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Main - ROM Hacking Archives - Board2 Collaboration Hack? New thread | Thread closed

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Should we make a collab hack?
Yes, do it! :)
No, forget it. :(
Multiple voting is not allowed. Changing your vote is allowed. 11 users have voted so far.

Googie
Posted on 11-17-15 07:01 PM Link | Quote | ID: 161963


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Posted by Quick Curly



This NEEDS to get done, Trollface makes me fucking laugh!

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Quick Curly
Posted on 11-19-15 06:09 AM Link | Quote | ID: 161966


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Board 2 Balloon Fight Hack - 2015-11-18 Demo 002 - BPS Patch & Offsets Document Included
Posted by Googie
This NEEDS to get done, Trollface makes me fucking laugh!
Thanks, Googie! I know that I said in my other post that I would remove the troll face from the title screen, but because of your encouraging post, I decided to keep it in.
When it comes to ROM hacks, comments against ideas usually come from people who don't have the interest or initiative to physically contribute to projects, so why should the people actually making those projects worry about fitting the vision of someone else? Those who have the passion to ROM hack should pursue their own visions. Sure, the threat could be made that "we won't play it", but it's not like any given project that has ever come to existence throughout history has ever appealed to every other individual. Passionate gaming enthusiasts like Googie are who I have always made ROM hacks for, and of course, I make them to bring new life to games that I enjoyed playing for countless hours while growing up. When I see these games and the hacks that are produced from them, I remember all of those fun, engaging days and experiences.
Of course, there are times when suggestions and criticisms come from people interested in the projects, who might possibly even be willing to help out, which is great. Though in some cases, the smallest details have always come across to me as perhaps being a bit too overly critical and potentially trivial.

Nonetheless, the current content on the updated title screen is still just serving as a placeholder for the time being. It can still be greatly improved for sure (graphics really aren't my strong suit, or at least, I don't care to invest as much time as I probably should into them), and the whole troll idea could still be scrapped down the line. I guess it's up in the air.

For those curious, the whole idea came from a post from pacnsacdave. There has certainly been drama on pretty much every message board out there. So the whole trolling theme fits into any social medium.
Before anyone maybe says anything just because of the referred post, I mean no negative connotation by referring to him, or anything that he or anyone else said or did. Despite "details", pacnsacdave has made numerous contributions to the ROM hacking community. Just take a look at his Romhacking.net community profile. He also offers any help to those who would appreciate collaborating with him. If he happens to notice and keep up with this topic, I believe that any contributions from him could only be positive for the outcome of this collaboration.

Included in the ZIP file is a BPS patch file for the second demo, as well as a text file containing the offsets for the new level designs so far, and documenting the other changes applied. The main structures of 3 of the 12 Phases have been built. Custom graphics can always be added later, if there are any ideas that come up.

Change Log:

Demo 001 (2015-11-16):
- Phase 01 completed! (Quick Curly)
- Title screen placeholder #1. (Quick Curly)

Demo 002 (2015-11-18):
- Phase 02 completed! (MegaEliteGamers)
- Phase 03 completed! (Quick Curly)
- Title screen placeholder #2. (Quick Curly)
- Custom palette code implemented! (Quick Curly)
- Game demo disabled. (Quick Curly)
- Starting lives (0x7201) increased from 2 to 6. (Quick Curly)
- Added code to enable "Eaten by fish tune" on title screen! (Quick Curly)

So, things are slowly coming together. Every little bit is progress. Every changed byte is one byte closer towards the final stage of completion.

There are still 9 Phases left to create. For anyone interested, you can download the template from the Board 2 Uploader.

Googie, if you would like to contribute a level or two to this hack, I would be thrilled! It would be one more credit to your name. Your level designs are always unique! Plus, any other ideas and suggestions that you could offer to help see this hack through would be most appreciated!
Also, if you approve of Zieldak's idea of a Super Mario Bros. 3 collaborative hacking project, and possibly using the most recent version of Dark Mario as a base, that could be something that we can all begin planning for, too.

blackhole89, if you see this post and are still interested in contributing a level or two as well, please let me know if there's any other information or help that I can offer for you.

As always, thank you to anyone and everyone who has expressed any sort of interest for the Board 2 collaborative project ideas so far. I'm trying my best to keep them going. I might be busy for the rest of the week, so for anything else that anyone else is able to do with what's been done so far, it would be a very encouraging, motivating surprise to come back to see some more progress. Thank you in advance, and everyone be safe and take care.

Zieldak
Posted on 11-19-15 06:33 PM (rev. 2 of 11-20-15 05:34 AM) Link | Quote | ID: 161969


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Well, actually, I never played this game before. I actually had it on a multicart, but...

Well, I however tried it out just now and, uh, interesting gameplay. I 'painted' something, but don't expect anything special.


Termingamer2-JD
Posted on 11-21-15 11:45 AM Link | Quote | ID: 161987


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@Quick I was mainly getting at the fact that it might age quickly, which isn't something I want to happen, but a lot of people still like the trollface (including me) even if it is called "deprecated" by others.

I've never played balloon fight either but I might string a couple of levels in somewhere, how many can be made total for the hack?

Also, if Balloon Fight goes well, perhaps SMB3 would also go well too and that would be the second collab hack, wouldn't it?

*I'll make sure the tea doesn't run out so that this hack goes well*

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Mattrizzle
Posted on 11-22-15 03:41 AM (rev. 2 of 11-26-15 12:26 PM) Link | Quote | ID: 161995


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I hereby declare my participation in this collaboration hack with a couple of changes to it:


Download link:
Board 2 Balloon Fight Hack - 2015-11-21 Demo 003
The offsets document has also been updated to reflect these changes.

