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Hamtaro126
Posted on 07-26-08 11:59 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 07-27-08 12:00 AM) Link | Quote | ID: 88023


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@Dahrkdaiz: OH. MY.. GOSH!!!

YOU JUST PWNED SMB3! THAT IS COOL!

I would like to see the spin jump while pressing up+A (or up+B). But this might require lots of ASM unless you do make it just like Goomba/Kuribo's Shoe!
(Think of SMA4 SMB3, But don't need to add stars unless you really want to!)

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Hamtaro126
Posted on 07-28-08 02:20 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 07-28-08 02:23 AM) Link | Quote | ID: 88113


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Posted by Grey Mario
Posted by DahrkDaiz
video

You know you love it.


You have just surpassed Super Mario World with SMB3.

Now all you need to do is add Yoshi.


That. And the ability I posted last time. (Spin Jump and Breakable Turn Block code)

And about the HKO comment from Messiah: It's illegal to put roms in cartriges and sell it. Also as the fact it will not be considered a HKO anyways

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Hamtaro126
Posted on 08-05-08 07:52 AM, in Vs. Super Mario Bros. Link | Quote | ID: 88570


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Yes. I am interested in this. Can you post it here?

Unless I can have a disassembly of it's ending.

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Hamtaro126
Posted on 08-06-08 08:54 PM, in Vs. Super Mario Bros. (rev. 4 of 08-06-08 09:00 PM) Link | Quote | ID: 88620


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Well the only advantages of this is the new ending, and the new title screen and level space.

The original can do some if hacked, Just with any of the disassembled SMB2j code provided, It is Impossible for me right now to find parts of the SMB2j ending ASM (except the indirect pointers to the main ending text)

The SMB2j ending is the same as VsSMB, just without the CHR-RAM bank used for the door.

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Hamtaro126
Posted on 08-13-08 04:02 AM, in List of games you want to hack (rev. 2 of 08-13-08 04:04 AM) Link | Quote | ID: 88857


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* Hebereke (Makeing a remake of the game as a Super Mario World hack, Unless there is a Map Editor, I am using the map from VGMaps. found via the European name ''Ufouria'')

* All games from Super Mario Allstars

* Yo! Noid (aka Kamen no Ninja: Hanamaru)

* Kid Niki 3 (Released in Japan only)

* Kid Klown/Mickey Mouse 3 - Dream Balloon (Yume Fuusen in Japanese)

* 3d WorldRunner/Tobidase Daisakusen/J(umping)J(ack) - Tobidase Daisakusen part 2 (The ending is bad, but is a good platformer)

* Bugs Bunny Crazy Castle (All of it, Including Woody Woodpecker in Crazy castle 5)

* Tiny Toon Adventures 1

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Hamtaro126
Posted on 08-13-08 05:12 PM, in List of games you want to hack Link | Quote | ID: 88872


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Posted by messiaen
Nice to know there are other people interested in Yo! Noid, this game was quite popular in Brazil (but not Domino's Pizza, it sucks). I have some (very) sparse notes about the enemy/itens format and level header, I'll look through them and see what can be posted either here or at DataCrystal.


Then tell the guys if they like the game, play the rom of the Japanese version ''Kamen no Ninja - Hanamaru'' since it inspired me to attempt to edit it

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Hamtaro126
Posted on 08-22-08 08:40 AM, in Super Mario 1 - Mapper 2 hack with UNROM (v0.1) (rev. 2 of 08-22-08 08:41 AM) Link | Quote | ID: 89300


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Posted by frantik
you should change the pointer to where the title screen data was moved to


Thanks, For right now I am busy with other experiments right now.

I might have lost some of the CHR RAM ASM, I will try to find it.



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Hamtaro126
Posted on 09-06-08 10:00 PM, in I've come accross a few interesting 6502 ASM things... Link | Quote | ID: 90006


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Posted by smkdan

It's possible that the game wants the address, in which case you could do a JSR and a couple of PLA instructions, followed by adding 1 to the pair if need be. One would need to examine the code, primarily after the JSR, to understand what it's doing.


