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Please chime in on a proposed restructuring of the ROM hacking sections.
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RT-55J
Posted on 09-11-08 01:23 AM, in What games (or hacks) have you been playing recently? Link | Quote | ID: 90291

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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I finished the game I linked to earlier (Hero). It was fairly fun, but I found level 5 to be a bit too big for its own good. Fortunately, the final boss was much easier than that level. I gave the bonus level a try, but after getting to the final room, I decided that it wasn't worth my time.

RT-55J
Posted on 09-11-08 01:25 AM, in Oh snap! Link | Quote | ID: 90292

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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Posted by avm
They don't look similar at all, aside from the facial hair?

And glasses.

RT-55J
Posted on 09-11-08 03:42 AM, in Post Deletion Link | Quote | ID: 90305

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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I can't think of a single way that this would prove useful. In fact, I feel that it's more likely to be abused rather than properly used.

RT-55J
Posted on 09-11-08 06:04 PM, in Oh snap! (rev. 2 of 09-11-08 06:07 PM) Link | Quote | ID: 90328

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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Glasses are glasses.

EDIT: The plot thickens...


RT-55J
Posted on 09-12-08 04:28 AM, in Mormons Link | Quote | ID: 90380

Armor Guardian
Level: 81

Posts: 574/1562
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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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As a Mormon, this thread makes me laugh.

RT-55J
Posted on 09-12-08 04:37 AM, in Mormons (rev. 2 of 09-12-08 04:40 AM) Link | Quote | ID: 90382

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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I haven't the slightest idea where you got that notion.

EDIT: Unless you're thinking of those fundies.

RT-55J
Posted on 09-12-08 11:20 PM, in Can this board get anymore in-active? Link | Quote | ID: 90411

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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Posted by blackhole89
We totally should integrate that smiley into the board. What code could be used for it?

¬_¬

Or possibly, r_r

RT-55J
Posted on 09-13-08 01:35 AM, in GMAN's First day of school Link | Quote | ID: 90422

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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Is that the Desert Bus?

RT-55J
Posted on 09-13-08 06:33 PM, in Can this board get anymore in-active? Link | Quote | ID: 90444

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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Posted by Xeruss


`~<

RT-55J
Posted on 09-14-08 03:34 AM, in Megaman 9 Link | Quote | ID: 90464

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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I've listened to the first half of the OST on YouTube, and I really like it. I refuse to listen to the second half because I'm afraid of spoiling myself too much, and nobody has bothered uploading it yet.

RT-55J
Posted on 09-15-08 07:03 PM, in If you could have any one supernatural power... Link | Quote | ID: 90541

Armor Guardian
Level: 81

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Since: 02-23-07
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Hmm. Most of the good ones are already taken, so I'll take telepathy. By that, I mean the ability to clearly discern the thoughts and emotions of other people within a certain distance, not the vague Troi version. Being able to focus on individual people and being able to turn the ability off at will are a must if I wish to stay sane.

RT-55J
Posted on 09-15-08 07:56 PM, in Chex Quest 3 Link | Quote | ID: 90543

Armor Guardian
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Since: 02-23-07
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Link

The artist who worked on the original two games made this, so this is practically as official as a sequel can get. It also includes the original two games.

RT-55J
Posted on 09-15-08 09:04 PM, in If you could have any one supernatural power... Link | Quote | ID: 90551

Armor Guardian
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Since: 02-23-07
From: Wild Side Arcade

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Posted by Kawa
PS: RT, what Troi has is empathy.


That doesn't change the fact that it sucks.

RT-55J
Posted on 09-16-08 01:11 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 90566

Armor Guardian
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Since: 02-23-07
From: Wild Side Arcade

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Posted by messiaen
Why not create a SMRPG sub-forum when Lazy Shell is released?

Done.

RT-55J
Posted on 09-16-08 11:45 PM, in Megaman 9 Link | Quote | ID: 90627

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

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The Wii, since it's the only current-gen console I own. I also like using the sideways Wiimote configuration.

RT-55J
Posted on 09-18-08 02:11 AM, in Introduce yourself here! Don't clog up General Chat... (rev. 2 of 09-18-08 02:25 AM) Link | Quote | ID: 90659

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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Since I've always hated the Lost Levels, would you mind if I channeled that hate towards you?

