of "Super Mario RPG: Armageddon". Added "Super Mario RPG Open World Randomizer" by various authors. Added "Super Luigi RPG Star Powered" by Will. Additionally, rearranged table of contents and added "Featured Hacks" for those that are still in development. May 17th, 2018: Added link to past versions of "Super Mario RPG: Armageddon" through NGPlus.net. Thanks DarkKefka and Doomsday31415! June 7th, 2017: Added "Booster the Eighth", "Super RPG: Luigi Purgatory", and "Super Mario RPG: Easy Mode". Updated all hacks folder; Now includes links and authors in hack folders. Removed some dead links. December 14th, 2015: Added "Plumber's Parasitic Plant Problem (Demo 1)". January 1st, 2015: Happy New Year! Added "SMRPG: Low Level Experience" to the completed hacks. Updated all hacks folder. December 2, 2014: Added "Ashes to Ashes" and "Coin Limit Patch". Added descriptions for "Super Mario RPG: Raeneske Final Mix". Added screen shots for "Super Mario RPG: Raeneske Final Mix", "Raeneske 2: Abused Power", "SMRPG: The Dark Trio". Updated a few broken links. November 25, 2014: Updated links for "Super Mario RPG: Raeneske Final Mix", "Raeneske 2: Abused Power" and "SMRPG - Critical Challenge". Added mirror for "SMRPG: Legend of the Golden Mushroom". Added "1st hack about the unknown". October 12, 2014: Updated "Super Mario RPG: Armageddon" patch to v7.7 (was v7). January 29, 2014: Updated "Super Mario RPG: Armageddon" links and description. January 23, 2014: Updated "Super Mario RPG: Armageddon" patch to v7 (was v6.1). November 24, 2013: Added new category "0. boardII Contest Submissions". Recent winners will be featured at the top of the category! November 13, 2012: Added Elementralpowerstar's Minecart Demo for real this time. Also added some neato videos of Zealous98's Mario graphic replacement patch. November 9, 2012: Added Elementalpowerstar's Minecart Demo. Updated the link to Darkkefka's "SMRPG: Armageddon" patch to v6.1 (was v4.9). July 5, 2012: Added Hanto's demo of "Jenku: Legend of the Gardener, Act I" to the list. April 21, 2012: Added "Super Mario RPG: Deceiver Dome" patch. Added walkthroughs and spell demonstrations for Bob-omb Mafia and OREFFEZEPS. January 19, 2012: Changed the screen shot's URL to a more reliable image hosting site, so the images shouldn't be going out anymore (hopefully). January 16, 2012: Added "SMRPG: Critical Challenge" under Full Hacks (The hack is currently under development, check thread for more details). January 8, 2012: First off, happy new year! Updated "The Bob-omb Mafia" to v2.3 (was 2.2). Added the "Legend of the Axem Rangers" v2 to the list. December 22, 2011: Updated "SMRPG: Armageddon" patch to v4.9 (was v3). December 17, 2011: Added some mirror downloads for patches. Changed some stuff. December 14, 2011: Changed "Project Bases" to "Patches". Added function demo, custom items, a graphics patch for the A/B/X/Y buttons font + changes to Bowyer's button blocks, and a replacement patch for Bowser's victory pose. December 11, 2011: Removed "mini-hacks" section. Anything that is finished goes in the "Completed Hacks" category. __________________ Table of Contents 1. Featured Hacks 2. Completed Hacks 3. Text/Graphic Hacks 4. Demos 5. Patches 6. boardII Contest Submissions __________________ 1. Featured Hacks These hacks have been made in 2022 and are still active projects. There are intentionally duplicates on this list to preserve consistency. And I don't want to edit this again. romhacking.net/hacks/snes/images/6665screenshot1.png>romhacking.net/hacks/snes/images/6665screenshot2.png> Super Mario RPG: Armageddon (VERSION 10 + Older) Author: Darkkefka and Doomsday31415 Description: This is a difficulty hack, but it is not an ordinary one. The hack follows the same plot as the original, however, it features new techniques, monsters, items, secrets, and battles made for those who yearn for real challenge. The hack aims at giving you small doses of challenge enough to cause bouts of insanity, yet while still maintaining a merciful enough difficulty curve for humans. It takes the idea of what a difficulty hack might be and expands on it, to a degree that goes beyond expectations on what a difficulty hack could be for this game. Link to VERSION 10 on RomHacking.net: romhacking.net/hacks/6665/>https://www.romhacking.net/hacks/6665/ News Article on RHDN: romhacking.net/forum/index.php?topic=34471>https://www.romhacking.net/forum/index.php?topic=34471 Link to ALL VERSIONS: files/category/20-super-mario-rpg-armageddon/>http://ngplus.net/index.php?