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Main - ROM Hacking - Things that make you think "WHY???" | New thread | New reply |
Ailure |
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Hats Steam Board2 group Level: 121 Posts: 325/3965 EXP: 19769525 Next: 287171 Since: 02-19-07 From: Sweden, Skåne Last post: 3295 days Last view: 2046 days |
Well, those games musics tend to sound quirky if anything even if it would gain higher sound quality. Usually not memorable in other words. >> I don't recall any music from Kirby avalanche being good, nor Wario woods music system beating other SNES game's... ____________________ AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org
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Raccoon Sam |
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Cobrat Level: 56 Posts: 82/672 EXP: 1379357 Next: 18819 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
I actually found out about the WW music thing when I thought the music was awesome and turned the Music Box mode on.
No music ____________________ |
Techokami |
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Red Paragoomba Level: 18 Posts: 9/50 EXP: 27994 Next: 1903 Since: 02-19-07 From: HoleNet! Last post: 6079 days Last view: 5316 days |
BMF54123 |
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Buzzy Beetle Level: 44 Posts: 77/375 EXP: 575022 Next: 36263 Since: 02-19-07 From: [citation needed] Last post: 6080 days Last view: 6080 days |
Okay, a few SMW oddities:
- Switch Palace bottom right corner tile. It appears to have been hacked in (literally!) at the last minute, because it's crammed in with the pass-thru ledge tiles, and is the very last object on the Extended Objects list. Since it doesn't have the proper solidity settings, Nintendo cheated by placing an invisible, solid sprite on top of it in each level. Real professional, guys! - Vertical level-compatible slope tiles. Also at the end of the Extended Objects list, and probably hacked in as well (there's a test level for these, #108). These were created solely to work around a stupid wrapping bug in the vertical level memory maps (objects composed of multiple tiles cannot cross sub-screen boundaries, otherwise they break up and appear on the wrong screen). - "Classic" Piranha Plant. Fully functional, except for a couple of bugs: it writes the stem palette number to the wrong address, and can hurt Mario if he exits a pipe containing one. Both bugs are easily fixed, so it's anyone's guess why this sprite was scrapped. - Just like in previous games, if Mario hits a block with a coin on top, he'll collect the coin. However, there are no levels in the game that take advantage of this, due to a programming error: the coin is replaced with a solid block (either 0x1D or 0x1E), instead of the correct pass-thru block (tile 0x25)! This is probably easily fixed, though I haven't looked into it yet. - The large bushes were originally meant to overlap in many different ways, but the final version only allows two or three different positions (all others look glitched). This can be partially fixed by flipping a single 8x8 tile in Map16 tile 0x56. - The giant diagonal pipes are really just ordinary pass-thru slopes in disguise; you can place Mario inside, and he'll fall right through. This is why Nintendo always blocked off the right side with smaller pipes. - Podoboos ("fireballs" in LM) are animated differently from every other sprite in the game: instead of using two static frames in VRAM, they copy tiles on-the-fly from the Mario/Yoshi tiles in WRAM! Since this space is normally reserved for Yoshi's head, the two will conflict if used in the same level (this is probably the main reason Yoshi's not allowed into castles!). ____________________ [citation needed] |
setz |
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Spike fuck~ Level: 58 Posts: 107/722 EXP: 1536155 Next: 41391 Since: 02-19-07 From: Pittsburgh, PA Last post: 5284 days Last view: 2571 days |
Posted by BMF54123 I found that very interesting. I never actually thought about why yoshi wasn't allowed in castles, I just figured because it would make some obstacles too easy or too hard/impossible. ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 85/672 EXP: 1379357 Next: 18819 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
Posted by BMF54123 Try Funky. It has note blocks with Coins on top of them. If you bump the blocks from below, you'll collect the coins but you can walk on air D: ____________________ |
Xkeeper |
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Level: 105 Posts: 583/2846 EXP: 12022411 Next: 239849 Since: 02-19-07 Last post: 6054 days Last view: 2791 days |
Posted by setzIt interests me too -- isn't their animation just a palette effect, basically (flashing)?Posted by BMF54123I found that very interesting. I never actually thought about why yoshi wasn't allowed in castles, I just figured because it would make some obstacles too easy or too hard/impossible. If so, they could've just mapped it somewhere else and made use of the lava palettes... unless I'm missing something obvious, here. ____________________ I dealt with it. |
BMF54123 |
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Buzzy Beetle Level: 44 Posts: 79/375 EXP: 575022 Next: 36263 Since: 02-19-07 From: [citation needed] Last post: 6080 days Last view: 6080 days |
There really is no good reason why they had to be animated like that. Their frames only take up 4 tiles, and there are 5 free tiles in the castle sprite tileset.
