| |||
Views: 88,585,132 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-14-24 06:20 PM |
|
Guest: Register | Login |
Search |
Results |
Search in progress... |
Results |
Shadic |
| ||
Buzzy Beetle Level: 44 Posts: 185/376 EXP: 578442 Next: 32843 Since: 02-19-07 From: Washington Last post: 5970 days Last view: 5761 days |
Tanks |
| ||
Dry Bones Level: 55 Posts: 505/627 EXP: 1245577 Next: 68612 Since: 02-19-07 Last post: 5538 days Last view: 5284 days |
Posted by Shadic Well... Basically all I've done so far is download the files which are compiled into a VC game onto my PC. If we can find a way to put those things together, we could possibly extract the rom and insert another. The only problem here is, we have no way of getting this to work on the wii yet. The two ways I can think of are these. A) Finding a way to put these files together and finalize the file. What I mean by finalize is that the wii somehow encodes the file so it can only be played on a specific console. If we can find out how a file is "finalized" we'll be on the right track. By comparing the full file downloaded from the VC to the wii along with the seperate "pre-finalized files" downloaded to the PC, we could possibly be able to figure out. If we can pull that off, I'm pretty sure all one would need to do is place the new "finalized" file onto an SD card and it should work. B) We find someone who hasn't upgraded the firmware on there console and have them use the wii shop browser trick. We'll have someone host the files for any VC game we choose. The person with the Wii will then attempt to download them to his Wii. If this works, we will have made our first step in this big process. Now if it does work, we should continue by looking into the files and finding the rom, replacing it, and have the guy try again. In theory, this should allow the guy to play a whole different rom via the VC emu. Now these are only theories and I'm currently siding with "option A" since it will be much more practical since we won't have to all go out and get new wiis. I would like to see option B attempted sometime though. The reason I have given out these files though is because I have no idea how to look into them. I have gone through with a hex editor but there's nothing special I've seen inside. Also, Craig, I'm enjoying this Wii shop via Firefox. I'm not sure yet, but I might be able to use this to my advantage at one point. ____________________ |
Celice |
| ||
Buzz Blob Level: 39 Posts: 30/285 EXP: 380312 Next: 24459 Since: 04-06-07 From: Oroville, CA Last post: 3704 days Last view: 3666 days |
I have about six NES games from a torrent.
-Legend of Zelda -Donkey Kong -Mario Bros. (I think it's the arcade version though...) -Pinball -Solomon's Key -Wario's Woods They all come up to 69.2MB though .____.;; The torrent was names "WII GAMES" or something like that, if I remember. |
Megaman-Omega |
| ||
Micro-Goomba Level: 11 Posts: 1/17 EXP: 5548 Next: 437 Since: 03-19-07 From: NY Last post: 4948 days Last view: 3914 days |
I've been changing the graphics for my rom hack for about a year and a half now (off and on) and I've hit a snag of sorts. For some reason the little area just leading into Zora's Domain after it was changed apparantly now won't let me go into there but into a glichy version of Death Mountain. (Which acording to Hyrule Magic is technically the area that is above it but...). I also can't get in though backdoors of sorts. I can't warp in or place a cave exit there or the whole area is messed up. So can anyone help me fix this problem or at least help me find a way around it?
Heres also a few screenshots I took to help show my problem easyer. Zelda%20The%20Eye%20of%20the%20Cataclysm/ZorasDomainTrouble01.png>Zelda%20The%20Eye%20of%20the%20Cataclysm/ZorasDomainTrouble02.png>Zelda%20The%20Eye%20of%20the%20Cataclysm/ZorasDomainTrouble03.png> |
NEONswift |
| ||
Paragoomba Level: 21 Posts: 27/66 EXP: 42496 Next: 7447 Since: 03-04-07 From: England Last post: 5880 days Last view: 5599 days |
Posted by MathOnNapkinsThe Map16 tiles i mentioned are only the tiles used by Nintendo but I discovered that you can create teleport blocks using any Map16 tile as long as it contains the appropriate 8pixel tile. Seph/Orochumaru ended up using this information in Parralell worlds so he could relocate those areas. Another interesting fact is that you can move those overworld exits to any location which would allow you to have teleports to any overworld screen of your choice. It seems nearly everything in Zelda3 (except for the Map16 overlay tiles) relies on the 8pixel tiles. For example specific tiles in the graphics sets are what makes overworld doors function. A while back I had a cave entrance that was almost an overworld area wide, just to test it out. ____________________ Deviant Art Profile |
RedCrest |
| ||
Newcomer Level: 4 Posts: 1/2 EXP: 222 Next: 57 Since: 06-17-07 From: In your refrigerator, eating your food. Last post: 6176 days Last view: 5453 days |
They've already figured out how to edit terrain in The Legend of Zelda: Ocarina of Time, which is an even more advanced engine than Super Mario 64, so what's the hold up for Super Mario 64? |
Sonicandfails |
| ||
Lantern Ghost Level: 60 Posts: 530/766 EXP: 1681992 Next: 90786 Since: 02-19-07 Last post: 5982 days Last view: 5789 days |
Stop complaining and take up hex editing, learn some languages for the system and attempt to make your own editor.