The level Zieldak designed has now been implemented as Phase 4. I also tried my hand at sprucing up the title screen a bit. If it sucks, anyone is welcome to redesign it.

Change Log:

Demo 001 (2015-11-16):
- Phase 01 completed! (Quick Curly)
- Title screen placeholder #1. (Quick Curly)

Demo 002 (2015-11-18):
- Phase 02 completed! (MegaEliteGamers)
- Phase 03 completed! (Quick Curly)
- Title screen placeholder #2. (Quick Curly)
- Custom palette code implemented! (Quick Curly)
- Game demo disabled. (Quick Curly)
- Starting lives (0x7201) increased from 2 to 6. (Quick Curly)
- Added code to enable "Eaten by fish tune" on title screen! (Quick Curly)

Demo 003 (2015-11-21):
- Phase 04 completed! (Zieldak)
- Title screen placeholder #3. (Mattrizzle)


@Quick Curly: Excellent job on all of the documentation for this project and the game itself! I was able to pick this up quickly (ha ha) and managed to build a level in a few hours. (Then again, I'm not new to hacking...)

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blackhole89
Posted on 11-23-15 12:00 AM Link | Quote | ID: 162003


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What types of tile does the game already support? I think a block that the player can pass through but enemies can't would be a boon for level design; if it doesn't already exist, I can have a look into whether it would be easy enough to implement. Would the spinny thing I see in some of the original levels perhaps work for that purpose?

Also, is it possible to spawn ball lightning at a given location given in a particular direction at level initialisation, rather than depending on the clouds generating it after a timeout?

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Quick Curly
Posted on 11-23-15 07:48 PM Link | Quote | ID: 162009


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I apologize for my delayed reply. Unfortunately, I was preoccupied with work and other priorities, and I do have to work again today, so I don't have a new update to submit right this moment. However, I'll have the rest of the week off, so hopefully I'll be able to work on our project some more and be around a bit more during this upcoming week.

I sent Static S an email asking if he would like to contribute a level or two, and Vicious Poetry has already offered to contribute a new level. Both have contributed to previous hacks of mine before.

I'm super excited to see the new posts and the progress that has been made! I hope that I can remember all of the points that I would like to make, and all of the specific thanks and appreciation that I would like to express for everyone's interest and support.
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Zieldak: Thank you so very much for your contribution! In response to your Uploader comment, "For Board 2 Balloon Fight Hack - I think...", and about not expecting anything special, you designed your level with the template perfectly! You have nothing to worry about! Thank you again!

That's cool. I originally found this game through a multi-cart as well (that I do physically own, that I've had since a young age), as I never had direct access to obtain its individual cartridge. I certainly played it quite a bit, though.

Sorry for any uncertainties or issues that you experienced as a result of not having played the game before. No worries about it, though. Again, you designed your level very well.

I was curious as to what you meant by your "Note: Hard to navigate" text. I figure that you meant the process of designing your level, and not your level design itself being difficult to play through; so if I may ask, aside from the obvious option of an actual game-specific level editor, what additional information and/or provisions would have helped to simplify the process for you? If it could help simplify the process for anyone else who possibly would like to contribute a level but isn't because of something holding them back, it would likely be helpful to consider for their benefit.
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Termingamer2-JD: Thank you again for the input. That's definitely true, that it could possibly turn off people right away, which I wouldn't want to happen. While I personally didn't even know about all of these meme things until I started to play Call of Duty: Black Ops II a couple years ago, and the community basically kept acknowledging and referencing them, I really don't mind them, even if they are overused. Perhaps I just threw it in to cause the instant carefree, humorous environment of our forum and attitude that I felt the hack would likely reflect, since I felt that it would be a short, simple production that we put together just to become familiar with each other, and get our "hacking hands" a little dirty before deep-diving headfirst into a much more thoroughly involved project together, if everyone still chooses and feels motivated to take that route upon hopeful completion of this Balloon Fight collaborative test project.

Like I keep throwing out there, the troll face can be removed if the majority of people feel that it's too much of a risk to keep in there for the sake of expanding our audience, whether people actually like it or not on a personal level. While anything could potentially date the hack, or cause disinterest in people, troll face or not, it certainly doesn't have to stay. We could design some sort of Board 2 graphical pose for the screen, or even just a medium sized graphical pose of the balloon fighter character. That way, a graphical design on the title screen might make more sense, and not necessarily have multiple meanings, and potentially undesired ones. It's all good to me.

Sorry that you never played the original Balloon Fight game before, either. It's pretty easy to get used to it. There are 12 original Phase designs, so you can become familiar with the whole game considerably quickly. Every 3 Phases, there is a Bonus Phase, and once you complete Phase 12 and its Bonus Phase, the original Phase designs resume from the Phase 4 design again for Phase 13 and onward. I changed this for Cosmic Balloon Assault, so that the Phase designs are revisited starting from Phase 1 instead of Phase 4. We could apply the same change to our collaborative hack, too.

Yes, I believe that we could start polling everyone who is contributing with this Balloon Fight test project and asking for their opinions as to what we could all hack next. Whether Super Mario Bros. 3, a Mega Man game, or whatever. For myself, I'm not as familiar with Mega Man games, and I've only ever hacked NES games, but again, I would be willing to explore other avenues, and attempt to contribute what I possibly could. If it's something that I'm more familiar with, however, I can definitely do my best to contribute more and help to keep the project(s) going; but let's see what everyone else thinks first.

I do believe that *first choice(s)* should be offered to those already establishing their desire and commitment to contribute collaboratively, however. It's only fair, right? We wouldn't want to all hack something that is chosen by someone else who ends up not doing their fair share or disappears down the line. That's just my opinion, though. As always, others are free to offer their input. I'm just simply excited to be working with others and finally be part of more than just a 2-person team.

