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mortalkenshi2
Posted on 02-22-07 04:14 AM, in Halo: Combat Devolved Link | Quote | ID: 4112


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It looks good!! I cant wait to play!

mortalkenshi2
Posted on 02-22-07 06:11 AM, in Sonic 1 Megamix Link | Quote | ID: 4276


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So how do you get to the character select screen? I am new to sonic games so I am not sure.

mortalkenshi2
Posted on 02-22-07 08:40 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 4701


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here is rstewarts last post well, the last good post in the old thread:



Posted by rstewart215804
Sorry if I haven’t been around to post in a while school work and the lack of an Internet connection has kept me away. Anyways during this time I used nemu64 to check the Ram which the behavior commands point to. At first it all looked like a mess to me then I realized there was a pattern. In an article on another forum clinched what I thought. The behaviors are run by scripts and the rest of the game also is run by scripts too. The scripts start with 0x27BD or at lest most of do. In the Rom they start about byte 100 and go on from there.

An example of a 0x27BD command.

27BD FFE8 AFBF 0014
3C0E 8036 8DCE 1160
8DCF 00F0 25F8 0001
ADD8 00F0 2404 00C8
0C0A 8DA9 2405 0014
1040 0004 0000 0000
3C04 8036 0C0A 815A
8C84 1160 0C0A AD72
0000 0000 1000 0001
0000 0000 8FBF 0014

What really amazed me about the scripts is that they are used in most every Nintendo 64 game and the almost always start with 0x27BD.

Also I found out what the 0x16 command does. It loads Rom data directly to a specific point in the Ram. Normally it is only used in the level loading process to load scripts into ram but you can also use in to do other things.

[16][10] [0000] [8016 F000] [0021 F4C0] [0026 9EA0]

1. Directly Load Ram Command
2. Length
3. Always 0000
4. Ram address to start loading the data to.
5. Rom address to start loading the data from.
6. End of Rom address

I now have enough information to make a new level or at least change the polygons of a current one. At the end of the level data there is some geometry layout data. I found this out to be all the Geometry for the level. By taking the pointer level polygons with that of Mario head I changed I changed the entire level into Mario head. The collision data still worked the like it should so I could walk around a transparent level with only a huge Mario head as a guide. I will post a screenshot next time.



mortalkenshi2
Posted on 03-08-07 07:18 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 12280


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well i had to keep this thread moving along so here is some new data. I finally got my hands on helping toad fix up a mega mushroom. But its a prototype so I guess rstewart had to go to the future to get his mega mushroom. Anyway here is what happened when mario used it.


Photo Sharing and Video Hosting at Photobucket

Bowser and mario are both going to rule the world some day. The collision data has to be changed or he acts just like normal mario.

mortalkenshi2
Posted on 03-08-07 07:21 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 12282


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Posted by Raccoon Sam
Those are some godawful graphical modifications there.


?

mortalkenshi2
Posted on 03-08-07 07:22 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 12284


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Posted by mortalkenshi2
Posted by Raccoon Sam
Those are some godawful graphical modifications there.


?



what the heck happened to my picture? oh well.... i cant post it again sorry but well the point was that I made mario bowsers size.

mortalkenshi2
Posted on 03-11-07 09:08 PM, in Halo: Combat Devolved Link | Quote | ID: 13946


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I might be able to BTW are you doing this by editing an actual NES game or are you using gamemaker or something like that?

mortalkenshi2
Posted on 03-11-07 09:24 PM, in REALBasic Help Link | Quote | ID: 13951


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I am a mac user and I am using a copy of REALBasic which is close to the same language as VisualBasic (PC users). Anyway, as I wanted to try out the program I started my own mini kinda of Mario64 editor. I currently only have the User Interface done and a little bit of scripting for the open rom and save rom but I need some help. How can I make it so that when it loads the Rom it actually loads like all the bytes like a hex editor? And how can I get the levels from mario 64 to get in there while Im at it?

mortalkenshi2
Posted on 03-12-07 08:05 PM, in REALBasic Help Link | Quote | ID: 14373


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Well do you guys even have a solution for my first question?

mortalkenshi2
Posted on 04-24-07 11:58 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 29620


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Great graphic editing you got there. Take a look at my sm64 editing.

