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NEONswift
Posted on 04-29-07 01:56 PM, in How long untill we are hacking mice? Link | Quote | ID: 31229


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Thats pretty cool. I'm alread planning a hack, Perhaps a translation hack

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NEONswift
Posted on 06-01-07 08:52 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 40757


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Hoorah! Congratulations on the progress interpth.

You've come a long way from where it started. Loving the new features. Will play around with it some more after work this evening.

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NEONswift
Posted on 06-01-07 10:49 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 40800


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Posted by MathOnNapkins


If you can't guess what's changed, you're probably legally blind.
NICE!!!

What are the limitations of this? I'm really unfamiliar with what can be done with HDMA.

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NEONswift
Posted on 06-04-07 07:08 PM, in My new hack [SS] Link | Quote | ID: 42241


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Legomen stop with all the annoying watermarking of your images. Makes me not interested in anything you have hacked (even your Adventure of Lolo Remix which looked kinda interesting).

About the hack... It looks like there is hardly any enemies and very little structure thats interesting to your designs. And why exactly does a level with a cave like ground/ceiling have a forest background?!

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NEONswift
Posted on 06-04-07 07:24 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 42245


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DahrkDaiz your hacking abilities scare me!

You should stick in wall jumping next?!!!

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NEONswift
Posted on 06-11-07 03:02 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44529


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From the sound of it the graphics editing has resulted in you moving things around or changing what 8x8 tiles are being used by the 16x16 tiles which usually transport you to Zora's domain.

I worked out the process and ASM of moving Zora's Domain, the master sword area and under the bridge entrances a while back. Its a combination of moving/editing the area specific exits, tiles and ASM addresses which check what area you are in.

Quick Image to Zora's Domain Warp

*** Overworld Exits ***
0180 - Master Sword Wood Area
0181 - Under The Bridge
0182 - Zora's Domain

*** Unique Teleportation Tiles (all in decimal) ***
Zora's Domain - Map16 Tile 700 comprised of 8x8 tiles 173 (shallow water)
Master Sword Area - Map16 Tile 81 comprised of 8x8 tiles
- top row 8x8 tile 261 (hollow tree end)
- bottom row 8x8 tile 367 (hollow tree center)
Under The Bridge Area - Map16 Tile 1696 comprised of 8x8 tile 484

Sadly the ASM addresses of what areas are affected by which of the unique tiles above I don't have to hand. Will do when I get home or maybe MoN can post them if he has them.

The way it would all be put together to teleport to Zora's Domain would be like the following:

1. Link walks onto a Map16 tile comprised of 8x8 tile 173
2. The game checks the current area Link is in and checks that it is 0F
3. Teleports link to Exit 0182 located in the Zora's Domain area 81
---------------------------------

I hope the above makes sense. I wrote it over lunch and dont have the time to proof read. The easiest way to see how it works Megaman-Omega would be to take a look at the original rom.

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NEONswift
Posted on 06-11-07 05:03 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44542


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Posted by MathOnNapkins
So it depends upon the tile number? ... hah, man those designers are a pain in the ass.

Also explains why you can go under the bridge when it has no apparent entrance to speak of. Maybe you're better suited to deal with this NEONswift, my expertise is in the dungeons, and while I have been doing a bit of overworld hacking recently it's not quite at the level I'm sensing from you.
The Map16 tiles i mentioned are only the tiles used by Nintendo but I discovered that you can create teleport blocks using any Map16 tile as long as it contains the appropriate 8pixel tile.

Seph/Orochumaru ended up using this information in Parralell worlds so he could relocate those areas.

Another interesting fact is that you can move those overworld exits to any location which would allow you to have teleports to any overworld screen of your choice.

It seems nearly everything in Zelda3 (except for the Map16 overlay tiles) relies on the 8pixel tiles. For example specific tiles in the graphics sets are what makes overworld doors function. A while back I had a cave entrance that was almost an overworld area wide, just to test it out.

