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Main - Posts by Quick Curly

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Quick Curly
Posted on 01-09-16 03:02 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 162382


Giant Red Paratroopa
Level: 77

Posts: 1311/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
Sorry. I'm not trying to focus on anything that's better left alone, but I was just wondering given the other account takeovers. He was a regular poster here who I believe encouraged more activity in some areas where it had lacked for quite some time, but I understand that there would still be the risk of it ending badly again if the same result would just occur in the end. Since this seemed like an open discussion about this subject and recent occurrences, I just thought that I would throw it out there.

If it seems as though what's done is done and we're good for now, we could move on to talking about something else for the time being.

Quick Curly
Posted on 01-09-16 03:06 PM, in Happy New Year 2016! Link | Quote | ID: 162383


Giant Red Paratroopa
Level: 77

Posts: 1312/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
More than a week into the New Year already. I guess we should be used to time flying by now, but it's still a bit of a surprise. How is everyone's New Year going so far? Doing anything new? Working on resolutions, for those who actually made some?

I've been trying to focus more on working towards a vacation, as we haven't really had one for the last couple years. Hopefully a nice, relaxing trip will be fun and fulfilling.

Quick Curly
Posted on 01-11-16 08:03 PM, in Happy New Year 2016! Link | Quote | ID: 162402


Giant Red Paratroopa
Level: 77

Posts: 1313/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
I can definitely relate. It's the time of year that I feel the most comfortable just remaining inside for as much of the time as possible. Listening to music, working on ROM hacking stuff, watching TV, playing video games, etc.

Do you have any ideas as to which game(s) you would like to hack? Could that tie in as a New Year's resolution?

Quick Curly
Posted on 01-11-16 09:04 PM, in Adventure Island Hacking Link | Quote | ID: 162403


Giant Red Paratroopa
Level: 77

Posts: 1314/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
Like before, thank you for your concern. I greatly appreciate that you care about me being able to focus on my own hopeful ROM hacks. Not to go into too much detail in this specific thread, but I'm indeed working on my own stuff again when I have the free time.

Sometimes it's interesting just to try to figure things out with other games for the sake of figuring them out, and as a little break in between working on a main project, especially if it's a game that I'm already more familiar with on a playing level.
Having some presentable findings could potentially intrigue others who would normally not bother looking for the early discoveries to try to fit the rest of the pieces in the puzzle together as well.
While I acknowledge that this topic wasn't posted in for a very long time, the original topic creator has been gone for just as long, and it's very likely that no actual hacking of this game will result, continuing to encourage random game searches and overall ROM hacking related discussion helps the board establish itself with specific location developments that are unique to this community alone.

I haven't spent too much time on looking through this ROM yet, but I've found and documented a few small things so far. With any luck, others familiar with this game, with or without experience, could discover the interest to challenge themselves and find out what I and other people might not, with the potential for game-specific utilities and hacks to result.

These are the checksums for the ROM version that I used:

Hudson's Adventure Island (U) [!].nes
Checksum-8: 42
Checksum-16: 5E42
Checksum-32: 006A5E42
CRC-16: 6748
CRC-32: B78C09A2
MD-5: BE07098DE1DE3DC2512B6AA93F23AE3A
SHA-1: 22EE75B82F4A6412AA6BB940E109704975B95185
SHA-256: B5CB5EB40E5926403BE364BD151EF98FA433A5AA82B24470E483F2FD90F48956

RAM Addresses:

$0008 - Controller input.

$0010 - Countdown timer; starts at 00 and counts backwards.

$0011 - Set to 08 on title screen once main animation/shift intro is done. Every time $0010 hits 00 and then
FF again, it decreases. Once $0011 hits 00, the demo starts.

$003F - Remaining lives; starts at 03.

$0076 - Life bar (at the start of a level, it starts at 0A).

$0077 - Countdown timer for life bar; starts at FF at the start of a level and counts backwards.
When loops through, $0076 gets decreased.
--> Good address to freeze while taking the time to test things out within a level.

$0079 - Jumping flag? (00 = On ground, 01 = Jumping.) (Freezing this still allows jumps though, so whatever.)

$0140-$015F (0x20) - Active palette.
$0160-$01DF (0x80) - Active attributes.
$01E0-$01FF (0x20) - Row 01 on current screen (at least in Area 1, Round 1).
$0200-$021F (0x20) - Row 02 on current screen (at least in Area 1, Round 1).
$0220-$023F (0x20) - Row 03 on current screen (at least in Area 1, Round 1).
$0240-$025F (0x20) - Row 04 on current screen (at least in Area 1, Round 1).

ROM Addresses:

0x00099 - 03 - Starting number of lives at the beginning of the game.

Code:

$B52B (0x0353B)
Loads the visual graphical tiles used for the level's background.
$B52B:B1 02 LDA ($02),Y @ $E353 = #$0F
$B52D:9D 60 04 STA $0460,X @ $0460 = #$00

Levels:

32 Levels
8 Areas, 4 Rounds in Each Area

Area 1, Round 1

Level Header?
0x05988-0x05993 (0x00C)
37 E2 6A E2 E1 E2 A0 E2 53 E3 93 E7
$E237 = 0x06247
$E26A = 0x0627A
$E2E1 = 0x062F1
$E2A0 = 0x062B0
$E353 = 0x06363
$E793 = 0x067A3

Visual Graphics
0x06363-0x06??? (0x???)

