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Kiokuffiib11
Posted on 10-21-09 07:26 AM, in Mega Man X level graphics Link | Quote | ID: 117660


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Actually believe it or not, there are some games on NES with a little bit of graphics encryption (Like there's pieces of Mega Man 4 that I believe are encrypted, like the picture of Kalinka). But they're not common.



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Kiokuffiib11
Posted on 10-21-09 06:13 PM, in Mega Man X level graphics Link | Quote | ID: 117691


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Thankfully there are editors like Nesticle that let you edit graphics IN game.

Although I wish that were the case on Mega Man IV, but, it can't save to the rom in that one.

I do digress,

There's got to be some way to remove the encryption on the SNES roms' graphics.

I just don't know how. If anyone knows, I would love to know how.

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Kiokuffiib11
Posted on 10-22-09 06:15 AM, in Mega Man X level graphics Link | Quote | ID: 117742


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Sou how would one go about uncompressing, and more importantly recompressing these roms, sou they could be edited?

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Kiokuffiib11
Posted on 10-22-09 06:19 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117744


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I would think that having a setting (mode) where you could make the lines visible/invisible would be the fix for the confusion.



Posted by JaSp
Well it would be really messy if you have a lot of these platforms (flying arrows everywhere); I think the more flexible way would be to include the dotted paths, but add an option to hide/show all the guides (including arrows and other stuff like that)


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Kiokuffiib11
Posted on 10-22-09 05:46 PM, in Mega Man X level graphics Link | Quote | ID: 117766


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NIce. I didn't even know that existed. With some fiddling, do you think it could remove the compression in Mega Man IV?

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Kiokuffiib11
Posted on 10-23-09 03:45 PM, in Megaman Odyssey Project Link | Quote | ID: 117844


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Posted by Insectduel


Speaking of time, I spent at least 5 hours a day trying to contruct all Megaman tiles using Matrixz's new version of Capcom Sprite Assembler and most of the common tiles used in the main game still needs to be fixed plus trying to add the MM6 buster charge animations.


How do you get the Capcom sprite assembler to work right?


When I use it, the objects are skewed weird, and like flat, it looks quite weird.

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Kiokuffiib11
Posted on 11-16-09 10:50 PM, in Hex calculator (rev. 3 of 11-17-09 12:35 AM) Link | Quote | ID: 119503


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I found a hex calculator I thought I'd share:

http://sourceforge.net/projects/edanator/

This thing does normal numbers to hex, and does binary (if you need that)

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Kiokuffiib11
Posted on 11-17-09 06:50 PM, in Hex calculator Link | Quote | ID: 119587


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Posted by Trelior
Posted by boingboingsplat
...doesn't Windows calculator already convert from decimal to hexadecimal to binary, and even to octal?


I didn't realize that the normal calculator did. Just turn it to Scientific, then Hex.

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Kiokuffiib11
Posted on 05-02-10 09:01 PM, in Chip'n'Dale level editor: Y/N? Link | Quote | ID: 130830


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I'd be interested in this. And the code you should paste over to Datacrystal.org thay way other people could use it too.

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Kiokuffiib11
Posted on 05-09-10 07:10 PM, in Megaman Fan Movie Link | Quote | ID: 131053


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This movie is awesome, and actually, ALMOST is just as good as movies you see in theaters.

I saw only one flaw in the movie.

They were playing music in the background, and they finished out the sound, cut off the music suddenly, and then it looked like the movie skipped. (I think they just didn't smooth it out).

It's awesome otherwise.

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Kiokuffiib11
Posted on 05-19-10 05:47 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 131310


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I tried out the editor (The link on the earlier posts), and it only has the new and open project thing only. When you start a new project it doesn't do anything. There was no option to open the smb 3 file.

Am I doing something wrong? And do you have a link to the latest editor?

I hope you don't mind this. Sorry for the trouble.



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Kiokuffiib11
Posted on 05-21-10 09:04 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 131386


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OH! I thought it was a final, or working one.

Looking forward to the "1.0" then.

Posted by Ailure
Posted by Kiokuffiib11
I tried out the editor (The link on the earlier posts), and it only has the new and open project thing only. When you start a new project it doesn't do anything. There was no option to open the smb 3 file.

Am I doing something wrong? And do you have a link to the latest editor?
You couldn't make hacks with the "preview releases" that was released earlier. And you just have to wait patiently for 1.0.


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Kiokuffiib11
Posted on 05-27-10 06:19 AM, in Game Genie Code List Link | Quote | ID: 131497


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Posted by GameGenie81
Who has any GG codes for the NES version of California Games which will enable you to have unlimited tries when you fail (that way certain events are only over when the timer runs out)?

Normally, you can fail only once in Practice mode and three times when in compete mode before the event is over.

The rollerskating event is the most difficult of them all.

~Ben


Honestly, the best way to find out the code is use FCAE and then have it watch the value 03. (I think 3) and then watch it as it changes.

