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Main - Posts by Mattrizzle |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 167/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by icegoomActually, the most current version is 1.35. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 168/202 EXP: 226504 Next: 2675 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: 169/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
If I read one more person praising me or calling me awesome, I'll lose my mind!
Anyway, I found out that the levels simply use LZSS compression. Here are some specifics on the variant of LZSS that GBDK uses: In most cases, right after the 7 bytes that make up the header, you should see a number that isn't 00. When you reverse the order of the bits, they will show you whether the next few bytes are compressed or not. Example from Stage 1-1: 144D2: 00 07 0C 96 00 00 00 79 Here, we see 79, which is 01111001 in binary. Reverse the bits and you end up with 10011110. 1 means the byte is uncompressed, while 00 means the next two bytes are compressed. Let's go back to our example: 144D9: 79 FF 01 0F 01 0A CD DF E0 D4 16 0F (I italicized the 0 bits and boldfaced the 1 bits to make things easier to see) Bits set to 1 are nothing special. What you see is what you get. However, bits set to 0 are a little trickier... What you need to remember is that the first byte is always the relative location of the tile(s) to duplicate, and the second byte is the length plus 3. For example, 01 0F would start at the tile right before these bytes (which in this instance is blank tile FF), and duplicate it 18 times. If you're still confused, see Nemesis' document at RHDN for more information on LZSS compression. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 170/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by blackhole89Strangely enough, Panel de Pon/Tetris Attack does use the beta N-SPC engine. Most of the digits for the commands are identical to those found in SMW. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 171/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I'm the one who told Pac how to change the Starman music back to the SMAS version.
Demo World 3 (SMB3 patch) 31421C [26 F6] Pointer to track 0D(SMW2 Starman) Change to 4A DA to restore the SMAS Starman music Demo World 1+3 (SMB3+SMB patch/SMAS patch; not to be confused with the SMAS music patch I created) 32021C [A2 F6] Pointer to track 0D(SMW2 Starman) Change to 4A DA to restore the SMAS Starman music 3004FE [19] Change to 1E to make tracks 19-1D work Here's a list of the "missing" tracks: 19: GLITCH, don't use! 1A: SMB Goal 1B: SMB2 Boss Battle 1C: SMB Fake Bowser Battle 1D: SMB Real Bowser Battle Both of Bouche's patches 3014FC [A8 21 A8 21] Change to A9 21 A9 21 to correct the Pause/Unpause sounds That just about covers all of the problems that can be fixed easily... ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 172/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Now, for an NBA Jam Old-School Edition update:
Chuck Norris is in as a secret player. Also, the regular roster is finished! Avery Johnson and Eddie Johnson are just two of many "new" players. For the people who haven't heard of it/don't remember, click this link. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 173/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by HeianIf I knew an easy way to rip all of the voice samples from the arcade versions, I would. MAME runs games extremely choppy on my computer(a Dell with Windows 98 and a Pentium III processor). The announcer never says the players' names in the SNES version anyway. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 174/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I was bored enough.
I've managed to squeeze all of the 8x8 tiles needed for the entire font with 8 tiles to spare. These tile values should yield this: Keep in mind that I have no idea where there the font tilemap is. For some reason I enjoy making complete fonts out of incomplete ones. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 175/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Released:
Yoshi Color Correction Patch (Yoshi's Island) Intro Music Patch (YI; This lets you use the Welcome to Yoshi's Island music in a normal level) Super Mario Bros. 2 Music Patch (Super Mario World) Super Mario All-Stars Music Patch (SMW; Not to be confused with Bouche's SMB3 + SMB1 Music Patch) Unfinished: SMB Only Patch (Super Mario All-Stars; I accidentally deleted the most recent version of it) Super Mario Bros: *insert subtitle here* (Super Mario World hack) [Plot in a nutshell: 7 coins get stolen from Toad and he asks the Mario Bros. to help him] Classic Enemy Patch (SMW) [Replaced Goomba and Koopa with classic versions and Pipe Lakitu with Venus Fire Trap. When I found out about Sprite Tool, I canceled it.] In Progress: NBA Jam Old-School Edition (NBA Jam Tournament Edition hack, SNES) ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 176/202 EXP: 226504 Next: 2675 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: 177/202 EXP: 226504 Next: 2675 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: 178/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
As you may or may not have heard, NBA Jam Old-School Edition is my hack of NBA Jam Tournament Edition for the SNES. My goal is to make this hack feel like an enhanced version of the original arcade NBA Jam. After approximately four years(mid 2005), I finally released my first demo.
