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Spike Dragon Level: 57 Posts: 257/705 EXP: 1484086 Next: 1842 Since: 02-19-07 From: Last post: 3937 days Last view: 3937 days |
Posted by Drag Just in case you guys skipped over it. Edit: And for reference, this is the image. These two items (the image and my quote to myself) pretty much make up step 5's email. Edit: I just examined the image in a hex editor, but there's nothing notable. (Other than that the image was created with The Gimp ) Edit: I also examined the source code of the email, and again, nothing notable. Just your average plain text email with image attachment. However, maybe my answer has something to do with this step? It conveniently appears under Okibi's email, since it's a reply. I basically just said "I am Error" is a quote which just informs the player of this person's name, because later on, someone tells you to go talk to Error about something. And then I said that the picture was Princess Zelda from Minish Cap. The shield she's holding is a shield she won in a contest. She gives the shield to Link, and it becomes the sheild you use during the first part of the game. ____________________ |
icegoom |
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Cheep-cheep Level: 33 Posts: 67/195 EXP: 215786 Next: 13393 Since: 02-25-07 From: United States Last post: 6057 days Last view: 6058 days |
Posted by Mattrizzle87 Ah... Yeah, I didn't figure it'd be as easy as "copy music code out of this game and paste it into Super Mario World," but I didn't really have any idea what the process was. So you're probably looking for tunes that are about the same length and complexity as music from the original game or All-Stars? That does limit things a bit, but I'll try to make suggestions best I can. I've been listening to the soundtracks for all the games you mentioned using the N-SPC engine, pretending I don't know how they're used in their original games (Which I sometimes don't) and trying to imagine if they would work in a Mario platformer. If you want to keep things absolutely "Mario"-sounding, most of the duplicate tracks would probably be best filled with SMB1 or SMB3 music. If you want to get a little creative, there are tracks from the other games that might sort of fit, but a lot of them are iffy. It's tough to find something that sends out a "Subcon" vibe instead of a "Mega Man" vibe. Here's some of my thoughts: (I'll refer to the songs by the names given to them in the .spc archives from Zophar's Domain) Ghost House: Probably the best choice is Super Mario Kart's "Ghost Valley." A track called "Vs. Blind Attack" from Yoshi's Cookie had sort of a ghostly vibe, but it's really repetitive. Yoshi's Safari has "Ghost Mansion," which I'm guessing was a ghost house level in the game, but it seems a bit too bouncy to me. I really like a track called "Sunset Valley" from Stunt Race FX, but it might be too complex and upbeat. Underwater: Basically, anything slowish and dreamy is a "maybe" here. Again, the best choice is probably Super Mario Bros.' underwater theme, but there are other options. Link to the Past's Lost Woods song is one of the less known Zelda tracks, so it might work for a water world. There's a song in Mario Paint called "Ethereal," but I personally think it's kind of obnoxious and "out there." The Main Theme from Yoshi's Cookie sounds kind of Subconny to me, and it's almost dreamy enough to be a water area. (It loops fairly quickly, too, which might be a plus) "Story 1" from Yoshi's Safari sounds kind of watery to me, too. Or maybe you could pull SMW's trick and simply slow down the main Subcon theme... Castle: This one is tough. If you're not going to use SMB1 or 3 fortress music, Mario Kart, which is typically is next best choice, doesn't really offer anything. (Bowser's castle sounds more like a boss theme to me) It would be awesome to have the Yoshi's Island castle music, but it's probably way too long and complex. The Zelda castle theme sort of works, but it's pretty well-known and might seem out of place in a Mario game. I like a track called "Norfair 2" from Super Metroid. It kind of gives me the same vibe as SMW's original castle song. There are other themes from Metroid that might work, but they all feel a bit too dark and brooding for a Mario game to me. Athletic: Yeah, nothing was really jumping out at me here. These are usually a faster and "airier" version of the main level theme, aren't they? Maybe you could speed up the normal Subcon theme and change the instrumentation. "Lake Side" from Stunt Race FX sounded kind of airy and Mario-y to me... Yoshi's Safari's "Map Screen" is probably too long for map music, but it might work as a level theme. "Course 1" from Kirby's Dream Course I marked as a maybe, and that's all I got for this. Map: These songs are typically short and repetitive, right? I'm not really finding anything that jumps out at me "This could be a desert map!" or "Wow! That's an ice world map!", but I guess I heard a few songs that would work as a generic grassland or sky world. Kirby's Dream Course has a lot of these: "Continue or Quit," "Course Select," "High Scores," "Intro to Course," and maybe "Training." F-Zero's "Ranking" might work for something, or if you wanted a Ghost or Bowser world, Arkenoid's "Vs. Doh2" might work. If you want, you can listen through any of those tracks and see if you think they might be appropriate and feasible to port into the SMB2 music set. But really, I'm just impressed that after all this time, we're getting some new tunes to work with. |
Sonicandfails |
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Lantern Ghost Level: 60 Posts: 671/766 EXP: 1680805 Next: 91973 Since: 02-19-07 Last post: 5973 days Last view: 5780 days |
[02:45] Sonicandtails: 2:45 update
[02:45] Shadic: What? [02:45] Sonicandtails: Smash Bros [02:45] Shadic: Not right now. [02:45] Sonicandtails: ? [02:45] Shadic: Update is in 14 minutes. [02:45] Sonicandtails: How do you know [02:46] Sonicandtails: It could be 3:3- [02:46] Sonicandtails: 30* [02:46] Shadic: NEVER [02:46] Sonicandtails: It has been before [02:46] Sonicandtails: I bet it will be Zelda final smash, if not then something stage related. [02:46] Sonicandtails: If not that then item related. [02:46] Shadic: I BET IT IS A SMASH UPDATE [02:46] Sonicandtails: D: NO WAI [02:46] Sonicandtails: LIES [02:46] Shadic: I think... [02:47] Shadic: Stage [02:47] Sonicandtails: It's been awhile since one [02:47] Shadic: Yeah. [02:47] Shadic: Maybe the Raceway. [02:47] Sonicandtails: Watch it be something stupid like music. [02:47] Shadic: I like the music. :-| [02:47] Sonicandtails: I mean the music is good, but it doesn't warrent an update [02:47] Shadic: The clips need to me longer. [02:48] Sonicandtails: I'm going to get pissed when they start doing every god damn item from Melee [02:48] Sonicandtails: Yea [02:48] Shadic: The whole, 30 second sound clip sucks. [02:48] Sonicandtails: =\ [02:49] Sonicandtails: I've had the urge to play SSBM this week but it just isn't happening. [02:49] Shadic: How come? :-P [02:50] Sonicandtails: I want to get all the trophies again (DAMN YOU STEPHANIE, I WAS THREE AWAY (Not including Japan ones)) and unlock whatever is left (I think score display or something is left) [02:50] Sonicandtails: Stephanie = sister by the way [02:50] Sonicandtails: The same one who lost my memory card years ago [02:50] Shadic: Heh [02:53] Sonicandtails: Whoa that was close [02:53] Sonicandtails: I got distracted and almost forgot about it [02:53] Shadic: You should go play something. [02:53] Sonicandtails: I should [02:53] Shadic: Fable is calling my name. :-( [02:53] Sonicandtails: D: I hate rpgs [02:53] Shadic: If you want a laugh: http://www.youtube.com/watch?v=Pw8sNoodIDk [02:53] Shadic: I live Fable. [02:53] Sonicandtails: live lol [02:53] Shadic: I LIVE FABLE [02:53] Shadic: >.< [02:54] Shadic: Like* [02:54] Sonicandtails: you know what I hate [02:54] Sonicandtails: Every god damn gamefawqer and other people are refreshing the site as we speak [02:54] Shadic: Communism. [02:54] Sonicandtails: and you know it creates the biggest fucking lag time [02:55] Sonicandtails: it would also suck if i pasted in my three lines of code that cause trillian to buffer overflow and crash to a BSOD. You arent useing trillian are you? [02:55] Shadic: I've never seen a Vista BSOD. [02:55] Sonicandtails: It affects all Windows platforms [02:55] Sonicandtails: And there are Vista BSODs [02:55] Sonicandtails: Check around Digg [02:56] Sonicandtails: And also I'm a big fat liar [02:56] Sonicandtails: Just killing time with news of fake buffer overflows [02:56] Shadic: XD [02:56] Shadic: THE MINUTES PASSING BY [02:56] Shadic: OH NOES [02:56] Sonicandtails: I'm thinking of adblocking the top half of the smashbros site [02:56] Shadic: You should watch the link I sent you. [02:56] Sonicandtails: it gets in the way of the update [02:56] Shadic: XD [02:56] Sonicandtails: No Id rather not [02:56] Shadic: Why not? [02:57] Sonicandtails: I adblocked the logo for now [02:57] Sonicandtails: Mwhahaha [02:57] Sonicandtails: and the header [02:57] Shadic: Lawlz [02:57] Shadic: Man. [02:57] Shadic: I am FEELING IT. [02:58] Shadic: Shit, my internet is going slow. :-( [02:58] Shadic: Maybe The Final Countdown will pump it up. [02:58] Sonicandtails: shit [02:58] Sonicandtails: the site is choking [02:59] Shadic: Okay, not just me. [02:59] Shadic: :-P [02:59] Shadic: Shit, I'm so like... [02:59] Shadic: On edge. [02:59] Shadic: IT'S THE FINAL COUNTDOWN [02:59] Shadic: % [02:59] Shadic: $ [02:59] Shadic: 3 [02:59] Shadic: 2 [02:59] Shadic: 1 [03:01] Sonicandtails: Got it [03:01] Sonicandtails: [03:01] Shadic: BITCH [03:01] Sonicandtails: NOPE [03:01] Shadic: FUCKER [03:01] Sonicandtails: Dude [03:01] Sonicandtails: I think [03:01] Sonicandtails: We should have tuna check the milisecond [03:01] Sonicandtails: Because that was DAMN close [03:01] Sonicandtails: When I got to the page [03:01] Sonicandtails: Yours was there [03:01] Sonicandtails: We tied really [03:01] Sonicandtails: I was about to give up [03:02] Sonicandtails: I was liek [03:02] Sonicandtails: 3:30er [03:02] Sonicandtails: And I said [03:02] Sonicandtails: One more refresg [03:02] Sonicandtails: And poof [03:02] Shadic: :-P [03:02] Shadic: Yeah. [03:02] Sonicandtails: You know what [03:02] Shadic: God damn. [03:02] Sonicandtails: I love how we both picked the first picture [03:02] Sonicandtails: Just out of habit [03:02] Shadic: No shit. [03:02] Sonicandtails: xD [03:02] Shadic: It's a rush. ____________________ I miss post headers more. |
Scion |