Please let me know if you need any additional help or guidance with designing your potential level(s), Termingamer2-JD.
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Mattrizzle: Thank you so very much for your contributions and joining the project! I truly mean that! It's super great to know that my documentation was accurate enough for others to be able to comprehend it and successfully implement their own new, unique level designs. I played through your new demo update, and you inserted Zieldak's level design perfectly! I really like your title screen adjustments for the palette attribute and font refinements as well.

I'll be honest. Before your post and presence, I had the feeling of fear that I was the only one putting everything together, and that no one was even bothering with the ZIP files anyway, with the low number of downloads, activity and involvement. You are of the rare ROM hacking breed nowadays, and I really, truly appreciate you jumping in and offering to join in!

Thank you very much for your compliments, too! They mean a ton! I always really enjoyed Balloon Fight, and wanted to be able to make new levels for it. It took me a few years to pick up my attempted documentation again, but then I felt that I was multiple times more successful with figuring everything out. To see others share that passion is fulfilling and motivating in these times when it unfortunately feels like more and more ROM hackers are disappearing.

Do you have any personal ideas for potential directions to take this team hack?
Graphical suggestions?
Level themes?
A different name for the group besides "Board 2 Productions"?
A different name for the hack besides "Board 2 Fight"?

I don't believe we ever had the opportunity to communicate in the past, but it's very nice to finally meet you. I hope that we can keep collaborating and work together in the future.
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blackhole89: Thank you for your continuous interest.

Balloon Fight is kind of funny with that. I touched upon that in the Balloon Fight Level Hacking documentation. Graphics and platform collision/detection/solidity are handled separately by the game. This allows for the potential to have graphics drawn that can be passed through, and for the potential to have invisible ground and walls.

Having "safe zones" of sorts for the player is definitely an excellent idea that would add a unique aspect to Balloon Fight specifically. I believe that a method to implement such a feature would be to add in a new function linked to through determined offsets in the level header similar to how the normal solidity already works, but code the solidity to only apply to enemies. Through my documentation, I discovered that there are at least 2 unused RAM addresses, $00CE and $00CF. However, more would be required to use to apply a system similar to the platform detection application that already exists. For visual and comparative purposes:

$0023 - Address for left sides for platform detections (low byte)
$0024 - Address for left sides for platform detections (high byte)
$0025 - Address for right sides for platform detections (low byte)
$0026 - Address for right sides for platform detections (high byte)
$0027 - Address for top sides for platform detections (low byte)
$0028 - Address for top sides for platform detections (high byte)
$0029 - Address for bottom sides for platform detections (low byte)
$002A - Address for bottom sides for platform detections (high byte)

I did ask Disch in my Romhacking.net topic if the stack was safe to use, since it seems that most of it is untouched by Balloon Fight's original code. That might be an option to implement additional custom features and functions for intentions of "chocolate".

If additional functions were added to the level header for the hack overall, it would be necessary to shift all of the data for all of the levels accordingly. However, this shouldn't prove to be too difficult of a process, since we've been keeping track of all the appropriate offsets so far.

Thank you for offering to look into code and possible implementations as well. I apologize in advance if you're more familiar with working with other platforms besides the NES.

The spinners/flippers apply to both the balloon fighters/players and the enemies. They could probably be changed to behave differently in each level, if desired. I've actually had that idea in mind before, but for other functions like the starting positions for each balloon fighter in each unique level. It would just require creating a table of unique values for each player's horizontal and vertical starting positions to account for all of the levels, and then adjust the code to be able to load the appropriate value depending on the current level.

RAM:
$003B - Current level header pointer to use (00 for Phase 1, 01 for Phase 2, etc.)
$0091 - Player 1's horizontal position (Starting: 20)
$0092 - Player 2's horizontal position (Starting: D0)
$009A - Player 1's vertical position (Starting: B8)
$009B - Player 2's vertical position (Starting: B8)

ROM:
0x33A0 - B8 - Vertical starting position & spawning invincibility timer
0x33BE - 20 - Player 1's horizontal starting position
0x33BF - D0 - Player 2's horizontal starting position

For the lightning, I've had thoughts about trying to look into how Balloon Trip handles spawning both the fixed and random lightning throughout its entire scrolling stage, but I've never bothered to further explore the Balloon Trip part of the game in depth yet. As of right now, in the normal game mode, the clouds are the only means of spawning the lightning. In addition, each Phase can only have a maximum of 2 clouds, and if there are more, then the clouds and lightning spawns behave abnormally. From my attempted tests during documentation, lightning spawned from spots where there weren't even clouds placed.

Do you have any ideas and personal preferences as to what we could all potentially collaborate on hacking next as well? I remember the Super Mario World collaborative hacking attempt in Tower of Spatula. I'm not familiar with Super Mario World when it comes to hacking, despite it being the most commonly hacked game (though, in my personal opinion, that has always made it the most difficult game to come up with anything original for it that hasn't already been done by someone else, especially with the provided base hack patches provided for anyone to use for their own hack). Still, I feel that I would give an honest try for any game that the majority of people could potentially suggest and decide on.
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I'm sorry, but I have to end the post here for now. Not that it isn't already of considerable length, and I probably still forgot some points and gratitude that I wanted to express, but unfortunately, I have to get ready for work. I hope that I'll be available to work more directly with all of you in the coming days. I apologize again for any inconvenience(s).

I look forward to our continuous progress with this.

