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Main - Posts by Naulahauta |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 41/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
I can't decompress the RAR.
Says 'no files to extract'. You sure you packed it correctly? If yes, it's probably a mistake on RHDN's end. There's also the uploader you could try. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 42/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Posted by never-obsolete Mother of GOD, I never thought I'd see this day coming. Awaiting the release of not only the editor, but some documents on that goddamn compression. What are you coding it with? ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 43/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Absolutely the best Mac hex editor is 0xED.
If you don't like that, I can guarantee that WINE runs Translhextion, GoldFinger and XVI32. But really, 0xED is really good. You should try it. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 44/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Looks superb. Can't really say I like the name 'Dorrie' (what's wrong with 'SM64DS Editor'?)
Does it have an export model/dump textures option? Even if it doesn't I can see that this is a very aspiring project and symbolizes the evolution of ROM hacking very well. What was once thought as a complex thing to emulate even, DS has become a popular interest among hackers worldwide. With almost 100% accuracy on several emulators and now even an editor for one of the most popular games, I can't grasp where the ventures with DS will take us next. Maybe it's the filesystem, maybe it's the simplicity of the formats. Maybe it's both. Regardless, I am more than happy to see something like this. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 45/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
I use a laptop but upon going to work I plug it up to another display so I get two screens. The other one being the internal display of the laptop of course, but the other one's some wide-gamut zillion inch high-resolution screen. Sometimes I stay up late at work doing work just to please my eyes under the shining lux of god. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 46/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
I've tried this before but lost all my notes with a hard drive accident.
I'm not too good with music hacking when it comes to identifying notes. What I do know however is how to edit Super Mario Land music. These are snippets of bytes that correspond to the sequences in the SML GBS file. I've pasted them in ASCII for easier visualization. DD\\DD\\DD\\DD\\ ::RR::RR::RR::RR RRRRPPPPNNNNLLLLDDDDBBBB>>>>HHHH Compare those bytes to this sound channel's bleeps. The connection is obvious. Here's a deeper explanation, this time in actual bytes instead of the ASCII values. I've added a few line breaks and semicolons here and there to help visualize. A2: 44 44 5C 5C 44 44 5C 5C 44 44 5C 5C 44 44 5C 5C 00 3A 3A 52 52 3A 3A 52 52 3A 3A 52 52 3A 3A 52 52 00 A3: 52 52 52 52 50 50 50 50 4E 4E 4E 4E 4C 4C 4C 4C 44 44 44 44 42 42 42 42 3E 3E 3E 3E 48 48 48 48 00 The first byte, A2 sets the length of the forecoming notes. A2 means 'short'. Then begins the first sequence part. Once a 00 is read, the sequence part is looped once more. Then begins the other part, also made completely from the 'short' A2-defined notes. Once a 00 is read, the sequence part is looped again. But then, the A3 is read. That defines a new length for the forecoming notes again. A3 means 'long'. A 00 is read after them again and the sequence part loops. This isn't the whole sequence though, but enough for you to get the point. Another channel is the drums: A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B A1: 06 06 A2: 0B 00 A2: 06 06 10 06 06 06 10 06 06 06 10 06 06 06 10 06 The first sequence part is built from two A1-long 06's, then a A2-long 0B. That is the fast drum beat in the beginning. Then begins a boom-boom-psh-boom loop, all notes being A2 long. I was going to explain more but I have to go now. I'll come back to this as soon as I come home again. Also, Here's the GBS. Stay tuned, and hope this makes any sense ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 47/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Awesome thread! Here's my setup at the very moment.
oh no TextMate is a great text managing tool. Macros and the tab system are really useful. 0xED is a Hex editor. What isn't seen however is X11, where I run most of my hacking tools (through WINE but yeah whatever) ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 48/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
im confus
Do you have any technical info regarding the game? What's the function of the poll? One should never even consider leaving the decision of hacking to other people. If you feel like it, do it. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 49/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Not really progress but then again.. worth posting I guess. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 50/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
I've always liked Square Dragon, and thought it'd be cool to make a papercraft of it. The template is here. It's relatively easy; it has only three parts and is never closed in. Ever since I released it, other people have already constructed it, so maybe that encourages you to build it as well. The photos here and here might hint that it's not too hard. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 51/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Thanks!
Yeah, maybe I should've elaborated on that more. But uh, "Square Dragon" is a character by a guy I met in some forum long ago. His DA is here but he hasn't updated it in years. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 52/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Yeah, I'm still working on some. I've got a few new projects underway, they're steadily getting there.
If all goes well, I'll get it done tomorrow, depending on the amount of (real) work I have. It involves beer! EDIT: hum.. no idea why I'm logged in with this account. Well, regardless, I'm Raccoon Sam. I had some password problems ages ago so I was left with two accounts. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 53/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Over 1 year bump, ooooh wow.
Well, anyway, I've documented pretty much everything about this game. Well, not everything, but enough to make a functional editor. What's left is still some minor (though a few crucial) things. If anyone has a good, in-depth comprehensive Z80 assembly tutorial, please link me to it. I know 65816 but only because of the amount of tutorials and Geiger's amazing debugger. I've tried to disassemble the game with both, Game Lad and NO$GMB and both give me good results, but I can't understand anything. Well, regardless, here's a few things one should know before diving into the ROM map: -Level data - How levels are built -Block/sprite data - What levels are built from -Demo playback data - What happens after you wait in the title screen for the demo -Door/transition data - What room you go into upon door/teleport And finally, the ROM map. Includes enough information to create a hack. May include some sentences that sound stupid... I'm not that good when it comes to explaining how stuff works, but I tried my best :X If anyone has any questions I'm sure I can answer. Spoiler: If the above link's sprite elaborations look strange, here's another version. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 54/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
I had a chance to buy some, but I didn't. Sounds pretty interesting, though. ____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 55/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Those look absolutely stunning. Fantastic job!!
____________________ oh |
Naulahauta |
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Red Paragoomba Level: 19 Posts: 56/56 EXP: 30560 Next: 5217 Since: 10-27-09 Last post: 3728 days Last view: 508 days |
Looks fantastic!!
Looks like you've already compiled a lot, but I made deep research regarding the game years and years ago here. Looks like SmellyMoo copied some of my stuff to his google code page, from which you probably found those docs. I have some unreleased documents regarding the overworld sprites in my old computer. If I get a chance to retrieve them, can I post them here? I don't feel comfortable using GitHub. ____________________ oh |
Main - Posts by Naulahauta |
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