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Red Goomba Level: 16 Posts: 26/40 EXP: 19895 Next: 361 Since: 05-30-07 Last post: 4956 days Last view: 4956 days |
**SPOILERS**
Friend code: 3308-4245-0407. Nickname: JAMES Even though I use a diverse selection in fighting types. I still use basic strategies in fighting. Nothing more important than roll-dodges, grabs, and patience. My favorites: FOX - Every game in the series, I still can't find anyone better for my style other than Fox. I'm usually an air-attacker with Fox. I usually give the illusion that I will attack my opponent, but then I will use my second jump to move back then when they strike at me leaving themselves unguarded; that's when I drop a neutral A-Button air attack. LUCARIO - My mewtwo skills were impressive. But Lucario is so much better. I'm kind of a waiting kind of fighter with this one, but I usually pursue other fighters very well with Lucario; he's got great air attacks. I'm a fan of the Aura Sphere, and every one of his regular attack. WOLF - When they announced Starwolf; I went crazy. I think wolves are cool as an animal, and I like Wolf's attitude in the Starfox series (Mainly Assault). So as a fan boy I was excited. With Wolf I'm not entirely impressed with his smash attacks, but he nuetral A-button combos on ground are terrific. His claws freakin' reach all the way over, and not to mention his "Dair Spike" is awesome, but I still haven't mastered the timing. Overall he's got quick reflexes despite that he's not the fastest runner, and there's something about his jump that feels comfortable. Wolf is awesome. BOWSER - Wow, is all I can say, but I can't explain it. Somehow he feels better in this one to me. I was playing against my brother who is also very good, and I beat some of his best with Bowser! And so to test the waters with the new Bowser I set up matches with Lvl. 9 Fox, Sonic, and C.Falcon. and beat them on the first try. I cleared Classic mode on the more difficult settings than I did with Fox!! Bowser is one of my boys in this one. JIGGLYPUFF - Okay laugh, that's fine. I am a beast with Jigglypuff, Once again a strait-up air attacker, but only an air attcker with her; I'm more about trickery with her than with Fox. One of my favorite things that I like wither is pursuing the enemy when they are out in the danger area, and kicking them into it by puffing over to them and coming back safely... I know it's kind of cheap. SONIC - I love my speed when choosing characters, and Sonic is the ticket. Most people that used C.Falcon or Fox will like Sonic, not to mention the homing attack is a beast (kind of cheap sometimes). My friend is a good Sonic, but he abuses the homing attack, but I can dodge it just fine. ZELDA - I loved Zelda in Melee, and I love her in this one too. I can't figure a difference other than her Din's Fire which is controlled way better. She feels maybe a little better, but I can't pin point it. CHARIZARD - Charizard is fast and strong, but his downfall is clumsiness, but I can usually adapt to all of it; he reminds me of a faster Bowser. PIKACHU - One of my top guys here. I'm always running and attacking with Pikachu, but still aware of people trying to time hits on me when they see me coming; not to mention his specials are nice to have. pikachu is so much better in this one too for example: his far jump is more controllable than in Melee. My brother agrees with me; he didn't like pikachu in melee, but he likes him in Brawl. LINK - I liked Link in Melee, but he's much better now. He feels faster, but I don't think it's speed, I think he has a better recovery from misses and such. Not to mention his arrows are better; they fly a better distance quicker now. ZERO SUIT SAMUS - Quick and viscious with that whip man. She fits my taste, because of the Fox itch i have. Her paralyzer is a force to be reckoned with. SAMUS - Okay, loved Samus in 64, hated her in Melee, love her in brawl!! They fixed her screw attack to do something other than 3% damage like in Melee. In brawl her screw attack will suck you in and leave you bleeding, and her roll-dodge is a little better(Mainly why I didn't Like her in Melee). NEGATIVE REPORTS FOR MY TASTE GANONDORF - I can't explain it, but he just does not feel as comfortable as he used to. I was dissatisfied with him. MARTH - Seems to be powered down, at least to me. ____________________ MKWII Rating: 9999 VR 3 Stars |
born2party |
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Level: 15 Posts: 3/35 EXP: 15871 Next: 513 Since: 04-04-08 Last post: 5263 days Last view: 4861 days |
Oh well,Since everyones coming back to the old systems.I may as well post my mega load of codes from the early days of emulators.Some were also made with the nes system game genie.I can't tell you which is which.A lot were made by me.And some i found on the net.Here is a list of what games i have codes for.
I'd prefer to post them by request.Like i said,There are a mega load of them all together.There all nes games. Games thats in order of my notebook: SMB1-Many codes SMB3 Zelda 2 - Many codes Metal Gear 1- Many codes Metal Gear 2 - Many codes Adventure Island 1 - Original and created codes A boy and his blob - 3 codes created Spy vs Spy - Mixed NTSC/PAL - Original and lots of created codes Dw1(Dragon Warrior 1) - Original and created codes Mc kids - 6 Codes original and created FF2 (Final fantasy 2) - 4 created codes FF3 (Final Fantasy 3) - 1 created code RCR (River city Ransom) - 2 Created codes ??? (attributes and stamina codes) Kings of the beach - Created codes Super Contra - Original and created codes DD3(Doulble Dragon 3) - 1 code Dw2(Dragon Warrior 2) - Original and created codes Us Championship V'ball - 3 codes created One other note: I'm not sure if some of the games are Ntsc or Pal. Super Contra: ATVPPP - No enemys most of the time except main enemys. Note: May not be able to pass some stages.Use with stage select codes below.Try experimenting with the 3rd letter to get a better effect. PEATLI - Stage 2 ZEATLI - Stage 3 LEATLI - Stage 4 GEATLI - Stage 5 IEATLI - Stage 6 TEATLI - Stage 7 YEATLI - Stage 8 TVYPPP - Run fast (Forward only) EYYAEA - Run faster (Forward only) LLLXZO - Invincibility (Both players) YXXTLI - Start with 40 men SMB3 : (Super Mario Bros 3) PEAUSA - All enemys are gray (Change 1rst letter for different effects) PAGUUP - Many enemies IKGSIE - Some enemies fall up the screen.Some walk on air. VALKIN - Enemies and mushrooms float on air TIPTOE - Really strange music XXAGSO - Invincible except against fire.You can't collect power-ups either POUGIN - Ground enemies fall off the screen POZGIN - Ground enemies don't move YSAGIN - Object Modifier in tubes (Change the 1rst and 2nd letters) AUPOKK - Colorful worlds Metal gear 1: AEPGGY - waiting arrow is on for every message AEPIGY - Area modifier code.Change 1rst or 2nd or both letters for different areas. AEGIGY - Same as above but moves you to the right a liittle further.Note: Some areas you may get stuck. AAITAX - Snake is invisible.Not invincible.you still take damage. TTTTAT - Super quick punches. PEPLET - Transceiver alarm does'nt work. PELLUT - Sleeping enemies don't sleep as long. AEPLGY - NO response on transceiver. AELLGY - Faster reading on trncvr mode. ILOSTU - Play as demo.I remember this one well.It only works on the system.Wait for the 2nd demo where snake is seen and quickly keep pushing start.You will have everything shown in the demo and be in that area. AAAVAU - Punches don't hurt enemies. AATAAZ - Speeds up airplane intro. YEGSZN - Star with a lot of energy. STIIKY - Dogs shoot at you (Lol) STIISY - Dogs don't chase you. STGIOY - Sleeping soldiers never sleep. STZIOY - Soldiers spin instead of sleeping.(Alert and hard to get passed). GGGAAA - Strange places in building one.Note: Best to use binoculars to check out next screen for best path.Otherwise,you may get stuck walking into a non movable area.Also sometimes there are no enemies except main enemies. TITTYI - Walk anywhere.Note: Stay in actual game screens.Example,If you walk up from the starting point,you will get stuck in an unknown area.You can't enter trucks with this code on.A good area for this code is Building one where you first encounter the tank that won't let you through.Just walk through the building to get passed it. YEPLAY - Different things said on the trncvr.Note: This code is best used in the 1rst truck where the binoculars are found.Just set the trncvr to 120.85 and keep calling and you'll get a different message.Sometimes it might be distorted graphics.Just cancel with select and do it again. YELPAS - Really weird sound effects AEGPAS - Sound effects off KAPIIT - Reprograms the demos movements. KAPIGT - Reprogram demo code 2 KAGIYT - Demos off NYTITT - Demo has 247 ammo.Note: Play around with the 1rst,2nd and 5th letters to get different effects. EAAATZ - Warp by just switching screens.Note: You may get stuck in some areas. TTTAAA - Most enemies don't move.I only tested this for the beginning.So i don't know if it works in all areas. YSYGYS - Turns music off during the game. KISSES - Some enemies are sleeping as soon as you meet them. GGGAPZ - Skip airplane intro much faster. GITAAA - Most enemies except main enemies don't move through the entire game. TTGAAA - Some enemies except main enemies are gone. TTTEAE - Gain 4 stars just by entering next screen.Note: Getting killed twice resets the game.Turn the code off after getting the 4 stars.Or if your using the system,Just get killed the 1rst time and get the password. AEIEIE - New look for gameplay.(New game only)Change 2nd or 5th letter for different effects. AEIPSP - Weird sound effects #2 AEPZOO - Snake has no backpack IIIILV - Demo has nothing to shoot at and no items to collect. ZZZPOZ - Motor and tinging sound effects. AEZAZP - Entering all trucks and doors can warp you or send you back to the area you entered them in.Note: Sometimes you may get stuck in a wall or building.Change 5th letter for different warping effects. SUPIES - Most soldiers look like solid snake when facing right or left. EEPIES - Most soldiers are invisible. YEALEE - Frequency finder.