/files/category/20-super-mario-rpg-armageddon/ Super Mario RPG Open World Randomizer Author: pidgezerne and "various authors" Description from the main site: "What is the Super Mario RPG Open World Randomizer? A program that shuffles around a bunch of stuff in Super Mario RPG! The world looks the same, the game's objective is the same, but plenty of things can get shuffled around — such as playable characters, monsters, progression items, shop items, character/equipment/monster stats, and even Star Pieces! It's a different experience every time! This new version is an open world randomizer, inspired by other works such as the FF4: Free Enterprise randomizer. This means most of the map is open from the start which drastically changes the gameplay!" Link to the Randomizer's Website: https://randomizer.smrpgspeedruns.com/ romhacking.net/newsimages/newsimage2678a.png>romhacking.net/newsimages/newsimage2678b.png> Super Luigi RPG Star Powered (Version 2.5) Author: Will Description from Will: "Did you ever want SMRPG to have a postgame? Well now you can experience that! New Bosses and Enemies? We have those too! Did you need Daisy? After all what’s Luigi without his #1 gal? And many….many….many….MANY more surprises!" Direct Link on RHDN: romhacking.net/hacks/6345/>https://www.romhacking.net/hacks/6345/ RHDN News Article of 2.5: https://www.romhacking.net/forum/index.php?topic=34414 __________________ 2. Completed Hacks The hacks that have been finished and were shipped. You will need a clean ROM to play these. Bob-omb Mafia (v2.3) - Flagship hack Authors: Giangurgolo and Omega45889 Description: The Bob-omb Mafia has welshed out on a deal with Bowser and it is up to Mario to retrieve five of Bowser's shells from the bob-ombs. In this hack Mario-with the help of Mallow-must defeat a series of bosses including a large Thwomp, two clowns, and a forest witch, and defeat the diminutive mafia boss who is under the guard of two large bob-bombs and a vicious, bloodthirsty ant. There is also one puzzle room, as well as a few side-quests. This new version features a more linear storyline, balanced gameplay mechanics, and some more script mods. Check the "readme" for more info. Walkthrough: Part 1, Part 2, Part 3. Spell Demonstration: http://www.youtube.com/watch?v=HoicTyAKtxU&feature=relmfu Thread: http://acmlm.kafuka.org/board/thread.php?id=7000 Direct Patch: http://home.comcast.net/~giangurgolo/smrpg/BOBOMBMAFIA23.zip OREFFEZEPS (v2.0) - Flagship hack Author: Giangurgolo Description: While taking a short ride in Bowser's helicopter, Mario has some aerial trouble and falls into a strange place. Features: 27 new spell and attack animations, 16 new items +3 new animations, 1 new weapon animation, Mario no longer shoots fire orbs... Spell Demonstration: http://www.youtube.com/watch?v=WhnOlq2106o&feature=relmfu Site: http://home.comcast.net/~giangurgolo/smrpg/ Direct Patch: http://home.comcast.net/~giangurgolo/smrpg/OREFFEZEPS.zip Booster the Eighth (v1.01) Author: Minus Bros. Thread: https://www.smwcentral.net/?p=viewthread&t=86077 Description from the Author: "A relative of the Booster family, named Jean, has taken his father's tower after his passing. Jean and his Snifits prepare as Mario enters his tower. Little does Mario realise, a queen named Silver is plotting domination over Mario's world. Jean attempts to hide the plan but his Snifits reveal it out loud. In boredom, they order an XL Pizza, but lose the phone number to call it again. Meanwhile in Moleville, Silver assembles a squad of minions to take over the world. Her powers are weak... but, she is gathering strength to prepare for what seems like domination. Mario obtains an item called the Wonder Stone which allow him to access Silver's