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NEONswift
Posted on 06-11-07 05:48 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44551


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Posted by MathOnNapkins
Hrm.... well I've encountered behaviors that depended upon the 32x32 tile type (or it might have been the 16x16 tile type). In any case, it was a 16 bit number similar to say, 0x4714, and the tile types for 8x8s certainly don't go that high. That's what I thought you meant. The 8x8 tile types determine a great deal of the behavior in dungeons too, though from what I can tell it's not *exactly* the same as the overworld. There's even tile handlers for chests on the overworld, which are obviously not used... nor could they be without a lot of extra work.
Sorry my bad... I meant to say Overworld. Events like Agahnim's tower opening are probably down to the Map32 tiles?!

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NEONswift
Posted on 06-11-07 06:58 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44572


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Posted by MathOnNapkins
Yes, that's right. Though that animation in particular is activated via a sprite whereas the others are not. I was specifically referring to the tiles that are used for "doors" when you run into them. The game checks for a specific 32x32 tile type and replaces it with an open door (the wooden doors, I haven't really looked at Hyrule Castle's doors.)
It was my understanding that the doorway overlays were down to the 16x16 tiles not the 32x32 tiles, both of which are stored as 16bit values in the rom.

Im pretty sure that is the case as ages ago with Dodongo's Gold I added some palm tree gfx using a selection of different 32x32 tiles but each tree opened like a house door accidentally due to creating the palm trees out of a former front door from Kakariko Village. None of the Map32 tiles were formerly part of houses.

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NEONswift
Posted on 06-12-07 12:17 AM, in I have a small problem with Zelda 3 (rev. 2 of 06-12-07 12:18 AM) Link | Quote | ID: 44620


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Posted by Megaman-Omega
There now I've got it working!

The main problem was I used a completly different tile for the shallow water to make it all animated.

But thanks I didn't think the 8x8 tiles held so much data I thought all that appled was the "Block Data" in the bottom of the window in Hyrule Magic to change everything. But yeah now after looking through I'll be able to change and move these things around much better than before.

Thanks a lot guys.
Cheers.

These addresses might help if you want to change what area the teleports are actually located...

***********************************************************
0x75E31
- The area for 8x8 367 & 261 (Entrance to Master Sword Area - Exit: 0180)
- requires 16x16 block to be setup like this:

- 261 | 261
- 367 | 367

0x75E33
- 8x8 tile 484 (Entrance to Bridge Area - Exit: 0181)

0x75E35
- The area for 8x8px warp tile 173 (Entrance to Zora's Domain - Exit: 0182)
***********************************************************

Easy enough to edit just change Zora's Domain's entrance from 0F to say 00 (The Lost Woods) then place the appropriate tile in that area and you can teleport to Zora's Domain from there.

Whats also good is that you can have all 3 teleports in one location. Zora's Domain, Under the Bridge and the Master Sword area.

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NEONswift
Posted on 06-12-07 12:54 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44626


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Bwah Bored... Hmmm good old paint shop pro



Only have a couple of frames left for Yoshi and i can get back to level graphics.

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NEONswift
Posted on 06-14-07 10:50 AM, in Next SMB3 Hacking Project Link | Quote | ID: 45483


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Posted by BMF54123
Posted by Shadic
Maybe those flipping blocks, like the type that replaced bricks in Super Mario World?
Oh HEAVENS no.

SMB is all about breaking bricks with your head, not having to !@#$% spin-jump on them from above!
I second that. Those spin blocks are the worse design idea ever! They need to be bannished.

Hmm In theory a wall jumping ability shouldnt be too hard to implement right?

I mean something along the lines of:

If (In Air & Pressing Directional Left/Right)
{
If (Mario's movement == 0)
{
If (A Button is pressed)
{
jump mario in opposite direction
}
}
}

Kinda a messed up use of programming languages above But you get my point.

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NEONswift
Posted on 06-14-07 12:41 PM, in Next SMB3 Hacking Project Link | Quote | ID: 45499


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Posted by Stifu
Posted by NEONswift
Hmm In theory a wall jumping ability shouldnt be too hard to implement right?

I mean something along the lines of:

If (In Air & Pressing Directional Left/Right)
{
If (Mario's movement == 0)
{
If (A Button is pressed)
{
jump mario in opposite direction
}
}
}

Notice your code is flawed from the start, as it'd work without a wall.
Anyway, it's probably much harder than that...
lol yes...Not too sure how SMB3 would detect a wall though. Guess the tiles have specific block types.