Tile IDs are for every row, every 4 tiles, starting from the top, before going to the next row below.

For example, the far-left of the screen:

0x06363-0x063DA (0x78)

0F 0F 0F 0F
6E 6F 0F 0F
7E 7F 0F 0F
0F 0F 0F 0F
0F 0F 2E 2F
0F 0F 3E 3F
0F 0F 4E 4F
5C 5D 5E 5F
0F 07 01 02
0F 17 18 12
DB DB 28 12
DB DB 38 32
DB 26 48 42
26 0F 51 52
0F 0F 51 52
0F 0F 61 62
0F 0F 61 62
0F 0F 61 62
0F 0F 71 72
0F 0F 0F 0F
0F 0F 0F 0F
80 81 80 81
90 91 90 91
A0 A1 A0 A1
B0 B1 B0 B1
C0 C1 C0 C1
84 85 86 87
94 95 96 97
A4 A5 A6 A7
B4 B5 B6 B7

I will admit that this game isn't as straightforward as some other games that I've looked into for other people with more game-specific questions in the past, that I was even less familiar with from playing. From exploring only the first level so far, it seems like a lot of the data is reused, as the same bytes are used in "block" groups to build the background, which repeats in some sections of the level, but not in others. It would take time and more thorough analysis to determine the exact purpose and function of each loaded byte and every applicable variable; and like I mentioned earlier in this post, considering everything to do with this topic being inactive, the original poster gone, the new member who revived the topic yet to return, and the fact that no specific question for exploring the game beyond making a level editor for it was ever even asked, unfortunately, I have my doubts that this will go any further unless I continue to look into it myself on my own time.

I'll continue to leave the topic open for the time being, given that there's still always a possibility that someone else could come along or that someone familiar could return.

However, once the thread disappears deeper into the ROM Hacking section, hopefully it won't be revived again unless there is some more newly discovered, substantial information to provide, or else it will definitely be closed the next time. Thank you in advance.

Quick Curly
Posted on 01-12-16 06:22 PM, in General Megaman Hacking Thread Link | Quote | ID: 162410


Giant Red Paratroopa
Level: 77

Posts: 1315/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
Uh, Mike-Tech...

FAQ:

DON'T:
  • Post ROM/warez links on the board. You are free to exchange links with others through private messages, but do not post them out in the open.

It might be the name and not necessarily a link, and even though people might already know about it, it's still leading. This has been a pretty common rule in all ROM hacking communities since I've known about them, so you should know it by now. I believe I've seen the site referred to before as well, either by you or someone else, though it was before I could do anything about it, so don't do it again. This is your warning.

I'll be bringing this to the attention of the other staff. I have the screenshot if it's needed, but in the meantime, I've removed the name of the site from this post.

Next time, just send a PM instead and if you must let them know publicly so they'll know to log in and check, do so without sharing the specific site information with everyone else. Thank you.

Quick Curly
Posted on 01-12-16 06:40 PM, in New Board Banner... Link | Quote | ID: 162412


Giant Red Paratroopa
Level: 77

Posts: 1317/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
It looks alright, but personally, I preferred the idea of a banner displaying a collection of ROM hacks. Just out of curiosity, how did this one come about? It doesn't appear to have anything to do with ROM hacking. At least the current banner illustrates some hex values, visual blocks and jumping paths to establish a ROM hacking community. An aerial shot of land and water could be interpreted as anything but that. For example, one could regard our community as having to do with nature and outdoor activities, which, while they can definitely be discussed here, doesn't exactly cover all of our potential objectives and means of discussion.

Nonetheless, thank you for your attempts to contribute potential banner additions so far.

Quick Curly
Posted on 01-14-16 04:22 AM, in Metroid Fusion Sprite Hacking Link | Quote | ID: 162422


Giant Red Paratroopa
Level: 77

Posts: 1319/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
Unfortunately, I'm not familiar with hacking this game or the unLZ-GBA utility.

All of the members who posted in this topic also haven't been active here for years, as the last post is from over 5 years ago. Unfortunately, there's little to no chance that any of them will even notice this question here.

So, I just tried to Google a few relative subjects and terms to see what I could find.

Are you familiar with Metroid Construction? They have a large Documents section, as well as a forum. There are 3 documents specifically covering Samus' animations, though it appears that they aren't for Metroid Fusion.

I found that Data Crystal has a page for Metroid Fusion, but I couldn't find any recorded offsets specifically for Samus' graphics in either the RAM or ROM maps, but rather only a bunch of palette offsets in the ROM map.

After a bit more searching, I believe that I found the holy grail collection of documents. Specifically, interdpth's site.

Index: http://interdpth.arc-nova.org/PJs%20stuff/

This document in particular for Metroid Fusion is for a bunch of data related specifically to Samus:

http://interdpth.arc-nova.org/PJs%20stuff/ROM%20data/Fusion/Samus%20data.txt

Although, now that I look at it again, it appears that they might be RAM addresses and not ROM addresses, even though the file is in a ROM data directory.