Photo Sharing and Video Hosting at Photobucket

WALA!!!! Somebody get me a medal! nah just kidding so i managed to restart what i started but my lapotop doesnt work anymore so i had to use another computer. anyway, anybody tell me what you think. this is just the beginning, i have to finish decoding what yoshi's legs are and then attach to mario by locating his legs etc.

mortalkenshi2
Posted on 04-26-07 12:09 AM, in Super Mario 64 Hacking Thread Link | Quote | ID: 30111


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Its a hack my bro made. He changed the castle hills into a black and green thingie. and then i used vl's hack for info on how to make any kind of cap that i want in any place so I got the cap and then in the end he will look like the yoshi from smw. what i am doing though is in hex not GS!

mortalkenshi2
Posted on 05-14-07 11:52 PM, in Super Mario 64 Hacking Thread Link | Quote | ID: 35337


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Hey, posting a new thing here since i had nothing else to do. This is what it looks like. The more you know the more you can add on. Don't add general stuff add what it does in the level.

24 18 1F 36 05 B0 03 00 01 BE 00 00 01 46 00 00 00 00 00 00 13 00 48 68
Chain Chomps Gate

24 18 1F 37 F7 01 02 CD 04 00 00 00 00 2D 00 00 00 03 00 00 13 00 4B 1C
Teeter Bridge

24 18 1F 00 F7 FE 00 20 F4 03 00 00 00 19 00 00 00 00 00 00 13 00 25 E0
Unknown

24 18 1F CF F7 15 00 00 F1 9E 00 00 00 1B 00 00 00 00 00 00 13 00 14 78
Gate Switch [Switch]

24 18 1F CA 06 4C 01 2C 12 03 00 00 00 00 00 00 00 28 00 00 13 00 1B 70
Rotating Platforms

07 04 00 00
Unknown

24 18 03 00 05 FF 0F 00 EA 47 00 00 00 00 00 00 00 00 00 00 13 00 3A A4
Black Rolling Balls

24 18 3C 00 05 FF 0F 00 EA 47 00 00 00 00 00 00 00 00 00 00 13 00 3A 80
Black Rolling Balls

24 18 03 00 02 0C 0B 09 EA E8 00 00 00 00 00 00 00 02 00 00 13 00 3A A4
Black Rolling Balls

24 18 3C 00 02 0C 0B 09 EA E8 00 00 00 00 00 00 00 02 00 00 13 00 3A 80
Black Rolling Balls

24 18 1F B4 FC 1F 03 76 F2 13 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 1F B4 FC EF 03 76 EF 33 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 3E B4 FF A3 03 76 F2 AA 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 01 C3 E9 A5 00 8C 17 81 00 00 00 00 00 00 00 02 00 00 13 00 31 DC
Pink Bob-Omb

24 18 01 C3 E7 96 00 00 1A 18 00 00 00 00 00 00 00 01 00 00 13 00 31 DC
Pink Bob-Omb

24 18 3E C3 E9 A5 00 8C 17 81 00 00 00 00 00 00 00 00 00 00 13 00 32 28
Pink Bob-Omb Cannon

24 18 3E C3 E7 96 00 00 1A 18 00 00 00 00 00 00 00 03 00 00 13 00 31 DC
Pink Bob-Omb

24 18 01 80 E9 C2 00 80 15 E0 00 00 00 87 00 00 00 01 00 00 13 00 4F 10
Unusable Cannon

24 18 3E C9 E9 C2 00 80 15 E0 00 00 00 B4 00 00 00 00 00 00 13 00 32 74
Bob-Omb Cannon Blocker

24 18 02 00 0C E8 10 92 EE 05 00 00 00 00 00 00 00 00 00 00 13 00 45 D0
Koopa The quick Flag

24 18 3C 68 0D 48 03 02 19 64 00 00 00 00 00 00 00 01 00 00 13 00 45 80
Koopa The Quick

07 04 00 00
Unknown

24 18 01 56 06 64 10 92 EA 41 00 00 FF 6D 00 00 00 00 00 00 13 00 01 F4
King Bob-Omb Boss

