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Mattrizzle
Posted on 10-04-07 10:20 PM, in New Custom Sprites Link | Quote | ID: 67080


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Posted by icegoom
I'm using Sprite Tool 1.34, which should be the most current version, shouldn't it?
Actually, the most current version is 1.35.

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Mattrizzle
Posted on 10-05-07 01:38 AM, in New Custom Sprites Link | Quote | ID: 67104


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Version 1.35 does indeed call itself 1.34.
I just now tested the sprites, and experienced the same problem. There seems to be something wrong with the code that tells the sprites to turn around when coming in contact with a wall.

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Mattrizzle
Posted on 10-10-07 05:19 PM, in Game Boy Donkey Kong ROM addresses Link | Quote | ID: 67402


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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.

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Mattrizzle
Posted on 10-31-07 04:00 PM, in Hacking Panel de Pon? (GPX, Music, SE, and # of Stages) Link | Quote | ID: 68923


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Posted by blackhole89
5. If the game uses N-SPC (judging from its release date, it definitively won't be beta N-SPC, for which some 2channel based SMW hackers wrote a MIDI import filter), you are probably best off by resequencing it yourself, either waiting for Solar Soundtrack or doing so in a hex editor using one of those N-SPC format descriptions that float around the internet occasionally.
Strangely 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.

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Mattrizzle
Posted on 12-20-07 05:50 PM, in smb1 music patch help "Star" (rev. 2 of 12-20-07 06:04 PM) Link | Quote | ID: 71896


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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...

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Mattrizzle
Posted on 02-15-08 07:34 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 02-23-09 01:46 AM) Link | Quote | ID: 77909


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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.

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Mattrizzle
Posted on 02-16-08 01:18 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 77938


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Posted by Heian
Chuck Norris is ON FIRE!

Please tell me you're editing the voices too!
If 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.

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Mattrizzle
Posted on 02-17-08 03:01 AM, in SNES F-Zero editor project (rev. 2 of 09-11-09 01:09 AM) Link | Quote | ID: 78036


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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.

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Mattrizzle
Posted on 04-19-08 05:04 PM, in Tell us what's in your Vault (rev. 2 of 04-26-08 07:53 PM) Link | Quote | ID: 82080


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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)

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Mattrizzle
Posted on 08-29-08 12:36 AM, in smw unused stuff [OTHER] Link | Quote | ID: 89603


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Those tiles you're referring to as egg shells are the bluebird's wings. That is why they are next to its graphics.

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Mattrizzle
Posted on 01-27-09 02:30 PM, in Lazy Shell Improvement Thread (rev. 2 of 01-27-09 09:54 PM) Link | Quote | ID: 99581


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I noticed the color values are slightly off. For instance, SNES white should be 248, 248, 248, but it instead appears as 254, 254, 254. Also, the RGB sliders should increment by 8 instead of 1, as the SNES can only display 32,768 colors.

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Mattrizzle
Posted on 02-23-09 03:45 AM, in NBA Jam Old-School Edition (Update May 26, 2011: 2nd Demo Released!) (rev. 9 of 05-26-11 09:55 PM) Link | Quote | ID: 101680


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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
  • Initial-entry and record keeping reenabled (although you still can't progress through the game)
  • 10 secret players
  • Backboard breaking (slightly buggy)
  • 10 more announcer catchphrases
  • A new music track which is played between quarters (click the YouTube video link below to listen to it)
  • Yet more cosmetic changes, including those seen in the screenshots posted since the first demo
  • Bugfix: The player injury counters were not reset after completing or quitting a game. Prior to this, if you selected the same team and player combo for the next game, the players would have the same number of injuries as the last game played. This bug actually exists in the unmodified NBA Jam TE ROM as well.

1st Demo Features
  • 135 players from the 1992-93 roster, including stars that didn't make it into any official version of NBA Jam (Jordan is in)
  • Complete 1992 East and West All-Star teams (includes Magic Johnson!)
  • Player attributes now display correctly (10 is displayed when a player has a 10 in an attribute; corrections made to some players, eg. Stacey Augmon, Dennis Scott)
  • 1992-93 team colors/logos, except for the All-Star teams (the Eastern and Western Conference logos didn't exist until 1994)
  • Ability to cycle backwards through the player combos by pressing X or Y (on Team Selection and Substitution screens)
  • Modified Title Screen graphics/music
  • Many other cosmetic changes sprinkled here and there (i.e. Some players' pictures look better)
Keep in mind that this is only a demo. Many more features will likely exist in the final version.

Screenshots/More Info (some may be outdated):
Board 2: First post
SMW Central: First post
SMW Central: Second post

Videos:
Splash Screens
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.

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Mattrizzle
Posted on 05-02-09 02:17 AM, in A Mario64 Hack built from scratch (Progress Thread) Link | Quote | ID: 106301


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I always thought the Rainbow Ride instrument set would be the best fit for Moo Moo Farm. Both tracks use a fiddle.

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Mattrizzle
Posted on 06-05-09 08:14 PM, in Super Mario Kart Hacking (rev. 4 of 07-16-12 12:20 AM) Link | Quote | ID: 108151


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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.

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Mattrizzle
Posted on 07-06-09 12:18 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 109987


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Here is something that should've been in Stunt Race FX the whole time:



If you can't tell from the screenshots, this is a WIP patch that allows the 2WD to be chosen as an enemy vehicle in Speed Trax.

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Mattrizzle
Posted on 08-03-09 04:18 AM, in Real spinjump delete (rev. 4 of 08-03-09 05:23 AM) Link | Quote | ID: 111855


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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.

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Mattrizzle
Posted on 09-11-09 01:26 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114860


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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:


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Mattrizzle
Posted on 09-11-09 01:47 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114894


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Posted by Trax
Ahem, who said I was free?
Lol, 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.

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Mattrizzle
Posted on 09-14-09 02:07 AM, in Stunt Race FX ROM/RAM Addresses Link | Quote | ID: 115087


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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 Data

Locations
1F4A5-1F4F8 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...

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Mattrizzle
Posted on 11-08-09 06:30 AM, in OV evevts in the Forest of Illusion Link | Quote | ID: 119002


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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

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