Now, with two additional years having passed, as well as the conclusion of my busiest college semester yet, this is the perfect time for me to release a new demo. 2nd Demo Additional Features
1st Demo Features
Screenshots/More Info (some may be outdated): Board 2: First post SMW Central: First post SMW Central: Second post Videos: Starring Screen - OUTDATED Player Attributes - OUTDATED Pistons vs. Mavericks (Part 1/2) Pistons vs. Mavericks (Part 2/2) Special Guests (Part 1) - Spoiler Alert!! End of Quarter Music Special Guests (Part 2) - Spoiler Alert!! So, without further ado, the download links: May 18, 2011: 2nd Demo Revision 1 - 596.43 KiB February 21, 2009: 1st Demo - 416.82 KiB Make sure you read and obey everything in the readme file. I already had to rebuke a couple of people for this. Failure to comply may result in this project's cancellation!! Oh, and you need the (U)[!] version of the NBA Jam Tournament Edition ROM in order to play this hack. The ROM must be headerless. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 179/202 EXP: 226504 Next: 2675 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: 180/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Sparks, here's some of the info you're looking for (locations are accurate in an unheadered US ROM):
848E-849D [00 02 00 04 00 00 00 06 00 06 00 04 00 02 00 00] Color palettes to use for characters Note 1: Altering these won't affect the palettes used when characters are squashed or in the trophy sequence. 8F23 [02 00] Which character uses the special graphic routine (Luigi) Note 2: Change 8F25 from BNE to BRA (D0 to 80) to disable this. You will also have to change Luigi's value in the table at 9080. 8F30 [00 00] Which character's sprite Luigi copies when far away/shrunken (from table at 9080) 9043 [C0 80] Luigi's body (all angles except for full front/back) 905C [C0 40] Luigi's body (full front/back) 9080-908F [C0 00 84 00 C1 00 C2 00 C3 00 C5 00 C6 00 C4 00] Data bank pointers to character graphics Note 3: This won't change Luigi's sprite, the ranking icons, squashed sprites, or trophy sequence sprites. B837 [26 01 46 01 06 01 66 01 6A 01 4A 01 2A 01 0A 01] ??? This appears to be related to palettes somehow. (look at the upper nybble of every even byte) 5A0AC-5A0BB [00 02 00 04 00 00 00 06 00 06 00 04 00 02 00 00] Color palettes to use for characters (unknown) Character values: 00: Mario 02: Luigi 04: Bowser 06: Princess 08: Donkey Kong Jr 0A: Koopa Troopa 0C: Toad 0E: Yoshi EDIT (7/15/12): Removed the header size from the offsets. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 181/202 EXP: 226504 Next: 2675 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: 182/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
These should be what you're looking for:
6C82 [10] Change to 80 to disable spin jumping from water E891 [10] Change to 80 to disable spin jumping from springboards EF9C [10] Change to 80 to disable jumping off of Yoshi Note: If you haven't disabled the default spin jump (589E), the A button will make the spinning sound play with no other effect. If the default spin jump is disabled, the A button will make Yoshi jump. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 183/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I already posted this somewhere else, but here are some screenshots (well, if the host is cooperating...) of Short Circuit, the first ever custom track for Stunt Race FX!