RT-55J
Posted on 09-18-08 11:48 PM, in Mega Man 1 GB (rev. 3 of 09-21-08 02:22 AM) Link | Quote | ID: 90708

Armor Guardian
Level: 81

Posts: 586/1562
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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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I got off my lazy bum and did some actual ROM hacking for the first time in my life. I'm not a programmer, so don't be expecting a level editor for this game, but it should be perfectly possible to make a simple hack with this data unless I'm an idiot.

Notes:
0x14000-17FFF Robot Master Level Data
-0x14000-14007 - Pointer List
-0x14008-1492E - Cut Man
-0x1492F-15259 - Ice Man
-0x1525A-15F71 - Fire Man
-0x15F72-16AAC - Elec Man
-0x16AAD-17FFF - Unused
-0x202E9-20D14? - Wily's Fortress
-0x?-? - Wily's Space Fort (too lazy to look for it now)

Note: Switching the pointers for the levels does not switch the level's graphics or sound, meaning that the
pointers for the level's graphics and sound are stored elsewhere.

The data for each level seems to be organized like this:
-Pointers and stuff - Barely deciphered nonsense
-Room headers and enemy data - Mostly deciphered
-Other data - Undeciphered
-Room data - Deciphered
-TSA data - Deciphered
-Collision data - Undeciphered (haven't bothered)

Room Header Format (Note: it doesn't always seem to follow this pattern):
1 byte - Room #
2 bytes - Unknown. Possibly a pointer to "Other Data"
2 bytes - Pointer to the actual data of the room
3-6 bytes - Unknown. Seems to be 3 different values, which can be 2 non-zero bytes or 1 zero byte
2 bytes - Pointer to the previous room's header
2 bytes - Seems to determine the location of the room's exit
1 byte - Determines direction of exit
2 bytes - Pointer to the next rooms header

Enemy Data Format:
1 byte - Enemy ID
1 byte - X position in blocks
1 byte - Y position in pixels (usually). Some objects ignore the second nybble, or use it to modify behavior
1 byte - Unknown. Possibly a behavior modifier, or just padding.
- The falling stalagtite uses to determine when to fall, and the screws use it as well.

Enemy IDs (in hex):
00 - Terminates enemy data for a room
01 - Spinning Wheel of death
02 - Turret
03 - Sliding Puck of annoyingness
04 - Sniper Joe
05 - Scissors of death
06 - Giant Jumping Thing
07 - Annoying Helicopter
08 - Power up. Second nybble of Y-pos determines the powerup
- x0 - Nothing
- x1 - 1up
- x2 - Large life energy
- x3 - Small life energy
- x4 - Large weapon energy
- x5 - Small weapon energy
- x6 - Nothing
- x7 - "
- x8 - Freeze
- x9 - Freeze
- xA - Nothing
- xB - Flickerfest (maybe offscreen sprites)
- xC - Nothing
- xD - Nothing
- xE - Glitchy sprite in top right
- xF - Freeze
09 - Fan. Second nybble of Y-pos changes direction.
0A - Firebar - Second nybble of Y-pos changes direction
- x0 - Up
- x1 - Left
- x2 - Right
- x3 - Nothing?
- x4 - Up
- x5-xF - Untested. Possibly repeats.
0B - Falling fireball. Y-pos:
- x0 - Repeats
- x1 - Doesn't repeat
0C - Fire-throwing robot
0D - Bouncing platform. (is this even used?!)
0E - Unused?
0F - Zeus on his cloud.
10 - Ice block
11 - Met - Y-pos:
- x0 - Peeking
- x1 - Walking
12 - Screws?
13 - Egg-dropping bird
14 - DISAPPEARING BLOCKS! Y-pos determines pattern. Patterns appear to be hardcoded.
15 - Suzy. Second nybble of Y-pos changes direction
16 - Electric beams. Y-pos determines direction.
17 - Falling stalagtite. Byte after Y-pos determines timing.
18 - Spaghetti generator
19 - Spaghetti
1A - Unused?
1B - Egg. Glitched gfx
1C - Baby bird from egg. Glitched gfx
1D - Metal wall. Use Atomic Fire to break.
1E - Cut Man. (can't seem to find the other bosses...)
1F - Victory. Instant Win.
20 - Freeze...
21 - Victory (again)
22 - Freeze...
23 - Downward going Ice Slasher shot?? (WTF?)
24 - Freeze...
25 - Victory (yet again)
26 - Freeze...
27 - Another unidentifiable projectile.
28 - Freeze...
29 - Victoly!
2A - Freeze...
2B - Victory.
2C - Freeze...
2D - Victory.
2E - Freeze...
2F - Victory
30 - Freeze...
31 - "
32 - "
33 - "
34 - WTF? Possibly another projectile.
35 - Unused?
36 - Time Stopper?
37 - Boss Door
38 - "Dr. WILY TELEPORT SYSTEM" text
39 - Freeze...
3A - Return to title screen
3B - " + plus no status bar
3C - "Go Back to Title Screen"
3D - Boss explosion
3E - Boss explosion
3F - Weird. Level loads, but Mega Man never appears. Possible freeze
40 - "
41 - Boss explosion + sound effect
42 - Boss explosion
43 - "
44 - Freezes as soon a Mega Man appears onscreen
45 - Unknown. Causes lots of flickering.
46 - Boss explosion
47 - "
48 - Unused?
49 - Boss explosion
4A - Plays enemy death sound effect
4B - Freeze...
4C - Boss explosion
4D - "
4E - "
4F - Freezes game during Mega Man's entrance
50-FF - Untested