Also, Zelda is not an "even more advanced engine than Super Mario 64", in fact, Zelda 64 uses a modified SM64 engine. The thing is, editors take people to make them, and you complaining and not making one yourself clearly shows you something doesn't it. Answer this for me, do you know how to hack games yourself at all? Without the help of an editor? Do you know where to even start? If you don't then I rest my case, but if you do, like I said, make your own editor. ____________________ I miss post headers more. |
HyperHacker |
| ||
... Level: 73 Posts: 875/1220 EXP: 3371719 Next: 114149 Since: 03-25-07 From: no Last post: 6109 days Last view: 6093 days |
Nintendo does tend to accidentally leave resources from one game in another, or even intentionally re-use them. Zelda OoT uses a door based on one seen in Mario 64, Super Mario Advance contains a Legend of Zelda sound effect, Metroid 2 contains the credits of another game (or vice-versa?), etc. |
HyperHacker |
| ||
... Level: 73 Posts: 886/1220 EXP: 3371719 Next: 114149 Since: 03-25-07 From: no Last post: 6109 days Last view: 6093 days |
Posted by DweditCould be something like that. I know some devs made the mistake of padding their ROM images by simply changing the file size instead of actually writing zeros, so the padding ended up being data from other nearby sectors of their hard drive, such as the source code to Air Fortress. In some cases though this doesn't explain it, like the Zelda sound in Super Mario Advance. It has an entry in the pointer table and everything. |
GenoWhirl |
| ||
Newcomer Level: 4 Posts: 1/2 EXP: 222 Next: 57 Since: 06-26-07 Last post: 6164 days Last view: 6164 days |
Hey I just started hacking Zelda a Link to the Past using Hyrule Magic. I'm not very experienced with it and I was hoping someone could help me understand how some parts of it work.
1.) Title Screen Editing - I can't figure out how to copy and paste the letters to the title screen. They're in the Background 3 category and I can only get things in the background 1 category to work. 2.) BGM - I know that in other games people import music to use in thier hacks. Is there anyway to do this? I really want to use the lost woods music from Ocarina of Time. (Even if I have to use a midi.) 3.) Zcompress - A program I downloaded to compress sprites so I could edit them. It just brings up a black box with some words and then it dissapears. Is there any other compressers I could use? And I've searched google already. 4.) I saw someone else use this for their hack. When Link first got his shield it stayed on his back like in the newer games. Is there anyway that I could make the game do that without editing Link's sprite to have a shield on his back? 5.) When I place doors in rooms they just go somewhere in the middle and not on the walls. I can't drag them over either. 6.) Last question. Is there a way to make something hover over Link all the time like a fairy? Sorry if these are stupid questions. Thanks in advance. |
CKY-9K |
| ||
Pokey Level: 57 Posts: 1/693 EXP: 1432597 Next: 53331 Since: 06-27-07 From: cKy Last post: 228 days Last view: 136 days |
The map screen looks like it uses tiles from some Zelda Classic tilesets.
Anyways I really like this hack project. ____________________ |
JaSp |
| ||
Shyguy Level: 24 Posts: 12/95 EXP: 73395 Next: 4730 Since: 03-02-07 From: Paris, France Last post: 4368 days Last view: 4164 days |
Thanks for the comments once again;
About the day/night system I won't try to implement it; I already made one for Zelda3, that's enough Unfortunately I haven't made much progress on the project lately, I tried to make a music editor for the game but it turned out that the format was much messier than expected so I guess it will never be released ; and for the project I won't be able to work on it until August I think (work, holidays, moving out...well you know, that thing called "real life" ) But a lot has been done so far technically speaking so I'll try not to give up on this! |
KnightValor |
| ||
Newcomer Level: 8 Posts: 3/9 EXP: 2120 Next: 67 Since: 06-26-07 From: Washington Last post: 6157 days Last view: 6157 days |
I like the hack.
I like the idea most of all. And maybe you should change the fireball sprite as well as the enemies? Make it all more borat? This hack reminds me of my current hack The Legend Of Zelda: The Life Of Brian where everyone assumes he's the hero of time (again) but this time he isn't. |
Bit-Blade |
| ||
Micro-Goomba Level: 12 Posts: 4/18 EXP: 6001 Next: 1920 Since: 06-17-07 Last post: 5961 days Last view: 4942 days |
I thought vulgarity and audacity were consistent with Borat. If this hack was made after the same fashion, it would offend a whole lot of people and yet be funny in it's own right (though opinion is subjective).