Aside from two problems, this track is functional: 1. Free Trax will delete all saved times for a track if you get a finishing time below one minute. This is a problem because the average time for Short Circuit is 30 seconds. 2. The enemy vehicles in Speed Trax do follow the correct path, but they drive too slowly. They can be lapped easily using the 2WD. Two trucks and an Arwing watch the action from inside the track. Depending on the vehicle used, you start out Short Circuit with 25 or 30 seconds on the countdown timer in Speed Trax. Ten seconds are earned for competing the first lap, and five for completing the 2nd. Here, I finished with only 9 seconds left. The truck pictured here is actually one of several unused models in the game, most of which are road pieces. Oh, and something you couldn't see in the screenshots: I ported the Mario Circuit music from Super Mario Kart. You can hear it in this video: ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 184/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
Posted by TraxLol, almost all of the game modes in Stunt Race FX end with the word Trax. Free Trax is the game's Time Trial mode, Speed Trax is the Grand Prix mode, Battle Trax is the VS mode, and Stunt Trax is a mode where the player goes through obstacle courses to pop star balloons. Additionally, the Japanese name of the game is Wild Trax. ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 185/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I started hacking Stunt Race FX in 2006, when Sukasa asked for info in a thread during Incarnation 3. Due to boredom, as well as ZSNES being horrendous when it comes to accurately emulating the Super FX chip, I quickly abandoned it.
However, with the recent advent of an emulator which fully supports the chip--BSNES--I am once again inspired to hack Stunt Race FX. Here some relevant links: Stunt Race FX hacking notes by Matrixz - This is a newer version of the document Matrixz posted at the previous link. Most of the ROM addresses in these notes are only accurate for the European version of the game. The addresses I'm documenting in this thread are for the headerless Stunt Race FX (U) ROM. Some of this info may be repeated from the previous link, but I like to have everything in the same place. Track DataLocations1F4A5-1F4F8 Track Data pointers (3 bytes per track, 28 tracks) 28000: Menu "Track" Data 28074: 00- Easy Ride Track Data 28AB9: 01- Aqua Tunnel Track Data 2990B: 02- Sunset Valley Track Data 2A4FC: 03- Night Owl Track Data 2B285: 04- King's Forest Track Data 2BF92: 05- Sea Breeze Track Data 2CADA: 06- White Land Track Data 2D7F4: 07- Night Cruise Track Data 68000: 08- Lake Side Track Data 68CF9: 09- Big Ravine Track Data 69B5E: 0A- Sky Ramp Track Data 6AD25: 0B- Harbor City Track Data 6BD71: 0C- Rock Field Track Data 6CC71: 0D- Up'N Down Track Data ADB6F: 0E- Ice Dance Track Data 6DF8C: 0F- Blue Lake Track Data AC000: 10- Cotton Farm Track Data AC6C3: 11- Toxic Desert Track Data ACD4C: 12- Marine Pipe Track Data AD444: 13- Port Arena Track Data 2E509: 14- Bonus 1 Track Data 2EBB7: 15- Bonus 2 Track Data 2F245: 16- Bonus 3 Track Data AEEB7: 17- Radio Control 1 Track Data AF106: 18- Radio Control 2 Track Data AF313: 19- Radio Control 3 Track Data AF50A: 1A- Radio Control 4 Track Data 6F126: 1B- Test Run Track Data Format/Commands 0x06: Start of track data 0x1A: Flags 1 1A bb 00 bb: Unknown (set to 01 in Radio Control tracks) 0x14: Flags 2: For unknown reasons, the 0x14 command appears more than once on several tracks, even though it can be used toset multiple bits simultaneously. 