24 18 02 68 F0 5C 00 00 14 65 00 00 00 00 00 00 01 02 00 00 13 00 45 80
Koopa The Quick

24 18 3F 00 E8 90 03 E8 09 60 00 00 00 00 00 00 03 00 00 00 13 00 3E 8C
Destination for Star in Act 4

24 18 3F 00 E6 38 03 E8 04 E2 00 00 00 00 00 00 04 04 00 00 13 00 3E FC
Destination for star in Act 5

24 18 3F 7A 06 0E 04 B0 01 2C 00 00 00 00 00 00 05 00 00 00 13 00 3E 3C
Unknown

07 04 00 00
Unknown

1B 04 00 00
Unknown

17 0C 00 07 00 EF 0E 37 00 F0 25 F9
Unknown

1A 0C 00 09 00 CD 34 BD 00 CE 03 D1
Unknown

17 0C 00 0A 00 B3 57 15 00 B5 58 55
Unknown

17 0C 00 05 00 88 C3 BC 00 89 D4 5C
Unknown

17 0C 00 0C 00 13 B5 D0 00 13 B9 10
Unknown

17 0C 00 06 00 A0 99 34 00 A2 EA BC
Unknown

17 0C 00 0D 00 1D 7C 90 00 1D 83 10
Unknown

17 0C 00 08 00 A8 18 1C 00 AA A4 0C
Unknown

17 0C 00 0F 00 20 08 D0 00 20 14 10 1D 04 00 00
Unknown

25 0C 00 01 00 00 00 01 13 00 2E C0
Loads Mario Object

06 08 00 00
Unknown

15 00 06 60 06 08 00 00
Unknown

15 00 07 6C 06 08 00 00
Unknown

15 00 09 58 22 08 00 17
Unknown

16 00 0F E8
Unknown

22 08 00 36 0E 00 04 40
Unknown

22 08 00 37 0E 00 04 58
Unknown

22 08 00 38 0E 00 04 70
Unknown

1F 08 01 00 0E 00 04 88
Unknown

06 08 00 00 0E 00 00 00
Unknown

06 08 00 00 0E 00 00 7C
Unknown

06 08 00 00 0E 00 01 E8
Unknown

24 18 1F 00 E6 62 17 70 19 40 00 00 00 87 00 00 00 0A 00 00 13 00 2F 78
Unknown

24 18 1F 00 02 47 0A 7B EA F5 00 00 FF 66 00 00 00 0B 00 00 13 00 07 5C
Unknown

24 18 1F 00 06 90 0E FB EA 6D 00 00 FF 67 00 00 00 0C 00 00 13 00 07 5C
Unknown

24 18 1F 00 E6 2C 04 00 F2 E9 00 00 00 6B 00 00 00 0D 00 00 13 00 07 5C
Unknown

24 18 1F 00 07 BC 03 00 19 DA 00 00 FF 69 00 00 00 0E 00 00 13 00 07 5C
Unknown

26 08 0A 09 01 0A 00 00
Warp

26 08 0B 09 01 0C 00 00
Warp

26 08 0C 09 01 0B 00 00
Warp

26 08 0D 09 01 0E 00 00
Warp

26 08 0E 09 01 0D 00 00
Warp

26 08 F0 06 01 32 00 00
Warp

26 08 F1 06 01 64 00 00
Warp

2E 08 00 00 07 00 E9 58
Level Collision Data

39 08 00 00 07 01 10 4C
Insert MI0O object

30 04 00 00
Unknown

36 08 00 00 00 03 00 00
Music Command

31 04 00 00
Terrain Type

20 04 00 00
Unknown

1E 04 00 00
Unknown

2B 0C 01 00 00 87 E6 62 00 00 19 40
Unknown

11 08 00 00 80 24 BC D8
Unknown

12 08 00 01 80 24 BC D8
Unknown

1C 04 00 00
Unknown

04 04 00 01
Unknown

02 04 00 00
Unknown

00 00 00 00 20 00 03 E8
Unknown

04 00 00 00
Unknown

15 04 00 00 07 00 E4 58

05 00 00 00
Unknown

01 00 00 00
Unknown

20 00 04 B0
Unknown

04 00 00 00
Unknown

15 01 00 00 07 00 E7 68
Unknown

05 00 00 00
Unknown

01 00 00 00
Unknown

20 00 03 20
Unknown

04 00 00 00
Unknown

15 04 00 00 07 00 E8 A0
Unknown

05 00 00 00
Unknown

01 00 00 00
Unknown

08 00 00 0A 00 A0 00 78 00 A0 00 78
Unknown

04 00 00 00
Unknown

0C 00 00 00
Unknown

04 00 00 00
Unknown

09 00 00 64
Unknown

04 00 00 00
Unknown

19 00 00 00 80 27 63 D4
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

0C 01 00 00
Unknown

04 00 00 00
Unknown

0A 01 00 2D 00 64 75 30 80 29 AA 3C
Unknown

04 00 00 00
Unknown

0F 00 00 01 00 00 07 D0 17 70
Unknown

0C 00 00 00
Unknown

EE 00 80 28 7D 30
Unknown

04 00 00 00
Unknown

15 01 00 00 07 00 43 90
Unknown

15 01 00 00 07 00 9D 80
Unknown

15 06 00 00 07 00 A4 70
Unknown

15 04 00 00 07 00 A9 20
Unknown

