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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 187/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 188/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I would like to see these:
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Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 189/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Give this PAR code a try:
7E005921 When activated, this code makes every sound effect sent to the I/O port the touch Fuzzy sound, complete with the tempo change and pitch distortion. If you replace 21 with 22, the music will return to normal at any point when a sound effect is normally played. For the curious, here's the complete list of values: 01- Unpause Game 02- Pause Game 03- Swimming/Grabbing egg 04- Object Appearing/Spitting out enemy 05- Power Up/Beanstalk sprouting 06- Slot Machine spinning (SMW egg hatching) 07- Bones Crumbling 08- 1-UP 09- Coin 0A- Breaking Sound 0B- Shell Sound #1 0C- Shell Sound #2 0D- Shell Sound #3 0E- Shell Sound #4 0F- Shell Sound #5 10- Shell Sound #6 11- Shell Sound #7 12- Shell Sound #8 13- Bouncing 14- Yoshi digesting 15- Growing block 16- Balloon inflating 17- Yoshi hurt 18- Coins spilling (SMW Dragon Coin) 19- End-level ring (SMW Midway Tape) 1A- Aiming egg (SMW Yoshi sticking out tongue) 1B- Rotating spike stick ticking 1C- Stomp enemy 1D- Poof 1E- Chink 1F- Hitting head on ceiling 20- Throwing an egg 21- Touch fuzzy w/ weird music effect 22- Changes music back to normal 23- Green Glove catching egg 24- Nothing? 25- Piranha Plant shrinking 26- Tap-Tap Walking 27- Powerful Mario Star 28- Tin clanking sound #1 29- Tin clanking sound #2 2A- Tin clanking sound #3 2B- Tin clanking sound #4 2C- Coin Tapping Ground 2D- Selecting "No" at "Try this stage again?" screen 2E- Hitting '?' Bucket 2F- '?' Bucket hitting ground 30- Powerful Mario Star Appearing 31- Entering Pipe 32- Hitting Message Block 33- "Keep Moving" Platforms 34- Trying to enter pinball gate from wrong side 35- Frog bouncing 36- Flower 37- Yoshi Hovering/Empty Egg Plant 38- Baby Mario jumping 39- Piranha Plant chomping 3A- Stomping on Shy Guy 3B- Pop 3C- Yoshi trying to eat something that's inedible 3D- Baby Mario kidnapped 3E- Yoshi licking 3F- Hookbill hit by egg 40- Door opening 41- Door closing 42- Nothing? 43- Yoshi 44- Baby Mario Crying 45- Spitting watermelon seeds 46- Collapsing? 47- Wall falling 48- Thunder/Huge blocks falling 49- Yoshi jumping 4A- Yoshi trying to throw an egg when he has none 4B- Stairs appearing #1 4C- Stairs appearing #2 4D- Stairs appearing #3 4E- Stairs appearing #4 4F- Stairs appearing #5 50- Message appearing/Lakitu throwing Spiny Egg 51- Bonfire Lakitu ready to fire 52- Lower version of 51 53- Lower version of above 54- Lower version of above 55- Lower version of above 56- End of Message 57- Losing stars (over 10) 58- Losing stars (under 10) 59- Chomp Rock rolling 5A- Squeaking 5B- Kamek 5C- Moving Cursor 5D- Entering Level/Train entering track 5E- Frog croaking twice 5F- Water splashing 60- Walking on mud 61- Spitting lava 62- Bumping Melon Bug 63- Lakitu aiming shot 64- Unlocking door 65- Frog croaking once 66- Vase breaking 67- Enemy tumbling 68- Dancing Spear Guy chant #2 69- Dancing Spear Guy chant #1 6A- Ferris wheel platform #1 6B- Ferris wheel platform #2 6C- Ferris wheel platform #3 6D- Incoming Chomp flying in 6E- Fly Guy flying away/Tulip giving stars 6F- Nothing? 70- Transformation music (full) 71- Transformation music Ch. 1 72- Transformation music Ch. 2 73- Flipping for butt stomp 74- Boss exploding(full) 75- Li'l Mouser/Grinder/Tap-Tap squeaking 76- Shy-Guy peeking out of pipe 77- Shy-Guy jumping out of pipe 78- Boss hurt 79- Ghost hurt 7A- Nep-Enut hurt 7B- Naval Piranha chomping 7C- Sluggy the unshaven moving? 7D- Transformation expiring 7E- Switch timer ticking 7F- Switch timer running out 80- Boss defeated 81- Hookbill defeated? 82- Hookbill falling? 83- Roger the Potted Ghost/Lunge Fish chomping 84- Tap-Tap the Red Nose/Tap-Tap the Golden walking 85- Largest Milde popping 86- 2nd largest Milde popping 87- Castle ready to explode 88- 3rd largest Milde popping 89- Another falling sound 8A- Baby Bowser hurt 8B- Baby Bowser flipping for butt stomp 8C- Baby Bowser talking 8D- Baby Bowser yawning 8E- Baby Bowser's first form defeated 8F- Correct sound 90- Incorrect sound 91- Big Baby Bowser roaring 92- Big Baby Bowser hurt 93- Red Coin 94- Last Red Coin 95- Bonus Challenge 96- Pushing "Jell-O" 97- World Completed Fanfare 98- Walking through snow 99- Castle exploding 9A- Kamek flying in on his broom 9B- Yoshi's head stuck in yellow gunk/Yoshi walking in world completed sequence 9C- Egg ricocheting #1 9D- Egg ricocheting #2 9E- Egg ricocheting #3 9F- Stork flapping wings A0- Freezing enemy w/blue watermelon A1- Breaking frozen enemy A2- Poochy running ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 190/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