(How to use it)Go to trncvr mode.Now push left or right to run through the numbers.push up for every number.If you find a frequency thats used in the game,Snake will say"This is solid snake,Please respond".If you don't find a frequency,An alarm will be sound.best to use in trucks or empty screens or rooms where no enemies will show. NYYYAN - turn into a waving man. SZLYPZ - No damage from bullets SXTTXZ - No damage from hits ZAIILY - I don't remember the area but this code and the next one start you in an area. GAIILY - Area code # 2 Super Mario Bros 1: (Some codes may have repeats.After so many pages,It's hard to keep track of them). Block world - PAAPIK Maze world - NVAOGK Mystery world - ZLAOKK Under water world - PIAOKG Most holes are gone - SVPOUU Mario starts out swimming - NLTOGK Hidden world - ASAENT Cloud world - OLAOKK Bonus world - NVPOKG Hidden world 2 - ONZOGG PLLOUG - New 1-1 world VTPOXG - Another new 1-1 world PLGOKG - New worlds.Press reset to start in a different world.I think this only works on the nes system. PZZOOS or XZZOOS - ??? levels PIGOAP - The ever so popular swim anywhere code NNEOAP - Invincible most of the time TTPPYA - Start with big mario.(Do not get power ups or get hit) POPPYE - No music PIGPOG - More traps and enemies in regular worlds INAUTS - Skating mario NOZOTS - No holes NOPAPE - Darker colored worlds PEGIEG - Mushrooms fly out of the boxes PPPPAK - No clouds in the background NOTOTS - Very long and different worlds ZIPPEK - Strange new world NNVEKN - Mario is a ghost ZZZSSO or UATIUE - Invincibility(But not against fire and holes)Either one works.It easier than just saying invincibility 1,invincibility 2 etc. (Note: As with most world codes a lot of them should be used with infinite time,jump high,and or walk through walls codes. Super Mario Bros 1 Continued: NNYVTA - Enemies fall off the screen/ground enemies only NEYVTL - Worlds are not what they seem.Stray from bonus pipes. IKGTEA - Most enemies are bullet bills IKTPEA - Bonus pipes revealed/They look different thnan others IVGPEA - Bonus rooms have hidden 1-up blocks in them./Might get stuck IKTIKG - Non breakable blocks ATAPIX - Always continue on last level you died on SUEISA - Power up on enemies AETLTK - Jump as high as you want APZPUG - Weird levels AGEPIE - Bonus pipe in 1-2 is weird ZKGAEP - Weird mario and levels SZTLTN - Infinite time/No timer OGAOKK - Pipe level.Use with infinite time SGAOKK - Mushroom level.Use with infinite time PZASES - Big mario can climb invisible steps just by jumping from standing point.May get stuck in some areas.Push down to climb down ZZZSOS - Running into or stomping ground enemies give you 1-ups.Turtles may sometimes kill or shrink you.Best to stomp them. YZZLNY - Super speed ??LOKK - Start on world ??.Change 1rst,2nd or both letters.This code is like a master code for finding regular and mixed levels.some may seem familiar,But going down bonus pipes may take you to a higher or lower levels.Get the infinite time code ready. PEAOKK - Cloudy background.Has no trees or mountains.Upper worlds only. KISSON - Walk through anything going right only.Beware though,you can still get stuck because you can't walk through anything any other direction but right. IXLTEA - Most enemies are turtles TOYOTA - Turn off music ??TOAE - Music mod code.Change 1rst,2nd or both letters TOAPAP - Timer resets when going in or out of pipes TOAPPP - Vines come up when entering or coming out of pipes AOAPPP - Temporary invincibility when entering or coming out of pipes ASPAAA - Bright red worlds.Upper worlds only GTTTTL - Another invincibility code.But not against fire EAPEPP - Flashy item boxes NNAOPO - Lot's of time and invincibility ?LGLLG - Run speed mod code.Change 1rst letter PZZOAK - Play through whole game on repeated 3-1 world.Just like ??LOKK,Change Change 1rst,2nd or both letters.but try staying with every other letter starting with " A ".Example : A,P,Z,L etc. GZZONK - Mixed up 3-1 world NOGAPS - Gives all upper worlds the dungeon look NOYAPS - Gives mario random looks ISTOPI - More pipes and blocks NAPSIN - Mario can shoot enemies even while he turns away from them AEPTOY - Invisible mario.You gotta be good to use this one IULLUG - Instant pop ups with power ups IIIPIK - Weird world full of vines and bricks AETLTK - Super high jump.If you stay in the air with this code,Time will stop.Push right to move through the game without any trouble.Don't panic if it seems he's not gonna land.Be patient,He'll be down IIZPIK - Fences and small trees look in upper worlds AAAPYK - Triangle backgrounds all levels GIAPAK - All levels look like castles EEZXON - Screen does'nt scroll forward TTAPGS - Walk through pipes only.With walk through ??,You most like won't be able to end the stage with it on.Turn it off when you get to the end. AUPPUL - No holes.Most are gone PKAPLG - Some tiles are replaced with bonus cloud tiles.All levels NUYXXN - Enemies run fast when you do NUYUUS - Blocks dissappear when hit.You can't get big mario with this code on APZPAS - Level 1-1 and bonus rooms are different and much longer ISAPAO - Random start time and longer invincibility.(Like starman gives you) AAPEUX - Flashy Bonus boxes and coins PAASKE - Getting power ups make you temporary invincible ZAASKE - Getting a 1-up with big mario gives you fire mario PAAULZ - Going down pipes restarts you to the begining AEPULX - Mario can be seen going in and out of pipes AAAETV - Shadow mario AAPEAV - Night time in most upper levels LAAOAV + AETLTK - Many pipes to go down.Level will end PPZLLT - Little mario can shoot fire.Collect fire flower and fire is doubled AEYKAP - More enemies AAAALT - Little mario looks like fire mario IIZALT - Hot pink background APZALT - Dark gray Bg ZPZALT - Yellow Bg .Change 1rst and/or 2nd letter(s) for different effects AAAELT - Black mario with pink bibs and hat Note : From this point on,Im just gonna put the main code.Most codes you can change the first two letters for different effects.If any other part of the codes needs to be changed,I'll mention it.It saves me a lot of time this way. Super Mario Bros 1 Continued: LAAPPT - Able to go down all pipes PEPEAS - Green Bg.Start game to see the effect PAAAYT - Shadow mario with red suit NEGATI - Pink blocks + Shadow enemies APAPTI - Able to stand on clouds in Bg GOPAOY - Collecting coins resets timer to nearest 100 AAANAE - Mario little or big jumps in the big mario pole sliding position AAAPUN - Bonus pipe in 1-1 is a short cut 1-2 PAAUNY - Glitchy movement.All characters ZIIPYK - Under water Bg.All levels PUGLUG - Mushrooms stay still instead of moving away SEASEE - Poisonous mushrooms ZEASEE - Ultimate mushroom.Ok,i had to add this one.This code will turn you into big mario then fire mario.Plus while it is still moving,you can walk into it to collect 1-ups.Change 1rst and/or 2nd letter(S) for other effects. EEASEO - Goombas turn into turtles when stomped.Change 1rst and/or 2nd letter(S) for other effects. IAAPSY - First enemy in 1-1 becomes hammer brother.Change 1rst and/or 2nd letter(S) for other effects. OEPVUV - Changes the left side of little jumping marios head to a different tile.Change 1rst and/or 2nd letter(S) for other effects. VUSPAS - Longer levels PLPYLX - Mario can jump to left side of screen and come out on the right side. PPZYLE - Mario Travolta.Mario slides with his hands in his pockets TAYOOK - Start with 900 seconds ALIOOK - Another night time level(s) code GIPOEK - All you have to do is swim to end and get the axe through the entire game.Easy to beat.No enemies. AAAAAY - If you have the title version,The title will show when you start the game PPPPPG - Bonus rooms have Backgrounds AEPNNN - Bg music has a different pitch NAPOLI - No objects except at the begining.No holes either KOOTTY - Bottom of goombas have different tiles SLOPSY - Toadstool seen in 1rst level.Not sure about other levels NASKAP - Frog hopping mario.Can't jump high with this code GOLAEP - Mixed colors all levels.Tiles only SAOPSY - Hammer brother halfway in 1rst level (Modify it) SLOASY - Hidden timer and coin count.Not infinite time SLOLSY - Mario lags walking to the right and enemies run fast toward you SPYPYE - Most enemies are headless bouser GOIPOZ - Level 1-1 is different toward the end POGOII - Secret levels in bonus pipe in 1-1.Use inf time and high jump codes GETOII - Most levels are different IOZVLL - All moving things halted ISZAEP - More colorful levels PISSON - Better walkthrough anything moving right code VETUGS - Wind mode.Mario seems to be pushed fast to the right KPOTTP - Some enemies walk on air AGAAAY - Start screen shows when you enter a new level and when going in or out of pipes AAPPUN - Turtle in 1-1 becomes bullet bill. (Modify it) TATOOS - Most bonus pipes have secret levels.Use with PIGOAP PEAUPS - Ice mode Mario.Just like SMB3 TAZEIT - New look for whole game (Modify it) TALEIT - Big mario stays the same when collecting fire flower.He still shoots fire IKGPIK - Bonus pipes have really long or endless ?? dungeon levels ZYGPAS - More bonus pipe levels AEPEXX - Power up and coin boxes stay the same when hit.Also changes some enemies and sometimes the level AIGPAS - Flag pole in 1-1 is gone.But go down the bonus pipe using high jump and inf time codes to find areas that most bonus pipes take you to.If you play this right,you can get to the end of the game quicker PPPPAK - Clear blue sky no Bg. (Modify it) APZPEA - Castles at the end are gone but you can still clear the stage APGPEA - Mario goes behind the castles at the end GAYLUG - On systems,Power up mushrooms become toadstool with temporary invincibility.On emulators it becomes distorted tiles with temporary invincibility PAYLUG - Fire flower becomes a mushroom but it still gives fire mario (Modify it) GAPLUG - Every 4 coins become a 1-up AAAPON - Levels 1-1 with new enemies AAAPXN - Bonu pipe in 1-1 becomes 1-1 underwater (Modify it) GALLON - Conveyor belt mode.Enemies stay still AAALEN - Mario Gonzalas.Faster run AAALKN - Enemies and power ups stay still NGPOKG - Start on 1-2 TTPOZG - Another different 1-1 code VTLNKA - Rains 200 point icons TAGGAN - Mario Climbs a vine instead of fireworks at pole jump TAGGAT - More fireworks at pole jump PPZENT - When starting game or next level,The stage BG shows TOYTON - Mario swims instead of sliding down the flag pole AEYION - No pirrana plants in pipes LUNLLT - Fire mario can only shoot twice NSSIEE - When goombas are flattened, Quickly step on them again and they will move away like the turtle does when step on twice DOPLEG - Another mushrooms stay still code EAAEXX - Color modifier for [?] boxes and coins.(Modify it) GKPLLT - Fire balls keep exploding on solid objects.(Walls,Pipes etc) ZXLUUU - Different effects when hitting coin boxes and collecting them.Raining coins,Coin points scroll slowly scroll up the screen and then come up from the ground and keeps repeating through the stage STINLY - Cycles through 2 or 3 music tones during each level ZOPLLT - Ricocheting fire power.Still kills enemies while bouncing off walls,pipes and enemies SPASSY - All bonus pipes lead to 4-1 ULGOKG + PIGOAP - Starts on Lvl 3-1 but when using pipes,poles or vines it can lead you to lower or higher levels.Can even see levels like 2-5,2-6 etc PIISOP - Getting killed throws you to the right.