Note: All of the values from 0x19 onward (and most before), were tested by editing the first enemy in Ice
Man's stage. "Freeze" (in most cases) denotes that the game froze as soon as the boss introduction
finished.

"Other Data": I have no clue how this stuff works. When messing around with Cut Man's level, it changed stuff
like the speed of the conveyers and the color cycling. In one instance, changing 1 (one) byte caused both
the music to double in speed and the left-moving conveyers to zip me right at ludicrous speed.

Room Data:
1 byte - Room Width (always (?) a multiple of 0x0A)
1 byte - Room Height (always 0x08 (?)) (game appears to crash if 0x00)

Level data is stored in "rooms" as opposed to the screens of the NES game. One byte represents one 16 by 16
block, starting from the top left corner of the room and going to the right until it wraps to the next row.
Data for the next room starts where the next room's header says so, which in the case of practically every
single room of the game is immediately after 8 rows of data with no padding of any kind between rooms. Room
data can easily be edited with a hex editor that supports custom widths.

TSA Data:
1 byte - # of blocks. This doesn't seem to change anything in the game, but it would be useful for an editor

Each 16x16 block is 4 bytes, which each byte corresponding to one 8x8 tile. Easy as pie.

Collision Data: 1 byte corresponds to 1 block from the TSA data. I haven't figured out exactly what each value
means, but it should easy to find out. I think 0x00 is air.


Here's a patch that uses this information to modify the first two rooms in Ice Man's stage. Apply to "Mega Man - Dr. Wily's Revenge (U) [!].gb"

RT-55J
Posted on 09-19-08 02:11 AM, in Mega Man 1 GB (rev. 2 of 09-19-08 02:11 AM) Link | Quote | ID: 90715

Armor Guardian
Level: 81

Posts: 587/1562
EXP: 4892482
Next: 100367

Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
Last view: 63 days
I'm not a programmer, but I think the GB's processor only has 64kB of addressable space, and that's exactly what the memory viewer is showing. The only parts of the ROM shown there are the two (?) banks that are currently switched in.

You're better off using a separate hex editor to modify the game; preferably one where you can adjust the width of the window.

RT-55J
Posted on 09-19-08 05:47 PM, in Worst way to die? Link | Quote | ID: 90777

Armor Guardian
Level: 81

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Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
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I'm not going to bother watching that whole video, but I bet none of those ways of dying are as bad as being shredded to death by a cheese grater.

RT-55J
Posted on 09-19-08 10:34 PM, in Megaman 9 Link | Quote | ID: 90792

Armor Guardian
Level: 81

Posts: 590/1562
EXP: 4892482
Next: 100367

Since: 02-23-07
From: Wild Side Arcade

Last post: 322 days
Last view: 63 days
IGN Review - 8.6
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Main - Posts by RT-55J

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