**BUMP** (but with relevant information)
No need to bother me now. Here's all the info you need to view the maps in the editor, but keep in mind that this list is based on an older version of Lazy Shell, where the values were represented in hexadecimal. Test Map (no physical map exists) GRAPHICS SETS: GFX Set 1: 16 (House exteror) GFX Set 2: 1A (Town Decor) GFX Set 3: 17 (House doors) GFX Set 4: 2F (Town cliffs, stairs) GFX Set 5: 0 (NONE) TILESETS: L1 Tileset: 4 (Towns 1 (L1)) L2 Tileset: 5 (Towns 1 (L2)) TILEMAPS: L1 Tilemap: 0 L2 Tilemap: 1 PALETTES: Palette Set: 3 (Rose Town) Mountain Area 1 (2 levels in one) (graphics are slightly messed up because of tileset changes) GRAPHICS SETS: GFX Set 1: 33 (Shacks) GFX Set 2: 1A (Town decor) GFX Set 3: 0 (NONE) GFX Set 4: 34 (Mountain) GFX Set 5: 35 (Mountain decor) TILESETS: L1 Tileset: 19 (Mountains (L1)) L2 Tileset: 1A (Mountains (L2)) TILEMAPS: L1 Tilemap: 2A L2 Tilemap: 2B Physical Map: 29 Town Area, Outside MAP #: 2 (Tilemaps are missing, but physical map exists) Town Area, Interiors MAP #: 28 (Tilemaps are missing, but physical map exists) Early Mushroom Kingdom, Outside MAP #: 4 (Graphics are slightly messed up because of tileset changes) Early Mushroom Kingdom, House Interiors MAP #: A (Graphics are slightly messed up because of tileset changes) Sewer Areas 1 (3 levels in one) MAP #: 10 (Only the physical map exists) Forest Areas (4 levels in one) MAP #: 15 Bowser's Keep 1 MAP #: 25 Bowser's Keep 2 MAP #: 26 Bowser's Keep 3 MAP #: 2B Cave Areas (4 levels in one) MAP #: 3A Grassland Area 1 MAP #: 34 Grassland Area 2 (2 levels in one) MAP #: 3C Mountain Area (5 levels in one) MAP #: 48 (Tilemaps are missing, but physical map exists) Sewer Areas 2 (4 levels in one) MAP #: 4D Early Melody Bay (no physical map exists) GRAPHICS SETS: GFX Set 1: 4E (Plains hills, trees) GFX Set 2: 4F (Plains ground, rock) GFX Set 3: 50 (Rotating Flowers) GFX Set 4: 51 (Countryside) GFX Set 5: 0 (NONE) TILESETS: L1 Tileset: C L2 Tileset: D TILEMAPS: L1 Tilemap: 5A L2 Tilemap: 5B PALETTES: Palette Set: 17 ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 191/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Also (quoted from elsewhere with hex values changed to decimal; ignore the part that Yakibomb already mentioned):
Posted by Yakibomb It looks as if that hallway was meant to connect to the dummied-out staircase room to the right of the entrance to Toadstool's room. The Mushroom Kingdom exterior's physical map appears to be much larger than it needs to be, which suggests that there was another intermediate design between map 10 and the final's map 28. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 192/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 193/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by MikeFuryXPThis is one of the surprises you were referring to, right? I provided Pac with the information to make that. He actually made programs which allowed him to compile his own music banks and port music from Super Mario World to Super Mario All-Stars. They were a bit messy, so he was reluctant to let them spread around. I don't have an archive of our initial MSN conversation, but here are some of the documents I provided for him then: Bouche's Notes - I didn't create this one. Somebody from one of the old incarnations of Acmlm's Board extracted several of Bouche's posts from an even older thread and placed them in this rich text file. It details the basic structure of the N-SPC data in Super Mario All-Stars. This, along with the command list in Hyrule Magic's music editor (of all places!), taught me everything I needed to start editing music. Super Mario All-Stars / Super Mario World SPC commands - Here is the document I made from the aforementioned command list. The hex values farthest to the left are for SMAS, while the values to the right of these are for SMW. Demo World 3: Star - A breakdown of Bouche's custom recreation of the SMW2 star music in Demo World 3. Describes all of the main structures you'll find in a song's data. SMAS SPC Addresses - SPC RAM location for every music track in SMAS. Using this info, and examining how Bouche ported the SMAS engine to SMW to Demo World 3, I made this. Then addmusic came along, and this method of SMW music hacking died quietly. With most of the SMW ROM and RAM mapped out, and the torrential downpour of tools that do just about everything for you, I was left with nothing to do related to SMW. I messed with numerous other games: Yoshi's Island, Game Boy Donkey Kong, Donkey Kong Country, Stunt Race FX, and NBA Jam T.E.; EDIT: What did I just write? ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 194/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I'm not entirely sure if this will work, as I've never programmed anything for the NES (This was adapted from SNES code). Perhaps it will at least lead you in the right direction:
