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Kiokuffiib11
Posted on 07-10-09 10:21 PM, in Doki Doki Panic (rev. 2 of 07-10-09 10:27 PM) Link | Quote | ID: 110272


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Before I start explaining this to everyone, how I'm changing this ROM, let me mention the reasoning.

I have heard a lot of people say "Why not just play Doki Doki Panic, because it's just the same with different graphics."

That's not true.

Doki Doki panic had a lot of flaws which SMB 2 fixed.

In Doki Doki Panic you could not run, and nothing was animated. The waterfalls literally could cause seizures, and many of the other sprites that WERE animated, had 2 frames, versus SMB2's version where they had around 8 (Or somewhere around there). I am referring to the Albatross here in this case.

Doki Doki Panic you had to beat the game with ALL of the characters (Play through the game 4 times, once with each character), versus one character.

The Downside is, when Doki Doki panic was turned into SMB2, they changed music, various other things like the gate, and turning those cool masks into Mushrooms, and various other graphics.

Now: What I have changed sou far:

I've adjusted the whole story Via hex editing to match the story of Doki Doki Panic. On the title screen sou far I have the magical book with Help above it, and the monkey.

The character screen has been fully changed to the Doki Doki Panic characters,
Imajin's sprites are fully changed,
Characters DON'T shrink when at 1 health,
Shell turned to a mask,
Mushrooms to masks,
Health mushroom to a heart,
Subspace potion is now a lamp.
Characters on the contributor screen (at the end) have their Japanese names now,
Imajin's pic at the end fixed.

This brings me up to my problem:



I've been trying to find how to make the characters not go into the ground 4-6 sprites down when shrunk (Once you link the small sprites to the large character area (Instead of the small character area).

I've been even trying to follow the Debugger code backwards, but the shrink code (06F9) has a BRK in it . I also tried out some other things, but to no avail.

I still can't figure out where it traces back to.

I've tried different things for hours on end and am frustrated at this.

If it will help you here is the info I've found that Semi corresponds.

$06F9 - Current Character (Appearance,not stats) (1st quarter of left Table)
......00 - Large Mario
......01 - Large Luigi
......02 - Large Princess
......03 - Large Toad
......04 - Small Mario
......05 - Small Luigi
......06 - Small Princess
......07 - Small Toad


0x01FE1E - Large Mario sprite
0x01FE1F - Small Mario sprite
0x01FE20 - Large Princess sprite
0x01FE21 - Small Princess sprite
0x01FE22 - Large Toad sprite
0x01FE23 - Small Toad sprite
0x01FE24 - Large Luigi sprite
0x01FE25 - Small Luigi sprite


$06F6 - Character growing or shrinking

$04C2 - Current life in the life meter
......0F - One heart
......1F - Two hearts
......2F - Three hearts
......3F - Four hearts

$04C3 - Number of bars in the life meter (for visual purposes only)
......FF - One bar (doesn't work very well)
......00 - Two bars (default)
......01 - Three bars
......02 - Four bars

0x007E7D - Pointer to tiles used for life bar
0x007E88 - Life bar properties (palette, mirroring, etc.)
0x007E93 - Space between each life bar

$E6A1:8D C2 04 STA $04C2 = #$1F ;Life will have 2 hearts
$E6A4:A9 00 LDA #$00 ;Store 00 into the following
$E6A6:8D C3 04 STA $04C3 = #$00 ;Bars in the life meter are reset to 2

$F71A:8D C2 04 STA $04C2 = #$00 ;Current Life in meter

$0014 - Page of main character's X position
$001E - Page of main character's Y position

$0028 - Fraction of main character's X position on page


Like I said, it puts the graphics 4-6 pixels in the ground when you shrink.

Please help me on this!

Thank you for looking at this!

I changed:

01FE1F - Small Mario to 00 Large Mario
01FE25 - Small Luigi to 01 - Large Luigi
01FE21 - Small Princess to 02 - Large Princess
01FE23 - Small Toad to 03 - Large Toad

That's what keeps them large.

Please help! I've been struggling with this for awhile.

Thank you!



