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Please chime in on a proposed restructuring of the ROM hacking sections.
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Quick Curly
Posted on 05-20-09 05:31 PM, in Contra One-Level Demo Link | Quote | ID: 107316


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Uh... if those links are to actual ROMs, should you be posting them out in the open like that?

Quick Curly
Posted on 05-21-09 04:47 AM, in 1-letter Swap Link | Quote | ID: 107374


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Since WHEN?

Quick Curly
Posted on 05-21-09 06:54 PM, in What games would you most like level editors for? And why? Link | Quote | ID: 107392


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Well since this topic is here...

I recently was looking at those old level data documents for Kickle Cubicle for the NES. The whole family actually enjoyed that game many years ago. I remember that I was in grade three when we finally beat it.

Posted by KDE User X
startropics 1 or 2
I agree with these choices as well. I enjoyed playing those games literally over and over again as I was growing up and I still enjoy playing them.

The problems here seem to be level formats. I know there's that one StarTropics document over at RHDN, but has there really been anything big done with these three games?

Quick Curly
Posted on 05-22-09 05:07 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 107426


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Sounds awesome, RetroRain! I'll look forward to that! We understand that you're busy though, so take your time. Great things can't be rushed!

Speaking of which, things have been slow over here as well. I've been back and forth these last few days and haven't really had time to do much. So I don't really have any progress to show with those darn graphics. It's like... you know what you want to do, but you just can't get it to work out the way you want it to, you know?

Anyway, here are a couple of new screenshots. Nothing special. In fact, I directed my focus on my half of Luigi's Chronicles 2 and pretty much forgot most of where I left off with Quick Bros. 2; I've been going through some of it and I've realized that I need to redo some of the level designs. It never ends!



And now that I'm looking at it against Miner's Lament, I can see possible visual complications similar to that dark blue that I tried out earlier. Does nothing besides light blue and black work for the status bar?

Quick Curly
Posted on 05-22-09 05:25 PM, in 1-letter Swap Link | Quote | ID: 107446


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The HEAT feels like it's been getting worse over these last few days.

Quick Curly
Posted on 05-22-09 05:43 PM, in 1-letter Swap Link | Quote | ID: 107448


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Poker tournament! Shall I DEAL you a hand?

Quick Curly
Posted on 05-28-09 07:59 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 107730


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Hi Klinsk! Welcome to Board 2!

Quick Curly
Posted on 05-28-09 08:07 AM, in Your favorite Pizza Place! Link | Quote | ID: 107731


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We've had pretty much every kind of pizza over the years, including different kinds of homemade pizza. We used to have pizza every Friday night. My favourite was definitely Pizza Hut. Their garlic bread and salads are awesome as well. However, I haven't had pizza for a really long time. I just don't feel like having them anymore.

Quick Curly
Posted on 05-31-09 08:46 PM, in 1-letter Swap Link | Quote | ID: 107854


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Does the lack of activity not SCARE everyone?

Quick Curly
Posted on 06-01-09 02:05 AM, in 1-letter Swap Link | Quote | ID: 107869


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Yeah, it isn't that bad I guess. It was actually SCARCER to find a word that I could chain to "scarce".

Quick Curly
Posted on 06-01-09 05:58 AM, in 1-letter Swap Link | Quote | ID: 107882


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When you're feeling SCALIER than a reptile, that's the scariest thing of all.

Quick Curly
Posted on 06-03-09 06:02 AM, in SMB3 Workshop Question Link | Quote | ID: 107964


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Are you making changes with all the programs open at once? Specifically, are you editing the same SMB3 ROM in all of the programs with all of them open at once? If you have your ROM open in SMB3 Workshop, but edit it in another program first and then not re-open it in SMB3 Workshop since your ROM has been updated by other means, if you save changes to your ROM in SMB3 Workshop, you'll be saving to the ROM the way it was before you made changes in the other program. Either edit the ROM in only one program at a time or after you've made changes in one program, re-open the ROM in all of the other programs in which you're editing the same ROM so that you're opening it with the updated changes.

