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messiaen
Posted on 01-18-09 10:34 PM Link | Quote | ID: 98998


Cheep-cheep
Level: 32

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Since: 05-26-08
From: Porto Alegre, Brazil

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This is a Mario64 Gameshark code written entirely in C using a mips-gcc compiler. It checks Mario distance with all objects in a level and perform certan actions depending on the distance. I'm working on some header files for Mario 64 with function/structs mapped, so hopefully some pretty complex hacks will be possible with it.


RetroRain
Posted on 01-19-09 06:23 AM Link | Quote | ID: 99016


Fuzz Ball
Level: 66

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Since: 09-30-07

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It's nice to see that ROM hacking is in full force. I like all of the projects I am seeing. Good luck on your hacks guys. I will have some new stuff to show pretty soon as well.

____________________
My YouTube Channel

Dr. Hell
Posted on 01-19-09 07:24 AM Link | Quote | ID: 99021


Lakitu
Level: 52

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Since: 03-02-07
From: Pittsburgh, PA

Last post: 5042 days
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There, just to show off that area names actually work in that status bar.

Delmaru
Posted on 01-19-09 01:38 PM Link | Quote | ID: 99048


Leever
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Since: 08-26-07

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I may or may not finish this. Depends on how it goes.



____________________



Matrixz
Posted on 01-19-09 06:35 PM (rev. 2 of 01-19-09 06:53 PM) Link | Quote | ID: 99064


Ninji
Level: 35

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Since: 04-07-07
From: Norway

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Early progress on Capcom sprite/animation editor,named "Capcom Sprite Assembler". It can only do viewing so far. It's written in VB6.0.



What's with the "Capcom" thing? Well, the possibility is open for this to support multiple games released by Capcom on the NES. But for now i'm only focusing on Megaman 4 support, support for other Capcom games might be neglected.. but MM3, 5, and 6 should be little trouble to support.

I decided to make a Google Code account for this, for open source, and structured download lists, etc., and all good things. The early progress is downloadable both as source and bin.

http://code.google.com/p/capcom-sprite-assembler/

For those wondering, this will be a booster on my own hack project, so it's not like i'm taking a break.

Thanatos-Zero
Posted on 01-19-09 07:10 PM Link | Quote | ID: 99065


Nipper Plant
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Since: 11-25-08
From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25

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Very interresting. Can even a NOOB like me use that editor, without to ruin the ROM?

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

Kawa
Posted on 01-19-09 08:11 PM Link | Quote | ID: 99068


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Since: 02-20-07
From: The Netherlands

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Posted by Thanatos-Zero
Can even a NOOB like me use that editor, without to ruin the ROM?
Count the number of controls on that form and ask yourself that question again.

By the way, love the emphasis

____________________
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Kawa rocks — byuu

kuja killer
Posted on 01-19-09 08:18 PM (rev. 2 of 01-19-09 08:19 PM) Link | Quote | ID: 99070


Level: 55

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Since: 03-20-07
From: Lake Havasu City, Arizona

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Ooo That could maybe be helpful to me especially. I've always been making my custom sprites, doing all my bosses, everything in pure "straight hex only".

Right down to the tile id's, frame ids, x/y position of every tile, pallete info and all that stuff.

Matrixz
Posted on 01-19-09 08:35 PM (rev. 2 of 01-19-09 08:43 PM) Link | Quote | ID: 99075


Ninji
Level: 35

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Since: 04-07-07
From: Norway

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@Thanatos-Zero: I think you have nothing to worry about. I want to make the interface intuitive/easy to use.

One thing, the data is laid so out some sprites share the same data, so editing one sprite could affect a different sprite. But i'll try make it so the user have overview over this.

@kuja killer: I've done that as well so far, only with a NES assembler instead. I decided to start this utility because of the bosses alone. I can't imagine the pain of starting work on them in .db hex.

kuja killer
Posted on 01-19-09 08:48 PM Link | Quote | ID: 99076


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Since: 03-20-07
From: Lake Havasu City, Arizona

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You mean coding it in VB form? Yikes, I wouldn't wanna even try probably.

Oh, the only hardest thing about constructing sprites in my opinion, is that they have to be as close to Y, and X position F8 as possible. Not directly on F8, but it all depends on how tall and wide a sprite is. So that they'll work as best as possible with hit detection. I always have a hell of a time shifting every tile's Y,X info by a couple pixels until i get it perfect the way I want it.

I don't know how insanely hard that's going to be for you to deal with in Visual Basic form. (in terms of mm3, 4, and 5)

Kawa
Posted on 01-19-09 08:50 PM Link | Quote | ID: 99077


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
Level: 138

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Since: 02-20-07
From: The Netherlands

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Why would it be so difficult in VB? If the math works out and you can draw the bits and pieces properly...