15 01 00 00 07 00 DD 18
Unknown

15 01 00 00 07 00 E3 38
Unknown

17 00 00 00
Unknown

18 00 00 00 80 27 61 D0
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

0C 00 00 00
Unknown

04 00 00 00
Unknown

18 00 00 00 80 2C D1 E8
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

01 00 00 00 00 00 00 00
Unknown

mortalkenshi2
Posted on 05-23-07 11:19 PM, in Super Mario 64 Hacking Thread (rev. 2 of 05-24-07 09:19 PM) Link | Quote | ID: 37795


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~UNUSED POST~

mortalkenshi2
Posted on 05-24-07 09:19 PM, in Super Mario 64 Hacking Thread (rev. 2 of 05-24-07 09:20 PM) Link | Quote | ID: 38104


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~UNUSED POST~

mortalkenshi2
Posted on 06-14-07 12:07 AM, in Next SMB3 Hacking Project Link | Quote | ID: 45112


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this is a combination of both hex hacking and ASM? Good project and nice, I was going to ask what that bottom right meter was. Have A video of all three of them working in 1 video?

Who ever gave the wall jump suggestion has probably played new super mario bros and trust me, it would be a good idea.

DahrkDaiz, would you be able to do this same thing for all stars? that would be nice since it has a smb 3 versus and last time I checked the NES emulators don't provide 2 players on any game. Or is it just my current emulators for mac? If you can do it on the All stars, a good idea would be to make vs. mode better.

mortalkenshi2
Posted on 06-23-07 04:59 AM, in TT64 public beta it's here Link | Quote | ID: 48756


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l-tone... I woulda never guessed it was u posting as concert mate but as I looked at your posts after you said that it became really obvious since you posted like everything from your blog over and your posts were a lot smarter then all others! No offence to you guys.

mortalkenshi2
Posted on 08-13-07 03:21 AM, in cant log in to board archive Link | Quote | ID: 62064


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I want to check one of my previous private messages in the 3rd archive and cannot. can someone help me?

mortalkenshi2
Posted on 08-13-07 03:52 AM, in cant log in to board archive Link | Quote | ID: 62070


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I am missing some private messages and cannot find them.... All the private messages from a certain person on the board are all gone. Any reason for that?
or a how to fix?

mortalkenshi2
Posted on 07-15-09 05:42 AM, in Board Incarnation? Link | Quote | ID: 110550


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It took a google search which was harmless to find the old board incarnations. But I did realize after logging in to the 3rd one that It wasn't an Incarnation that I had the PM that I am looking for. It must be at board.acmlm.org but typing that in the forum no longer exists. Now I know that the forum turned into a piece of trash and a spam fest. Now its gone but what happens to all the important threads and info there as well as the PMs? Anyway to get that back? Thanks in advance.


Main - Posts by mortalkenshi2

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