I know SMW does this a fair bit and that metroid disassembly on RHDN does this too.

CODE_00C593:        A5 71         LDA RAM_MarioAnimation    
CODE_00C595: 22 DF 86 00 JSL.L ExecutePtr

AnimationSeqPtr: 68 CC .dw ResetAni ; 0 - Reset
29 D1 .dw PowerDownAni ; 1 - Power down
47 D1 .dw MushroomAni ; 2 - Mushroom power up
5F D1 .dw CapeAni ; 3 - Cape power up
6F D1 .dw FlowerAni ; 4 - Flower power up
97 D1 .dw DoorPipeAni ; 5 - Door/Horizontal pipe exit
03 D2 .dw VertPipeAni ; 6 - Vertical pipe exit
87 D2 .dw PipeCannonAni ; 7 - Shot out of diagonal pipe
FD C7 .dw YoshiWingsAni ; 8 - Yoshi wings exit
B6 D0 .dw MarioDeathAni ; 9 - Mario Death
70 C8 .dw EnterCastleAni ; A - Enter Castle
B5 C5 .dw UnknownAniB ; B - freeze forever
E7 C6 .dw UnknownAniC ; C - random movement??
92 C5 .dw Return00C592 ; D - freeze forever


By placing pointer table right after the JSL/JSR, the routine that is being 'called' can pull the return address off the stack, add 1 and treat it as a pointer to the jump table which in this case is indexed by the value in A. This may be relevant considering you said that there's a pointer list after the JSR in the game.


Super Mario Brothers 1 does this too, It has already been disassembled by Doppleganger of NESDEV forums. And it is in Romhacking.Net under the documents section with the name SMBDIS.

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Hamtaro126
Posted on 09-08-08 01:25 AM, in SMB1 scrolling Modification - Help needed Link | Quote | ID: 90092


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This is why I need help:

RenderAreaGraphics:
lda CurrentColumnPos ;store LSB of where we're at
and #$01
sta $05
ldy VRAM_Buffer2_Offset ;store vram buffer offset
sty $00
lda CurrentNTAddr_Low ;get current name table address we're supposed to render
sta VRAM_Buffer2+1,y
lda CurrentNTAddr_High
sta VRAM_Buffer2,y
lda #$9a ;store length byte of 26 here with d7 set
sta VRAM_Buffer2+2,y ;to increment by 32 (in columns)

lda #$00 ;init attribute row
sta $04

The stuff in bold makes stuff render in 32x32. But I need it to do either 16x32 or 16x16 in order for my MMC5 hack to be completed. And it requires Scrolling to be horizontal instead of the original vertical

Can anyone figure this out?

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Hamtaro126
Posted on 09-28-08 08:36 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 91276


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That and the underwater SM64 video is why someone must create a SMB1 remake out of SM64!

That, Is VERY cool!

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Hamtaro126
Posted on 10-06-08 07:20 PM, in Name our new Mega Man 5 to Mega Man 1 hack!! Link | Quote | ID: 91810


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I really like ''Megaman: Redux'' Gives both a fitting and spiffy name!

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Hamtaro126
Posted on 11-05-08 12:23 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 93530


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Posted by messiaen
Posted by PSlugworth
Posted by messiaen
LO: Your graphical skills are getting really better, this looks very nice .

Here is something a bit different from my usual:

[screenshot removed]

Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)?


Holy crap, is that a Yo! Noid editor?


Actually, it's way simpler than that. I just exported the tileset of one level, built a simple stage and after some minor modifications imported it back in the game. The level offsets can be found at DataCrystal, and the enemies/itens also use a simple format.


Can you by any chance, Give me the Binary and Source for that plugin?

I really want to try creating stuff for NES games using Tile Studio.

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Hamtaro126
Posted on 11-05-08 03:45 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 11-05-08 03:46 AM) Link | Quote | ID: 93542


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Posted by messiaen
There's no "plugin" involved, just the basic Tile Studio functionality. To get the tiles for this level, I modified the level data so that the tiles were displayed sequentially, took a screenshot and TS sets the rest.