hometown, 15 years ago. On his way to her lair, he encounters a mysterious person called Dark Doom. Dark Doom happens to be a retired fighting instructor, who taught kids to defend themselves. Mario takes him on and gets transported to "Hometown". Put in the memories of Silver's past, Mario finds that she was abused her whole life and fights off a squadron of Koopas as Silver. He also finds "Nightmare" and fights off the evil side of her. Mario meets one of Silver's friends, Damon. He is being trained by Doom to help with fighting. Eventually, Mario finds Silver in the door of the Wonder Stone and finishes off the queen. Then, Jean comes in to wrap things up. Meeting again after a long time, Silver realises from Mario what it means to be a good person. Then they get together and Mario's adventure comes to a close." Direct Patch: http://bin.smwcentral.net/u/28861/BOOSTER1.01.ips Legend of the Axem Rangers (v2.0) Author: AnAxemRanger Thread: http://acmlm.kafuka.org/board/thread.php?id=5917&page=1 Description: Set before the Axem Rangers were the Axem Rangers, you play as Red in the world before Super Mario RPG took place. Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4106 -> Mirror: files/3868880287/Axem_Rangers_VER_2.0_official_release.rar>https://rapidshare.com/files/3868880287/Axem_Rangers_VER_2.0_official_release.rar Super Mario RPG: Armageddon (VERSION 10 + Older) Author: Darkkefka and Doomsday31415 Description: This is a difficulty hack, but it is not an ordinary one. The hack follows the same plot as the original, however, it features new techniques, monsters, items, secrets, and battles made for those who yearn for real challenge. The hack aims at giving you small doses of challenge enough to cause bouts of insanity, yet while still maintaining a merciful enough difficulty curve for humans. It takes the idea of what a difficulty hack might be and expands on it, to a degree that goes beyond expectations on what a difficulty hack could be for this game. Link to VERSION 10 on RomHacking.net: romhacking.net/hacks/6665/>https://www.romhacking.net/hacks/6665/ Link to ALL VERSIONS: files/category/20-super-mario-rpg-armageddon/>http://ngplus.net/index.php?/files/category/20-super-mario-rpg-armageddon/ SMRPG - Critical Challenge Author: deshaun182 Description: This hack plays through original SMRPG storyline, except the player stats, boss stats, items, and other elements are changed to increased difficulty. The main feature of this hack is the player stat changes. Players start off with essential spells, and a set amount of HP. Players only gain HP boosts and spells at levels 10, 20, and 30. This hack is currently being tested. Please go to the hack thread for more details. Thread: http://acmlm.kafuka.org/board/thread.php?id=7221 Mirror: https://www.box.com/s/p0fzj1gpqgpcsv9sxd7i Super Mario RPG - Deceiver Dome Author: LazySheller Description: Mario is teleported to the Deceiver Dome just before walking into one of Magikoopa's traps. Thread: http://acmlm.kafuka.org/board/thread.php?id=5133 Preview: https://www.youtube.com/watch?v=Vmfo6qrPLRM (Probably not the best preview video...) Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4236 Tip: If you haven't fought the secret boss in this hack and want to, use this save state (just move up): http://acmlm.kafuka.org/uploader/get.php?id=4237 OR look for him at the top of the first red floored room. Super Mario RPG: Easy Mode Author: Minus Bros. Description from the Author: "Is Super Mario Rpg too hard? Well here's a way to make it more enjoyable. (I guess)" Thread: https://www.smwcentral.net/?p=viewthread&t=86114 Direct Patch: http://bin.smwcentral.net/u/28861/EASY.ips SMRPG: Low Level Experience Author: DruidVorse Description: This hack plays through the original SMRPG storyline, but unlike the regular game, the player is prevented from gaining EXP throughout the game. This can be done in the original SMRPG with the Lucky Hammer/Jewel, but this hack removes this aspect to make the experience more clean, saving a lot of time. To see all the changes, check the main thread. Thread: http://acmlm.kafuka.org/board/thread.php?id=8133 