(Old glitch in game) End of SMB1 list. Finally Updated 04/23/08 A boy and his blob: AETPOZ - With this code,Get on the rocket.When you land,you'll fall underground at the creators screen.Turn off the code and continue to the right to read a secret little poem.Keep heading right to bypass all above ground dangers.When you get to the big pot screen,Use a ladder to climb the wall and continue game. AEIPES - Effects most white enemies the way they move AAVKIPPA - Infinite Jellybeans (GG Galoob code) GXXEOPVG - Infinite lives (GG Galoob code) Zelda 2 (The Adventure of Link) POZAAZ - No enemies on the map POZIAA - Backgrounds look gray POZEAA - Red slimes are dark blue YYYPEA - Able to shoot fire SSISSS - Two points needed to max out Attack ZZZTIN - One hit kills most enemies PPPAIN - Walk anywhere on world map AALOLI - Super High Jump. Note:Hold (A) to stay in the air AAAIET - All enemies worth 1,000 points AAUOLIAL - Better Super High jump. Won't freeze up TVPEYE - Black and green Link ASLONG - Trumpet type music in some areas KIISIE - Some enemies and most towns people are different colors POPSIE - Nighttime in most areas APZSIK - One magic bottle needed to max out each level. Levels will max out at 9,000. Collect more hearts and magic and Link will be nearly invincible GEGKOS - Areas have been rearranged. Use with POZAAZ AEPKUS - Enemies in starting castle. Plus towns are empty AEPPEA - Shooting power turns into fire AEPPVA - Shooting power travel further LAZZOZ - Max out all attributes at the starting castle instantly LLLZOZ - Same as above, But works even better TIYKAN - Most areas look like caves AKPKOK - Start in a cave. Plus most towns are mixed with other towns PPLOPS - Float in the air. Hold (A) LLLOPS - Same as above, but better LLLTKN - Most enemies are different colors LLLPPP - Bridge behind starting castle LLLOYN - Start with hammer XYZTUV - Invisible Link.Not invincible YYPPIK - Run super fast. Note:You may get stuck in walls PEAKUS - Start on a bridge and end up in random areas. Note: Be sure to be at high levels for this one. PNPSYE - Hot pink in all areas. Note:Good for caves, You don't need a candle TTTVAA - Most ground enemies are gone LLLOYY - Life gauge at level 1-A or level 10 UULUZZ - Deletes all three quest UUAUUZ - First and second quest names get changed and start with everything. Note: Delete third quest and renter a name and turn the code off. A bit glitchy YYPIII - Link is always in a kneeling position UUZUUZ - Start a new quest on 3rd slot and you start with hammer. Better than start with hammer code "LLLOYN" XXAYZZ - No enemies in battle screen IEIETE - Puts a boomerang in place of the fire for the candle holder on the right in first castle EAIGGG - Changes colors of link in starting screen SITGGG - Changes colors of castle on world map SIYGGG - Changes colors of enemies on world map POZAPA - Another color changing code for Link YNZAPA - Link looks nude YNZEAA - Red slimes are skin color and some women in towns look nude YNZEGA - Blue slimes are skin color and people in towns with blue clothes now look nude. YYPIGI - Link walks with a limp AEZEGL - Monsters on world map chase you, but can't catch you PEAGKI - More rearranged towns. Even better than AKPKOK ZOPGKI - Another start in random area code PAAGUY - Start on world map instead of inside the castle PAAGEY - Start a game and the save screen will come up PIAGUY - Start in the cave SW of starting castle LLLVAL - Take a lot of damage LLLTAL - Collect more life hearts and link will be nearly invincible with this code LLZAIZ Column tops in first castle have blue squares instead of designs LLLSZX - Bats don't attack and some ground enemies fly up in the air LLAKIX - Link can be seen in status screen EAISIE - Really cool BG EATSTE - Link has an invisible candle NYALLS - Change your name at select screen. With this code on,It will automatically go to the register option. Just push start and and select a quest to change your name. Then turn the code off and select end. Note:On some roms, The quest may look like they have been deleted, but they are still there. EYPKET - Weird graphics in battle screens YYTZZO - Lots of lives. This code is like Smb1 where it replaces bits of graphics as number of lives. Get killed on purpose to see effect,then turn the code off LYAIZO - Start with shield magic. This will work for new and old quest. Just start the game and push start when in the castle to see the effect. GYAIZO - Start with jump magic. Same as above.Works with both quest IYAIZO - Start with fairy magic. See how i'm changing the 1rst letter to get different magic? Note:You cannot use these codes all together, After each effect shows in the screen,Turn that code off and enter the next one. IYAIZO - Start with fire magic ??AIZO - EA = Boots, OA = Flute, XA = Cross, UA = Hammer, KA = Big Key, Others? = ?? AELIIO - High moon jump AAAEZK - Only one enemy on world map AAPEGK - Enemies on world map stay still AAASZK - Blue magic bottles max out magic YNZALA - Flames on candles in starting castle are skin color Note:Original Zelda 2 roms crash or glitch when used on FCEU. I used Zelda 2 PRG? roms.Originals work fine on some emulators, but not on Fceu Metal Gear 2 (Snakes Revenge) AEPAGA - Invisible enemies and life gauge. AELAZY - Knife & Punches can't hurt enemies VIGVOY - Touching walls or trees can kill you AAGTTY - Enemies shoot weird AAZVSY - Walk almost anywhere except through walls, jeeps and some trees SXGVKA - Infinite energy (Galoob code converted to 6 letters) YNPVZY - Take no damage and start with invisible hand gun. Note: With this code,Nothing can kill you except running out of time. Note #2: If you die from running out of time, You will no longer be invincible and the game gets tougher. Note #3: This code does not work on passwords. This code is only good for playing the game non stop. YYIYYN - All characters in the game appear to be skating instead of walking or running. AEPVGY - Game starts where John gets captured (New game only) YNPVAN - Start with most weapons plus silencer NNZVGY - Start with 187 ammo. Note: Ammo amount appears as "7, I counted it as I fired each shot. AEATOT - Weird areas. Note: Use with (Walk almost anywhere code). AEPTEA - Take no damage #2. Note: This code is much better than the first one.Also works on passwords and stages with timers.You don't need air tanks with this code on.The only way you can die is falling in holes. EAAZEY - Speeds up scenario in the beginning. EAAZOY - Helicopter blade slowly flies off in the beginning. EAAZSY - Helicopter in the beginning slowly flies to the left. EAZZKY - Helicopter in the beginning slowly flies to the right and then left. EAIZKY - Helicopter in the beginning flies downward. YNAXGY - Get all 8 keycards just by talking on the transceiver. Note: When talking to someone,The words won't make sense and the screen may glitch a little. But it will clear up. Once it it does, Go to the equipment screen after each messgae is done and you will see a new card. YNPXGY - Start with backpack. Note: For this code and code above, You should get killed on purpose and get the password so that you don't lose anything you collect when using game genie codes. PPZUGE - Have mines LIAUTE - Have hand gun and shotgun PPPUIE - Have flare gun and hand gun AEPUGE - Most characters look like Solid Snake and hand gun looks like M.gun in weapon screen. NNAUKT - Flare gun in 2nd screen from start zigzags back and forth really fast KKAKKZ - Most enemies are purple NNAKKZ - Most enemies are white Snake and most allies are wearing white clothes upon entering 1rst screen up from starting point. Plus most items are white. PEAKNZ - Snake and allies in blue outfits POAKNX - Snake in his Metal Gear 1 outfit AXAKNX - Snake and allies look nude PEAGKZ - Turns path in the woods of 1rst stage blue. Work with 1rst and 2nd letters for different colors. KKPKUG - Enemies can't shoot you. KKPKXG - Lot's of enemies when spotted. Note: Some enemies are walking and haven't spotted you yet. AEZKUG - Eliminates one enemy and one spot light per screen. AEZZXY - Skip story scenes Note: Most will be skipped, But some you will have to wait a minute or two to continue. AAAEYE - Turns off music ZZZZPI - Selecting weapons gives you short time invincibility. VVLLYT - Password force code. Note: With this code, Anything you put in as a password will work. " Warning: Beware of random areas ". XXLLYV - Password force code # 2 .Same as above but sometimes works better. Note: I have tested this on emulators and it does work. Creating a password is a little tricky, But it does work. Adventure Island 1 APZENE - Always have fire weapon APLENE - Frog as weapon. Note: Get weapon first APAENE - Double axes on pick up APPENE - Axes travel far and fast STEAKS - Different and more enemies Edit: Updated 8/11/2008 Dragon Warrior 1 AELNLU - Removes upper left corner in fighting screen PPPOVU - Shadow position in fighting screen EGAKOV - Poisened IIIIIA - Talking anywhere gets you the princess IIAIIA - Can't talk to anyone YNPULA - No black screen when entering and leaving towns, stairs, caves ASSULA many roof tiles in Breconary KYSKYS - People dissappear + walk anywhere in town YYLLLX - Leaving towns or using stairs warps you to different areas SAAKOV - Golem is everywhere ULAKOV - Very low chance in meeeting enemies VIGTIK - Removes background in fighting screen. Note:All you see is the overworld background and enemies you meet. EAAKOX - Brings up old save logs. (New game only) VTUZOP - Get different armor every time you bring up the status screen NYIPOT - 247 exp for green slimes NYTPOT - 247 exp for red slimes NYSPXTZE - $200 Gold for green slimes NYVPXTLE - $200 Gold for red slimes ZEPPEZ - Changes merchants colors ZEPPUZ - Changes guards and old mans colors ZOPPVZ - Changes colors of knights LUIYLU - Can't enter Breconary. Note:Turn this code on in Breconary and leave the town,and you'll be near Dragonlords castle. AEZTLT - Attack = 127 IEAKOV - Random enemies on overworld YNTIIA - Most people say things different than they did before AAAEAL - Tile mod for bricks near steps in Tantegel castle LLLLTX - Walk on the outskirts of towns EAINAS - Strange monsters with unusual names near Tantegel castle on overworld Noteeware and prepared. Monsters hit with a great amount of damage. NPINAS - Drop enemy near Tantegel castle.Note:Most of the time he chants the stop