The "Export Map" saved it in a different format that I wanted (horizontally instead of verticalically) so the only coding I had to do was a very simple program to change this.


I would really like to have the converter program (Binary and Soruce), So I can have a try with it, Please? I am very interested in it!

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Hamtaro126
Posted on 11-12-08 07:08 AM, in How do you find the object-properties table? - SMB3 Link | Quote | ID: 94170


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It goes by SMB1's rules for attribute tables, It multiplys each tile attribute like this:

00-3F = Metatile Attribute using Palette 0

40-7F = Metatile Attribute using Palette 1

80-BF = Metatile Attribute using Palette 2

C0-FF = Metatile Attribute using Palette 3

--------------------------------------

Warning: The following in the bottom is long and is a tiny bit off-topic:

I tried making a new engine, But it's hopeless and they will not give me or you any help other than doing nothing, Because if you request a new engine, advanced romhackers will get pissed and refuse to help with it, (also applys to Romhacking.net!)

It's all because They usually cannot go to NESDEV to see how attributes work (See the new NESDEV forum rules by tepples, It says Piracy (as they called it) is not all allowed!. And therefore even the best romhackers couldn't EVEN make a new engine for attributes. Especially SMB1 and SMB3!

Also because in the past: I had actually spammed a bit in here and make repeat threads and pissed off people here temporarily

I read that hacking attributes is the WORST part of making/hacking games on the nes. Unless you and some of the people here find a way to study and learn about the attribute stuff properly and see how it really works: ''Do not bother''

(Sorry for the engrish! I am trying to clean my text a bit. But I usually make a couple or a few typos)

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Hamtaro126
Posted on 11-16-08 03:53 AM, in Need help with Lunar Magic! Link | Quote | ID: 94389


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LM seems to not work! Because Windows XP says it is Corrupted, And it terminates the program, So Something is happening to either LM or XP.

Note that I have downloaded it in SMWCentral. I also tried redownloading, too. Windows XP simply refuses to open it!

Can anyone figure what is wrong. BTW the version is v1.63 (the latest)

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Hamtaro126
Posted on 11-16-08 05:36 AM, in Need help with Lunar Magic! (rev. 2 of 11-16-08 05:39 AM) Link | Quote | ID: 94392


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No Luck! Because I just downloaded it from there.

Here is more info: It says that Windows XP detected a Unauthorized Modification.

Is there any way to possibly disable it?

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Hamtaro126
Posted on 11-16-08 08:12 PM, in Need help with Lunar Magic! (rev. 2 of 11-16-08 08:15 PM) Link | Quote | ID: 94422


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Or something is Faulty in XP. I know because I tried Lunar Expand, Lunar IPS and other stuff that FuSoYa has made. It said the same thing.

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Hamtaro126
Posted on 11-21-08 05:50 AM, in Need help with Lunar Magic! (rev. 4 of 11-21-08 05:55 AM) Link | Quote | ID: 94726


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It may be that XP tried checking the executable's CHECKSUM and it generated a BIG error!

I looked at FuSoYa's Contact page, It says that his email isn't contactable via MSN and Hotmail. So unless someone contacts him about all his programs having checksum errors, nothing will be done.

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I wonder what's for dinner?

Hamtaro126
Posted on 11-21-08 06:32 AM, in Need help with Lunar Magic! Link | Quote | ID: 94728


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Nope, Maybe I will check for Windows updates then.

I will respond, Please wait a while for the results.

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Hamtaro126
Posted on 12-06-08 09:42 PM, in possible gimmick! editor (rev. 2 of 12-06-08 09:45 PM) Link | Quote | ID: 96002


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Good job on that Editor, SMKDan.

Someday, there may be an Hebereke/Ufouria editor. In fact, I may really make myself one later on. If no-one makes one, that Is.

Just a comment that is worth mentioning, Not a actual request at all.

an ''Ex-Member'' of this board named Crusher was working on one, But moved on and went to EmuParadise. I might contact him again someday, It's apparently written in Multimedia Fusion 2.

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Main - Posts by Hamtaro126

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