Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,432,780
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-18-24 04:41 PM
Guest: Register | Login

Main - Posts by zkip

Pages: 1 2

zkip
Posted on 02-13-10 02:03 AM, in SMB3 ASM... How? (rev. 3 of 02-13-10 02:11 AM) Link | Quote | ID: 127023


Level: 15

Posts: 1/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
I actually have written a document specifcly for this.. I guess your in luck. Also, this was written using an expanded rom!

Its mentioned that its optional for FCEUXD SP 1.07 but, you pretty much need it.
It may be full of errors, but it gets the job done for me

Link

____________________



zkip
Posted on 02-13-10 02:23 AM, in Generic SMW screenshot thread (rev. 2 of 02-13-10 02:34 AM) Link | Quote | ID: 127025


Level: 15

Posts: 2/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Edit: Actually, sorry for the post, but I actually don't want to show this just yet. I don't want to mix up myself here from the SMWC.. and give people the wrong ideas.

So the post isn't completely pointless: Darky, this is an amzing level!

____________________



zkip
Posted on 02-21-10 04:17 AM, in Super Mario Brothers 3 Map16 (rev. 2 of 02-21-10 04:19 AM) Link | Quote | ID: 127379


Level: 15

Posts: 3/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Agh, this has been a problem that has been bothering me for a while. I've been working with SMB3 and I've found the map16 level data in the RAM. Okay, all is good, I've had some fun changing around RAM and making ridiculously crazy levels. Now, the junk starts I'm not specifically trying to find level data, but I'm trying to find the actual page that the Map16 data is set on. (the 4 8x8 tiles, acts like, etc) Now, I have no idea about how to find this. I thought it would be as simple as setting a breakpoint and seeing what it was reading from. Its not. Its using indirect addressing. This just sent me in a huge loop. How in the world would I go about finding it.

____________________



zkip
Posted on 02-24-10 03:25 AM, in Super Mario Brothers 3 Map16 Link | Quote | ID: 127539


Level: 15

Posts: 4/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Ha, funny you should do this. I actually found out that information the hard way over a course of 2-3 hard days. I wished I would have saw this before all of that work :<

Anyway, what I was after was that and the interaction, which I have seemingly found. Thanks for the help though

____________________



zkip
Posted on 02-25-10 02:05 AM, in Super Mario Brothers 3 Map16 Link | Quote | ID: 127590


Level: 15

Posts: 5/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Well, in subjective to my last post in this thread because this is not in the "SMB3 general inquiry" thread it seems like at 0x00024F4 is the code for the "bounce" block interaction.. so I've been playing around with it and hopefully I can get further with it..

Thanks for all of the suggestions though, guys!

____________________



zkip
Posted on 03-01-10 01:43 AM, in Sprites Link | Quote | ID: 127862


Level: 15

Posts: 7/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
So, I've gotten alot of information together for various NES games and looking through some documents and things for them. And I got to thinking "I want to work with sprites!" So, now, basicly, I've gotten the idea of it: $0200-whatever is the address for the sprites properties (Ex. tile no,palette,x,y) So I go in and see all these things where its like ($00 - this sprite, $01 - another sprite, $02 - Enemy sprite, etc) So defined in the ROMs sprite level data is the sprites number then its X position and Y position on the screen. So I've got a few questions about this: What exactly defines those numbers to be whatever sprite is held within the number?

And lastly, I would like to appologize for all of my tl;dr threads. I just can't seem to ask a question without getting into huge detail

____________________



zkip
Posted on 04-11-10 02:14 AM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 129734


Level: 15

Posts: 9/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Well, I may be a little late, but

What to do next in this tutorial?


If you are asking what we want to see next. Would an OOP interface be too much? Like insted of the actual tile drawing, having the tiles be standalone objects where you can move them. Similar to Lunar Magic, I guess..

____________________



zkip
Posted on 04-28-10 01:23 AM, in 2 quick questions (rev. 3 of 04-28-10 05:01 AM) Link | Quote | ID: 130626


Level: 15

Posts: 10/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
For number 1, I have always found quite a liking to the NESASM assembler. For quite a list of assemblers check out nesdev

I guess, when it comes to this, it's really just a matter of taste.

For number 2, FCEUX videos are just button press data, they contain no video data :/

e: I failed so much with that url (Just noticed like 2 hours later, too!)

____________________



zkip
Posted on 04-30-10 04:42 AM, in To all Megaman 1 hackers (Video + Patch) (rev. 2 of 01-30-11 08:47 PM) Link | Quote | ID: 130749


Level: 15

Posts: 11/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Well, after getting Jimmy's patch and looking at the ASM, I figured it would be a little easier if this where in a tool form. So, here:

MegaBlock v.01 Beta
A Mega Man 1 custom blocktool.

Features:
* Inserts .bin block(s) into the ROM.
* Installs the ASM hack needed to get the blocks working.
* Features an assembler to create your own .BIN blocks. (TRASM, not made by me)

Beta limitations:
* Only 1 block can be inserted.