Oh. Before I go, so far, it seems as though this is everyone who has been involved with the Balloon Fight project up to this point, whether contributing anything, or in the process of hopefully doing so:

blackhole89
Mattrizzle
MegaEliteGamers
Quick Curly
Static
Termingamer2-JD
Vicious Poetry
Zieldak

I'm sorry if I'm missing anybody.
Should this hack be submitted to Romhacking.net, in addition to being available through the board here, how does everyone feel that we should submit it? Similar to Donner Party, the collaborative Monster Party hack done by BaddestHacks.net? We could have the author be our team name, whatever that turns out to be, and then list our individual credits for the collaborative team effort. Production, graphics, hacking, and levels, etc.
If everyone approves, but doesn't have their own Romhacking.net community profile created already, please let me/us know what you would like for your name, whether the same thing, or something else. Similarly, if you already have a Romhacking.net community profile, but it's under a different name.

Googie
Posted on 11-23-15 10:19 PM Link | Quote | ID: 162012


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Hey Quick, I can make a couple of levels for you. Lemme get some stuff done & draw out the levels, I should have something done by tonight!

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Quick Curly
Posted on 11-24-15 05:42 AM Link | Quote | ID: 162015


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Thank you very much in advance, Googie! I'm really looking forward to seeing what you come up with, and being able to insert the levels into the ROM so that we'll all be able to enjoy them!

Just curious again, but have there been any updates to Dark Mario since we last spoke about it?
Would you look forward to other people contributing potential level designs for the SMB3 hack?
Also, I recall months ago in an old PM when you asked me if I have Skype. Just to let you know, I'm still waiting for us to connect through there, if you still have the app on your phone and you're still interested.

Since I have the rest of the week off, I should be free tomorrow to be able to work on the hack a bit. I'll try to come up with some graphic ideas to implement in the level designs to maybe reflect some sort of forum theme or something. Nothing that will be set in stone or anything, but just to try to see what I can come up with, if anything.

Have a great and safe night and week, everyone!

blackhole89
Posted on 11-24-15 07:44 AM (rev. 2 of 11-24-15 07:51 AM) Link | Quote | ID: 162016


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So I'd really like to do something like the following:


Here, the dark blocks are intended to be solid, and the light ones are impassable to enemies unless they are parachuting. The fundamental assumption is that you won't be able to get on top of or around the enemies (warning coloration) when coming from below, so you at first need to wait around to dodge them (and the chompy fish coming from below) to eventually be able to take them out from above when coming back. If my impression of the collision detection is wrong, this might ahve to be adjusted somehow.

Of course, this would require a bunch of things that might require some degree of engine modding, namely -

  • Player and enemies need to be able to start at arbitrary positions, in floating rather than walking mode.
  • Water should not be confined to a pool in the middle. (This might actually be the most annoying one to implement.)
  • Need to support more than 6 enemies. It can't be that hard to check for, say, the four bottom right enemies having been taken out, and spawn the three at the top when that has happened. (Or three of the enemies could be omitted; in that case, the ceiling of their section would of course need to be made solid.)


Add some bouncy ball lightning to make this extra annoying.

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MiniCompute
Posted on 11-24-15 12:46 PM Link | Quote | ID: 162018


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Posted by Quick Curly

Just curious again, but have there been any updates to Dark Mario since we last spoke about it?




I have a feeling your buddy has been having his hand stuck in air unit training.
That and he has a smb2 hack on hold. that and he has yet to fulfill his duty in that banner thread.
Give him 5 or 10 years before that or any other hacks comes out.

Quick Curly
Posted on 11-25-15 03:47 PM Link | Quote | ID: 162043


Giant Red Paratroopa
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Sorry that I wasn't able to reply yesterday. Unfortunately, other things came up that kept me busy all day. (Not that anyone cares, but anyway...)

blackhole89: Thank you again for your contributions to this project!

I realize that this implementation isn't entirely the same as the provided template. I just tried to insert a rough reflection as quickly and efficiently as possible to provide a visual of how it fits in with respect to the current/original Balloon Fight game's limitations.



The platform solidity doesn't cover/reach the very top of the screen where the scores and lives are displayed, so some of the top blocks had to be omitted. In addition, I found from my testing that the way that the detection was coded in the game doesn't properly handle collision while a balloon fighter is running along solid ground into what should be a connecting side wall. Instead, the balloon fighter is able to run through what should be solid. However, if they're flying, then the detection is applied. Therefore, I tried to shift the placements of some of the special "light" blocks.

As you can probably notice as well, the areas are very tightly cramped with the balloon fighter and the enemies. In addition, the spawning spot wasn't considered for the second player. Of course, this could always be determined with a potential ASM hack to effectively enable unique starting spawn points for both balloon fighter players in each unique Phase design (which I haven't implemented yet, if it would be necessary to do so). For example, in this level in particular, the spawn point for the second balloon fighter could potentially be somewhere in the upper-right part of the screen.

However, evidently, for this level and the additional custom features to be able to work, we would likely have to discover exactly how everything relevant works entirely, and then manage to successfully change its behavioral system accordingly. This might be simple or extremely involved.

For this project specifically, I was only hoping for it to be a test project of sorts since everyone wanted to collaborate on a hack, but yet no initiative was being immediately taken as to something that could effectively work out, and perhaps some people would better benefit from a little experience first. I definitely agree that changing the way Balloon Fight works to implement new situations with potential levels to overhaul the actual game-play would establish and achieve a hacking milestone (similar to how quite a few Battle City hacks like Warsaw City and Binary City change a lot more aspects of the original game than just the levels). However, I don't know if a lot of potentially thorough, in-depth programming changes to accommodate for one level design (at least, to start out with; I acknowledge that other levels would, in turn, be able to benefit from the additional custom features implemented as a result) would be worth the time and effort, or what was intended to be the scope of this project. In addition, consider this. When you account for the overall initiative and the time-to-work ratio demonstrated so far for a collaborative hack in general, as much positive thinking as I have been trying my best to maintain since this thread started, I have my doubts that anyone else would be willing to code an overhaul for the original capabilities of Balloon Fight, so it would leave it to us to do everything required for it; and I'm sorry to say, but considering that I've felt at different points that there hasn't been as much physical contributing to this attempt to fulfill a Board 2 collaborative hack as I was hoping and felt was possible (consider that no one besides Mattrizzle so far has even bothered to try to insert their own level into the ROM, so what are the chances that people will want to code for this game) I don't feel that I'm willing to invest that much more time and effort into a project that I'm not just starting, working on and finishing on my own anyway (which has pretty much been most of my ROM hacking experience since I started).

