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Main - Posts by Chaobomr

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Chaobomr
Posted on 05-07-13 09:20 PM, in General SMB3 Hacking Thread Link | Quote | ID: 153830


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Hey, I'm somewhat new to the hacking scene and I was just wondering...

Does anyone know how to make the bosses more difficult?

I was thinking of making BoomBoom jump higher like in Some Usual Day and have the final 3 Koopalings require more hits on the hits on the head before they "die." Is there any way I could edit this using a hex editor or do I need to hack into the ASM?

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Chaobomr
Posted on 05-08-13 11:59 PM, in General SMB3 Hacking Thread Link | Quote | ID: 153839


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I was afraid of that. I was also interested in putting the maps' songs in a couple of levels similar to what Shwa did in Chaos Control.
I know next to nothing about ASM hacking. Can you or JaSp give me a couple of pointers?

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Chaobomr
Posted on 05-09-13 11:40 PM, in General SMB3 Hacking Thread Link | Quote | ID: 153852


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Posted by Insectduel


You could COMPARE (CMP) a World level you're in or create a list of HP hits for each world. I haven't done that yet but it's gonna put me on hold whenever I make a SMB3 hack in the future. According to the Koopalings AI data, there were a few CMP's (C9 XX) for certain attacks of their own kind once the world is loaded next to it.


How do I do that?

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Chaobomr
Posted on 05-20-13 07:36 PM, in Zelda Title Link | Quote | ID: 153953


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Can anyone give me any pointers on how to change the text of the background story in the Legend of Zelda?

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Chaobomr
Posted on 05-21-13 07:02 PM, in Zelda Title (rev. 2 of 05-22-13 07:44 PM) Link | Quote | ID: 153971


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Posted by Xeruss
Text in the game can be edited using a hex editor with .TBL support and the table information you can find here.


I already have a tbl file, looking at the data made no sense. The quote marks were missing. There were also a lot of spaces. I'm thinking there's some compression going on

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Chaobomr
Posted on 05-22-13 07:43 PM, in Zelda Title (rev. 2 of 05-22-13 09:30 PM) Link | Quote | ID: 153974


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Posted by snarfblam
Let me know if you need a hand, but I know it's documented somewhere.


I could use some help there, thanks

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Chaobomr
Posted on 05-23-13 06:00 AM, in Zelda Title (rev. 5 of 05-23-13 08:00 PM) Link | Quote | ID: 153978


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Thanks for the help
Posted by snarfblam
The colors of the text are stored in a 64-byte block found at $1A82B in the ROM (it is raw attribute data). If you open the rom in FCEUX, open the hex editor, pull up the ROM (under the "View" menu), and go to $1A82B, you can start playing around with the values. After changing the values, reset the ROM and you'll see the changes take effect.

Changing the text to all white would be easy (changing certain bytes to 00). If you want to do your own custom "highlighting", well, even thought I understand attribute data perfectly well in theory, trying to manipulate it by hand gives me one hell of a headache.


I looked into a rom map that I acquired from datacrystal and it said that the ROM offset was at $1A81b.

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Chaobomr
Posted on 05-24-13 04:09 AM, in Zelda Title Link | Quote | ID: 153988


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So, I should add $10?

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Chaobomr
Posted on 05-28-13 06:17 PM, in Zelda Title Link | Quote | ID: 154014


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Looks like the hacking tutorials are back. It seems hastily written

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Chaobomr
Posted on 05-30-13 06:37 PM, in Endline Link | Quote | ID: 154027


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How do you write down an endl character for a .tbl file?

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Chaobomr
Posted on 05-31-13 01:44 AM, in Endline Link | Quote | ID: 154029


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Posted by snarfblam
Depends on the utility.


Mainly for Thingy(x86 as well) and the Hex Editor that comes with FCEUX.

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Chaobomr
Posted on 06-01-13 07:35 PM, in General SMB3 Hacking Thread (rev. 2 of 07-08-13 02:30 PM) Link | Quote | ID: 154034


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Is anyone familiar with how to tile hack the end scene? You know, the "credits"?

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Chaobomr
Posted on 06-05-13 08:18 PM, in Endline (rev. 2 of 06-06-13 05:14 AM) Link | Quote | ID: 154043


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Posted by Pikachumanson
i just type in the word end


You can do that?

I actually just wanted the "keystroke" for keys like "enter".

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Chaobomr
Posted on 06-09-13 05:00 AM, in Expanding a ROM that has more than 16K PRG-ROM? Link | Quote | ID: 154067


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Posted by Insectduel
Any idea how some games or pirated games like Pocket Monsters Yellow on the NES are more than 1,024 of rom size?


Maybe since they're pirated, they don't need to adhere to NES standards?

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Chaobomr
Posted on 06-15-13 05:49 AM, in Hacking health Link | Quote | ID: 154111


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Is there any way to start the player character (I.E. Link from Legend of Zelda or Samus from Metroid) on full health?

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Chaobomr
Posted on 06-15-13 03:50 PM, in Hacking health Link | Quote | ID: 154115


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I was actually referring to the original NES games. Using the SNES references works. I just don't know how to hack into the SRAM

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Chaobomr
Posted on 06-17-13 01:50 AM, in Hacking health Link | Quote | ID: 154119


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I'm aware that this might be under ASM, but I want to start the characters on full health each time a game is started, whether through password or starting from a save

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Posted on 06-17-13 02:21 AM, in Resident Evil 4 fonts Link | Quote | ID: 154120


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I have acquired an ISO of Resident Evil 4 (Disc 1) (don't worry, it's legal under copyright law) and I was wondering how you could extract the menu font from the iso and convert it to a usable format. Google did not help

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Chaobomr
Posted on 06-17-13 06:15 PM, in A few (hopefully simple) Zelda 3 hacking questions Link | Quote | ID: 154126


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I think maybe with (A) you should look at the PPU for hints. If it's anything like the NES, then you should be able to find a good "block" that'll prevent Link from interacting with. On that note, I haven't played ALTTP in a while, and I can't remember how to interact with the shopkeeper's items. Best of luck to ya

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Chaobomr
Posted on 06-17-13 06:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154127


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Hey, infidelity, I'd like to see you recreate the original tunes using Capcom's 6C80 sound engine. Can you do that?

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Main - Posts by Chaobomr

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