DL

Oh yeah, it was created in C#, so you'll need the .NET framework 3.5. Also, check the readme for help/etc.

____________________



zkip
Posted on 05-01-10 04:54 AM, in Looking into porting music through a diferent system. Link | Quote | ID: 130776


Level: 15

Posts: 12/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Well, for starters I suggest reading the music document for SMB1. (Too lazy to link it, but it's on ROMhacking.net)

And if your thinking that it's as easy as custom music for SMW, I'm terribly sorry. Most NES games ALL use a different type of music system. I've looked into it myself. You'd think it'd be easy. Just looking for the music pointers and inserting a NSF file and the repointing the pointers. () But, I have yet to get a full length song into a ROM in a listenable format. (Maybe thats just me though)

Also, check out JaSp's tool for SMB3 as it would also be a good place to check for music system modifications.

____________________



zkip
Posted on 05-28-10 12:43 AM, in ASM Hack Doesnt Work D= [Solved] Link | Quote | ID: 131515


Level: 15

Posts: 14/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Okay, lets see here. Quick lesson: LDA $00 puts the VALUE of the RAM address $00 into the accumulator. $00-$01 aren't needed here. So, try this:

dcb "INIT"
RTL

dcb "MAIN"
LDA $0DBF
CMP #$30
BCC Return
LDA #$01
STA $14AF
Return:
RTL


I erased one of the RTL's are it's not needed, that's just wasting cycles. (Okay, it's just 6, but code efficiency is important!)

I didn't test this, but I should work. Also, I'm guessing this is a generator to be inserted with spritetool, remember, generators run from the moment you walk into the screen they're on until the end of the level. That being said I removed the first 2 lines as it would useless to set it to 00 all the time.

____________________



zkip
Posted on 05-31-10 05:11 AM, in Season of Glass Link | Quote | ID: 131592


Level: 15

Posts: 15/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Lets see, the player graphics look fine in the 2nd screenshot, but in the other ones it looks really really out of place. Also, what is up with the palette in the 11th screen? It looks kinda bad being a negative.

Other than that, it looks pretty neat.

____________________



zkip
Posted on 02-23-11 03:04 AM, in What do you like to learn about? Link | Quote | ID: 139784


Level: 15

Posts: 18/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
I enjoy learning about auto mechanics, though I guess that could fit into the science branch. I also take whims and enjoy just taking in any kind of information I can get.

____________________



zkip
Posted on 02-23-11 03:08 AM, in What puts you in a good mood? Link | Quote | ID: 139787


Level: 15

Posts: 19/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Whenever I'm feeling down, I usually listen to music and if I can, drive around with no particular 'point B' to go to.

____________________



zkip
Posted on 02-23-11 03:22 AM, in Pinball Dreams/Fantasies (SNES) high score savers Link | Quote | ID: 139790


Level: 15

Posts: 21/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
That's really cool man, but isn't it sort of pointless? You know, what with just about every SNES emulator supporting savestates now.

Eh, I suppose it would be nice for those that do the playing on the real system.

Nice job.

____________________



zkip
Posted on 02-23-11 03:25 AM, in In the Trend of Ask Away: Resident Furfag (no, not that one) Link | Quote | ID: 139792


Level: 15

Posts: 22/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Do you take pride in that your middle name is Paul?

____________________



zkip
Posted on 02-23-11 03:34 AM, in Do you like to watch sports on television? Link | Quote | ID: 139794


Level: 15

Posts: 24/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Not really. If you could even call WWE wrestling a 'sport'. I watch it, and that's about it. It's very strange because my entire family loves to watch football games, etc on the respective nights that they're scheduled, but I've never really had an interest at all in it.

____________________



zkip
Posted on 02-24-11 03:22 AM, in Games you'd like to see a remake of. Link | Quote | ID: 139818


Level: 15

Posts: 25/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
I'd love to see a remake of "Little Nemo: The Dream Master" for the NES. That game is way too awesome to be forgotten.

____________________



zkip
Posted on 02-24-11 03:28 AM, in Ask Mega-Mario anything (or almost) Link | Quote | ID: 139819


Level: 15

Posts: 26/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
Why are you so unsure of what your what favorite hobby is?

What do you think you wife's name will be? (If you're not already married.)

____________________



zkip
Posted on 02-25-11 03:39 AM, in ... (rev. 2 of 02-25-11 03:40 AM) Link | Quote | ID: 139832


Level: 15

Posts: 27/34
EXP: 14266
Next: 2118

Since: 02-13-10

Last post: 4171 days
Last view: 3045 days


~zkip:
I blame goblins. Please trash this.

____________________


Pages: 1 2


Main - Posts by zkip

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.228 seconds. (333KB of memory used)
MySQL - queries: 43, rows: 75/75, time: 0.219 seconds.