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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Chaobomr

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Chaobomr
Posted on 03-24-14 03:25 AM, in Super Monkey Ball hacking! Link | Quote | ID: 156194


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I always figured hacking newer games are a little more involved than, oh say, NES games. That might be why these hacks are so rare.

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Chaobomr
Posted on 03-25-14 11:41 AM, in My unnamed Mario 3 hack Link | Quote | ID: 156213


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Alright then:
1-Is the screen shaking? 'Cuz if it is, you got the wrong giant block
2-Shanem might be able to help with that
3-Has to do something with the pointer's position. You're better off using Workshop's dialog box to do the editing. The location tells the game where Mario spawns in the next area.

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Chaobomr
Posted on 03-28-14 07:05 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156234


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Posted by KDeee

Something I did for lulz, not sure if I'll ever end up finishing this

Almost looks like something I'm doing as well, although, at times, Kirby looks much more aggressive than here.

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Chaobomr
Posted on 03-31-14 04:18 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156255


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Wait a freakin' second! There IS a level editor for Kirby's Adventure?

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Chaobomr
Posted on 04-04-14 08:55 PM, in My unnamed Mario 3 hack Link | Quote | ID: 156275


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Posted by kunio1031
If by that you mean adding more enemies then yes I am, but on my end I'm simply deleting a 4 byte or 3 byte object and then putting in an enemy in it's place. So are you saying if it's something like a bonus level or something connected to a level. In this case the first water world dungeon. So I keep say the regular amount of enemies on the dry room side, and then on the water room side I delete a 3 or 4 byte object but add an enemy in it's place. And that's what's screwing it up? That seems to be the case here if that's what you mean...
Ummm... you can't do that. See, both the enemy and object locations are at two different points. You can't delete an object and get an enemy in return. You're probably better off using custom pointers.

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Chaobomr
Posted on 04-04-14 08:59 PM, in Super Mario Doomsday (rev. 2 of 04-04-14 09:00 PM) Link | Quote | ID: 156276


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Turns out now that it might take a little longer for me to get my computer back. Originally, they thought it was just something wrong with the CPU, judging by the flashing leds. Now they think it's something wrong with the mobo, which makes me think that a connection has gotten faulty. Found out about this earlier this week, so... It's gonna be rather freakin' expensive, too.

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Chaobomr
Posted on 04-07-14 06:04 PM, in My unnamed Mario 3 hack Link | Quote | ID: 156296


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Posted by kunio1031
Ok, so I think I see what you mean about the whole adding more enemies and it spills over type of thing. But let's just say it's a level like World 1-6 where there's no pipes or bonus areas to go to. And you decided to add more enemies then there normally are...Would you have a problem in the game with it recognizing more enemies than normal? Also, the map program I'm using/have been using is the one that you left the link up for...Yep, I'm having problems with it.
It's more like just spilled over data. The overloaded hex values will then spill into the next pointer location and you end up with some random enemy in the wrong place. It's even worse with objects 'cuz it may make the game crash (depending on the hex value). It's better if you either restrict yourself or use custom pointers. The creator of Mario Dreamscape has done that and it works out well. You just have to then keep manual tabs on your custom pointers, something I'd rather not do.

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Chaobomr
Posted on 04-07-14 11:36 PM, in Super Mario Bros: The Wrath of Bowser (Hack Cancelled, Project Still Alive) Link | Quote | ID: 156301


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Sorry to hear you canned the hack part, Retro. I'll give the Game Maker version and check out the hack when my computer gets out of the shop.

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Chaobomr
Posted on 04-07-14 11:38 PM, in Report: Xbox 360 emulation planned for Xbox One... Link | Quote | ID: 156302


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I concur, even though I doubt I ever will get an XBOne.

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Chaobomr
Posted on 04-08-14 05:59 AM, in Super Mario Doomsday Link | Quote | ID: 156305


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Well, it turns out my computer has been fixed. Will get it back ASAP. Hopefully, a rush of inspiration will flood my brain.

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Chaobomr
Posted on 04-09-14 04:33 AM, in Wow....I miss it everything around here Link | Quote | ID: 156315


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That's sick. I really need to brush up on my HTML.

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Chaobomr
Posted on 04-11-14 05:25 AM, in General SMB3 Hacking Thread Link | Quote | ID: 156329


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I think there's a patch that the world map editor has available for that. I cannot remember. It's been a while since I last cracked open the world map editor's folder.

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Chaobomr
Posted on 04-11-14 11:40 PM, in Robot Master Contest (rev. 2 of 04-11-14 11:40 PM) Link | Quote | ID: 156336


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Quake Man! Messes with enemies' equilibrium by having Mega Man jump and perform a megaton Ground Pound.

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Chaobomr
Posted on 04-12-14 01:23 AM, in Super Mario Doomsday Link | Quote | ID: 156338


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I finally have my computer back. Still waiting for that flood of inspiration.

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Chaobomr
Posted on 04-12-14 04:25 AM, in OAM Help with Megaman 5. Link | Quote | ID: 156340


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I apologize if you're already aware of this, but pointers seem to run backwards.

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Chaobomr
Posted on 04-12-14 05:38 PM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156347


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Posted by KDeee
Posted by Stufid
Call this hack "Gangsta Kirby" since he's angry!

Oh... you decided to change it...


Well to me hes KDL2 sprite looks nicer, plus that ">" caused some problems since kirbys sprites are all over the place and some of them are all over the place
I've seen this problem when trying to make Kirby aggressive while suplexing.

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Chaobomr
Posted on 04-12-14 11:02 PM, in Metroid - Dark Alliance for NES released! Link | Quote | ID: 156350


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This is just a texture/level hack, isn't it? (Not negatively criticizing it, just curious)

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Chaobomr
Posted on 04-13-14 01:05 AM, in Metroid - Dark Alliance for NES released! Link | Quote | ID: 156352


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Personally, I'd get rid of the gun degrading every time you get hit, but you probably had a reason to keep it.

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Chaobomr
Posted on 04-13-14 05:34 AM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156354


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Posted by KDeee
Anyways, changed some stuff on first level, mostly first areas tileset and made backgrounds less bland:

image image
image image
image image
(Im not sure why in some screenshots there are garbage in top row since it only shows up in screenshots, but not in emulator..)
Have you set the emulator to PAL? That might help with finding these artifacts.

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Chaobomr
Posted on 04-13-14 02:04 PM, in Kirbys bizarre adventure [Demo #2 out!] Link | Quote | ID: 156357


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Check anyway. NTSC uses less horizontal lines, so you might see the artifacts when the emulation is running. The game's gonna slow down a little however.

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Main - Posts by Chaobomr

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