Reviewing the topic, there's this post that we both probably should have seen from the start:
Posted by Naulahauta
Observe Samus' Sprites: They begin at 0x002B505A.
I don't know if it's really what you're looking for though, considering that you posted in this topic specifically, and presumably read through it before doing so.

So yeah, again, I'm really, really not familiar with this game on neither a playing or hacking level, unfortunately. I'm really sorry that you're stuck.

Perhaps you could manage to get in contact with interdpth elsewhere, via email or if they're still active through the Metroid Construction message boards. All I can really recommend to manage on your own is lots of trial and error. If you need an offset to put into the utility, couldn't you theoretically insert an offset and see if it works, and if it doesn't, then try the next? Other than that, try browsing through and saving all of the other documents on the aforementioned websites and collect as many resources of information as you possibly can for yourself to study from. As you build experience from working on your projects, you'll learn more to potentially be able to figure more things out on your own.

I wish you the best of luck with your hopeful project, and would like to personally welcome you to Board 2. Thank you for finding and joining us. We hope you enjoy your stay.

You're still free to ask your questions here if you would like. Perhaps there's something that someone here can effectively assist you with. Again, I apologize for my lack of knowledge for your specific focus in this case.

Quick Curly
Posted on 01-14-16 08:05 PM, in General Megaman Hacking Thread Link | Quote | ID: 162424


Giant Red Paratroopa
Level: 77

Posts: 1320/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
To try to get this topic back on track, I'm still curious about which Mega Man game(s) is/are the most preferred to hack by everyone who is still around.

From what I've seen, it seems like Mega Man 3 has some of the most expansive modifications done to it, and is pretty commonly hacked by some of the current members here.
Not to suggest that the other games aren't touched as much, or that the hacks aren't as extensive and involved. For instance, one obvious example would be the frequently mentioned Rockman 4: Minus Infinity.

What are some of the most favorite upgrades in the different games? What are some advantages/disadvantages to each? For instance, I've read elsewhere that some of the Mega Man NES games don't use CHR-ROM, which led to RetroRain creating Megaman 2 Optimum, which converts Mega Man 2's graphics format to CHR-ROM.

Being unfamiliar with Mega Man games somewhat on a playing level, and certainly on a hacking level considering all of the experts around here who played Mega Man games like how much I played Super Mario Bros. 3 growing up, I'm interested to hear everyone's personal experiences, preferences, and hacking stories.

Great end result, it brings people back into the hacking mood and we see more progress in multiple hacks that we're all looking forward to the completions and releases of.

Quick Curly
Posted on 01-18-16 06:56 PM, in Pirate Multicarts Link | Quote | ID: 162443


Giant Red Paratroopa
Level: 77

Posts: 1321/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
I believe they are. I greatly appreciate mine, and I would never sell them for anything.

Honestly, I never even really understood how people can and do sell their games, likely for a fraction of the price that they paid for them, only to then post on an online message board years later, "Boy, I sure do wish that I still had that game".
Sure, they might need a couple quick bucks on the spot, but is it really worth it unless you know with absolute certainty that you can part with those games forever and not think twice about it? There are better ways to make money and keep what you've already bought with other money spent, at least as I see it.

I treasure each and every single one of my own games. Even if they might not all be in the best possible condition, each console and game holds countless memories, and the fact that I even had them in the first place is reason enough that I would never get rid of them.

Back when I grew up, it was already becoming more difficult to find any used games (that I was actually interested in, anyway, like NES) available where I live. I didn't have the luxury to part with what I already had from it already being owned by the family and then passed on to me.

Nowadays, I see used retro games generally everywhere I go during my travels. I don't recall seeing any other physical multi-carts to date, though. However, there's also a convenience that I didn't have available while growing up when and where I did in the form of online shopping nowadays too, which would likely make it easier to be able to manage discovering one.

Quick Curly
Posted on 01-18-16 07:22 PM, in New Board Banner... Link | Quote | ID: 162444


Giant Red Paratroopa
Level: 77

Posts: 1322/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
Okay. That's fine. Thank you, and everyone else, for your ideas and efforts.

I sent a PM to Googie for confirmation that he's done with this thread so that it can be closed to prevent potential bumping and spam.
However, thinking it over, I believe that I'm just going to close it for the time being until he has an opportunity to respond, one way or another. If he believes that he's ready to make more progress on developing a potential new banner, I'll reopen it for him. This way, unnecessary posts are avoided.

In the case that people might want to try their hand at banner designing again in the future, please feel free to PM a staff member to reopen it.
In such a scenario, it'll probably be best that you have something concrete to show first before the topic itself is revived.

Thank you again.

Quick Curly
Posted on 01-19-16 03:40 AM, in Hello everyone! I have some questions about hacking/improving Super Mario Bros.3 (rev. 2 of 01-19-16 04:00 AM) Link | Quote | ID: 162448


Giant Red Paratroopa
Level: 77

Posts: 1324/1443
EXP: 4175989
Next: 15140

Since: 06-15-08
From: Earth

Last post: 31 days
Last view: 31 days
I've just finally been able to play some of the most recent build, 01/12/2016.