14 pp PP pp= Low byte: bit 0: Rain bit 1: Falling snow bit 2: Unknown bit 3: Unknown bit 4: SPLASH death on Y=0000 plane (combine with bit 5 to give the illusion of deep water) bit 5: Y=0000 plane and certain collision types are wet (combine with bit 4 to give the illusion of deep water) bit 6: Snow on track bit 7: More friction on track PP= High byte: bits 8-16: Unknown 0x08: Object direction: This command affects every object defined after it, until another 0x08 command is used. 08 dd dd= Direction: 00: North 40: West 80: South C0: East 0x0E: Vehicle objects 0E xx XX yy YY zz ZZ 40 A0 00 00 ll mm 08 00 00 00 00 00 00 00 02 vv VV II dd XXxx= X-coordinate (signed; 8000-7FFF) YYyy= Y-coordinate (signed) ZZzz= Z-coordinate (signed) 08mmll= ASM Pointer (high byte is always 08): AF0F: Player 1 AFD7: Player 2 B079: Enemy (Radio Control) B1BA: Enemy 1 B1C7: Enemy 2 B1D4: Enemy 3 VVvv= Car type: 81B9: F-Type (Player 1's default setting) 82E5: 2WD 8411: 4WD 853D: Coupé (Player 2's default setting in Battle Trax) 8669: Trailer 876E: Enemy F-Type (Enemy 1's default setting) 8886: Unused Enemy 3WD 8990: Enemy 4WD (Enemy 2's default setting) 8AA8: Enemy Coupé (Enemy 3's default setting) II= ID: 01: Player 1 02: Player 2 04: Enemy 1 08: Enemy 2 10: Enemy 3 40: Enemy (Radio Control) 0x12: Vehicle starting coordinates (Radio Control enemies don't need this command) 12 JJ xx XX yy YY zz ZZ dd JJ= ID: 01: Player 1 02: Player 2/Enemy 1 03: Enemy 2 04: Enemy 3 0x16/0x18: Startup/camera routine (0x16 is for Player 1 and 0x18 is for Player 2) 16 ll mm 08 18 ll mm 08 08mmll= ASM Pointer (high byte is always 08): 8E26: Player enters Trailer? (Bonus Trax) 8E5D: Start inside of Trailer (Stunt Trax) 8F8E: Vehicle moves forward at start (Radio Control) 917D: Camera zooms in from back (Battle Trax) 919F: Default 0x02/0x0C: Standard objects (0x02 objects overlap the previous object; 0x0C objects go behind the previous object) 02 xx XX yy YY zz ZZ kk KK 00 00 ll mm hh rr RR tt TT uu UU ww WW 0C xx XX yy YY zz ZZ kk KK 00 00 ll mm hh rr RR tt TT uu UU ww WW KKkk= Model ID (A040-FE6C; each value increments by 1C, so the second value is A05C, then A078, A094, A0B0 and so on) QQqq= Collision ID (same range of values as the Model ID, but set to 0000 for objects without collision) hhmmll= ASM pointer RRrr, TTtt, UUuu, WWww= Unknown flags; related to collision Note: Usually, the first standard object on a track is the 3D "GOAL" text. 0x0A: Animated objects 0A xx XX yy YY zz ZZ kk KK 00 00 ll mm hh rr RR tt TT uu UU ww WW __ -- 00 __= Unknown variable (values used: 02, 05, 08, and 10) --= Unknown variable (values used: 01 or 02) 0x04: Path coordinate data This data is used to tell CPU cars where to go, as well as determining if the player is going in the wrong direction. 04 nn NN xx XX yy YY zz ZZ ss SS xx XX yy YY ... etc. NNnn: Number of path points (can be set to 00 for tracks without a path) SSss= Unknown (common values are 014A, 019C, 01B8 and 025D. 025D tends to be the value used on straightaways, while the lower values are used on different types of turns.) Note: The first point is always 64h past the start line, while the last point is 64h before the start line. An incomplete listing of objects, as well as screen captures of them, can be found in this archive: srfx_objects.zip More to come... ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 186/202 EXP: 226504 Next: 2675 Since: 04-21-07 From: United States Last post: 2429 days Last view: 2390 days |
I know that I'm bumping a month-old thread, but I do have the answer to B.B.Link's question.
Changing a single byte of ASM code from BNE to BRA solves the problem. 26D42 Change from D0 to 80 to make the Forest of Illusion submap reveal its event tiles at the same speed as the other submaps ____________________ |
Main - Posts by Mattrizzle |
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