This is the only diagnosis that I can think of that fits what is happening. If that isn't it, hopefully someone can think of something else that might be the possible problem.

The reason I actually thought of this is because this is actually how I've been editing the graphics. I open up YY-CHR and Tile Layer Pro both at the same time and open up the same ROM in both of them. I'll also have Nestopia open for quick and frequent testing. Since some graphics are easier to edit in YY-CHR and vice versa, I'll do whatever I need to do in whichever graphics editor, save the changes, and then open the ROM up in the emulator and check to see if everything looks right. If things are completely screwed up and I cannot go all the way back to the beginning with Undo, I'll simply save in the other graphics editor and then re-open the ROM in the editor that I made my changes in. It'll return to the way it originally was. So maybe this is what was happening to you, but you obviously didn't want it to happen intentionally.

Quick Curly
Posted on 06-04-09 07:14 PM, in Sleep Link | Quote | ID: 108079


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My usual schedule is to go to sleep around midnight or so and get up at 5 AM for school. However, whenever summer vacation comes around, I tend to stay up until 5 AM instead and sleep until noon.

It's like I have no control over that either.

Quick Curly
Posted on 06-05-09 04:33 AM, in Data Crystal (rev. 2 of 06-05-09 04:59 AM) Link | Quote | ID: 108109


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I agree that it would be great to update Data Crystal. The only time I've ever done anything on there was in mid-October 2008, but I'd be interested in contributing if I can be of some use. The information for Super Mario Bros. 3, I believe, could use some additions and updates. There are topics all over Board 2 and the archives that have very useful information that was never added to the Super Mario Bros. 3 ROM map.

I'm also wondering... I wouldn't want to take the table out as it is useful as it is, but if I want to add in specific data locations similar to the "Miscellaneous Data" section for the SMB2 ROM map, would I be able to add a "Miscellaneous Data" section for the SMB3 ROM map? Looking at the Final Fantasy ROM map as a guideline, it looks like different sections would be helpful and useful.

I've had quite a few people who want to start SMB3 hacking ask me for help and where to begin, so it would be nice to save time having to repeat the same information and be able to refer them to a place like an updated Data Crystal so that a lot of time is saved on both ends.

One of my friends who just started a new SMB3 hack asked me how I made the hills speed up in my second preview of Quick Bros. 2. I had the notes buried somewhere, but I dug them up again and found out the necessary data. I also did a little logging a little earlier and found some additional stuff - not a lot, mind you, since something or someone always likes to pull me away from what I'm doing.

Animation speed (ex. dancing hills, trees, water, etc.)
Value of 00 gives fastest speed except for World 5 which doesn't seem to animate.

0x17C11 - 0x17C14: 11 11 11 11    ; World 1 tiles animation speed
0x17C15 - 0x17C18: 1F 1F 1F 1F ; World 2 tiles animation speed
0x17C19 - 0x17C1C: 17 17 17 17 ; World 3 tiles animation speed
0x17C1D - 0x17C20: 17 17 17 17 ; World 4 tiles animation speed
0x17C21 - 0x17C24: 00 00 00 00 ; World 5 tiles animation speed (no animation)
0x17C25 - 0x17C28: 0B 0B 0B 0B ; World 6 tiles animation speed
0x17C29 - 0x17C2C: 05 05 05 05 ; World 7 tiles animation speed
0x17C2D - 0x17C30: 0F 0F 0F 0F ; World 8 tiles animation speed
0x17C31 - 0x17C34: 14 14 14 14 ; World 9 tiles animation speed


Status bar

0x35443 - 0x35444: FE EC    ; Tiles used for blank and $ (dollar sign) in status bar.
0x35454 - 0x35455: FE ED ; Tiles used for blank and clock in status bar.


Desert Hill (World 2) music

          0x3875A: 31                       ; Part 31.
0x387AD - 0x387B3: 00 02 AD 1B 0E 2F 33 ; Music header for part 31.
0x37D12 - 0x38D4A: (0x39 bytes) ; Music data.