For those who aren't aware, AgentTer is continuously updating this project, and the enhancements that are being applied to the original SMB3 are amazing to me. The overall concept reminds me of the idea and intention behind SMB3 - Extended Edition by ShaneM; presenting a new, modern day experience for the original, familiar classic game that we all grew up with.

I highly encourage those who aren't already aware of the current progress with this project to try it out for themselves. Also, if there is anything that you could potentially help out with, please post your thoughts and suggestions for any direction that we can possibly follow to help continue with its progress and hopeful completion.


Early warning from the future:
From here on out, basically, I was typing stuff out at the same time while I was doing it in real time. Turns out, things didn't necessarily work out as I had hoped.
However, that's to be expected during the ROM hacking process. Success can still be around the corner, or accessible by means of a similar method. Therefore, I'm still including everything in the post; but if you're hoping for a miracle, I'm sorry, but unfortunately, that's not how it turned out this time.




For the Japanese animation, I tested out losing the Frog Suit in the "Super Mario Bros. 3 (J) (PRG0)" version, and froze the emulator at the moment in the game when the sprite flies away. The 1/4 sprite GFX bank, as seen at $071B in RAM, is #$53. The Frog Suit icon uses sprite tile values #$38 and #$39, with each side a mirror to the other.

Within $0200-$02FF (active sprites) #$39 is visible at $0251, $0255, $0269, $026D, $0281, $0285, $0299, $029D, $02B1, $02B5, $02C9, $02CD, $02E1, $02E5, $02F9, and $02FD. (Holy crap!)

So with FCEUX, I set a write breakpoint to $0251 with the condition that "A==#39". The Debugger froze at the following line, $B554, or 0x0F564 in the ROM:

03:B554:99 01 02  STA $0201,Y @ $0251 = #$01

Exploring the previous line of code, the following is visible overall:

03:B551:BD E8 B4  LDA $B4E8,X @ $B4EA = #$39
03:B554:99 01 02 STA $0201,Y @ $0251 = #$01
03:B557:BD E9 B4 LDA $B4E9,X @ $B4EB = #$39
03:B55A:99 05 02 STA $0205,Y @ $0255 = #$01

$B4E8 in the ROM is 0x0F4F8.

0x0F4F8-0xF4FF (0x8)

A9 AB 39 39 3B 3B 3D 3D

The 39 values at 0x0F4FA and 0xF4FB are for the Frog Suit.
0xF4FA is the sprite used for the left half of the flying sprite.
0xF4FB is the sprite used for the right half of the flying sprite.
Together, both sprites form the complete graphic for the suit that flies away in the Japanese animation.
So, both values need to match for the sake of the entire Mushroom Kingdom.

As a test, I changed the second 39 to 3B, and the graphic that appeared had the left half of the Frog Suit, and the right half of the Tanooki Suit.
Changing both to 3B resulted in the full Tanooki Suit graphic flying away upon Frog Mario getting hit.

Therefore, these are the values that you've been looking for.

In "Super Mario Bros. 3 (U) (PRG1) [!]", these values appear to be at ROM offsets 0x0F4FC-0x0F503 (0x8). So, 4 bytes ahead.

Looking in the SMB3 Disassembly files, specifically "prg007.asm", there is the following explanation:
Posted by "SMB3 Disassembly - prg007.asm"
PRG007_B4EB:
RTS ; Return


; In the Japanese original, there were other power ups that "flew off"
; when you lost them, and those are the additional values. None of
; them display correctly anymore, however, because:
;
; The graphics for the fly-off sprite only exist with small Mario,
; meaning when they added the "American" rule of returning to "super"
; state, it didn't have the suit sprite graphics available!

LostShoe_Pattern: .byte $A9, $AB ; 0
.byte $39, $39 ; 1
.byte $3B, $3B ; 2
.byte $3D, $3D ; 3
LostShoe_Attribute: .byte $02, $01, $01, $01

So, does that mean that unless the code is modified to somehow work with powering down to Super Mario from a suit, you would have to use the "every hit reverts to small Mario" rule like the Japanese version as well? Hmm...

As for the muncher enemies, their tile value is #$66. In the main 5-3 area, there are munchers at $6259-$625F, and $6400-$6401 in RAM within the active level data.
I manually changed $6259 and $625A from 66 values to 80 values (open tiles), walked away so they went off the screen, and then came back so that they were visibly gone. Now Mario can get down there.
I made a save state.
As Raccoon Mario, I wagged the tail into the next muncher ($625B). The value quickly flashed a value of #$F3 before it became #$5F, the hit coin block.
I reloaded my save state, and set a write breakpoint for $625B.
As Raccoon Mario, after wagging the tail into the muncher again, the Debugger froze at the following line, with #$F3 in the Accumulator:

$DC9F (0x01CAF)

00:DC9F:91 00     STA ($00),Y @ $625B = #$66

After clicking Run, it froze again to show where the hit coin block value came from:

$DD17 (0x3BD27)

0E:DD17:BD B7 DC  LDA $DCB7,X @ $DCB8 = #$80
0E:DD1A:91 63 STA ($63),Y @ $625B = #$F3

The #$80 at $DCB8 comes from 0x3BCC8 in the ROM. Again, it's just an "open tile".