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Kiokuffiib11
Posted on 07-11-09 05:23 PM, in Doki Doki Panic (rev. 2 of 07-11-09 05:25 PM) Link | Quote | ID: 110295


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I've unfortunately tried to follow it. I can't figure out where it's going.

I was thinking (Last night after bed), that I might be able to have an emulator check for changed values, then trying out those values one by one.

But I can't remember which Emulator can do that.

If you can, please tell me.

And thank you.

Where can I post pics?

I've still got loads of work to do, but, I'm coming along. I'm kind of at a standstill until I can figure this out.

If you want to see what my problem looks like, try changing the values I posted in my previous post.

PS: Thanks for posting back.

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Kiokuffiib11
Posted on 07-13-09 09:22 PM, in Doki Doki Panic Link | Quote | ID: 110418


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Sorry about taking sou long to reply.

I just made a collage of a few screen shots (Including my problem), but, I need a site that will be friendly to me posting ROM pics to. Deviant Art is against it, Where should I post it?

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Kiokuffiib11
Posted on 07-14-09 04:12 AM, in Doki Doki Panic Link | Quote | ID: 110443


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Image shack sucks bad (They constantly erase your files)

Here: http://acmlm.no-ip.org/uploader/get.php?id=1741

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Kiokuffiib11
Posted on 07-14-09 04:10 PM, in Doki Doki Panic (rev. 3 of 07-15-09 05:24 PM) Link | Quote | ID: 110497


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I might try looking at the values before and after the resizing, try fooling with those, I'm not sure what else to do.

Does anyone have an idea?

*Is frustrated*

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Kiokuffiib11
Posted on 07-16-09 05:11 PM, in Nostalgia Link | Quote | ID: 110677


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(I have no clue how old this post is)

But, the coloured text he put for the word Internet, was ascii.

It was quite common on dial up BBS' in the 90's.


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Kiokuffiib11
Posted on 07-16-09 05:28 PM, in Free, downloadable games Link | Quote | ID: 110679


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Does anyone remember a dos game where you control 3 different guys, each with different guns, in an over head shoot em up game, I can't remember the name of it anymore.

It was originally on the Night owl BBS. (A long long time ago).

It was for DOS.

Anyone remember the name/own it?

I can't really remember much more than that.

You controlled all three guys at once.

(It was meant for three players, but, you could do it with 1.)

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Kiokuffiib11
Posted on 07-16-09 05:41 PM, in 1-letter Swap Link | Quote | ID: 110680


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The sky SCRAPER stood high above the other buildings.

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Kiokuffiib11
Posted on 07-16-09 09:36 PM, in SMB3 Title Screen Editor Link | Quote | ID: 110696


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I'm doing some editing to the rom I'm working on.

I'm changing the words "Super Mario 2" to the Doki doki panic Kanji.

What you need to do, is run FCEUX, highlight each letter, write down the tile ID in order, and then open up a hex editor, and find a string with that, change the value in order then editing the tiles in that order in Tile layer pro.

Or Alternatively, you can use Nintendulator, turn on tile numbering, take a screen shot, and hex edit it, then open up a hex editor, and find a string with that, change the value in order then editing the tiles in that order in Tile layer pro.

I did the second.

I hope that helps.

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Kiokuffiib11
Posted on 07-16-09 11:47 PM, in Help with custom Magic Balloon Link | Quote | ID: 110700


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I would say, probably the best way to find that, is looking in ZSNES, and trying to find a changed value in the game genie mode.

I think it would be able to find the hex there too.

Don't quote me on that, but, I believe it does.

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Kiokuffiib11
Posted on 07-17-09 12:00 AM, in Mario RPG Luigi and Link Hack (rev. 2 of 07-17-09 12:13 AM) Link | Quote | ID: 110713


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I personally like graphics editing.

Especially sprite editing.

After I'm done with this project, I could probably help.

I promised someone I'd do a quick graphics edit once I get finished with my project, but, I'm having MAJOR problems with one thing. ( http://acmlm.kafuka.org/board/thread.php?id=5182 ) and once I get that done, the rest of the project will fly by. Then I could help you with yours.