Preview: https://www.youtube.com/watch?v=aUFRdzSYqs8 Direct Patch: https://www.mediafire.com/?ck9rs703seoeymf Super RPG: Luigi Purgatory Author: Minus Bros. Description from the Author: "Luigi has been cursed by the demons of spirit and has been sent to purgatory to relive his brother's past life due to his sins. Luigi travels through a gloomy, grey version of his brother's world. He meets up with his girlfriend Daisy, King Bowser and finds two new companions by the name of Prince and Raino." Thread: https://www.smwcentral.net/?p=viewthread&t=85951 Direct Patch: http://bin.smwcentral.net/u/28861/Luigi%2B1.01.ips -> Mirror: http://www.mediafire.com/download/m1plbu4vw215vae/Luigi.ips Mario is a drug addict Author: Marvin C Description taken from Romhacking.net: "Mario has done it this time! His drug abuse has led to the apocalypse and the only way to save the world is to get sober. Use your super jacked up powers to fight super boosted enemies in this HILARIOUS upgrade of an already HILARIOUS game. It took months to make and now I am confident all the bugs are fixed. If you have any comments, ideas, or bugs to tell me about please send to raccoonwarlord@gmail.com" Link: romhacking.net/hacks/757/>http://www.romhacking.net/hacks/757/ Direct Patch: romhacking.net/download/hacks/757/>http://www.romhacking.net/download/hacks/757/ Super Mario RPG: Raeneske Final Mix Author: deshaun182 Description: Watch as the story unfolds as Mario is taken to the strange dark world of Pandemonium, made from parts of Mario's world under the authority of the Demon King. Fight Merlin, the Demon King's Guardian's apprentice, the prince of the Demon King, the Demon King's Guardian Kramel, Lyain the Demon King, and the one behind it all (not the Demon King). Be sure to check out the sequel to this hack! Thread: http://acmlm.kafuka.org/board/thread.php?id=6341 Direct Patch: https://www.box.com/s/1cb6brr9dzxrcbtpk4o1 Super Mario RPG Open World Randomizer Author: Various Authors Description from the main site: "What is the Super Mario RPG Open World Randomizer? A program that shuffles around a bunch of stuff in Super Mario RPG! The world looks the same, the game's objective is the same, but plenty of things can get shuffled around — such as playable characters, monsters, progression items, shop items, character/equipment/monster stats, and even Star Pieces! It's a different experience every time! This new version is an open world randomizer, inspired by other works such as the FF4: Free Enterprise randomizer. This means most of the map is open from the start which drastically changes the gameplay!" Link to the Randomizer's Website: https://randomizer.smrpgspeedruns.com/ Reserve_22// Author: Elementalpowerstar Description: Mario is in a creepy place in nowhere. What will happen to him? Play and find out. Thread: http://acmlm.kafuka.org/board/thread.php?id=6910 Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3925 Super Mario RPG Revolution 5.0 Author: Waddler-D Description: Waddler-D has worked very hard to completely overhaul the combat portion of the game to include many unique and diverse battles. This hack requires much more battle strategy than the original, but not so much that it isn't fun. (This doesn't compare to the level of difficulty in SMRPG: Armageddon) Features: All enemy battle scripts changed, party member level cap is set to 50, many new items (with helpful descriptions!), and more. Thread: http://acmlm.kafuka.org/board/thread.php?id=4563 Preview: http://www.youtube.com/watch?v=P65Dwd0eDh8&feature=related Direct Patch: See thread above for different versions __________________ 3. Text/Graphic Hacks This section focuses mainly on text and graphic changes. You are going to need a clean ROM to play these. Legend of the Axem Rangers (v1.1) (This hack is obsolete. To get the updated patch, see the above category!) Author: AnAxemRanger Description: Replaces the five main characters with the Axem Rangers. There are also a few other minor changes such as a few new attacks, items, enemies, etc. Thread: http://acmlm.kafuka.org/board/thread.php?id=5917 Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3283 