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Please chime in on a proposed restructuring of the ROM hacking sections.
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Mattrizzle
Posted on 04-07-10 02:01 AM, in LazyShell V2.1 Link | Quote | ID: 129585


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giangurgolo's site is now here. Some stuff was lost prior to the move, though.

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Mattrizzle
Posted on 05-27-10 07:12 PM, in Which games would you like to see a editor for? Link | Quote | ID: 131507


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I would like to see these:
  • GB Donkey Kong (I started hacking this once, but the compression scheme was a pain to work with)
  • Kirby's Dream Course
  • Kirby Super Star (With all of the Japanese hack videos, you'd think there would be an editor somewhere on the Web, but none have surfaced)
  • Stunt Race FX (I made a video of the shortest track I could make with the existing pieces. It a long time to build even this, as I had to keep testing the ROM to see if I got the coordinates correct.)
Other games I would like to see editors for are the Donkey Kong Country games and Super Mario All-Stars. I didn't include these in my main list because there are already editors being made--Donkey Kong Country Resource Editor for the former and MushROMs for the latter.

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Mattrizzle
Posted on 06-24-10 10:35 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass (rev. 2 of 06-24-10 10:46 PM) Link | Quote | ID: 132378


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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

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Mattrizzle
Posted on 04-21-11 02:29 AM, in Where could I obtain the unused/beta stuff? (rev. 2 of 04-21-11 02:31 AM) Link | Quote | ID: 140955


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**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

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Mattrizzle
Posted on 04-24-11 11:51 PM, in Where could I obtain the unused/beta stuff? Link | Quote | ID: 141073


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Also (quoted from elsewhere with hex values changed to decimal; ignore the part that Yakibomb already mentioned):

Beta level palette sets I've found:

* [17]: Apply it to any of the Mushroom Kingdom Castle levels and compare to 0:56 of [The V-Jump 95 Presentation video Yakibomb already linked to]. This could also explain why the are two copies of the Mushroom kingdom castle battlefield in the data.
* [1] or [22]: One of these palette sets seems to match up with the beta Bowser's Keep tileset seen at 1:17 in the video. [It's also used in unused MAP # 43]
* [7]: This matches the beta Nimbus castle tileset at 1:52 in the video and the first screenshot on this page. [It's also used in unused MAP # 27]


Posted by Yakibomb
If you check the physical map of the castle in the Mushroom Kingdom, the room where you go into the storage area, there is a hallway to the right that lead to somewhere, but there are solidity tiles that block it off.

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.

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Mattrizzle
Posted on 05-26-11 10:02 PM, in NBA Jam Old-School Edition (Update May 26, 2011: 2nd Demo Released!) Link | Quote | ID: 142544


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Here's a massive bump to say that a second demo has been released.

The initial post has been updated with the link, as well as links to all of the videos I've created since the release of the first demo.

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Mattrizzle
Posted on 01-19-12 06:59 PM, in We have reached an impasse, and now a wall! (rev. 3 of 01-19-12 07:59 PM) Link | Quote | ID: 149611


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Posted by MikeFuryXP
Also Pete ac was working on smas last year, he made a quite a few surprises on one of his youtube page.
This 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.; but it seems that very little I do ever gets anyone interested anymore, and when it does, it's just people constantly asking me to do stuff for them. Sure it does... but the part about people constantly asking me to do stuff for them still stands. I miss the old days when hackers worked together finding ROM offsets and made an effort to understand stuff on their own. Such days never really existed. Now everyone Many people expects everything to just be handed to them on a silver platter...

EDIT: What did I just write?

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Mattrizzle
Posted on 06-11-12 11:26 PM, in How do you assign graphics to numbers? (rev. 2 of 06-11-12 11:43 PM) Link | Quote | ID: 151322


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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:


...
LDA #$VramHigh
STA $2006
LDA #$VramLow
STA $2006
LDA Arrows //Arrow quantity address: #$01 in your example
AND #$F0 //Mask to get the tens digit (0)
LSR #4 //Right shift four times to move the tens digit into the ones digit
CLC
ADC #$NumTileStart //#$56 in your example; #$00 + #$56 = #$56
STA $2007
LDA Arrows
AND #$0F //Mask to get the ones digit (1)
CLC
ADC #$NumTileStart //#$01 + #$56 = #$57
STA $2007
...



This example assumes that the value is stored in decimal, and that the numeric tile graphics are in order from 0 to 9.

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Mattrizzle
Posted on 07-15-12 11:48 PM, in New Super Mario Kart: For Super Players! (rev. 3 of 07-16-12 12:21 AM) Link | Quote | ID: 151622


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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!

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Mattrizzle
Posted on 09-12-12 10:56 PM, in Hidden Backgrounds and beta sprite? (rev. 2 of 09-12-12 11:03 PM) Link | Quote | ID: 152378


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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.

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Mattrizzle
Posted on 07-28-14 01:22 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157542


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Posted by gridatttack
Also I wonder, what if the new file is smaller than the original? Will it cause any trouble?
No, it shouldn't. You'll just be left with free space after your music file.

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Mattrizzle
Posted on 09-02-14 01:27 PM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158079


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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 shanem
Here is your issue: All the sprites are compressed.
Not 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...

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Mattrizzle
Posted on 02-12-15 02:02 AM, in LAZY SHELL v3.19.0 released (2014-01-22) *REPORT BUGS HERE* Link | Quote | ID: 159477


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Just wanted to call your attention to this (quoted below in case the thread vanishes from ROMhacking.net):

Posted by vince94 at ROMhacking.net
I'm using Lazy Shell (3.19.0.0) to tweak Super Mario RPG dialogue and item text, and this keeps happening over and over again.
Something in the editor seems to be changing the World Map Overlay palette (and the menu cursor palette too) into some kind of corrupt brown mess:

Since the glitch pops back up every single time I go into Lazy Shell to change something, I imported the original palettes from a vanilla ROM and made myself a simple IPS patch for when this inevitably happens in the future.
Is anybody else encountering this weirdness?


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Mattrizzle
Posted on 10-17-15 09:08 PM, in DKC Hacking (rev. 3 of 10-18-15 02:37 AM) Link | Quote | ID: 161492


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For various Japanese DKC2 and 3 tools, go here.
The latest versions of these editors haven't been translated to English yet, but older English versions can be found here.

Donkey Kong Country Resource Editor (DKCRE), a multipurpose editor for DKC1, can be found here.

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Mattrizzle
Posted on 11-22-15 03:41 AM, in Board2 Collaboration Hack? (rev. 2 of 11-26-15 12:26 PM) Link | Quote | ID: 161995


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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...)

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Mattrizzle
Posted on 09-09-17 03:22 PM, in SMB2 NES Disassembly? Link | Quote | ID: 165907


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Posted by ScarletDevil
This is the only thing I could find:
Incomplete SMB2ue Disassembly
That is for the Japanese SMB2 (a.k.a. Lost Levels), and it is the same one Zynk linked to.

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