Send me a private note or E-mail me at Kiokuffiib11@Hotmail.com if this sounds good to you.

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Kiokuffiib11
Posted on 07-17-09 05:49 AM, in An alternative to Youtube? Link | Quote | ID: 110746


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I've noticed the Youtube crazy removals too.

They've removed many videos of rom hacks.

You know the ones that you stand in place (SMW) and it plays the level for you, with some cool music in the background?

Yeah, I've seen SEVERAL of those get removed, and some rom hack showings.

I think it's ridiculous.

That's my 2 cents.


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Kiokuffiib11
Posted on 07-17-09 06:01 AM, in What's a .dat file? Link | Quote | ID: 110747


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Sou, um, what programs use DAT files like this?

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Kiokuffiib11
Posted on 07-17-09 06:08 AM, in Hello World! program failure Link | Quote | ID: 110748


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10: print "Hello world"
20: goto 10
run

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Kiokuffiib11
Posted on 07-21-09 06:13 PM, in Sim City, SNES Link | Quote | ID: 110937


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I personally think the SNES version of Simcity is STILL the best.

However, when it comes to hex editing it,,, I'm not sure if I could be much help.

If you search for the values with the value finder in ZSNES,,, searching for the values like a game genie code, doesn't it tell you the hex value?

I would think that would be the way to go.

If this DOESN'T work, please tell me at Kiokuffiib11@Hotmail.com , because I'd love to know either way.

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Kiokuffiib11
Posted on 07-21-09 06:23 PM, in Rom Patchers Link | Quote | ID: 110938


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The super mario world rom is often a bad dump. Celtic608 on youtube helped me get a bundle of a clean SMW rom and Lunar IPS (A higher version than I found anywhere else).

I don't know if that helps you any, but, I had the same problem with patching SMW until I got the clean rom.

Sorry, I'd post a link, but, it's not allowed here, but, I did the next best thing.

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Kiokuffiib11
Posted on 07-21-09 06:53 PM, in NES Tile Attributes Link | Quote | ID: 110940


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I've read up on palette editing, if that's what you're aiming for.

This site is awesome for rom hacking info: http://www.nesplayer.com/database/info/emulation/doc/romdoc.html

Basically you take an emulator like NESTICLE, and look at the pallette for what you're wanting, Use a hex editor like windhex, and search for the value, use the chart afterward to change the value to something you want colour wise.

I understand the concept myself, but, I'm going to be putting it to the test pretty soon.

NESTICLE can also show you what different types of palettes there are on the tile editor built in.

If you're going for a quick graphics fix, I recommend Tile layer pro.

Some people recommend YY-char. Whilst it DOES show things in tile order, I prefer TLP because you can arrange the tiles on the side, and put them down in other order.

If you're talking about the order the tiles are on the screen (If you want to rearrange the order), you need to use FCEUX and the debug/name table viewer (mode) to find the values of each tile. Then you search up the value on windhex or any other good hex editor, and rearrange the order to how you want it.

Or alternatively you can use the Nintendulator program and debug/turn on tile numbering. That's a lot quicker way to find the hex values, and alot more exact. Take a screen shot of that (Prt screen), then put it in paint/photoshop, then hex edit it like I said before in the other example (I speak from experience on this one).

I hope this helps. If you'd like to get a hold of me, E-mail me at Kiokuffiib11@Hotmail.com

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Kiokuffiib11
Posted on 07-21-09 07:00 PM, in MM2 Music notation Link | Quote | ID: 110941


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I'd recommend examining the values of the current song, and if you don't know it, doing a search for recommended values (by notes), then making a table off of it.

If this will help, here's the values of the SMB 2 rom music.

You can use them to do a relative value hopefully.