Super Luigi RPG Author: ShadowSonic Description: This patch replaces Mario's graphics with Luigi. Some text and enemy spell names are changed as well. Link: http://smrpgsecrets.tripod.com/superluigirpg.html Direct Patch: files/superluigirpgpatch.zip>http://smrpgsecrets.tripod.com/sitebuildercontent/sitebuilderfiles/superluigirpgpatch.zip Super Monkey RPG Author: ChiefMonkey Description taken from Romhacking.net: "An almost complete text hack of Super Mario RPG (the only text left unhacked is the enemies’ names and the menus). The entire storyline has been changed. Note: Contains a lot of four language." Link: romhacking.net/hacks/28/>http://www.romhacking.net/hacks/28/ Direct Patch: romhacking.net/download/hacks/28/>http://www.romhacking.net/download/hacks/28/ Super Mario RPG: PAL Version Author: OrangeLightning86 Description taken from Romhacking.net: "Super Mario RPG was never released in Europe until it’s virtual console release. While I have no problem with it, I wanted to see what it would’ve been like if it did back in 1996. With the LazyShell editor Super Mario RPG: The PAL Edition was created. Aside from the german translation this is the only other PAL version of the game. (I think) It’s all there in the readme file." Link: romhacking.net/hacks/715/>http://www.romhacking.net/hacks/715/ Direct Patch: romhacking.net/download/hacks/715/>http://www.romhacking.net/download/hacks/715/ __________________ 4. Demos This section is for hacks that show a small portion of what the finished hack would look like, or simply a demonstration... You need a clean ROM to play these, too. Function Demo Author: giangurgolo Description: This is a demonstration of modifying SMRPG, demonstrating several new features developed through raw ASM/hex hacking before Lazy Shell's time. Includes 5-digit damage, 4-digit HP, custom event + battlescript. Load the .ZST and talk to the bed lamp. Site: http://home.comcast.net/~giangurgolo/smrpg/ Direct Patch: rom-hacking/hacks/smrpg_demo.zip>http://home.comcast.net/~giangurgolo/smrpg-rom-hacking/hacks/smrpg_demo.zip 1st hack about the unknown Author: AlveinHero Direct Patch: https://www.box.com/s/mqs2bpgglpvyr2qhctik Ashes to Ashes Author: Sukasa Features: A simple demo showcasing a little bit of what SMRPG can do. Thread: http://acmlm.kafuka.org/board/thread.php?id=4596 Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4266 Jenku: Legend of the Gardener, Act I Author: Hanto Description: After saving the Mushroom Kingdom yet again, Mario still feels the urge to help people. Some time during a lunar eclipse in June, Mario receives an unsigned letter from the mail carrier Toad. For what ever reason that possesses him, Mario feels he must travel to a mysterious town, to help those who may need his heroic expertise. Features: 0% battles, 100% questing action. Thread: http://acmlm.kafuka.org/board/thread.php?id=7388 Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4266 Minecart Demo Author: Elementalpowerstar Description: For those looking for some inspiration for making their hack or just looking for something different, check out Elementalpowerstar's Minecart Demo. Precursor: http://www.youtube.com/watch?v=mAGKNeGmMgo&feature=plcp Direct Patch: http://www.mediafire.com/?4u8114hcgmvykz5 Plumber's Parasitic Plant Problem (Demo 1) Author: Yakibomb Description from the Author: "Here is a hack I've been working on for several months now. This demo was created for NCFC, or the Nintendo Fan Games Convention in August of 2015. The narrator, Toad, explains some of the backstory behind the events that will take place in the hack. It plays up until the first boss, after which the player is told they cannot proceed further. I hope you enjoy! Please comment in the thread on SMWC, I always appreciate any drops of a line anywhere on the forum!" Thread: http://www.smwcentral.net/?p=viewthread&t=78485 Direct Patch: https://app.box.com/s/kq7c4tdvvb4nbz86y3bxrjn9xt4z4i1v Raeneske 2: Abused Power Author: deshaun182 Description: Sequel to the hack "SMRPG: Raeneske Final Mix". Thread: http://acmlm.kafuka.org/board/thread.php?id=6341 Direct