As for your music hacking, it sounds somewhat like what I managed to do randomly corrupting data in a zelda 2 nsf (also a broken sounding smb1 one). I'm not sure, but they may only play well in emulators or nsf players. It sounds like he is manipulating the tempo of the instruments with a few or more sweet spots in a hex editor. Careful corruption methods would probably be good for this, if you aren't already using some kind of technique (though I don't personally practice them, I know the idealology somewhat. If I'm mistaken please correct me). Please continue, CKY. I'm interested to see where this goes. |
Bane King |
| ||
Newcomer Level: 8 Posts: 1/7 EXP: 1453 Next: 734 Since: 07-01-07 Last post: 6104 days Last view: 5824 days |
THIS IS THE HACK I'VE BEEN WAITING FOR!!!
Well, this and that zelda LTTP hack that was suppose to be released but was scraped but other than that. Tweaker, I don't know if you remember me but I pop in on a rare time to speak my mind. (I was the one who pissed stealth off by pointing out everything wrong with his Knuckles in Sonic 1 hack) Like I've told you in previous releases, I won't go as far as I did but would like to firstly add that 5C in sound test crashes the game. There are several (too many to point out) where Sonic is able to go through walls and not because he's going to fast. PLEASE don't get the wrong idea. I LOVE THIS HACK. I don't know how to hack. Probably not going to learn. I'm not worthy. Just get'n that out of the way for the uber's out there who were planing to point the obvious out. Again, Thank you Megamix Team and I'm sorry Stealth. Ok, I've added my 2 cents. Now back into the shadows. |
Jigglysaint |
| ||
Red Paragoomba Level: 20 Posts: 9/62 EXP: 38596 Next: 3843 Since: 04-04-07 Last post: 4635 days Last view: 2372 days |
Well for me, it started with the Game Genie. Way back when I first got it, I soon discovered all the random codes you could make with it. I didn't know anything about how it works, but I was somehow able to change the levels arround in some cases like Zelda 2 and MC Kids. I also discovered what I think is the ultimate SMB code that makes the first level totally random every time. I forgot one of the code, but the other I believe is ULAPAT. The first one is kind of like that, but different I believe.
I even used Game Genie when I first discovered emulation, and used it to have fun with SMB2. Then Mario Improvement came along and that's when I started to use the level editor. I remember reading about sprites being "embedded" objects and could not be edited at all. The first part must have been arround the early 90's, while the latter arround the later 90's. Now, I'm a full fleged ASM hacker with actual games being hacked to add more play value. Currently I have one active project, one on the back burner, and one release. The game I am working on now is going to be my first fully edited game, minus graphics which I don't do. |
Aurakitsune |
| ||
Goomba Level: 15 Posts: 11/34 EXP: 15656 Next: 728 Since: 04-17-07 Last post: 5376 days Last view: 4731 days |
"CONGRATURATIONS! All Pages are displayed. THANK YOU! You are great debugger! [In debug error text. Note the Engrish.]"
Interestingly enough, I found this string in the Nintendo 64 version of Doubutsu no Mori, as well as the string "forest@srd038J.srd.nintendo.co.jp...01-02-14 16:37:16" (which seems to share a similarity to "creator:zelda@srd44")... |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 19/1145 EXP: 3040319 Next: 126795 Since: 07-06-07 From: Québec Last post: 3645 days Last view: 2897 days |
Some NES games (Zelda 1, for example) have no specific CHR banks, which means that the graphics data is mangled into the PRG banks. That said, how can the tile editing programs figure out where the data is located if there is no defined bank? I remember seeing a screenshot of Zelda 1 tiles neatly aligned in YY-CHR. How is this possible? |
HyperHacker |
| ||
... Level: 73 Posts: 1136/1220 EXP: 3371719 Next: 114149 Since: 03-25-07 From: no Last post: 6109 days Last view: 6093 days |
He is, like many of us, much better at starting projects than finishing them. See also: my remote admin/system lockdown program, my media player, my replacement shell, my IM program, my Tetris Attack clone, my Metroid clone, my Zelda clone, my Game Boy PDA app, my Windows debugger, my web browser, my wallpaper sharing site, my BitTorrent client, my SMB1 hack, my SMB2 hack, my SMB3 hack, my Zelda hack, my Final Fantasy hack, all but one of my SMW hacks (which hasn't seen any development in ages, but hasn't officially been cancelled ), my automatic soldering machine... all old ideas that never got very far, or in some cases, didn't even get started. |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 47/1145 EXP: 3040319 Next: 126795 Since: 07-06-07 From: Québec Last post: 3645 days Last view: 2897 days |
I thought it would be good to have a thread for Zelda II, and share everything we find about this not-so-popular-yet-very-good game. I still maintain a compilation of Zelda II data, and another file in which I dump any discovery I make over time. You can dig these offsets further and try to find valuable information or explanations...
Some time ago, I was successful in ASM hacking Zelda II to make dialog boxes taller, so more text could fit in, but the information did not spill, except for Raccoon Sam. You can see how to do it in this file: Long Dialog Boxes... If anyone finds anything else that would prove useful, don't hesitate... |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 123, rows: 178/178, time: 1.901 seconds. |