spell and has a lot of hit points,But he's easy to beat. PEGGYY - Different things said with door command EAZZOP - Command arrow is moved to magic instead of talk EEAZEY - Nothing but grass on overworld. No enemies either AEZPOA - Positioning for curse wizard in Breconary. Others:AEZP?A KILLIT - Get out of long conversations AAKOUPKL - Copper Sword is free LTNPXTLA - $200 Gold for Drakes AAVOOOAP - Herbs are free SKOIVLSA - Spells use zero points for casting AKPOOA - No enemies in caves GIAKIE - Towns look flooded ZTZTLT - Always excellent hit KISKIS - Walk through walls in some towns TEOPNPAA - Erdricks sword 2 gold NYNPOTZE - 255 exp for blue drakes AEPSEY - 36 keys after first use GKPSEY - Infinite and extra items in list for selling IEOOXPYE - Erdricks armor cost 26 in Breconary ???ULA - Where ? is, Use random letters UNYUNY - Random effects AAPAAP - Changes music tone AELNOG - High level and lot's of stuff AASULL - Walk through anything heading left only AAXUPA - Princess position and charcter type AASNLA - Entering status screen increases your level up to level 6 only. GUTKUT - Slimes and wizards in all towns EAAGET - No enemies anywhere OAAGET - Only meet green slimes as enemies (Everywhere) Kings of the beach EEEKKK - Other team is lousy players KKGEEZ - Players look different KKPAAA - Other team always wins KKGAKA - Both teams are wearing mostly white IIIYVT - Skip introduction OOOKKK - Player one jumps to the other team AEAEAP - Knocks the ball out of the court and you still score OUPKKK - Other team just stands there OOPKKA - Scoreboard shows at all times AEAXAP - PLayer one can't hit the ball over the net XEUEUE - Most characters look the same KEKOYA - Register womans bikini is upside down YXGEUZ - Plyr 1 has no shirt on and Plyr 4 looks nude AOGEUZ - Plyr 1 has gray tank top,Plyr 4 has gray shorts YOGOYA - Changes registry womans bikini to her skin color AUGOYA - Removes registry womans bikini KKAAAA - Two on one match or tournament. For this trick to work, Go into Set Mode first, then exit with select and enter a match or tournament. Note: Don't miss the ball the first round or other team will automatically win in tournament mode.In match mode, game won't continue. EEPAAA - Other team never gets a turn AUEAKK - Go to second round of tournament AUAAVS - Skip playing the tournament rounds, just go through the scenes. POZAVS - Control both teams in tournament mode AAAEEZ - Background color modifier on intro and other areas Note: Change first or second letter for other colors Spy Vs Spy Note: NTSC? PAL? ,Idk. What i do know is for the codes below, It's the one that doesn't have the beige screen that has "SPY VS SPY" "Licensed By Nintendo Of America Inc" When you first load the game. OTTELY - White spy can't set traps AEATAP - Black spy is instantly recovered from dieing (No delay in recovering) EATASS - Door traps have no effect Spy Vs Spy Note: These codes are for the one that does have the beige screen before the screen that shows the two spys standing back to back. KITKAT - Rooms are different colors for black spy KKOKKL - Airplane room is invisible KKNOKL - No music SPYALL - White spy can't set traps or find items SPYOOP - Play by yourself as white spy (No opponent) SPYOOO - Play by yourself as black spy SSSAAA - Slow motion SPLPSP - Skating spys (Hold the " A " button) SPYEEP - Spys can't move unless you press the " A " button SZGPKL - Walk anywhere (White spy only) SZAPKL - Run and walk anywhere (Both spys) STUNTS - Black spy is confused (Com player) STUNTG - Black spy seems to be on a different level (Com Player) SPYOXX - Black spy can't set traps SEPPOL - Win instantly. Select a level and you go straight to ending sequence (White spy only) AEPPOL - White spy is invisible. Note: To make it easier to control him, Bring an item up by pressing the " B " button. Once shown, You can now see where your going. AELPOL - Black spy is invisible SPYIEI - Both spys can get briefcase and all items. Note: This trick only works if the spy thats carrying the briefcase has checked a piece of furniture that has nothing in it. Once thats done, All items are duplicated. GEIOOZ - Skip ending sequence. This takes you straight back to the level select screen. SPYVAN - White spy can't die by traps. Note: He can be killed by black spy or if black spy happens to come in the room when white spy has just set off a trap. SPY??? - Where ? is, Use random letters for different effects AEPOOA - Walk through closed and trapped doors POZXLU - White spy can't die. Note: Dieing animations or some other type of animation is still shown but differ with each new game. Example:At times he may have the giiggle animations playing each time he sets a trap or gets killed by black spy.His life bar will still go down, but he never dies. Only if time runs out. POTXLU - Turbo punch and jab for white spy AOZXLU - Another white spy can't die code YYYTET - Room bombs take longer to blow you up YYYTNT - Room bombs blow you up quicker SXUELUVK - Galoobs code for infinite time for white spy SZVAYUVK - Galoobs code for infinite time for black spy Combo codes: EEPOOA + EEAOOA - Many places to explore.Use with infinite time codes. Note: Stay in colored rooms to find other levels. Gray rooms are dead ends. Note 2: Com player may cause the game to freeze. You can play this by yourself by setting it to 2 player mode and just play the white spy. Or you can try the play by yourself as white spy code ( SPYOOP ). Note 3: Setting off spring traps may cause you to keep sailing through other rooms. Try also using the white spy can't die code ( AOZXLU ). SXLULU - Shorter version of infinite time for white spy EEGOOA - Black spy won't enter same room as white spy ESGOOA - Neither spy can be seen by each other. OTOEOT - Same as above, But i'm not sure which one works better STUNTZ - Com spys mimics each other or player 1 AIIYAT - Com spy doesn't move until your in the same room as him GGSPSP - Player 1 is on a different level SPYPPK - Mixed levels. No matter which original level you pick, All are different TEVZLYIE - White spy has deadly punch (Original GG Galoob code) IIYPPK - More mixed levels. Note: Use with infinite time codes VIGVOY - The word BLACK in the game is moved to bottom left Mc kids PAKILYLE - 10 lives GXKSUOSE - Infinite lives AEAEPT - Jump as high as you want AETTIA - Most enemies are gone. Note: A little glitchy YEAELT - Small jump. Note: This code makes it easier to get the "M" under the springs on the moon in stage 3 FF2 (Final fantasy 2) LLLLLA - One character or enemy can attack as many times as there are enemies LLLLGA - Characters + Enemies always miss PEGLEG - Characters + Enemies do high damage SKPOAS - Max HP 255 (In battle only) FF3 (Final fantasy 3) AEPAAA - Enemies dissappear when met. Note: You can't bypass all main enemies with this code on River City Ransom YNINAV - All attributes at 127 (New game only) YNYYIV - Same as above (Better ???) DD3(Doulble Dragon 3) NNEPXGGI - 247 Energy for Billy and Jimmy US Championship V'ball IPGXIX - Opponents miss often ZPGXIX - Same as above, But sometimes works better PAEPAY - Same as above, But works a lot better Dw2(Dragon Warrior 2) I'm skipping this one. The codes i have for this game are the original game genie codes found on the web. End of codes list ----------------- Edit: Updated 04 /13 /09 |
Buu-Huu |
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Level: 26 Posts: 109/113 EXP: 93279 Next: 8996 Since: 11-01-07 Last post: 5419 days Last view: 5346 days |
I'm sorry if there's already a thread for various ROM Hacking problems but I didn't find one so I decided to open a new thread. :/
Anyways, I've been trying to get the Zelda2 Editor by Dwedit working but somehow it refuses to load my ROM. I opened the sideview editor, input my ROM name (it's named z2.nes - so I wrote z2 and hit enter - ".nes" is already defined by the program) and I get following error: [code]File Name:z2Error initializing DirectQB: No EMM driver detectedf no file specified[/code] I have no clue what that means. Here's the link to the tool: http://www.zophar.net/download_file/3087 Any help is appreciated, thanks in advance. |
messiaen |
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Cheep-cheep Level: 32 Posts: 105/193 EXP: 204617 Next: 1825 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4452 days Last view: 4780 days |
mml2m64 is an experimental .mml importer that produces custom music in the Mario 64 and Zelda 64 sequence format. The main importer
module is built from Addmusic's (revX) MML parser, so big thanks to whoever wrote that program. You can download Addmusic binaries, source code and documentation at http://www.smwcentral.net. The importer is to be used along a MIDI -> MML conversion tool, such as tinymm or mid2mml, both of which can be download at SMW Central. Afterwards, you can insert the custom music using the sequence inserter tool included in this package, which replaces the original Mario 64 sequences files with your custom music. This package also includes a few more music-related tools, such as sequence rippers for Mario and Zelda 64 as well as parsing utilities that can display all the sequence content. A description of all the tools included and their usage can be found below in the readme.txt file. There are 20k just of documentation, so be sure to look at everything, especially if you are new to the .mml format. People who already used Addmusic probably won't have any difficulty using this program. Mario Kart 64 support will also be added in the next release. Here is a sample of what mml2m64 can do: If you want to submit a bug report, include log reports from mml2m64 and m64parser. You can do this by running these commands, which will redirect the output to external .txt files: "mml2m64 my_mml_file > mml_log.txt" "m64parser my_m64_file > m64_log.txt" Download link for v0.1b + Music Tools (fixed version). Disclaimer: This is an experimental program, depending on how well you use it you can produce very good results but in general don't expect much from it. There are numerous possible improvements which may be implementeded in future releases. |
optomon |
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Leever Level: 33 Posts: 167/198 EXP: 220640 Next: 8539 Since: 03-05-07 From: Vancouver, WA Last post: 2466 days Last view: 2054 days |
Just did a quick inventory check on what I have. I seem to be missing a few common NES game liks SMB 2 & 3 and Megaman 1, people seem to be borrowing them. The italicized games are ones I've completed, the stars in front of games represent the number of duplicates I have of these games.