Clicking Run again twice more, we see #$5F loaded into the Accumulator. Hmm... Where is that coming from?

$DD17 (0x3BD27)

0E:DD17:BD B7 DC  LDA $DCB7,X @ $DCBE = #$5F
0E:DD1A:91 63 STA ($63),Y @ $625B = #$F3

So, just a few bytes over from the #$80, there's a #5F value at 0x3BCCE in the ROM.
If I change 0x3BCCE to 66, the graphic for the muncher still becomes a hit coin block, but touching it, it's still a muncher and Mario gets hurt! Raccoon Mario can continuously wag and bump the "muncher" up and down to his heart's and tail's content.

So, I suppose now you would need to find a way to alter the graphics of the "after" muncher block, or just find a way to disable this whole code process altogether without it potentially affecting any other interactive and/or animated blocks.

The graphics used for each:

  Muncher      Hit Coin Block
+----+----+ +----+----+
| 92 | CA | | D8 | DA |
+----+----+ +----+----+
| 93 | CB | | D9 | DB |
+----+----+ +----+----+

0x3BCF5-0x3BCF8 (0x4)

D8 DA D9 DB

Change it to "92 CA 93 CB", and then the muncher graphics show up. However, you'll still see a visible hit coin block graphic bounce, which you can see through the Name Table Viewer is actually a sprite because it doesn't show up there.

Also, it seems that the hit coin blocks are affected for all the other blocks as a result, for if we manually replace the #$6E at $621D with #$70 (P-Switch block), hitting it from underneath replaces the hit coin block at $621D with a muncher block. As well, hitting the P-Switch block still turns all the munchers into coins.

So, this is not actually the way you would necessarily want to approach this and accomplish what you hope with that. More will have to be explored later, but at least this gives you more of an idea of how you can potentially find the values.

What I would try next is test the hit detection against a constant animated block, like the Wooden Block.

Playing in 1-1, the Wooden Block staircase on the left side about halfway through the level appears at $6B94, $6BA3-$6BA4, and $6BB2-$6BB4 in the active level data.

Set a write breakpoint to $6B94 and enter 1-1 from the World 1 Map. The Debugger freezes.

$CB3F (0x1CB4F)

07:CB3F:BD 16 CB  LDA $CB16,X @ $CB19 = #$79
07:CB42:91 63 STA ($63),Y @ $6B94 = #$80

0x1CB29 is 79 for the Wooden Block. Interacting with it and wagging Raccoon Mario's tail doesn't cause any write freezes in the Debugger to locate what code differentiates the Wooden Blocks that remain the same and the munchers which change.

At this point in writing this post and seeking things out in the emulator in real time, I have to stop because I've already been working on this post for the last couple hours, and I can't continue on anymore.
Sorry that I can't continue on with this process or get into the other matters right now, since I don't have anymore time, unfortunately.

I'm most likely just complicating things and there's likely an easy solution to this, and I believe that I can find it, but I just wanted to type things out in this manner to provide you with another possible method or two that you could use to further explore this on your own.
I would recommend you maybe explore these relevant addresses through the SMB3 Disassembly files as well. The Wooden Block related stuff referenced directly above is in "prg014.asm":
Posted by "SMB3 Disassembly - prg014.asm"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; LoadLevel_BlockRun
;
; Puts down 1-16 of one of the blocks from LoadLevel_Blocks
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LoadLevel_Blocks:
.byte TILEA_BRICK, TILEA_QBLOCKCOIN, TILEA_BRICKCOIN, TILEA_WOODBLOCK
.byte TILEA_GNOTE, TILEA_NOTE, TILEA_WOODBLOCKBOUNCE, TILEA_COIN
.byte TILEA_ICEBRICK ; This one is accessed by LoadLevel_IceBricks

There's also a section on "Power Blocks", which appear to be the blocks that are animate and function through means of interaction:
Posted by "SMB3 Disassembly - prg014.asm"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; LoadLevel_PowerBlock
;
; Adds one of many types of "power" blocks -- different containers
; for power ups, P-Switches, vines, and the muncher plant (?)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LL_PowerBlocks:
.byte TILEA_QBLOCKFLOWER, TILEA_QBLOCKLEAF, TILEA_QBLOCKSTAR, TILEA_QBLOCKCOINSTAR ; 0 - 3
.byte TILEA_QBLOCKCOIN2, TILEA_MUNCHER, TILEA_BRICKFLOWER, TILEA_BRICKLEAF ; 4 - 7
.byte TILEA_BRICKSTAR, TILEA_BRICKCOINSTAR, TILEA_BRICK10COIN, TILEA_BRICK1UP ; 8 - 11
.byte TILEA_BRICKVINE, TILEA_BRICKPSWITCH, TILEA_INVISCOIN, TILEA_INVIS1UP ; 12 - 15
.byte TILEA_NOTEINVIS, TILEA_NOTEFLOWER, TILEA_NOTELEAF, TILEA_NOTESTAR ; 16 - 19
.byte TILEA_WOODBLOCKFLOWER, TILEA_WOODBLOCKLEAF, TILEA_WOODBLOCKSTAR, TILEA_NOTECOINHEAVEN ; 20 - 23
.byte TILEA_PSWITCH ; 24