Big Island (World 4) music

          0x3875D: 23                       ; Part 23.
0x3879F - 0x387A5: 30 99 AC 20 0A 61 65 ; Music header for part 23.
0x38CA9 - 0x38D11: (0x69 bytes) ; Music data.


I have all of the music stuff written out, but I don't really feel motivated to type it out right now since I've been doing some more level editing in Luigi's Chronicles 2. I think it would make for some useful additions to Data Crystal too (permitted it's all correct). Maybe later...

EDIT: I meant to put SMB2 ROM map in the second paragraph instead of SMB3 ROM map, so I fixed that.

Quick Curly
Posted on 06-05-09 07:40 AM, in Untitled SMB Hack 2 World Demo Release {Some Screens Inside} Link | Quote | ID: 108119


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Posted by Googie
Nuthead: The hack is decent, I like somma the level designs. When you get a chance fix up some kinks in the levels and you'll be good to go. A'ight time for me to get back to my hack projects... ^^,
I did mention that some of the levels had issues, but it seems as though none of them were fixed (like some cut-off graphics due to pits or walls and the blocks in 2-1 and 2-3 not acting properly). Nut told me that he's going to start working on his SMB3 hack, which is why the hack was released as is.

But yeah, for his first hack, it is good. I hate sounding like a broken record, but it's not like Quick Bros. didn't have its bugs and issues. We all have to start somewhere, but the best thing to do is keep at it and improve over time.

I really like the new graphics you've done for the hack! For sure I'm downloading the new patch. This'll be sweet. Thanks, and awesome job Googie!

Quick Curly
Posted on 06-05-09 09:11 PM, in Going after the SMB3 Music Format... Link | Quote | ID: 108153


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Yeah, when I was first trying to figure out the SMB3 music format late last year, I actually looked through the Third ACMLM Archive trying to see if there was anything about it, but I didn't find that link. It would have made things a lot easier, although I managed to find it thanks to the SMB2 music information on Data Crystal which I used as a guideline. Then when messiaen told me that link was on there, I just thought of doing the smart thing and looked at only JaSp's posts and I found it. I thought, "DUH".

The thing about linking to JaSp's FTP thing though is that he's got some actual ROM files on there. So... does that matter?

In case anyone's interested, here's what I changed to get the Ice World music in the level.

Ice Land (World 6) Music Data = 0x390D9 - 0x39119

                           D8 3E 2E 36 2E 3E 2E
36 3A 40 30 38 30 40 30 38 3C 00 D4 7E D8 26 26
26 26 26 26 26 26 28 28 28 28 28 28 28 28 9C 7E
7E 7E 7E 9C 01 89 01 8D 02 02 02 8A 01 00 8A 7E
01 89 01 8D 02 02 02 8A 7E 00


Since I personally don't really care for the Hilly music, I used the music headers for it to call the Ice Land music instead so that it could be used in actual levels. Since the Ice Land music only has one part and the Hilly music has, well, more than one, it works. You just have to replace all of the music headers for the Hilly music with the information from the Ice Land music header.

Ice Land (World 6) Music Header = 0x387E6 - 0x387EC

30 C9 B0 25 12 2A 35


Hilly Music Headers = 0x3943D - 0x39474

Each is 0x7 bytes in length.

                                       30 C9 B0
25 12 2A 35 30 C9 B0 25 12 2A 35 30 C9 B0 25 12
2A 35 30 C9 B0 25 12 2A 35 30 C9 B0 25 12 2A 35
30 C9 B0 25 12 2A 35 30 C9 B0 25 12 2A 35 30 C9
B0 25 12 2A 35


That should allow levels that use Hilly music to play the modified Ice Land music instead.