NES ----------------------- 1942 3D World Runner 8 Eyes Abadox Adventures of Rocky and Bullwinkle Air Fortress Al Unser Jr. Turbo Racing Alien Syndrome Alpha Mission Archon Astyanax Back to the Future Bad Dudes Bad Street Brawler Balloon Fight Barbie Batman Battle of Olympus Battletoads Bee 52 Bill & Ted's Excellent Adventure Bionic Commando Black Bass Blades of Steel Blaster Master** Breakthru Bugs Bunny Crazy Castle Burai Fighter Captain Comic Captain Skyhawk Castlequest Castlevania Castlevania 2 Castlevania 3 Castlevania Chorus of Mysteries Clu Clu Land Cobra Triangle Code Name Viper Commando Conquest of the Crystal Palace Contra Crystalis Cybernoid Darkman Dash Galaxy in the Alien Asylum Deadly Towers Defender II Demon Sword Destination Earthstar Destiny of an Emperor Dick Tracy Double Dragon Double Dragon 2 Double Dragon 3 Dr. Chaos Dr. Mario* Dragon Spirit Duck Hunt**** Ducktales Dynowarz F-15 City War Faxanadu Fester's Quest Fist of the North Star Flying Dragon Friday the 13th Galaxy 5000 Game Genie Ghengis Khan Ghosts N Goblins Ghoul School Goal Gold Medal Challenge '92 Golgo 13 Goonies II Gradius Gremlins 2 Guardian Legend Guerilla War Gumshoe Gun Nac Gun Smoke Gyromite Gyruss Hogan's Alley Hook Hunt for Red October Hydlide Iron Sword Jaws Jeopardy Joust Karate Champ Karate Kid Karnov* Kid Icarus Kid Niki King of Kings Kings of the Beach Knight Rider Kung Fu Kung Fu Heroes Legendary Wings Life Force* Lolo Lolo 2 Lolo 3 Loopz Low G Man Major League Baseball Marble Madness Megaman 2 Megaman 3 Megaman 4 Megaman 5 Megaman 6 Metroid Metal Gear Mickey Mousecapade Mighty Bomb Jack Milipede Milon's Secret Castle Mike Tyson's Punch Out!! Monopoly Monster In My Pocket Mystery Quest Ninja Gaiden Ninja Gaiden 2 Ninja Gaiden 3 Operation Wolf Pictionary Pinball Platoon Predator Prince of Persia Pro Wrestling Punisher Quattro Sports Rad Gravity Rad Racer Raid on Bungeling Bay Rampage RC Pro Am Road Blasters Rygar Section Z Shadowgate Shockwave Skate or Die Skykid Snake Rattle n Roll Solar Jetman Solomon's Key Spelunker Spy Hunter Star Soldier Star Voyager Star Wars Street Fighter 2010 Super C Super Dodge Ball Super Mario Bros.*** Super Spike V Ball/Nintendo World Cup Sword Master T & C Surf Design Taboo the Sixth Sense Talespin Teenage Mutant Ninja Turtles Teenage Mutant Ninja Turtles 3 Tetris 2 Thunderbirds Time Lord To the Earth Tom & Jerry Top Gun Track & Field II Trojan Twin Eagle Ultimate Stunstman Wayne Gretzky Hockey Where's Waldo Who Framed Roger Rabbit Wild Gunman Willow Wizardry: Knoght of Diamonds Wizards & Warriors Wrath of the Black Manta Xevious Xexyz Zanac Zelda Zelda 2 Zoda's Revenge SNES ----------------------- Actraiser Actraiser 2 Aladdin Claymates Earthworm Jim Earthworm Jim 2* E.V.O. F-Zero FIFA International Soccer '94 Firepower 2000 First Samurai Flashback* Gradius 3 Incredible Crash Dummies Jurassic Park Jurassic Park: The Chaos Continues Kirby Superstar Lawnmower Man Lost Vikings Mario Paint Megaman X Mortal Kombat Mortal Kombat 2 Mortal Kombat 3 NHL '94 Out of this World Pitfall: The Mayan Adventure Prince of Persia Race Drivin' Radical Psycho Machine Racing Rex Ronan Rock N Roll Racing Sim City Spindizzy Worlds Star Fox Street Fighter II Turbo* Street Fighter II Alpha Super Battletank Super Ghouls N Ghosts* Super Mario All Stars* Super Mario Kart Super Mario World*** Super Metroid Super Off Road Super Off Road: The Baja Super Punch Out!! Super R-Type Super Return of the Jedi Super Star Wars Super Street Fighter II* Syndicate Tetris & Dr. Mario Thunder Spirits Xardion Zelda III** Zoop Genesis ----------------------- Ecco the Dolphin Ghouls N Ghosts Jurassic Park Mortal Kombat 2 NHL '94 Rocket Knight Adventures Sonic the Hedgehog Thunder Force 3 N64 ----------------------- Automobili Lamborguini Clayfighter 63 1/3 Command & Conquer Cruisin' USA Glover Perfect Dark Star Soldier: Vanishing Earth Super Mario 64 Turok 2 Turok 3 Virtual Chess Wave Race 64 Zelda: Majora's Mask PSX ----------------------- Metal Gear Solid Mortal Kombat: Sub Zero Mythologies Okage Resident Evil 2 PS2 ----------------------- Evil Dead: Fistful of Boomstick Gran Theft Auto: San Andreas Indiana Jones: Emperor's Tomb Jaws Unleashed Mortal Kombat Armageddon Okami Onimusha Pac Man World 2 Resident Evil 4 Resident Evil: Outbreak Rygar* Sky Odyssey Tomb Raider Legend GCN ----------------------- Luigi's Mansion NHL Hitz 2003 Super Smash Bros. Melee Gameboy ----------------------- Quest for Camelot EDIT: |
Trax |
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Yellow Stalfos Level: 71 Posts: 849/1145 EXP: 3038126 Next: 128988 Since: 07-06-07 From: Québec Last post: 3636 days Last view: 2888 days |
I made a video of some of the tweaks and ASM Hacks I could pull off with Zelda II: The Adventure of Link. I master the ROM's structure quite well, and I managed to make enemies a lot more challenging. Some modifications are simple variable tweaks, while some others involve ASM code written from scratch. If you think the original Zelda II is hard, then this kind of enemy hack will be considered extremely difficult to handle. You must compare this video to the original game to really see the differences in how enemies move and attack...
My main objective is to make the enemies less predictable, by adding or reinforcing the randomization factor... Details of the tweaks: Myu: moves faster, its routines are mixed with those of Bit/Bot. Bit: moves faster. Bot: jumps higher and farther, both X/Y velocities are randomized. Moa: its routine is hard to tweak coherently, so I just made it to not freeze when it's hit. Ache: moves faster overall and goes down earlier when closing in. Acheman: this one has code written from scratch. Moves faster since Ache and Acheman share some code. Shoots three fireballs, either high or low, at random. Attack delays are shortened. Bubble generator: each bubble has its speed randomized. Rock generator: in the video, speed was simply increased, but I could randomize just as easily as with the raising bubbles generator. Red Deeler: move faster overall, horizontally and up/down its rope. Blue Deeler: same as Red Deeler, and jumps higher and farther on ground, randomized. Bago Bago: speed increase, generated at a higher rate, and 100% chance to shoot a rock at Link when flying up. Red Octorok: jumps at random heights, and the walking Octorok moves faster. Orange Moblin: moves faster, higher and randomized X/Y velocities of spears. Red Moblin: this was more tricky because there's a lot of shared code. Keeps a greater distance from Link. Blue Moblin: just a mix of Red and Orange Moblin. Orange Daira: moves faster when approaching Link and attacks at a higher rate. Red Daira: moves faster and axes are thrown at higher velocity. Goriya: this one is another tricky routine. Boomerangs move faster, fly farther, and come back faster. Lowder: move faster overall, and reaction time to turn around is shortened a lot. Moby generator: instead of going straight down, it moves diagonally first. Speed increased. Megmet: jumping height increased and randomized, X velocity increased. Geldarm: stays shrinked for a much shorter time and restretches faster. Dumb Moblin: generation rate increased, speed increased and randomized. There are many things that need improvement or adustments, but I think the potential is quite interesting overall. The routines are mixed between similar enemies, so it makes it hard to modify a single enemy. Modifying one enemy can cause unwanted changes to another... Another problem arises with enemies that span over more than one world. These enemies' routines (Myu, Bit/Bot, Ache, Moa, Deeler, Octorok, Bago Bago) are stored in Bank 7, which is loaded permanently during gameplay. However, Bank 7 is tightly packed: no more than 75 unused bytes. This means you have to create code in multiple banks for the same enemy. Not doing so will cause the game to crash when one of these enemies appear on screen... Comments and ideas are welcome... |
Insectduel |
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Hammer Brother Level: 68 Posts: 423/1069 EXP: 2689910 Next: 38890 Since: 02-16-08 From: Insectduel's office Last post: 1266 days Last view: 1265 days |
No Zelda game will EVER have this before. I hope the real programmers would make some Wii Zelda games based on the future or city.
I've studied the Mega Man IV password data for a week and I kinda figure out how it works. It's still on beta test because the passwords may be wrong if set improperly. I have to make sure everyone gets a fair game. Oh and it prevents cheaters anyway. But I can't stop them from using Save States. I already add the data on Datacrystal. Feel free to look and try the code. Tell Yosaku to say hi! I spent a week finding this data. |
bradzx |
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Octoballoon Level: 30 Posts: 13/169 EXP: 159895 Next: 5974 Since: 11-04-09 From: Ponyville Last post: 3650 days Last view: 3636 days |
Oh I see. Hey I play that game. IT is little bit hard to get through that hack but I use cheat code. But when I see HC or 4 HP, I off the code so it wont mess up. Unlike Zelda Classic it get like 30 heart. I use to that game different kind of quest. I love it that game. One game I lost alot is Ballad of a Blood. Man it really hard to play through but it fun. Right? I am wonder Dark Phot watever that name is full release. I want play that hack game. I am wonder if there more hack. Super Mario World and Super Metroid have many hack game. I play not all of them. Like 6 or 7 hack game I play. Oh I better post need help for Super Metroid 2nd quest. It getting worst than Legend of Zelda 2nd guest. ____________________ My DeviantArt---> |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 3337/5344 EXP: 30968107 Next: 694874 Since: 02-20-07 From: The Netherlands Last post: 4507 days Last view: 2643 days |
No tools.
