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4matsy
Posted on 03-09-07 04:06 AM, in Zelda 3 Prototype ROM available! (rev. 2 of 03-09-07 04:07 AM) Link | Quote | ID: 12479


Micro-Goomba
Level: 9

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Since: 03-09-07

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*tries "thegoldenland" as his first guess and gets in*

Eh. It appears to be just an old "Zelda DX" Zelda 1 hack with some extra garbage data thrown in. Or at least the only tiles I recognize in there are from that Z1 hack, the thing won't even run...

4matsy
Posted on 03-10-07 04:54 AM, in Many gaming moments... Link | Quote | ID: 13121


Micro-Goomba
Level: 9

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Since: 03-09-07

Last post: 5064 days
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Most Touched:
I dun remembah. :/

Leaping for Joy:
Beating Blaster Master.
I liked the game, but it was long, and later levels were hard (back then, when I was younger and more inexperienced ), and NO SAVING ARJGHASDFDASFHAS

Unlucky to Die:
Came across some cheap-assed level design in Sonic Advance 2: in one of the Sky Canyon levels, there's this diagonal spring that sends you pretty much right into a wall of horizontal spikes...which, if hit, will knock you down a conveniently-placed hole and ALL THE WAY OFF THE BOTTOM OF THE LEVEL. ASJASDFKJSADLGKJASDJLHASGLKJDLSDJHGASDLG

Biggest Rush:
Beating Mega Man X2 with no items.
Sigma was, like, hard. And stuff. And I was like "ARGH NOT GUNNA MAKE IT" but did, just barely.

Most Scared:
Any level involving Medusa and Don Medusa in the Eggerland/Lolo series.
For those not familiar: Regular Medusa stays still, Don moves. If they see you in a straight line, you get PWNED, with a nice jarring "SHAOWP!" sound effect that will give you a fucking heart attack.
Some of the harder puzzles in the later games require tight timing when running from Don Medusa, too...

Pwned:
And speaking of which, this LOL-ery happened just a few days ago:

4matsy
Posted on 03-12-07 06:57 AM, in Game Genie Code List Link | Quote | ID: 14260


Micro-Goomba
Level: 9

Posts: 3/10
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Since: 03-09-07

Last post: 5064 days
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This is all SMB1, mainly because I don't remember much for other games. Maybe I'll post some for other games later, if I ever remember...



Some of the better codes I found on the net:

TTLZSN:
Infinite time

EEESKA:
Invincible (though not against firebars or hammers)

AEPLLG:
Multi-jump, WHEE.
Note that, with autofire, you can actually drill right through ceilings.

SXIOPO:
Infinite lives
(...actually this comes out of the original GG codebook )

SZLIVO:
Also out of the codebook, this is actually part of a 3-part code that lets you keep your mushroom/fire after you get hit. With just SZLIVO, you keep switching sizes every time you get hit, but you still keep the powerups.



Some nice codes I made and played around with back in the day (I'm surprised I remember all these ):

APNOPE:
Random (though usually quite barren) levels. Best used with AEPLLG so that huge-ass gaps don't kill you when they come up with no warning--and, more likely, end your game, since if you go too far into a level, it may crash when it tries to put you back at the midpoint.
Oh, and did I mention headless Bowser graphics are used for the enemies, so that you usually can't tell who's who until you experiment? Win.
...oh, and watch out for that long firebar at the start, too.

KYOONK, KYKONK, EAOONG, etc:
These change the order of the levels, and sometimes the properties too (KYKONK starts you off on a cloud version of 3-1...). Try messing around with the 3rd and 5th letters, too...



AND NOW FOR TEH AWESOME MUSIK CHANGERZ OF DOOM. HIDE DEH CHILLUNS'.

VYNNYV:
Bowser fire can be heard for the whole game.
...lol?

VYNNYN:
The first of these related music changers I stumbled across. Nothing special...

VYENYN:
Now they're starting to get good.
The starman and flagpole glitch-tunes are kinda interesting, the castle music is quite good, and the saved-a-Toad music is just weird...

VENNYV, VONNYV, VXNNYV, VUNNYV, VSNNYV:
Now they're just getting crazy.
VONNYV's cave music just plays the last bit of the normal underwater music over and over.
VENNYV's game over music is muy wacko.
VUNNYV's castle music is the most repetitive tune you will ever hear.
VXNNYV has creepy silent deaths.
VSNNYV has weird death and flag music, but the cave music is kickass. Castle levels crash the game though.

VNNNYV:
THIS IS FUCKING AWESOME. YES.
The death music is god-like. 'Nuff said.
The flag music is just plain freaky, with glitch-outs all over the place and a loud, high BEEEEP.
The cave music has the end of the normal flag music tacked on at the beginning, which is win.
The underwater music is about 3 seconds long, which kinda fits since the water levels don't need glitched music in order to be annoying anyway.

4matsy
Posted on 03-13-07 04:49 AM, in TinaSitter is the shit. Link | Quote | ID: 14591


Micro-Goomba
Level: 9

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Since: 03-09-07

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Heh, neato.

Hmm...

*takes a screenshot of the Nanase swimsuit costume, and does some minor editing...clangs, bangs, and whirrs of various power tools are heard...*

...There. Tina as...well, Tina:



So, like...who saw that one coming?