I'm sincerely sorry if this post doesn't come across as promising or anything positive. I'm still willing to try what we can, but considering my own hacking skills are certainly still limited (perhaps just a little above the average that you'll find nowadays with the decreased active ROM hackers anymore), I don't know right now how successful our attempts might prove to be.

While by no means are people rushed, I was hoping that some people who have posted that they have/had intentions to contribute would at least confirm that they still intend to, so I might have an idea how much more work I and others who are taking more initiative will have to contribute to finish this off; and then, depending on the number of actual contributors, we can determine if a more thorough project is even worth anyone's time and effort.

Mike-Tech: It's understandable that Googie can have a lot of ideas, but not always have the time to be able to work on them. We all can say that we experience that situation on a regular basis. In addition, motivation is another inconsistent factor that can potentially change by the day. We can come up with an idea that we really want to work on one day, even if we already have ten other ideas in place; and then, we might not even have free time to be able to work on anything immediately anyway. Perhaps that is the case with this whole collaborative hacking project idea.

Either way, I feel that it's pretty safe to say that such pessimistic posts can only cause a greater lack of encouragement, instead of the opposite effect of attempting to direct focus.

ROM hacking is a hobby that we do because we enjoy it. We can all be patient for the projects that we are looking forward to, since authors don't have any obligation to work on them at someone else's pace, nor are any of us as recipients entitled to anything other than what the authors feel motivated to work on and publicly release on their own schedule.

I believe that you can directly relate to the same kind of situation considering that you have your own Super Mario World hack that you've been working on for however long, as you informed me. Googie will post when he's ready. If level design openings run out for this test hack before then, there will always be another opportunity in the future, somewhere or another.

I feel that we can all be more supportive and considerate of one another, though.

blackhole89
Posted on 11-25-15 09:47 PM Link | Quote | ID: 162045


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Ah, sorry, I didn't mean to imply that I expected you to do the code changes in question - the purpose of the list was simply to enumerate what I thought needed to be done, and perhaps solicit comments (as to what may already be possible using existing features), since you do seem to be more familiar with the engine in its present state than I am. I'm fully up for looking into performing all the necessary code changes myself; however, I'd be grateful if you could send me a patch with the level data inserted (including the horizontal platform pieces you omitted) so I can play around with it, though.


The platform solidity doesn't cover/reach the very top of the screen where the scores and lives are displayed, so some of the top blocks had to be omitted.

Does this only refer to the graphics, or is the physical collision data also ignored in the top three rows? I got the impression it was only the former from your previous description.

____________________



Quick Curly
Posted on 11-27-15 03:48 AM Link | Quote | ID: 162052


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Board 2 Balloon Fight Hack - 2015-11-26 Demo 004 - BPS Patch & Offsets Document Included

Change Log:

Demo 004 (2015-11-26):
- Phase 05 completed! (Static S)
- Phase 06 completed! (Vicious Poetry)
- Phase 07 completed! (Quick Curly)
- blackhole89 level design implemented for testing. (blackhole89, Quick Curly)

I inserted Zelda II: The Adventure of Link palace graphics for Phase 07. Phases 08 and 09 could use different palace graphics and palettes, similar to how there are different graphics and palettes for each palace in the original game.

An idea for at least one other Phase's graphics that I thought of earlier today could be Ice Climber. Platforms could connect through the sides, and there could be openings through the blocks to navigate through the level, and "levels" up the mountain, to visually represent the original game.
Posted by blackhole89
Ah, sorry, I didn't mean to imply that I expected you to do the code changes in question.
I understand. I'm sorry if my response seemed to express that I felt that that's what you meant. All I meant was that I have the belief that it would probably be up to us, if it's a possibility and desired.
Posted by blackhole89
I'm fully up for looking into performing all the necessary code changes myself.
I do greatly appreciate that you are interested in doing so. I was thinking about it; perhaps reworking the Balloon Fight mechanics would serve better as a fresh new project. That way, perhaps implementing an actual TSA block system would change how Balloon Fight works as a whole, and it could serve as a base to build new unique levels, especially with the ideas for new functional blocks and behaviors in place. Since half of the Phases are already completed for this current test project so far, I believe it would be more beneficial for all parties working off of a "new" system for Balloon Fight to design their levels based on the new changes and functions, as opposed to working it in the current base; at least, in my own opinion. Others might feel differently (not that many have really commented on much else with respect to this endeavor so far, besides the troll face, which I'm actually considering removing from the title screen now since it doesn't seem to really reflect the level themes of the hack now that things are coming more together).

We could always start over again to work off of a new base, or just finish this project off and invest in another one off of the new base when it could come into play. I don't know. What are your thoughts about that?

Anything that I could possibly do to attempt to help, I'm certainly willing to try. I do feel bad about you taking on such a project by yourself as a result of something that I initiated, even though I know that you would definitely be able to pull it off completely on your own with all of your programming skills, considering you've managed this board for many years, and have extensive hacking knowledge and insight from years of experience.
Posted by blackhole89
I'd be grateful if you could send me a patch with the level data inserted (including the horizontal platform pieces you omitted) so I can play around with it, though.
I inserted your level into the new demo patch. I set it up exactly as you had it in your completed template image this time. However, the scores and lives have drawing priority to the screen, so even trying to draw graphics to the screen for the level content doesn't immediately work. Code might have to be adjusted in order to change this behavior, if necessary.