Patch: https://www.box.com/s/65v175akcs2cmqmacfvw SMRPG: Legend of the Golden Mushroom - This hack has been discontinued Author: Hanto Description: Mario is on a race against the townspeople to find the Golden Mushroom for Princess Toadstool. However, it is hidden deep in the forest, and it's guarded by a big monster. Plays up until the forest. Thread: http://acmlm.kafuka.org/board/thread.php?id=6763 Preview: http://www.youtube.com/watch?v=QGlPMo5mug8 Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=3784 Mirror: https://www.box.com/s/e7bztz5wq5q4ildpzc6e SMRPG: The Dark Trio Author: Mecakoto Description: Mario and friends face against their evil counterparts. Features a single final boss against Dark Bowser, Dark Peach, and Dark Mallow, along with a new map with shops that overflow with new and old items. Thread: http://acmlm.kafuka.org/board/thread.php?id=4653 Preview: http://www.youtube.com/watch?v=ds1V158DFUk Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=908 __________________ 5. Patches This section is for patches that would be little additions to your own hack. Be sure to back-up your game before applying these! Graphics Hack Base: Toadstool / Mallow / Geno over Mario Author: Zealous98 A well done sum of graphic patches by Zealous98. These patches replace Mario's sprite with Geno, Mallow, or Toadstool. Read patch notes in the main thread. Thread: http://acmlm.kafuka.org/board/thread.php?id=7084 Demonstrations: *Toadstool: http://www.youtube.com/watch?v=ezyoXHIsw-4 *Mallow: http://www.youtube.com/watch?v=rrhUf4blWWM *Geno: http://www.youtube.com/watch?v=ErszX6T1wAY Graphic Improvement Author: Killa B This has two patches: One that replaces the font for the A/B/X/Y command buttons, and the other patch replaces the lock buttons in the Bowyer fight. Site: http://killab.arc-nova.org/hacks/smrpg_hack.php Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4101 -> Mirror: http://killab.arc-nova.org/hacks/smrpg_hack.zip Coin Limit Patch Author: SMRPG HACKER Description: Boosts coin cap from 999 to 9,999. Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4438 Custom Items Author: giangurgolo Description: Introduces 6 new items that enhance Mario and other characters' abilities in/out of battle. Site: http://home.comcast.net/~giangurgolo/smrpg/ Direct Patch: rom-hacking/hacks/smrpg_CI.zip>http://home.comcast.net/~giangurgolo/smrpg-rom-hacking/hacks/smrpg_CI.zip Bowser Pose Hack Author: Guardian (?) In the original game, Bowser's victory pose is different from the US version. Guess they thought it was inappropriate. Now you can have the original pose from the Japan game into the US version. Site: http://www.freewebs.com/guardianshacks/ipspatchdownloads.htm Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4100 -> Mirror: http://www.freewebs.com/guardianshacks/bowserFU.zip __________________ 6. boardII Contest Submissions These hacks were made for contests held on this forum. You will need a clean ROM to play these hacks. The most popular hacks of contests have a special icon next to their title. Recent Contest Updated November 2014: No recent contests have been held since November 2013. To all people, feel free to start a contest of your own for users and I will gladly post the results in this thread! If you're up to it, add a little icon or badge for winners to know that they're cool. Contestant Submissions November 2013: November Contest 2013: "The player cannot jump! There must be an event script early on that disables the B button. The player must go through the game to resolve their jump problem somehow." Cursed: Legend of the Curse Author: Hanto Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4491 Mushroom Fever Author: Yakibomb Direct Patch: http://acmlm.kafuka.org/uploader/get.php?id=4493 |
M.E.R.255 |
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Red Goomba Level: 16 Posts: 15/42 EXP: 18341 Next: 1915 Since: 11-20-11 Last post: 4380 days Last view: 4348 days |
This is still way above my head, so I don't think I'm ready for that yet. I have no clue what all the numbers and letter in those files mean, nor how they can be used to change the ROM.