____________________
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

Matrixz
Posted on 01-19-09 09:30 PM Link | Quote | ID: 99079


Ninji
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Since: 04-07-07
From: Norway

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Posted by kuja killer
You mean coding it in VB form? Yikes, I wouldn't wanna even try probably.

Nah, that's not what i meant.
Anyways. The center of the grid is slightly brighter than the rest. (Hard to see, i'll improve it.) At the point those two lines cross, is the center of the sprite. So as long as the user centers the sprite around that cross, hit detection should act correctly.
I got an idea, i'll implement a "center sprite" function that automatically takes care of it.

mickevincent
Posted on 01-19-09 10:03 PM Link | Quote | ID: 99081


Leever
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Posted by Panophobia
Early progress on Capcom sprite/animation
editor,named "Capcom Sprite Assembler". It can only do viewing so far. It's written in VB6.0.



What's with the "Capcom" thing? Well, the possibility is open for this to support multiple games released by Capcom on the NES. But for now i'm only focusing on Megaman 4 support, support for other Capcom games might be neglected.. but MM3, 5, and 6 should be little trouble to support.

I decided to make a Google Code account for this, for open source, and structured download lists, etc., and all good things. The early progress is downloadable both as source and bin.

http://code.google.com/p/capcom-sprite-assembler/

For those wondering, this will be a booster on my own hack project, so it's not like i'm taking a break.


oh phanophobia this looks so awesome I cant wait to use this when finnished! but support for mm5 is something i realy wish for! because iam planning on moving my hack to mm5 instead of 4 because of several reasons. (tile set animation for for example). forgive me for asking to much from you hehe

Sukasa
Posted on 01-19-09 10:32 PM Link | Quote | ID: 99085


Red Birdo
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Panophobia, I would suggest A) brightening the center lines slightly and darkening the rest of the background grid colours and B) when it's a little more finished, refine those controls and fix the colours. IF you want any help, I've got a few years of VB6 experience under my belt in a variety of subjects (graphics/files/advanced stuff included). If you're interested, let me know.

Kawa
Posted on 01-20-09 08:11 PM Link | Quote | ID: 99144


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Since: 02-20-07
From: The Netherlands

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Rule #167 of software design: if you require some controls to have their text in bold and they're not headers, you should probably sit back and think.

I'm still looking forward to giving this baby a spin though

____________________
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

Raccoon Sam
Posted on 01-26-09 08:09 PM Link | Quote | ID: 99516


Cobrat
Level: 56

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Since: 02-19-07
From: Hi

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SML Music hackin

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Trax
Posted on 01-27-09 03:19 AM Link | Quote | ID: 99556


Yellow Stalfos
Level: 71

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Since: 07-06-07
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What is that app? A tabbed version of TextEdit?

Raccoon Sam
Posted on 01-27-09 05:45 AM Link | Quote | ID: 99566


Cobrat
Level: 56

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Since: 02-19-07
From: Hi

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Well, kinda. It's known as TextMate and it's a really good text editor. Unless my memory fails me, it was the winner of the 2007 Apple WWDC in the category 'best app'..
You should try it.

____________________


Hamtaro126
Posted on 01-29-09 03:41 PM Link | Quote | ID: 99738


Cheep-cheep
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Since: 05-02-07
From: Shelton, WA

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Posted by Raccoon Sam

SML Music hackin


WOAH! Nice!

I'd would like seeing SMB1 music hacking with similar syntax.

(If there's source code involved and no NET crap. that is.)

Also, Why use a Mac? I would buy one, But My stuff is mostly run on Windows (98/2000/XP). I know it is better, But the compatibility is very different!

____________________
Mah boi, romhacking is what all true warriors strive for!

I wonder what's for dinner?

Raccoon Sam
Posted on 01-29-09 08:14 PM Link | Quote | ID: 99756


Cobrat
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Since: 02-19-07
From: Hi

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Ain't really got a choice.
I'm a Mac user, always been from an old Macintosh Plus to this trustworthy MacBook and for the time being, I'm staying as one.
For I do not have the money to buy a PC. That may sound pretty ironic considering how cheap PCs are when in comparison to Macs, but I have 'connections' to certain people on the business who provide me Mac models at low cost. That, and the fact they're grown into me.
Don't get me wrong though, I'm not a macfag zealot who loathes even the word 'windows'. I realize the advantages and disadvantages of both.

However, my discoveries are only text documents. I have no intention on writing an editor.
If you want to do one, —for Mac or not—, go ahead. It would be amazing.

____________________

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