Then find the hex value. Then if you want a game genie code for it, the use Nes Game Genie Encoder/decoder (Found on Romhacking.net) to make a code for it.

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Kiokuffiib11
Posted on 05-27-10 11:05 PM, in ASM Hack Doesnt Work D= [Solved] (rev. 3 of 05-27-10 11:13 PM) Link | Quote | ID: 131514


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Posted by Darknoob
ok i have created a ASM hack but something is wrong with it

Heres The Code:

dcb "INIT"
RTL

dcb "MAIN"
LDA $00 ;makes ON/OFF Swtich OFF (Works)
STA $14AF ;Save Status
LDA $0DBF ;Loads Marios Coins
CMP #30 ;If Marios Coins Is Less Than 30
BCC Return ;Return
LDA $01 ;makes ON/OFF Swtich ON (Not Works)
STA $14AF ;Save Status (Not Works)
RTL
Return:
RTL

Ok so Wheres The Error?
Did I Miss Something?


I don't know too much about programming, but I think the return should be AFTER the STA $14AF

See above your return works and below it, it does not.

Therefore where the RTL is, I would say replace that with the BCC return.

Don't forget to remove the original BCC return.

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Kiokuffiib11
Posted on 05-28-10 02:50 AM, in ASM Hack Doesnt Work D= [Solved] (rev. 2 of 05-28-10 03:01 AM) Link | Quote | ID: 131518


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That's kind of interesting.

Sou if I'm understanding this, the STA $14AF was making the rest of the code not work?

Or was it the LDA $00 that was overloading the memory, thus not allowing it to work?



---------------------------Edit-------------------------------------------------------------
OH!

Upon looking at this a bit closer, it looks like the return to RTL returned to the later RTL not the first RTL, therefore after it got done with the sequence the first time, it went to the last RTL, which didn't have any code after it, therefore creating an endless empty loop.

Eg:"

RTL
Return:
RTL

"

This would send the loop back to the previous RTL (Shown here) looping it endlessly with nothing in between those two commands. Am I right?

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Kiokuffiib11
Posted on 05-30-10 06:54 AM, in Which games would you like to see a editor for? Link | Quote | ID: 131581


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Little Nemo would be an awesome game to have an editor for.

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Kiokuffiib11
Posted on 05-31-10 04:36 PM, in The most annoying problem in SMB1 hacking Link | Quote | ID: 131596


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I think it's a palette issue. See if changing the inside of the letters to different colours.

If that doesn't work, search for the colour's value in hex, and change it.

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Kiokuffiib11
Posted on 06-03-10 01:36 AM, in Tecmo music Link | Quote | ID: 131641


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I've looked around and board 2 seems to be the ONLY site mentioning this utility.

Best help I can be is Romhacking.net has a few utilities to help.

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Kiokuffiib11
Posted on 06-08-10 04:31 AM, in Rate the VG song above... (rev. 2 of 06-08-10 04:38 AM) Link | Quote | ID: 131833


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Posted by Frozen2Dream
9/10. I wish it could have gradually charged up for the instant hardishness instead of rushing into it. That aside I love it, changes moods and pace every now and then, nice song all together.


One of those underrated games, but still has some good BGM's to it. Here is one of them.
Threads of Fate - Passing Though A Forest


I'm sorry the last person didn't do it right.

8 out of 10.

Your song was very peaceful, and seemed like it would be awesome level music.

Which system is that for?

Posted by ninjablooper
Most of you will know this from SMW hacks.

The SMW wasn't too bad, I say mayhaps a 5 out of 10, but, given it's a SNES one, I would say the choices of instruments should have been better to give it a more SNES like feel rather than an NES one. If it were mentioned as an NES one, I would have given it a higher rating, but the instruments don't sound very SNES like.



Also, though it's not game music, here's something I wrote. I'd love to hear an opinion on it. (Hope I don't get in trouble for it)

http://d.facdn.net/art/kiokuffiib11/music/1227314324.kiokuffiib11_nature_in_november.mp3

I also don't know if this can be embeded or not, sou I'll post it like that.

What do you think of mine?

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Kiokuffiib11
Posted on 06-08-10 05:37 PM, in Rate the VG song above... Link | Quote | ID: 131839


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Yeah. I made that one (Nature in November).

It took me 20 days in FL studio. I'm very proud of it.

Thanks for the 10 out of 10.

As for the DK2 song, I've always liked this one. The background music (if you listen close enough) uses the same instruments to perfect dark (Another one of my favourites).

8 out of 10 for this one. I have a soft place for this song because of that instrument.

Here's another one of mine.

http://d.facdn.net/art/kiokuffiib11/music/1197245593.kiokuffiib11_phantom_of_the_courtyard.mp3

This one is my first whole song I wrote. Be kinda easier on this one. I know it's nowhere near perfect.

It took me all of October in 2007.

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