In addition to the graphics nonsense, Podoboos will crash the game if sprite buoyancy isn't enabled. What the hell was Nintendo smoking when they made these?! One more weird thing I just remembered: for some reason, the Key sprite initially uses the wrong tile number (though I forget which one); a separate subroutine was added later to correct this. This game is just hacks on top of patches on top of kludges... ____________________ [citation needed] |
Techokami |
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Red Paragoomba Level: 18 Posts: 10/50 EXP: 27994 Next: 1903 Since: 02-19-07 From: HoleNet! Last post: 6079 days Last view: 5316 days |
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Tweaker |
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Red Koopa Level: 28 Posts: 53/139 EXP: 129765 Next: 1573 Since: 02-19-07 From: Rochester, NY Last post: 5789 days Last view: 5695 days |
The way music data is compiled in Sonic 3 & Knuckles is extremely inconsistent. While, say, Sky Sanctuary uses a lot of nifty branching techniques to save space, the music for Hidden Palace is HUGE - and I mean about 10KB. This is because they simply tacked one note after another, and used NO looping techniques at all whatsoever. It's a pain to sift through. ____________________
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Drag |
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Spike Dragon Level: 57 Posts: 129/705 EXP: 1482254 Next: 3674 Since: 02-19-07 From: Last post: 3922 days Last view: 3922 days |
The main thing I didn't like is how certain SNES games stream the music data to the SPC, like a few of you said. I was looking at Blackthorne (music is pretty cool, but it's streamed and 100% undumpable), and the music data looks like a derivative of the standard MIDI interface. Claymates features this too, and is also undumpable.
In the first two megaman games, when you scroll upward, the game will load the nametable for the *next* screen (the next screen upwards) into the off-screen nametable, in addition to loading the current screen into the onscreen nametable as it scrolls. There seems to be no point to this, as the data just gets loaded twice. It doesn't do this when scrolling downward. This is why when you scroll up, megaman can't move right away once the screen stops scrolling, but when you scroll down, he can move right away. Not really a WTF, but more of a "huh, what's the point of that". Also the S in "Mario Start!" is the wrong palette. That always bugged the crap out of me. ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 86/672 EXP: 1379357 Next: 18819 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
Posted by Drag Damn Straight! It's really annoying. Very, very annoying. Is it a technical restriction or can it be fixed by a few value changes? ____________________ |
BMF54123 |
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Buzzy Beetle Level: 44 Posts: 85/375 EXP: 575022 Next: 36263 Since: 02-19-07 From: [citation needed] Last post: 6080 days Last view: 6080 days |
Nintendo just chose the wrong color for the sprites. It's really easy to fix, only two bytes, IIRC. Unfortunately, I no longer have the address of that sprite data. ____________________ [citation needed] |
Sukasa |
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Red Birdo Level: 92 Posts: 67/2112 EXP: 7685638 Next: 71299 Since: 02-19-07 Last post: 4442 days Last view: 3213 days |
IIRC, that data is on late incarnation 2 / early 3 |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 36/339 EXP: 494236 Next: 27126 Since: 02-19-07 From: Stockholm, Sweden Last post: 5179 days Last view: 5178 days |
Posted by BMF54123 The real question "What the hell was Nintendo smoking when they created sprite buoyancy?!". Seriously, what the heck is the purpose of it? What's so hard about making a simple subroutine that checks if the sprite touches water/lava/whatever and make the sprite that needs it call it? As far as I understand it, buoyancy checks all sprites instead of just those that needs it. Seriously... What the heck? ...and however the routine works, WHY, OH, WHY does it slow down the game as much as it does? Come on! It can't be THAT complicated! Posted by BMF54123 That really makes me wonder how organized the development team was and how many comments they used in the code. Also, could you try to find the original sprite number? It would be interesting to know. ____________________ |
Heian |
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Red Koopa Level: 27 Posts: 3/126 EXP: 111835 Next: 4324 Since: 03-08-07 Last post: 5841 days Last view: 5840 days |
While the original F-Zero games has a set of 256 tiles used in creating courses (they were first assembled into 8x8-tile 'panels'), F-Zero Climax has sixteen separate banks of 256 tiles -- one for each racing venue -- almost all of which are identical.
They could have had some awesome variety in course structures, but instead they settled for the regular stuff and then the fence-like surface of the 'Lightning' courses. No idea why they did this, unless they initially had more grandiose plans and then had to shelve them. |
The Kins |
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Paratroopa Level: 28 Posts: 42/140 EXP: 131167 Next: 171 Since: 02-19-07 From: AUSSIELAND Last post: 5907 days Last view: 5906 days |
I would kill to get my hands on the SMW source code, and do a word search for comments with "HACK" or the Japanese equivalent in it. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 89/672 EXP: 1379357 Next: 18819 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
Posted by The Kins mayb u culd try emailing nitnedno?????++? ____________________ |
Tweaker |
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Red Koopa Level: 28 Posts: 60/139 EXP: 129765 Next: 1573 Since: 02-19-07 From: Rochester, NY Last post: 5789 days Last view: 5695 days |
Posted by The Kins I'd be more inclined to think it'd be called "hotfix" or something similar... But I guess that'd be beating around the bush. =P But yeah, I'd say either lack of comments, or lack of time to properly fix the aforementioned issues (maybe both!) lead to why they were fixed as sloppily as they were. It's also possible that there might be more formal revisions of SMW, with these bugs properly fixed - did you check SMAS+SMW for changes other than Luigi's sprites? ____________________
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Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 85/216 EXP: 251358 Next: 2293 Since: 02-19-07 From: Georgia Last post: 5560 days Last view: 5532 days |
What of the odd predicament in Top Secret Area? I've noticed before that if you make Yoshi stick his tongue out at just the right spot (it's right below the block containing a Yoshi Egg), you'll hear that familiar "punch" noise, as if Yoshi's trying to eat something that isn't there, but he can't even grab it. What's up with that? |
Main - ROM Hacking - Things that make you think "WHY???" | New thread | New reply |
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