I've never done anything but SNES ASM so im a little backwards when it comes to 6502.

Been thinking about going through SMW and looking at the controls... Theres enough info in the ram maps for implement DahrkDaiz's and Donkey Kong '94 controls into that.

Which brought another idea of something you could do DahrkDaiz. The cool spin jump from Super Mario World but like in Mario64 where off certain enemies it makes you glide.

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NEONswift
Posted on 06-15-07 10:11 AM, in Next SMB3 Hacking Project (rev. 2 of 06-15-07 10:26 AM) Link | Quote | ID: 45833


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Posted by Skreeny
Posted by NEONswift
Hmm In theory a wall jumping ability shouldnt be too hard to implement right?
Posted by DahrkDaiz
Wall-jump: meh, I never liked the wall-jumps tbh
I don't think you quite understood the problem with it, NEONswift.
I understood the problem, Mario could "wall" jump by just jumping on the spot...but my point was it was more a theory of how it would be constructed so I did if half-arsed.

Where does this obsession with Donkey Kong '94 come from? Has DahrkDaiz even commented yet on that as a source of influence?

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NEONswift
Posted on 06-15-07 10:42 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 45836


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Nice work Ailure, Snake Rattle and Roll was a devil child of a game but will be good to play some hacks of it in the future.

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NEONswift
Posted on 06-15-07 01:36 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 45848


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Posted by Raccoon Sam
Posted by HyperHacker
BTW, in case anyone was wondering: BNE = Branch if Not Equal, BEQ = Branch if EQual. Simple eh?

Grrrr there's just too many of those darn acronyms >:{
Of course theres alot of those Acronyms its assembly :/

Spritetool is about to get a big playing around with by me as I need to change a bunch of enemies for a hack im working on.

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NEONswift
Posted on 06-15-07 02:18 PM, in Next SMB3 Hacking Project Link | Quote | ID: 45849


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Posted by Rich
Posted by NEONswift
I understood the problem, Mario could "wall" jump by just jumping on the spot...but my point was it was more a theory of how it would be constructed so I did if half-arsed.


No no, the problem is that DahrkDaiz doesnt want it in his hack.
Yeah Im a dumbarse as I read it wrong again... Takes me a while but i get there eventually

Still it was kinda just me blurting out loud my own hacking thoughts

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NEONswift
Posted on 06-17-07 05:46 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 46221


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Things to note is that the pictures are all of an original SMW level, they have some currently unfinished graphics (some bushes, moles & yoshi coins) and that the background has yet to be completed so at the moment it only shows the generic cloud BG.

Also one of the screens might hint at the remake (of sorts) this will be.

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NEONswift
Posted on 06-17-07 03:38 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 06-17-07 03:41 PM) Link | Quote | ID: 46282


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Posted by FirePhoenix0
Very nice! It's got a great cartoony feel. It would be great to have another base hack to use besides SMWRedrawn (if you wanted to make a one). However, I'm not sure the Wario land blocks fit the style...

Is it the fourth screen, with the edited in floating land?
I may allow it to be a base hack sometime in the future when I make enough progress. Yeah the idea for my hack was to remake Wario Lands overworld and levels using the SNES but with new graphics. The wario land blocks though need some work as at the moment they are just recoloured from the GB rips I took.

Posted by 1337_Ac3
Posted by NEONswift
Images

That's one nifty SMW graphics hack. =) Are you planning to make all graphics in the game M&L styled??
Yep, I started with just the Mario sprite but it quickly became apparent that I couldnt leave everything else as it was. The styles clash too much.

Luckily for M&L sprites that dont fit into the limits of SMW I can just use the original sprites and follow the rule of only using the colour black for pupils and outlining the characters.

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NEONswift
Posted on 06-17-07 11:16 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 46373


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Aww crap sorry madmike i forgot to stick the sprites folder into the zip i sent u. I didnt have the original files so i had to make up a new zip file for u.

Ill send u the files missing.

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