This example assumes that the value is stored in decimal, and that the numeric tile graphics are in order from 0 to 9. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 195/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I posted the offsets for those palette assignments a few years ago here, along with assembly tweaks to allow Luigi to have entirely separate graphics from Mario. There are also a few tables that appear to have palette assignment data, but I haven't figured out where they're used.
Oh, and great work thus far! ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 196/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
They've been known about since shortly after the discovery of the Debug Menu.
Source: A post by HyperHacker (using the alternate name HyperLamer) in Acmlm's Board I2 Archive Scroll down a bit in this post (to the BG section), and you'll find all of them listed. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 197/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by gridatttackNo, it shouldn't. You'll just be left with free space after your music file. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 198/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I didn't say it was all done using pointer calculation, only that it is a large part of the process because of the quantity of sprites I've had to port from the first game to the second one.
Posted by shanemNot exactly. The majority of sprites in the DKC games are uncompressed. They don't appear perfectly aligned in a graphics editor because each sprite is preceded by related data--data which determines how many chr tiles are sent to VRAM, how many of these make up 16x16 and 8x8 OAM tiles, and the coordinates of the OAM tiles. Simion32 has documented the format of this data here. It is important to note that this format isn't used exclusively by the DKC games. Several Rare-developed SNES use this (e.g. both Battletoads games, Killer Instinct, Ken Griffey, Jr.'s Winning Run). More about the first DKC's data can be found here. I'll have more about DKC3 later. Need to leave for work in a few minutes... ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 199/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Just wanted to call your attention to this (quoted below in case the thread vanishes from ROMhacking.net):
Posted by vince94 at ROMhacking.net ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 200/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 201/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I hereby declare my participation in this collaboration hack with a couple of changes to it:
Download link: Board 2 Balloon Fight Hack - 2015-11-21 Demo 003 The offsets document has also been updated to reflect these changes. The level Zieldak designed has now been implemented as Phase 4. I also tried my hand at sprucing up the title screen a bit. If it sucks, anyone is welcome to redesign it. Change Log: Demo 001 (2015-11-16): - Phase 01 completed! (Quick Curly) - Title screen placeholder #1. (Quick Curly) Demo 002 (2015-11-18): - Phase 02 completed! (MegaEliteGamers) - Phase 03 completed! (Quick Curly) - Title screen placeholder #2. (Quick Curly) - Custom palette code implemented! (Quick Curly) - Game demo disabled. (Quick Curly) - Starting lives (0x7201) increased from 2 to 6. (Quick Curly) - Added code to enable "Eaten by fish tune" on title screen! (Quick Curly) Demo 003 (2015-11-21): - Phase 04 completed! (Zieldak) - Title screen placeholder #3. (Mattrizzle) @Quick Curly: Excellent job on all of the documentation for this project and the game itself! I was able to pick this up quickly (ha ha) and managed to build a level in a few hours. (Then again, I'm not new to hacking...) ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 202/202 EXP: 226502 Next: 2677 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by ScarletDevilThat is for the Japanese SMB2 (a.k.a. Lost Levels), and it is the same one Zynk linked to. ____________________ |
Main - Posts by Mattrizzle |
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