Sorry that my post probably isn't much help and is just made up of large amounts of text. I want to help, but a lot of this stuff is time consuming, especially if it's stuff that I haven't had to mess around with before. Unfortunately, that probably means that I'm not necessarily the best person to currently ask about this, or at least, not until I have more time to sit down and work through the stuff more thoroughly. Many people might remember DahrkDaiz's Ice Coin block hack, which switches around the green bouncy note blocks, which are available in the commonly shared Object Set ROM bank, with the ice coin blocks, so that you can effectively have ice coin blocks available in any Object Set (even though, despite details, they might act a bit funky unless further adjustments are made, I guess). The same methodology might be necessary here, but I just need a break from working on it for the last few hours. Again, I apologize about this, but I hope that there's at least one bit of interesting piece of information available here that doesn't just make it seem like I have absolutely no idea what I'm talking about or doing... Or, hey, what do I know? Maybe that's the case. Sorry, folks. Hopefully it's just that my brain's scrambled right now from being so busy lately and everything else going on.

Nonetheless, as always, I wish you the best of luck as you continue to work on this, and hopefully you'll be able to figure and work things out. I believe that you can! Unfortunately, I haven't really been in the SMB3 hacking mindset for the last little while, since I've been focusing on other ROM hacking projects, and that's when I haven't had to focus primarily on life in general, either.

So, for anyone else who bothered to review all of this and potentially see what I'm missing, please come to our rescue!

Quick Curly
Posted on 01-19-16 03:44 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 162449


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Is anyone else "out there" (pun intended) planning to watch the return of The X-Files?

Quick Curly
Posted on 01-22-16 07:27 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 162456


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Fair enough. To each their own. Personally, I find the series creative and interesting. While there are quite a few episodes that could be considered filler, that can be said for a lot of shows. It comes down to each individual's unique interests and preferences, and if they care enough to invest in and be patient with any given show in general.

With all that said, I've actually been trying to watch all of the seasons of the old series before the reboot comes on, but I definitely won't make it in time. I'm about halfway through Season 5 of 9 seasons total.

While the show was on during my younger years, I only saw brief glimpses of it then. So, I'm pretty much watching the show for the first time overall, whenever I have time to watch some episodes. I might not be caught up yet, but I'm looking forward to watching the new miniseries once I am.

Quick Curly
Posted on 01-22-16 07:44 PM, in General Megaman Hacking Thread Link | Quote | ID: 162457


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Yeah, I suppose that that's how I was thinking when I thought Mega Man 3 seemed to be the current main focus around here; the fact that most of the current projects are Mega Man 3 hacks. Though, I didn't mean to neglect considering ROM hacking projects of the other games from in the past, or currently active, ongoing projects like Mega Man 4 Voyage.

Just by considering Mega Man 3 hacks like Megaman Odyssey, Megaman 3 Improvement, Mega Man Crimson, and Togetic, that's primarily why I felt like the game has had some considerably large overhauls to it (regardless of details concerning the projects' statuses and whatnot).

Thank you for your personal insights. I appreciate you sharing them. There are definitely many hacks of the multiple original games overall, and for someone like me who has only played the originals a little bit, it feels a bit overwhelming to consider the thought of trying to play them all, let alone doing well at them.

Quick Curly
Posted on 01-22-16 08:18 PM, in Adventure Island 3 +Googie Edition+ Demo Link | Quote | ID: 162458


Giant Red Paratroopa
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Ah, memories. I was actually just viewing some old videos on your YouTube channel a few days ago because I was thinking about some of your past, unfinished projects. I enjoyed the video of this demo and especially your annotations. They emphasize the old, carefree ROM hacking feelings from the 2000s for me.

I remember playing the original Adventure Island 3 years ago, and probably only once, so unfortunately, I don't really recall much about the original game to acknowledge/recognize how changed your new levels are here. However, I always enjoy and look forward to seeing new work from you, and as far as my personal opinion goes, you can really never go wrong, brother.

I mainly grew up playing the first Hudson's Adventure Island game on my multi-carts, so that's actually the one of the first three that I'm personally most familiar with. However, my personal favourite in the series is actually Master Takahashi's Adventure Island IV/Takahashi Meijin no Bōken Jima IV.

I also still have your ROM hacking folder that you shared with me all those years ago, and I remember that there were still a lot of projects then, including this one. With regards to finishing up old projects in general, which hack(s) are smaller in size and shorter in length for what actually still needs to be done with them? Personally, I would start there.

I understand how it's definitely difficult to not want to hack every game that you see and enjoy with a passion, but how there's never enough time to do so, and how motivation can come and go just like that. While I've told myself in previous years that I would only ever focus on one project at a time, lately, I've become sidetracked at different points and have shifted my attention back and forth between things.

If you're feeling passion for this game again, I definitely encourage you to go for it and make some more progress with it, and perhaps even complete it, if it won't require too much thorough involvement still, as you previously stated in your video's comments that it's intended to mainly be a level hack.

However, again, depending on if you have some even smaller unfinished projects in your collection of ROM hacking projects from over all these years, perhaps knocking off one or two projects that don't require too many changes could potentially be a start, and you could have one large main releases thread for all of your recent, completed projects as you complete and check them off your list, one at a time.