I haven't found a tutorial on that website yet, probably because I don't know what to enter into the search bar. I really appreciate all the help and can't wait for v3.9.0. I had some troubles with the monsters, like I've edited them but didn't just recolorize them. Like I thought if I would replace Chomp Chomp with this, I would still have a regular Chomp and my Mad Chomp (it has 15 colors + 1 transparent): It works, though for some reason 1-2 colors are displayed black in battle, like a part of his tongue (color 800000). =/ Are there colors that can't be used? Also it seems that Chomp and Chomp Chomp use the same graphicSet, and that the other one just uses a different pallete set. It seems that that happens on every character that I try to give a different pallete set! Just like Bandana Dark, who has no changes, but uses different colors! Ont he left is Bandana Dark (replaced Bandana Blue) in SPRITES, and on the right in an actual battle (also in MONSTERS the same thing): Why is that happening? The color pallete of this character is: 181818, 686868, 909090, 808080, 505050, 604040, 300000, 180000, 202020, 101010, 101010,101010, 200010, 080000, 080000 Another thing is, I tried to replace Machine Made Yardovich with Mad Chomp, which worked fine in SPRITES, but NOT in battle (uses Yardovich's regular attacks and has his shape), which you could already see on the bottom right in MONSTERS (that Mad Chomp looked strange, compared to SPRITES). Well, you said the next version of the program will make much easier to import sprites, so does that mean that something like this could exist in the game, but not change the other/original crab? I mean like, replace an enemy like Machine Made ones, and replace it with the animation and graphicSet? I also encountered a little problem in the program, in the DIALOGUE section: I tried to give a custom (handmade) symbol/letter a key, but it didn't really work, or caused some "error". This is my dialogue graphic: I tried to give ä (german letter) the key ä. After I had saved the keystroke table and loaded it then, it suddently had the key ! instead. And the ones after it (öüß) have now #-´, while the first line has no keystrokes anymore, also ( ) (if they ever had any). What happend there? Could it be because I tried a few things out on that copy of the ROM, and it's normal to encounter things like these when editing a copy? Or not? Hope you don't mind when I bring these things up. I'm still a little curious if there are things that I can and can't do, or shouldn't do (like having a 32-bit character in a 16-bit game). Plus if there are some things that need to be fixed, I'd like to report any issues so they're not unnoticed and therefore will remain in the program. Oh, and I like Bahamut, haha. Really funny how he talks in your image! ^^ Sorry for the long reply, it's a bad habit of mine. |
Stifu |
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Cobrat Level: 56 Posts: 384/666 EXP: 1361271 Next: 36905 Since: 02-22-07 Last post: 685 days Last view: 307 days |
This is possible, and from what you've said, I can't think of anything else. To verify this, you could do a comparison between both ROMs (ROM hack vs vanilla ROM patched). Some hex editors let you compare 2 files, for example. If they are not exactly the same, then something must be wrong with the ROM you started from. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 404/417 EXP: 674441 Next: 37333 Since: 02-22-07 Last post: 3486 days Last view: 3406 days |
Posted by LimeMaster92Posted by KTurboPosted by LimeMaster92Posted by KTurbo Yeah yeah, bump bump because I'm cool like that. Having written programs in both WinForms and WPF, I will say that, no, programming for WPF is NOT "completely different" from programming for WinForms. The underlying difference is the user interface. They're both .NET based and employ the same concepts. WinForms is built via "drag n drop" and WPF using XAML, which, would you believe, translates to a code file, much like the *desginer.cs files of WinForms. WPF is hardware accelerated and works on a layout based method (much like how HTML elements in a browser). The hard part about WPF is getting the UI to look like what you want, but otherwise it's not that bad of a transition to make. |
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