Changed the swimsuit color, removed the straps (you can see in AI2's credits that the top goes horizontally behind Tina's back, not over her shoulders...how the hell did that manage to stay on? ), and added the cute lil' flower. That's it.

...though, now that I think some more about it, I probably should've put the flower on the other side of her head, or maybe more near the top center, despite the location in the shot being more true to AI's Tina...as it is now, it'd get in the way of one of the catgirl ears.

4matsy
Posted on 05-04-07 06:15 PM, in Get the infamous YouTube Mario hack HERE. Link | Quote | ID: 32866


Micro-Goomba
Level: 9

Posts: 5/10
EXP: 2503
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Since: 03-09-07

Last post: 5064 days
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Obviously this isn't my hack.
It is a release of sorts, though: people have been looking for this ever since it became famous.

Yeah, so I found that some Taiwanese site had posted a link to a zip containing the Nestopia emulator, the SMB1 ROM, and the IPS patch for the hack.

It is, ironically, called "Super Mario Forever". Funny that one of the hardest Mario hacks on YouTube would share a name with one of the hardest standalone Mario fangames.

Anyway, I've repackaged it into a more legal form: a zip with just the IPS patch, and the readme that came with the hack...though, as said readme appears to be written in Japanese, I dunno how much good it'll do you English-speakers.

Have fun, you sick masochists.

http://www.filespace.org/4matsy/supermarioforever.zip

4matsy
Posted on 05-04-07 09:07 PM, in Get the infamous YouTube Mario hack HERE. (rev. 2 of 05-04-07 09:09 PM) Link | Quote | ID: 32886


Micro-Goomba
Level: 9

Posts: 6/10
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Since: 03-09-07

Last post: 5064 days
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Short answer: "lol ur rom is b0rked."

Long answer: Some of the bad rom dumps do that in more accurate emulators. I don't remember the exact explanation, but I think it was something about the bad dumps not clearing a certain value to 00 or FF or something where the original game does, and that just happens to be where the game gets the starting world number from.

Just make sure you get the good rom dump, that's all. The one I have from an older GoodNES set is called "Super Mario Bros (JU) (PRG 0)", but then they found out that the PRG 1 dump was really a bad one, so now it's just "Super Mario Bros (JU)". Or maybe "Super Mario Bros (JU) [!]", I dunno.

KINDA EDIT, KINDA NOT, SINCE I ACTUALLY JUST RELOADED THE POST PREVIEW PAGE: Yeah, what Dragon Master said.

4matsy
Posted on 01-16-08 05:09 PM, in Game Genie Code List (rev. 2 of 08-16-11 03:33 PM) Link | Quote | ID: 73781


Micro-Goomba
Level: 9

Posts: 7/10
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Since: 03-09-07

Last post: 5064 days
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More SMB1 codes, this batch MUCH more awesome than my previous.

...actually I don't feel like editing and then copypasta'ing, since it's a bit of a large post, so I'll just link to the thread instead:

http://72dpiarmy.supersanctuary.net/viewtopic.php?f=13&t=6895

4matsy
Posted on 10-27-09 02:47 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118023


Micro-Goomba
Level: 9

Posts: 8/10
EXP: 2503
Next: 659

Since: 03-09-07

Last post: 5064 days
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Posted by copyRIGHThunter
I know that it is not possible for there to be more than one white mushroom house on the same map (or wandering bonus coin ship). If a second one is earned, it does not appear if one exists on the map already.

Yeah, the N-spade card game is like that too.

Kinda amusing after repeatedly aborting a 1-up combo at 8000 a bunch of times to rack up the points...the N-spade keeps showing up in the same place, so if you run into it, you get combo'd until you've done as many trips of the card game as you've earned.

4matsy
Posted on 06-19-10 08:15 PM, in General SMB3 Hacking Thread Link | Quote | ID: 132175


Micro-Goomba
Level: 9

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Since: 03-09-07

Last post: 5064 days
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Okay, so you know how when you stomp a turtle, and it's about to come back out of its shell, it shakes a bit and sticks out its feet like this?



I've been looking through the pattern tables in the NES, SNES, and GBA versions for the better part of 2 hours and haven't been able to find the graphic for the feet. It's not with the rest of the turtle/shell/goomba graphics, and I even opened up the tile viewer in the emulator to see if the game switched graphics banks when the feet came out, or some other weird method like that...nothing.

So, uh...yeah. Does anyone know where the graphics for the waking-up-shell's feet are in the rom?

4matsy
Posted on 06-21-10 08:34 PM, in General SMB3 Hacking Thread Link | Quote | ID: 132260


Micro-Goomba
Level: 9

Posts: 10/10
EXP: 2503
Next: 659

Since: 03-09-07

Last post: 5064 days
Last view: 4643 days
Gah, right under my nose the whole time. Thanks, Quick Curly. :p

And now, upon looking closer at that GBA screen, I see they used the same tile, but flipped it upside-down to give the appearance of the feet sticking out diagonally. You can see the one pixel of shell rim that's in that foot tile, too, if you zoom in and get a good look at the feet. Heh.

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