You can use Dr. Floppy's awesome SMB1 music document as a reference for figuring out how the music headers work. In short:

Tempo = 30
Part Address = B0C9 (C9 B0 reversed) which refers to ROM offset 0x390D9
Square 2 = 25
Triangle = 12
Noise = 2A
DMC = 35

To count to find the actual starting points for each, highlight the second byte that follows the beginning of the data (so the 3E at 0x390DA) and drag and highlight the data until the number of bytes selected matches a value in the header. So once 0x12 bytes are selected, we find that the Triangle part begins at 0x390EB, which is the D4 that follows a 00 (which is the end of the Square 1 part). You can make parts longer; just edit the starting points for each part in the proper music headers.

<=7E are notes, as seen in JaSp's awesome and extremely helpful document.
80 - 8F, as well as 90 - 9F, determine the type of notes that follow. (You might see 8C and 9C, but not necessarily 8F and 9F. I'm just using the full range as an example.) The range you use depends on the specific music data that you're editing. As you'll see with some music like the Dungeon (I think), you'll see ranges used like B0 - BF.

81 and 91 = 0.25
82 and 92 = 0.5
83 and 93 = 0.75
84 and 94 = 1
85 and 95 = 1.25?
86 and 96 = 1.5?
87 and 97 = 1.75?
88 and 98 = 2
89 and 99 = 3
8A and 9A = 4
8B and 9B = Undefined / >4
8C and 9C = 8 (Although 1.6 is implied for some reason)

I could go on, but I think I've wasted enough of everyone's time...

Quick Curly
Posted on 06-05-09 09:52 PM, in Untitled SMB Hack 2 World Demo Release {Some Screens Inside} Link | Quote | ID: 108157


Giant Red Paratroopa
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Just so everyone interested in downloading the patch for this hack knows, the new version that Googie has uploaded doesn't come with the readme, so either Nut should throw all of the updated stuff together into a new ZIP file and upload that, or Nut's old ZIP file package should be downloaded as well for the information that comes with the readme.

Quick Curly
Posted on 06-06-09 11:47 PM, in Ailure birthday thread thing Link | Quote | ID: 108204


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Happy Birthday, Ailure! A good time to start that SMB3 hack?

I like the idea of a single birthday thread as well.

Quick Curly
Posted on 06-13-09 01:49 AM, in Going after the SMB3 Music Format... Link | Quote | ID: 108566


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It's awesome to see you back, JaSp! I'm sorry to hear about your project being cancelled. That's too bad. All of that new stuff is awesome though.

Yeah, I figured space was an issue unless you expanded the ROM. From my peeking around, it seems like some groups of data are used for more than one song. If that's the case, one would have to watch out for that when making new songs as well.

It's funny that you should mention FamiTracker, Googie. I've used that program since June 2008 (man, time flies by fast) but looking at the site Version 0.3.0 was released recently, so maybe I should upgrade. The MIDI importing tool in the version I got last June does not work very well or accurately.

With all of that brought up though, I hope I'm not being a bother JaSp, but if I may ask, how do you make use of MIDI files to figure out what notes are used? I've looked and I haven't really found anything that I can use besides FamiTracker. Would I have to mess with MIDI input devices? I was hoping to find something like the MIDI importing tool in FamiTracker that actually worked effectively. I tried the free version of Anvil Studio recently and you can open MIDI files with it, but unless I'm missing something, I can't get the notes of the MIDI file to appear in the actual staff. I also tried MilkyTracker earlier this year but you seemingly need a MIDI device to "feed in the notes", and I didn't really know where to go from there.

Anyway, sorry again for being a bother and for the long post, but if there's any way that you or someone else could help with that, I would really appreciate it. It would make inserting existing music into the SMB3 ROM a lot easier if there's an easy way to view the notes - my lost old self just can't seem to find it - but that would be more for Luigi's Chronicles 2. For Quick Bros. 2, any graphics and music that I've been changing I've wanted to make from scratch (FamiTracker has helped me a lot to do this).

Again, thanks very much in advance for any help and advice! And welcome back again as well, JaSp!

Quick Curly
Posted on 06-13-09 02:32 AM, in 1-letter Swap Link | Quote | ID: 108571


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Could have used "SCALPER". I'll go from the new word though...

That word roulette gets used on TOO many occasions.
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Main - Posts by Quick Curly

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