In fact, most of the code changes you'll need to make would probably relate to things like savegames -- Metroid went from Zelda-style "register your name" to a password system, along with its sister game Kid Icarus. I'm not sure how loading of stuff is different from a NES, but that too might be a problem. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
Jandazekon |
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Level: 13 Posts: 4/26 EXP: 9415 Next: 852 Since: 07-15-10 Last post: 2711 days Last view: 2014 days |
Posted by Haz Taken from: http://en.wikipedia.org/wiki/BS_Zelda BS Zelda no Densetsu: Inishie no Sekiban (BSゼルダの伝説 古代の石盤?, lit. BS The Legend of Zelda: Ancient Stone Tablets) is an action-adventure video game first broadcast to Satellaview owners, in March–April 1997 and rebroadcast as reruns at least 3 times. It is the third game in the BS Zelda series and as with the two previously-broadcast BS Zelda spin-off games, BS Zelda no Densetsu and BS Zelda no Densetsu: MAP2, it also does not feature Link as the protagonist but instead utilizes the player's avatar from the inter-related Satellaview game, BS-X. For this reason it is also generally considered to be a spin-off title from the main Zelda series. Stylistically similar to The Legend of Zelda: A Link to the Past for the SNES, BS Zelda no Densetsu: Inishie no Sekiban is also occasionally regarded as an enhanced remake of this title. This misconception most likely arises from the fact that the game is no longer playable in its original form and thus the differing plot of the game is more or less unknown to the general gaming public. The game's title derives the "BS" portion of its name from the Broadcast Satellite system through which game was transmitted by the distributor, St.GIGA, to Satellaview owners between the date of first broadcast in March 1997 and the last broadcast in May 1999. As a Satellaview SoundLink Game, broadcasts for BS Zelda no Densetsu were composed of both a discretely quantifiable portion of game code and, as with the earlier BS Zelda games, a continually streaming vocal track employing the voices of seiyu voice actors. This would be the last SoundLink game to be broadcast via Satellaview marking the end of a 4-year period of SoundLink broadcasts, and it would one of the very last Satellaview games to be broadcasts under Nintendo's direct control. |
Vex Vega |
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Mini Octorok Level: 12 Posts: 11/19 EXP: 6048 Next: 1873 Since: 09-28-09 Last post: 4723 days Last view: 4711 days |
I know of a really good/badass hacker named Lin who makes programs to modify the Zelda Oracles: http://www.youtube.com/user/Linscape99
He's mainly known for his ZOLE (Zelda Oracle Level Editor). Look for his site on his page. I'm also about to jump from modding N64 games to making programs and learn MIPS and C, so I can make programs to mod games and be a real champ and mess with Opcodes in the 64 games. A good friend of mine, Lee (sure are a lot of L's in here), is into Game Boy modification. I could talk to him about the Zelda Oracles; he too is very good at programming. His YouTube: http://www.youtube.com/user/Souylsin That's his old YouTube and only has Zelda Ocarina of time mods. My YouTube: http://www.youtube.com/user/Vexiant ANYHOW, away from N64 modding, I'll talk with him about modding the Oracles. And will put making programs for the Game Boy to start me out into consideration. ____________________ http://maco64.com/ I'll create another community one day... When I feel like it, I guess. |
MiniCompute |
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Bubble Level: 66 Posts: 168/981 EXP: 2423298 Next: 38553 Since: 04-25-07 Last post: 499 days Last view: 707 days |
Posted by kingcj1994 Welcome aboard King, in order to do grapghics hacking: Link’s graphics are unique in that they are encoded with 4 bits-per-pixel (a format supported by most major image editors) and they are (I believe) uncompressed. The remaining graphics are much harder to edit. You basically have to follow three steps: Decompress the graphics from your ROM to a .bin file. Edit the graphics using YY-CHR. Recompress the graphics in your .bin file and insert them into the ROM. This method is so general that it works for almost any game, so long as you have the right decompression tool. Lunar Compress can handle several popular formats. The only other thing you need to remember is how many bits-per-pixel each graphic is encoded in; please see the Perfect Guide for advice on this, or just look up the palette in Hyrule Magic. All right, let’s edit Link’s shield graphics. First, open up a command prompt (Start->Run, type “cmd.exe” and hit Enter. On Vista just click Start, type “cmd” and hit Enter. On Linux… you should know how to do this. ) Browse to the directory you saved Zcompress to. Make sure you have also saved a clean Zelda3.smc ROM file there as well. Now, type: zcompress.exe 0 Zelda3.smc Zelda3Gfx.bin …on Linux, you’ll have to do: wine zcompress.exe 0 Zelda3.smc Zelda3Gfx.bin Now, open YY-CHR and select “File->Open”, then browse to your Zcompress directory. In the “File Name” box, type the following and press Enter: *.bin This allows you to see .bin files. Now, select your Zelda3Gfx.bin file. The window will load with apparent garbage. You can fix this by clicking on the “Format List” (currently, it shows “4BPP MSX/Genesis) and selecting “4BPP SNES”. Hit PgDown or PgUp to browse through the tileset; you’ll notice that the shapes are familiar but the colors are all wrong. zelda.wordpress.com/2009/06/24/lz-3-intermediate-hyrule-magic/#Question3>http://lthzelda.wordpress.com/2009/06/24/lz-3-intermediate-hyrule-magic/#Question3 |
kingcj1994 |
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Newcomer Level: 6 Posts: 2/4 EXP: 532 Next: 375 Since: 03-17-12 Last post: 4431 days Last view: 4410 days |
Well not exactly... I'll lay the plot out for you so in case if I abandon the project someone else might pick it up. Basically, I want it to start out with Link sleeping on a ship, and the ship rumbles. The first hard part is getting Link to wake up without his uncle, and hopefully he'll grab a sword and shield from a chest. He goes out and fights off an enemy (semi-boss or boss kinda deal) and then if i can he gets a heart container from it. Then he arrives at the island and finds that the island, within 5 days, will collapse for some reason or another. I am hoping to create 4-6 well designed dungeons, and within that time events similar to majora's mask occur, and you can get multiple items etc. Things that, if I finish this, are certain are better graphics, new music, a change to the function of the magic mirror (so that it sends you back in time), the time/event cycle (otherwise it wouldn't be like Majora's Mask, might as well call it Twilight Princess). Link's graphics, I explained, I changed. He looks similar to Link in Twilight Princess. His sheilds are just randomly changed, but if I think it fitting, I'll change them. All I've really done is the graphics, then I cleared everything (sprites, entrances & exits) to start fresh. I tried to make the boat, but this failed so I'll have to do ASM stuff or something (things I have no clue on) to make it work. Also, whenever I replaced the old entrance/exit, Link exited just fine but when he tries to go back in it fails AND there is a random door piece sitting out of place. Can anyone 1) either help me with this junk or 2) send me somewhere where I can find help with this?
Posted by MikeFuryXPPosted by kingcj1994 I already have Link's graphics changed. I can pretty much change any of the graphics. This USING hyrule magic. if i could, I would post the version of HM I'm using but I don't know how... P.S, I couldn't get Z-Compress to work. I'd go to it and it would show me the info and how to use it, then when I tried to decompress it, it wouldn't work |
infidelity |
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Fuzz Ball Level: 66 Posts: 355/968 EXP: 2369858 Next: 91993 Since: 05-24-07 Last post: 968 days Last view: 824 days |
I've spent the last month redoing my Sword/Bush ASM.
The first modification i did, was simply a reshift of where the sword positioning was, since Thanatos-Zero designed a new Link, and his hand holding the sword verticaly up or down was vastly different than the original setup. Once i reshifted all the positionings, i had to redo my hit detection asm, for when the sword comes into contact with a bush. Once i was able to redo all my asm on that, i left it alone. I had a lengthy convo with Thanatos, as he wished the sword/bush detection could be more like what we see in LA or LTTP. I explained it took me many months, to get down what i originaly wrote from scratch. The bank i wrote in, was a mess, very messy, and i didnt want to go back and re-sift through all my code. I did not want to go back, and try to improve on my code. But after a week or so of debating with myself, i decided to give it a shot, i just didnt realize it would take nearly a month. Doing coexisiting asm for a sprite & vram, is a bitch. I know how the game writes to vram with using a sprite, but i had to do alot of thinking, and custom asm, for particular positionings of the sword/bush asm. If i just gave Link complete freedom to swath paths with the sword, it would look HORRIBLE, i know cause i started out that way with the sword/bush asm. You have to do specific tile checks, obviously the bush. Then when you make those checks, you have to adjust the XY of the sword accordingly, or else, when you hit one of the 4 tiles of the bush, the vram decides to write as close to the xy value of the sprite, giving you an undesired write to the nametable. That's why i've had to write a multitude of checks on Links position, to help with the writing of the vram when swiping a bush. I've had to alot of checking of the swords xy registers, and adjust it via ADC/SBC, then save that value back into the swords xy registers. I will be explaining various things that i have done to the sword now. Literaly a months work. Removal Of Bushes From Other Positions & Spin Attack Removal OF Bushes Before i started, i played around with LTTP & LA. Not code wise, just playing the game, moving Link around, swinging the sword, etc. When Link swipes, he does not take out more than one bush in a regular swipe, he will only take out the bush that is directly infront of him. And obviously, when you do the spin attack, he takes out all 8 directions of bushes surrounding him. With LTTP, i moved Link to different positions of a bush, and see when the game would initiate a hit detection, and remove the bush. I made a little map for myself, showing the various positions Link would be facing, left,centered up or down,right, i did this for all facing directions, then i would jot down which positions allow the sword to remove the bush. The reasoning behind all of this, is that my original code i wrote for the sword/bush asm, is that you are only able to remove a bush that is directly facing Link, you couldnt remove that facing bush via off to the sides of the bush. So it was at this point, that i began working on the asm, to allow Link to cut the bush he was facing, not just from the center, but a specific side of the bush. Once I was able to this both horizontaly & verticaly, it was then that i had to move onto the dreaded part. Enabling my spin attack to actualy do damge to bushes, AND, to adjust the vram writes accordingly, WHILE, still keeping the Pegasus Shoe Bush asm intact! Now, in The Legend of Zelda, an 8x16 sprites hit detection, is on the bottom half. In LTTP, the hit detection for Link, is his entire body. But in the NES, it's his lower body, hence, that is why when you move Link up, and put him against a solid object, he slightly goes over it, but when you do that walking left,right,down, he's gfx goes flat against the object. This was a very difficult thing to work around for my code, because with Link facing an upward bush, and you try to do the spin attack, he cannot reach the lower bushes. So what I had to do, was to make it so he just takes out the upper and side bushes. When Link is down against a bush, he is able to wipe out all 8 or 7 bushes. Updated Sword ASM 1 (Spin Attack Grass Removal 4-13-13) Updated Sword ASM 2 (Improved Sword Bush Hit Detection 4-13-13) Walking With Charged Sword & Removal Of Bushes With Charged Sword I had code that originaly disabled the D-PAD once you initiate the sword charge. I went back and removed that, and began decyphering how I can make Link walk with the sword. In $AC, the sword value is 11. For some bizzare reason, i was unable to figure out how to disable the D-PAD from shutting