Sorry for the delay with providing a patch. I didn't provide a patch in my previous post because I didn't have anything else updated with the hack yet at the time.
Posted by blackhole89
Does this only refer to the graphics, or is the physical collision data also ignored in the top three rows? I got the impression it was only the former from your previous description.
I apologize. I must have remembered incorrectly. I tested again while implementing your level, and the top detection of platforms can indeed reach the top of the screen. As seen in the provided image, the balloon fighter and the enemy can't reach each other because they can't fly over the very top of the platform, or through it. However, the platform detection doesn't work properly unless the top detection for it has a hex value of at least 18.

Therefore, all of the planned solidity should be possible to set properly, from what I can determine.

I added a section near the bottom of the included text file for your current level setup.

-------------------------------------------------------------------------------
blackhole89 Test Phase:

Change 0x5B3A to 50. (Original: B0)
Change 0x5B4A to B3. (Original: 84)
$B350 (0x3360). (Original: $84B0 (0x04C0))

0x330D ($B2FD) - Palette (Values from 0x3310-0x332F)
0x3360 ($B350) - Level Header
0x3510 ($B500) - Unique Graphics
0x33B0 ($B3A0) - Enemy Data
0x3430 ($B420) - Platform Collision/Detection/Solidity

Palette:

Change 0x3240 to FD. (Original: 00)
Change 0x3250 to B2. (Original: B0)
$B2FD (0x330D). (Original: $B000 (0x3010))
-------------------------------------------------------------------------------

I tried to provide enough space for each functional section so that you can rework things to your will while testing things out, or whatever you do and however you can manage to make use of the inserted data. With the PRG-ROM space doubled, you have lots of free space to insert code jumps for whatever you come up with.

If you can benefit from any other insight that I can potentially try to provide, please feel free to ask.

For everyone who celebrated it, hopefully you had a Happy Thanksgiving!

MiniCompute
Posted on 11-27-15 03:48 PM Link | Quote | ID: 162054


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Can I please have a ips patch, I really don't like that bps patching system.

Trinitronity
Posted on 11-28-15 12:17 PM Link | Quote | ID: 162058


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Me neither.

Quick Curly
Posted on 11-28-15 03:33 PM Link | Quote | ID: 162059


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Posted by Mike-Tech
Can I please have a ips patch, I really don't like that bps patching system.
Thank you for asking politely, but no, I cannot provide an IPS patch for this project. Whether or not my previous post was fully read, as I stated, the PRG-ROM space has been doubled. This means, for the original code and data to still work in an expanded ROM, I had to move it.

Therefore, an IPS patch would contain the original, unchanged code and data as well as any changes, meaning that the entire ROM file might as well be posted. Same difference.

That is why the BPS patching format is used instead.

For all intents and purposes, BPS is actually better than IPS. It won't allow a person to apply a patch to the ROM unless it is the correct one. How could no one appreciate that? At least, if you're a ROM hack author, how could you not? This will prevent the possibility of a broken ROM, and then the author being immediately blamed for it, when it was a patching issue, and not something to do with the ROM hack itself.

Why don't you even like it? The utility's formula basically follows that of IPS. You open it, and you can instantly apply a patch, or create one. Virtually, unless you're considering things at a programming level, there's absolutely no reason why you should dislike the BPS patching system, unless you have some personal beef with the author that is causing you to avoid using it, or just because it's not as commonly used and recognized as IPS. There's not even any difference in using it.
Posted by Trinitronity
Me neither.
Was your post absolutely necessary? Okay, we know now that one more person in existence doesn't like BPS. How about explaining why?

Would an IPS patch influence your decision and desire to want to contribute to this current collaborative attempt? Given that this was the only reason you decided to post here, probably not.

Not that I'm going to provide one anyway, but only because the IPS patching format doesn't account for shifted code and data, so a patching format that does account for it needs to be used instead, for any case of an expanded ROM. For those who expand their ROMs but don't use a different patching format, their IPS files contain copyrighted information in addition to their changes. It's just that no one acknowledges it simply because it's more easily catering to what they feel are their personal needs, but it's only because they don't even realize there's no difference, other than BPS actually being coded more thoroughly.

Have either of you even tried BPS? Again, if you're not regarding the format itself, how was your process using the utility any different than using Lunar IPS? I've used both, and both utilities run the same way for applying and creating patches. I don't get you people. You don't want to take five minutes to use a paint bucket tool to fill in squares on a grid template to contribute a level to earn the easiest ROM hacking credit to your name that you could possibly ever ask for, and now you don't even want to download a utility - that someone else took their own time and efforts to design for you - to be able to apply a patch to a ROM. This couldn't be a bigger case of "do everything for me, but I want all the stardom and benefits". Why am I even trying at all? My will and desire to just see a project through that can be classed as a Board 2 team collaboration has evidently been strong enough to try for this long, and even though it's obviously coming together as me pretty much building the majority of it, I've still always been willing to regard it as a project from "Board 2 Productions" - not that everyone probably even agrees with that name, but no one can even provide their input on a bloody name! But why should I bother? At this rate, I might as well just submit the hack under my name, and register the appropriate credits as they have accumulated already, but not be a Board 2 team hack, because this isn't a team.

That's probably the best thing for everyone, anyway. Being me, I feel really bad for the people who have already contributed level designs, and in Mattrizzle's case, he actually very easily and efficiently was able to insert a level into the game's format himself, as well as fixed up the title screen much better than what I had as a placeholder; however, their amazing efforts won't go unrecognized. They will still receive proper recognition for this hack, as well as anyone else who still might wish to contribute something. However, hopefully it can be understood that this hasn't necessarily been a Board 2 collaborative hack. It's basically just been a hack that I've been majorly organizing and piecing together, with contributions and submissions from multiple other people.