As always, I wish you the best of luck with this and all of your projects, and look forward to their progress and hopeful completions! You can do it!

Quick Curly
Posted on 01-29-16 08:17 PM, in What games are you playin' right now? Link | Quote | ID: 162693


Giant Red Paratroopa
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MegaEliteGamers: Thank you so very much for your post! It's great to hear that you played through the hacks and enjoyed them! Yeah, my level design for the later worlds in the main hacks was pretty thoroughly detailed. The level sizes were fairly large, and maze-like in some cases. However, I design(ed) my levels in the form that I would have personally enjoyed playing them with the family in the comfort of my grandparents' awesome gaming room and family den during my very young years while growing up; spending a whole afternoon playing video games together, eating, and spending time with each other.

When I create a new version of an old game that I remember playing, I can imagine how we would have all played it, and all the original games on our physical Nintendo Entertainment System that we did play, along with the irreplaceable, unforgettable memories of those gaming sessions that we shared.

As for myself, as of late, I played a little Dragon Warrior on NES after reading some recent Romhacking.net topics about the game, which brought back more memories of my younger years for me. It was one of the first games that I ever played, along with the main Mario series. My mother owned the game with the original box, manual, and I believe there was a map for the over-world included in the pack as well. I read everywhere how people refer to the series as the "Dragon Quest" games, but to me, the game has always been Dragon Warrior!

Quick Curly
Posted on 01-29-16 09:00 PM, in General Megaman Hacking Thread Link | Quote | ID: 162697


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Hello, synnae. Welcome to Board 2. Thank you for joining us. We're happy to have you here.

Unfortunately, I'm not a Mega Man/Rock Man expert by any means, but I watched your video, and then I took a look at the "Rockman 2 - Dr. Wily no Nazo (J) [!]" ROM really quickly.

Since you're using an emulator in the FCEUX/FCEUXD series already, perhaps it would be a possible option for you to use the built-in tools, including the PPU viewer and the hex editor, in order to modify the palettes directly, one byte at a time, through trial and error, to achieve the changes and results that you're hoping and aiming for.

I understand that you're just beginning with this, and there's no problem with that. We all start somewhere, and work at different paces. Please don't feel rushed, and we can all try our best to help you out, one step at a time.

For Air Man's stage, the swapping palettes appeared to start at the 0x7E10 region of the ROM file. I used the built-in Code/Data Logger tool to highlight the active bytes (blue bytes are data, like the palette data applicable in this case, and yellow bytes are code; green bytes are used as both data and code). Here are a few images to provide some visuals.







In the FCEUX/FCEUXD hex editors, you can change the value of any number of bytes, and after reloading a level in the main emulator window (usually with a save-state set before the point in the game that you want to test out, or by resetting or powering off) the game will use your changes, and you can see how those changes affect the game. The changed bytes will be shown in red until you actually save them by going into the File menu to do so. This way, you don't have to make the changes permanent until you're absolutely sure that they're what you want. If you want to remove your changes, you can use the Undo option under the Edit menu, and/or use the Ctrl+Z key combination to go back as many changes as you need to, starting from your most recent modifications.

Also, Insectduel made a great observation that I noticed as well. For some reason, the transparency color is "0F" black in the other parts of the original palette instead of the actual background color used. However, that doesn't appear to make a difference.

Simply put, as you can see in the PPU viewer in the above images, there is an object/image palette, and an enemy/sprite palette. Each palette has 16 color values, in 4 4-byte groups. All Insectduel meant in so many words is that the first value in each 4-byte group has to be/have the same value.
In the case of the original game, in this specific stage, that value is 21.
In the case of my temporary, likely blinding edit, that value is 05.

Since I'm not familiar with the game-specific editors at all, unfortunately, I missed if there was anything more to your palettes not changing. However, direct modifications through a hex editor is a potential alternate solution; and again, while you might just be trying this out and are learning as you go along, having the additional visual-friendly features of FCEUX/FCEUXD can help you out with working in a hex editor, and hopefully you'll be able to work things out as you continue with more trial and error. Being able to work with a ROM directly outside of visual, game-specific level editors is a very handy, worthwhile skill to learn and have when it comes to more complete ROM hacking.

Sometimes, with game-specific editors, you aren't seeing how the editor itself is making/saving your changes, and you could be affecting unintended parts of the game without even knowing it, depending on how the editor is programmed. Working directly, you can see and even keep a personal record of every individual ROM offset that you're changing, what it originally was, and what you're changing it to. Thorough personal documentation on a project can help you keep better track of everything that you're doing, so if you take an extended break from it and come back to it later, you can remember everything that you've done so far. Not only that, but if there's something that you need to fix, you can more easily reference where any potential problematic source could be.

Best of luck, and I hope that this post is helpful in some way. My apologies for the length of it and multiple topics covered all at once, but for anything that you might benefit a more slow, in-depth analysis of, please feel free to ask for myself and/or other fellow members. Thank you, and I hope that you enjoy your stay.