02=c2
04=D2
06=d2
08=E2
0A=F2
0C=f2
0E=G2
10=g2
12=A3
14=a3
16=B3
18=C3
1A=c3
1C=D3
1E=d3
20=E3
22=F3
24=f3
26=G3
28=g3
2A=A4
2C=a4
2E=B4
30=C4
32=c4
34=D4
36=d4
38=E4
3A=F4
3C=f4
3E=G4
40=g4
42=A5
44=a5
46=B5
48=C5
4A=c5
4C=D5
4E=d5
50=E5
52=F5
54=f5
56=G5
58=g6
5A=A6
5C=a6
5E=B6
60=C6
62=c6
64=D6
66=d6
68=E6
6A=F6
6C=f6
6E=G6
70=g6
72=A7
74=a7
76=B7
78=C7
7A=c7
7C=D7
7E=bk

Big letters are normal notes, small letters are Sharps, bk = blank

BTW, if you find out the values for Mega man II's music, I'd love to have a copy of the table (Or documentation), as I want to eventually hack it too.

My E-mail is Kiokuffiib11@Hotmail.com

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Kiokuffiib11
Posted on 07-22-09 07:22 PM, in Super Mario 2 Values (Intro and palette) Link | Quote | ID: 110988


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I thought I'd share some info about SMB2 that I found.

The Tile Palette in order is:

Tile Palette location:
1892-18b1

Default Hex Values in order:
[22 37 16 07 22 30 31 0f 22 30 0f 0f 22 30 0f 0f
22 30 28 0f 22 30 25 0f 22 30 12 0f 22 30 23 0f]

Although on Ultra FCE The values will appear like this:

[22 37 16 07 22 30 31 0f 22 30 0f 0f 22 30 0f 0f
00 30 28 0f 00 30 25 0f 00 30 12 0f 00 30 23 0f]

For some reason FCAE reads 22 as 00.

Now for the intro hex:

To change the words "Super Mario bros. 2:

First comes the location of the characters, then the default hex values are in Braquettes just in case you mess them up:

SMB 2 LOGO

[FB is blank and when the code hits FB, that's when it jumps to a new part of the line, hence where there are two and three parts to some things]


176D-1776 SMB 2 LINE 1 [00 01 08 08 FC 01 FC 08 FC 01]


177A-1783 SMB 2 LINE 2 [02 03 08 08 0A 05 0B 0C 0A 0D]



1787-1790 SMB 2 LINE 3 [04 05 04 05 0E 07 FC 08 0E 08]



1794-1798 SMB 2 LINE 4 [06 07 06 07 09] [PART 1]



179C-179F SMB 2 LINE 4 [76 09 09 09] [PART 2]


17A3-17A4 SMB 2 LINE 4 [F9 FA] [PART 3]



17A8-17B1 SMB 2 LINE 5 [00 0F 01 00 01 FC 01 08 00 01] [PART 1]



17F6-17FD SMB 2 LINE 5 [FC 01 FC 01 00 01 00 01] [PART 2]


17B5-17BC Line 6 [10 10 08 10 08 10 08 08 10 08] [PART 1]


1801-1808 Line 6 [10 08 10 08 10 08 10 08] [Part 2]

17c2-17cb Line 7 [08 08 08 08 08 13 0D 08 08 08] [PART 1]

180C-1813 LINE 7 [13 0D 13 0D 08 08 77 03] [PART 2]

17cf-17d8 LINE 8 [08 08 08 FC 08 0E 08 08 08 08] [PART 1]

1817-181e LINE 8 [0E 08 0E 08 08 08 12 08] [PART 2]

17dc-17e5 LINE 9 [08 08 08 10 08 08 08 08 04 05] [PART 1]

1822-182A LINE 9 [13 05 08 08 04 05 04 05 08] [PART 2]

17e9-17F2 LINE A [09 09 09 09 09 09 09 09 06 07] [Part 1]

182e-1836 LINE A [11 07 09 09 06 07 06 07 09] [PART 2]

183A-183D LINE B [14 15 16 17]

1841-1844 LINE C [18 19 1a 1b]

1848-184B LINE D [1c 1d 1e 1f]

184F-1852 LINE E [fc fc fc 20]

1856-1859 LINE F [76 76 76 21]



I hope people enjoy this, and I hope this can help someone.

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Kiokuffiib11
Posted on 07-24-09 05:20 PM, in Super Majesty Brothers Link | Quote | ID: 111092


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I think that the hack looks interesting, but the music remix doesn't go SMB 1 song at all.

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