All I know, people probably feel that they don't want Board 2 associated with this project anyway. That's fine. I guess the only thing is that its current name is "Board 2 Fight", so either I come up with something else, or the name just reflects that the hack is based off of Board 2, and some other people who may or may not be from Board 2 contributed some levels to it; but for the most part, it was just a hack that I attempted to use to build a Board 2 hacking team that could move on to bigger collaborative efforts, but ultimately, it didn't achieve its goal.

Well, I guess you all can just go about your merry ways and try to decide what project you all want to "try" to do instead, and I'll hope that the project is able to actually get completed, unlike most collaborative attempts, including this one. I may be an overly positive person, but unfortunately, even I have my limits, and I can see how this has been going for the entire time. This isn't just a random, spur-of-the-moment decision. I've questioned the state of this project pretty much since it started. While there are a few appreciative, inspirational, inspired, and motivated people still around here who have the patience, awareness and skills to pull off wonderful, engaging projects, there are also people who only like to do the opposite of lifting up spirits and just kill everything in sight that they're not involved with (and yet, could be, but they don't want to take the time and effort or make a serious commitment) just for the control that they can't find anywhere else in their life.

I put off my Kickle Cubicle project that I was looking forward to working on just to try to help with moving a Board 2 collaborative hacking attempt forward. Not that anyone necessarily cares or anything, and yeah, at this point I'm just the guy taking a couple posts about a patching format that I had nothing to do with and blowing everything out of proportion, or so it would seem. The truth of the matter is though, I would check this topic every day to try to keep up with everyone else's input, ideas, and efforts, and while there have been encouraging contributions that helped me believe that a Board 2 collaborative effort was still possible, the majority of the people here on this board have established for me what I already believed about collaborations - that they're overly difficult for the people who are actually passionate and trying to keep them going, and who basically need to have more than enough motivation to account for some other people involved who don't do as much for team efforts, but are just there anyways for whatever reason - and I sincerely don't believe that one here will ever work out. Please prove me wrong. I'm gone for one day, and this is what I come back to see. "Oh, Trinitronity finally posted in this thread again. What could it be? Oh, wow. 2 bloody words. Wow! You'll go far in life, kid!"

Also, Trinitronity, since you liked to say the same thing, and for much less (I saw the original post before it was edited, and it was just an attempt at constructive criticism, without realizing that it wasn't actually your hack or the thread's intention), unless you're actually going to contribute anything, please keep yourself and your "postcount++" tendencies out of this thread. Thank you.

But, if you want to petition people for your Mega Man 3 hack again, please be my guest. Someone has to try to get some collaborative effort going again, or else, there's probably no reason to even keep this topic open anymore. I tried. I'm done.

Trinitronity
Posted on 11-28-15 06:47 PM Link | Quote | ID: 162061


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Well...uhm...okay, I petition again.
Right now, I need someone who not only can sprite, but can also sprite like that so I can insert it into the CHR page perfectly.
At the moment, that's all I need and don't have.

MiniCompute
Posted on 11-29-15 07:49 AM Link | Quote | ID: 162062


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Posted by Trinitronity
Well...uhm...okay, I petition again.



Don't bother him about it, he made up his mind and thats where its going to be at.

Also I am not using that bps patching system, because when I apply the patch it asks to save as a file ?
Tell me quick what is wrong about not using lunar magic ips for that ?
Been using the default ips format since 2001, never had much of an issue.
If I did it was based on the users inability to apply it right, the program maybe the problem.
Or the programmer/coder has his stuff mixed up at the time of making the patch.
If you still insist on using the bps format, thats awsome man.
Just throw me the rom when the project is complete or needs testing through pm.
Otherwise I'm not going to let it stress me out or you, I got other things on my mind than this currently.
So its no big deal in the long run. :/

By the way, quit picking at trinitys hack, I admit it needs some work but atleast hes trying.
Don't critical that guy about it again, or my next step is to speak with the staff team about you.

Quick Curly
Posted on 11-29-15 04:10 PM Link | Quote | ID: 162063


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Mike-Tech, I'm afraid that you haven't completely understood everything that's happened during the timeline of this topic, and that you didn't completely understand everything in my post.
Posted by Mike-Tech
Don't bother him about it, he made up his mind and thats where its going to be at.
You don't seem to know me, my nature, or my commitment to helping other ROM hackers and seeing projects through very well. If the majority of people were willing to invest more in a collaborative project, then I would have kept putting forth all the time and effort that I already have been, because it would have been much more motivating to keep going. My pure, individual encouragement wouldn't have had to be what kept pushing me for the most part, on top of the few contributions made by some other people. This whole collaborative idea and topic wasn't even started by me; I was merely the person who tried to keep it going. The whole idea behind this Balloon Fight *test* project was to get people familiar with one another, and to get their hacking hands dirty. It wasn't exactly working as intended since I was still doing most of the work though, and while I did offer to take level drawing templates so that people could still contribute to the project, hopefully you can tell that that obviously isn't other people actually hacking. Only Mattrizzle actually inserted a level into the ROM, and very effectively. This is what I personally believe that everyone is capable of achieving, but that's if they bother to try, which wasn't happening. You're blaming me for believing in people, even when evidence kept establishing for me through this whole process that I was setting myself up for disappointment? My personal fault is being too overly positive. That's all that I'm guilty of.
Posted by Mike-Tech
Also I am not using that bps patching system, because when I apply the patch it asks to save as a file ?
Please feel free to post images of your problem, instead of just immediately deciding that you're not going to use it just because you're stuck on something. See, this is the general mentality of the people who weren't contributing anything. They don't want to try something different, even though the rewards and benefits could achieve a different kind of personal fulfillment, and help keep the board that they supposedly so much approve of and enjoy alive. This is why I don't feel as motivated to keep going anymore. However, if people were more active and invested (and actually even bothered downloading the demos to become more involved), then maybe it wouldn't just be me doing all the work. Maybe this can still be saved as a Board 2 collaboration, but it can't still be just me, or then it's not a Board 2 collaboration, in my opinion, and based on the evidence presented before us.
Posted by Mike-Tech
Tell me quick what is wrong about not using lunar magic ips for that ?
This is where I feel like you didn't bother reading even the early part of my post. I explained this.
Posted by Quick Curly
The PRG-ROM space has been doubled. This means, for the original code and data to still work in an expanded ROM, I had to move it.