Quick Curly
Posted on 01-29-16 10:17 PM, in [NSFW] Naked Princess Peach F*cks the D*ck Nazis Link | Quote | ID: 162699


Giant Red Paratroopa
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Hax0rkyo: You're entitled to your personal opinions, perspectives, and artistic pursuits, but please don't intentionally spam the forum and make personal attacks on other members. You have been warned.

With that said, congratulations on your new release. I've followed the many hosts of "Bad Hacks" over the years.

However, you have to expect such responses given the content. While I personally might not necessarily agree with the suggestive natures of the majority of these works (which are at oftentimes simply the same subjects and themes repeated and carried over from one hack to another) I don't try to take them seriously since they're just hacks.

However, you're definitely going to offend a lot of people with your personal design choices, and considering how long you've been doing this, you should already know and expect as much by this point. To some degree, part of your goal has to be to incite such negative reactions and criticisms.

Nonetheless, it does seem that some work has been put into this hack, despite details of whether or not said content is offensive to people. Dr. Floppy's work is always great to me. It's cool that he contributed new music to this hack.

Mike-Tech: After a little searching, I found one of the original recent posts that I remembered seeing from another one of these kinds of hacks being submitted and accepted. I.S.T. explained in this Romhacking.net topic:
Posted by "I.S.T. in August 2015"
We've had this discussion so many (censored) times. We are not having it again. We are not going to reject a hack based off of its content unless it somehow has embedded child pornography or something extreme like that.
Later on, in this topic:
Posted by "I.S.T. in October 2015"
Do I have to start hitting people with massive books named "We've had this discussion over 30 times and it's allowed and if you don't like it go away?"

Because I will.
I wanted to be able to find one of the posts that I seem to recall better explaining it in so many words, but unfortunately, I can't seem to locate one right now. However, basically, on some level, there's personal freedom and all that. You have the right to your own opinion and choice to disagree with someone else about something, but that doesn't take away their freedom for their own voice and choice to do it, whether it's morally right or wrong and politically correct or not.

While you have your right to express your opinion about this specific hack, to be fair and technical, the thread title clearly had a "[NSFW]" tag included, so it was your choice to come into the thread at all. Sometimes, making your voice be heard is worse than not. Sometimes, not saying anything can prove more effective of a point and protest than coming and giving the other person the satisfaction of eliciting any kind of response from their hopeful audience. If you detest these kinds of hacks, you would make more of a point by just ignoring them completely like the majority of other people who simply don't like them. It's doubtful, but perhaps if people don't give them any attention, we won't see these kinds of hacks anymore, because they won't be receiving praise or criticism of any kind, and they might move on to something else.

I can understand how there are people who either don't understand and/or can't believe how Romhacking.net can accept such submissions to their site, being one of the main ROM hacking related destinations on the Internet, if not the primary, and deny other submissions for other reasons besides blatantly offensive content. However, what I believe the posted explanation(s) that I was searching for stated was that denying these "Bad Hacks" would result in complaints of an entirely different nature in censorship. Sure, they have their own site, and there are probably more people who disapprove of "Bad Hacks" than not, which means that accepting them is appealing to more of a minority than majority and public-friendly eye, but nonetheless, it's a lose-lose situation. At the end of the day, they exist, and you have complete power in your own life as to whether or not you acknowledge them and allow them to affect your life.

Quick Curly
Posted on 01-31-16 04:44 PM, in Adventure Island Hacking Link | Quote | ID: 162712


Giant Red Paratroopa
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Happy to see you again, Danger X. That's cool.

Thank you for the download link; however, unfortunately, you shared it in ROM format, so I had to remove the link. Just like on Romhacking.net, please don't publicly share ROMs, ROM links, names of ROM sites, or links to ROM sites, etc. Please upload and share IPS, UPS, xdelta, or BPS patches instead, just as you would at Romhacking.net. This is your warning. Thank you in advance. Again, I do really appreciate your help, but this is a well established rule in the ROM hacking community, and we have to the enforce the rules here.

With all that said, I did take a quick look at the hack. I hadn't heard of this one before. It does seem that this hack has more thorough changes, including a more heavily modified title screen intro sequence, and new music. It's pretty nice.

I didn't take the time to heavily study the ROM file in the hex editor because I don't really have the time or interest to commit towards doing so right now, but just from visually examining the level's background in the hack, it seems like all the author(s) really did here was modify the tile pattern(s) like from the little data that I was referencing in my previous post. Perhaps the reason why the original graphics are screwed up if they are added back into the hack is because additional attributes were modified in order to accommodate for the new graphical layouts and tile patterns. This, of course, is just an assumption. Overall, the order of at least the first two levels was switched around, but the main physical design remained the same. So, I still wouldn't really consider this a *true* level hack, but it's definitely a very nice redesign and overhaul otherwise. Thank you again for sharing the name and the information.


Quick Curly
Posted on 02-03-16 04:44 PM, in Flash in Streets of Rage 2 Link | Quote | ID: 162716


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Nice work. Super speed in fighting games is always fun!

Quick download link for the hack: Flash in Streets of Rage 2 by Metal64

So do you primarily focus on graphical/character implementation hacks for Streets of Rage 2 specifically? Do you have any other projects in mind/lined up that you hope/plan to work on?
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