itself off once the sword is initiated. So what i had to do, was create my own value to keep the sword sticking out so Link could move. In doing this, his sword thrust gfx do not appear, Link just runs in place. So I had to find the value within ram, that deals with Link's standstill gfx, and once I found that, i forced it to use Link's sword thrust gfx, so now the sword sticks out with Link's thrust gfx. But once you would move, it would animate incorrectly, originaly there is no walking animation with the sword thrust, and i'm not concerned with that at all, so what i had to do, was force his tiles and tile flip values, so that in each direction when you move Link, his gfx arent messed up. Then the hardest part of all came, i had to do a new sword/bush hit detection just for this feature! Because now you are freely moving Link, and i started getting many errors and glitches with the nametable writes. This took some time to figure out, but after many many many tests of various positions, hit detections, etc, it all started to work. Updated Sword ASM 3 (Walk With Charged Sword & Remove Grass 4-13-13) Walking With Charged Sword, With Certain Conditions So now that i was able to make Link walk with the sword, i had to take into consideration that there may be abnomalities when encountering various things, and sure enough there were. I had to set specific XY checks when heading towards the edges of the screens, when it comes time to initiate a scroll. When I had A held and initiated a scroll, the sword disappears, and Link is holding nothing, but the sword asm itself is intact, visualy the sword just wasnt there, so i set the proper values, and now when Link walks towards the edges of the screens, the sword charge is disabled. When it came to being hit by either a projectile, enemy itself, or the dying sequence, that needed to be fixed as well. I wanted it where the entire charged sword routine was completely reset, once Link was hit. I was able to find the hit routine, which convieniently, the dying sequence is within this area, and i was able to insert my sub-routine that would reset the entire sword charge routine. Updated Sword ASM 4 (Walk With Charged Sword During Various Conditions 4-13-13) Walking With Charged Sword, Disable Entering Caves/Stairways Link was messed up when entering a cave with the sword sticking out. So again, i located the routine that deals with him entering caves/stairs, and i inserted my sub-routine to cancel out the sword charge, once you enter a cave/stairway Updated Sword ASM 5 (Walk With Charged Sword Disable Entering Cave or Stairway (4-13-13) Anyways, i apologize for the long explaination, but i had to explain before i upload the videos, so i could avoid questions like, "why this, why that, why did you do it that way, cant you do this, etc." It was very difficult to code all this from scratch, and i cannot possibly do any better than what the videos show. I understand i don't have fancy sprites when you cut the bush, showing it fall apart, or custom sfx for it, but that is stuff that can simply wait till the end. I've still got a long way to go, to getting this released this year as a complete game. I hope you all like the videos and appreciate the work. :-) -infidelity |
snarfblam |
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Tektite Level: 18 Posts: 45/54 EXP: 26440 Next: 3457 Since: 03-10-12 Last post: 3879 days Last view: 2829 days |
Posted by Chaobomr Definitely no compression. It occurs to me now that the normal text table isn't going to cut it. The story text is stored in a tile map that also includes graphics, namely the plantyness around the story. E2 and E3 are the horizontal bits, E4 and E5 are the vertical bits, and E6 is used for the corners. F8 is used for the quotes, and goes on the line ABOVE the text the quotes surround. And all those extra spaces are used to layout the text. If you added something like this to the table file... [code] E2 = [ E3 = ] E4 = ~ E5 = = E6 = % F8 = _ [/code] ...and dumped the text and wrapped every 32 characters and used a monospace font, you would end up with something like this [code] %~= THE LEGEND OF ZELDA =~=% [ ] ] MANY YEARS AGO PRINCE [ [ _ _ ] ] DARKNESS GANNON STOLE [ [/code] As for the colors, I don't know how much you know about ROM hacking, but I'll try. The colors of the text are stored in a 64-byte block found at $1A82B in the ROM (it is raw attribute data). If you open the rom in FCEUX, open the hex editor, pull up the ROM (under the "View" menu), and go to $1A82B, you can start playing around with the values. After changing the values, reset the ROM and you'll see the changes take effect. Changing the text to all white would be easy (changing certain bytes to 00). If you want to do your own custom "highlighting", well, even thought I understand attribute data perfectly well in theory, trying to manipulate it by hand gives me one hell of a headache. |
infidelity |
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Fuzz Ball Level: 66 Posts: 365/968 EXP: 2369858 Next: 91993 Since: 05-24-07 Last post: 968 days Last view: 824 days |
And, here, we, go.
The following is a wordpad format of everything i did, in order to get the sound engine to work. I'll paste it in here as well, for those who can't download it, which i doubt will happen, but i'll paste just to be safe. The actual .rtf file does justice, since it shows all my highlighted documentations. Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity http://acmlm.kafuka.org/uploader/get.php?id=4440 And here is the proof of concept. Basicly what i'm doing is shifting through various savestates within FCEUX, demonstrating the loading of different songs within the sound engine. I based my work off of the Megaman 4 sound engine, so thats the songs you are hearing from. Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity Capcom 6C80 Sound Engine Within The Legend of Zelda - infidelity
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njosro |
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Goomba Level: 13 Posts: 1/27 EXP: 8468 Next: 1799 Since: 05-15-14 Last post: 2549 days Last view: 2287 days |
This is my first post(!), my first time doing real ASM hacking, and the first time I really come to appreciate the tools FCEUX provides.
I heard about someone making it so that you start where you died if you were in a palace in zelda 2, instead of being sent allll the way back to zelda's castle. I never saw anything come of it though, so I decided to try for myself. I figured I could exploit the fact that the game has a real continue option for the great palace. This is when I discovered how magical fceux is. I used the code/data logger in conjunction with the trace logger to narrow my search for the relevant code. It took a few tries, but eventually I found it! The debugger was incredibly helpful in making the code understandable with the symbolic names and all that. ...sorry if I'm rambling about stuff you already know about! So this is what I found: Let's start with relevant RAM addresses. Naming these and finding their functions were the preliminary steps. $0700 - lives left $0701 - how Link enters the screen $0706 - overworld index (0=west hyrule, 1=death mtn/maze island, 2=east hyrule) $0707 - "world" (0=caves, enemy encounters...; 1=west hyrule towns; 2=east hyrule towns; 3=palace 1,2,5 ; 4=palace 3,4,6 ; 5=great palace) $0736 - screen intro type $0748 - area location index (the index of the spot on the overworld that pulled you into the sideview) $075C - start this many 'pages' into the scene $075F - something to do with music $0760 - I don't know... freezing it doesn't affect anything anywhere but it's in the code so... yeah $0561 - scene layout index (doesn't affect location) $076C - begin a special routine. Changing this value has the most 'automation' (00=restart from zelda's castle with 3 lives, 01=no routine, 02=die, 03=wake up zelda, 04=roll credits, 06=show the lives then restart the scene) Okay now for the the ASM code. It starts at CF30, but of course in the file it's really at 1CF40. [code] LDA $0706 ASL ASL ADC $0706 ADC $0707 RTS ;returns to CAD3: CMP #$0F BEQ $CADE LDA #$00 LDY #$01 JMP $CAF0 JSR $C358 -------------> LDA #$03 LDA #$00 STA $0700 STA $0561 INC $0760 STA $0701 INC $076C STA $075C RTS LDA #$01 LDY #$02 STA $076C STY $075F RTS [/code] So it calculates with a formula whether to send you back to the beginning or keep you in the same "world". Here's my little pseudocode describing the situation. if (overworld_index*4+overworld_index+world = $F) { lives=3 ???++ special_routine++ scene_index=0 //return to the palace entrance Link_entrance_type=0 //walk in from the left pages_into_scene=0 special_routine=1 //don't do any special routine change_music=2 } else { special_routine=0 //go back to zelda's castle. This sets a bunch of ram addresses automatically. change_music=1 } My first step was to make it so that you stay in the current world no matter which palace you're in. So I changed the condition for branching. [code] LDA $0706 RTS ;returns to CAD3 CMP #$03 BCS $CADE [/code] (if you're in any world >= 3, you're in a palace so don't start over) And it worked!! ... except it always sets scene_index (ram $561) to 0, so if you're in the ocean palace, for example, you'll be sent to scene 0 of that world which is the entrance to parapa palace! But the palette stays green, and your location on the overworld is fine. At this point I thought I was in over my head, beyond my capabilities. I was really nervous about injecting my own routine instead of just manipulating what's already there! First I had to figure out how to get a unique number identifier for each palace, since I couldn't find one already in the game. I took the area location index ($748), world ($707), and overworld index ($706) of each palace and tried to see what I could do with that. After playing around a bit, I got a unique number for each one. It could probably be better, but this one works: overworld_index*4 + world + area_location_index = the palace id (sure why not) 4 is the smallest multiplier that prevents non-unique numbers for each palace. Now I needed a place to store the corresponding scene indices in RAM. I found a spot with a bunch of zeros and I'm hoping that it isn't used for anything important It's around $6500. I think that's near the SRAM? I also needed a place in ROM to put my code that would load the scene index from the correct RAM address. I found a bunch of FF's (undefined opcodes) in the debugger and stupid me thought it would be plenty of room for everything! (thinking 1 byte = room for a whole opcode and operand(s)) The FF's start at $D39A in rom. I just barely made it, in terms of available bytes. (2 bytes to spare!) At $CADE in rom I changed the JSR location from $C358 (the subroutine in bold from above) to $D39A (the FF's). At $D39A: [code] JSR $C358 ;We still need to execute the subroutine that was there before ;now storing each scene_index value in appropriate RAM as (I the human) computed by the math formula using $64D0 as base address. LDA #$00 STA $6507 ;lookup location for parapa palace STA $650A ;lookup location for 'red' palace LDA #$0E STA $6508 ;lookup location for swamp palace LDA #$0F STA $650C ;lookup location for 'purple' palace LDA #$23 STA $650F ;lookup location for ocean palace LDA #$24 STA $6511 ;lookup location for hidden palace ;retrieving the correct scene_index value from RAM. The game computes the lookup address using the math formula this time. LDA $0706 ASL ASL ADC $0707 ADC $0748 TAY LDA $4060, Y RTS [/code] (the code then returns to that LDA #$00 statement, but I don't want A to be overwritten so I just changed it to LDY) I don't have an assembler and I don't know how to access fceux's inline assembler if it has one, so doing this by hand in the hex editor took a little while. (Good old pen and paper planning!) I gulped, started the game, went into the 'purple' palace and continued from a gameover. Annnnd.... (play 'item found' sound) it works!!!! For every single palace without a glitch! And then I realized I didn't code any scene_index lookup location for the great palace But lucky me, the spot in RAM that gets looked up for the great palace is unused (I hope) and always = 00 which is correct! So... wow, I actually did it. Hopefully without inadvertently causing problems somewhere else. video! https://www.youtube.com/watch?v=4PWFpUTDwK4 patch! http://acmlm.kafuka.org/uploader/get.php?id=4629 EDIT: a glitch was fixed. The link now takes you to the new patch. EDIT2: the glitch was fixed properly this time and works without causing problems elsewhere in the game (finally!) |
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