Therefore, an IPS patch would contain the original, unchanged code and data as well as any changes, meaning that the entire ROM file might as well be posted. Same difference.

That is why the BPS patching format is used instead.
This is why an IPS patch for this project won't work. Not because a patch *can't* be created, but because it would *fail* in supplying only the changes to this project, and not the original data and code as well.
Posted by Mike-Tech
Been using the default ips format since 2001, never had much of an issue.
If I did it was based on the users inability to apply it right, the program maybe the problem.
Or the programmer/coder has his stuff mixed up at the time of making the patch.
It's not my fault if you don't understand it. The thing is, if you ask, people would probably be willing to help you. However, you immediately decided that you didn't like the BPS patching format, even though the reason you provided is just saying that you got stuck with using the utility. That doesn't mean that there's anything wrong with the program. The way you described it, I can't tell if you just aren't successfully saving some file, or because you're using the wrong original ROM file that the patch wasn't created from. That's one of the additional features of BPS that I touched upon in my previous post. It's an advantage, not a disadvantage or restriction. It prevents a person from applying the patch to the wrong ROM, which would result in the data and code overwriting unintended parts of the game, and causing it to become broken. That's not a problem - it's preventing a potential problem!

I included proper patching instructions in the text file. If you follow them accordingly - make sure that your original "Balloon Fight (U) [!]" ROM has the correct checksums - then you should be successful.
Posted by Mike-Tech
If you still insist on using the bps format, thats awsome man.
Just throw me the rom when the project is complete or needs testing through pm.
Thank you for offering. If you're looking for an easy ROM hacking credit to your name as well, you could try drawing out and contributing a level design for the hack, too. More individual contributions outside myself would make this more of a Board 2 collaborative hack again. With 5 Phases left to design, if it's up to me to design them, however, then that means that I contributed most of the levels, as well as put the majority of the project together, which would mean that this wasn't the majority of Board 2.
Posted by Mike-Tech
Otherwise I'm not going to let it stress me out or you, I got other things on my mind than this currently.
We all do. It's not like I don't have a bunch of personal life things, including family and work, going on. I still made a point to keep updated with the board's activity and the activity (or lack thereof) for this project multiple times on a daily basis, whether I logged in or not, and still contributed as much time and effort as I have. It's not that difficult. This is why I don't feel that people care enough about a Board 2 collaborative hack to make it worth it. Again, please, prove me wrong.
Posted by Mike-Tech
So its no big deal in the long run. :/
Glad we agree.
Posted by Mike-Tech
By the way, quit picking at trinitys hack, I admit it needs some work but atleast hes trying.
Don't critical that guy about it again, or my next step is to speak with the staff team about you.
Again, I don't think you completely understood everything.
Trinitronity posted a 2-word response. They hadn't posted in this topic for over a page, and it wasn't even to try to contribute anything to the project. You completely interpreted the situation backwards and chose to focus on me, without even realizing what anyone else was doing here.

Also, you have the nerve to threaten me and my place on this board - a board that I've been trying to help contribute to and keep alive, especially with this collaborative hacking project topic, which again, wasn't even my idea from the start - and continue acting like you're still in some sort of higher up position here? Dude, you don't have the right.

I wasn't being critical about his project or anything like that. Again, you obviously don't know me very well, so you shouldn't be judging anything yourself. I've established before that I'm anything but critical. I'm happy with anything, and I'm an overly positive person with life and everything in between. I'm in a good place, and I don't need to corrupt it with negativity from everybody else.
However, that doesn't mean that I'm a pushover, and that I'm going to stand for someone else trying to push me or my friends around.

I was taking my own personal time and trying to help put together a collaborative hack, the first of hopefully many, to keep people here active, and establish that Board 2 isn't dead like everyone has been trying to say for years. If you're already against any of that, then it's already dead.
If you even have the nerve to threaten to get rid of me, you're getting rid of one of the last positive contributors on this board.

If anything, you're the one who is always going around being critical of everybody, and you're the one who has been warned by staff at least once in recent times. If it's true what you said about previously being a staff member, but having your powers removed, I didn't even want to believe that there was a reason to be explored as to why, but I guess that there was.

Have you already forgotten how unfairly and overly critical you've been lately of Googie; a guy who has absolutely nothing bad to say about anybody here. You haven't even thought twice about sarcastically expressing how he apparently wasn't fulfilling an obligation to the banner thread, or how I shouldn't expect anything from him for 5 to 10 years. Dude, that's so hypocritical. Lay off.

But yeah, if you want to report the one guy who has actually been trying to keep this board going, and whose only fault is caring too much, well then, have fun with that. It just further establishes that everything that I've already said is true.

But if you actually want to do what's best for the board, then you can try to save this project, or just post more around the board in general. Try to get people more involved, like I've been trying to do here. Don't go around continuously trying to do the complete opposite all the time.

Have a great and safe week.
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