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Please chime in on a proposed restructuring of the ROM hacking sections.
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smkdan
Posted on 05-10-08 02:35 PM, in My Nuts & Milk editor Link | Quote | ID: 83220


Ninji
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It's functioning and my test levels worked out OK, so here's version 0.1 of it.

http://smkdan.eludevisibility.org/other/n&medit.zip

There's not much to see, so here's 3 pics.

Something random I made:

Yeah:

The final level from the original:


It manages free space as you save so larger or smaller levels are possible. You can reduce (not increase) the amount of levels in the game and change their type. The readme has a few other details if you're interested.

Thanks to Trax and elobelo for data used in the editor, FCEUXDSP for some palette stuff.

smkdan
Posted on 05-11-08 10:53 AM, in My Nuts & Milk editor Link | Quote | ID: 83279


Ninji
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Thanks everyone.

Well, it's a minimal editor but it does its job. Everything about the game is dead simple, I just thought I'd give people an automated way to composed levels, since doing that by hand along with compressing it must be a pain (as elobelo probably knows). Unless someone points out a flaw I'm keeping it like this, unless I get the urge to add something to it. Right now the only 'update' was fixing the spelling of available.

smkdan
Posted on 05-11-08 01:56 PM, in My Nuts & Milk editor Link | Quote | ID: 83282


Ninji
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-It's implied in the readme, but the pirate will not work with it ("Nuts & Milk (J).nes" is my good ROM).
-I'll put it in the next one whenever I make it.
-The game demands a trampoline, haven't looked into what disables it. It doesn't delete your level, it just reloads it if you tried to save and reverts it if you changed the level. Wierd.

smkdan
Posted on 05-13-08 09:09 AM, in My Nuts & Milk editor Link | Quote | ID: 83502


Ninji
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I'm not sure why the game wants a trampoline that badly. You can see in level 18 for example that it was just tacked onto the side of the level just for the sake of being there.

Update: It's a tad more complete now.

An option to swap levels to reorder if you please and clear levels has been added. There's also an ingame palette editor since I figure it'd be handy to see how it would look like in the editor and tweak as you go along. The link is the same, I just FTP'd over the old zip.

smkdan
Posted on 05-18-08 10:22 AM, in New sample utility [MUSIC] [UTILITY] [ASM] [RELEASE] Link | Quote | ID: 83872


Ninji
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SMW has the sample pointers at 0x8000 and the first sample begins at 0x8100. That means 0x8000-0x80FF are available to store pointers, it uses less than half of those. The samples run from 0x8100 to the end of memory (not sure if the boot ROM is disabled) and by default there is just a bit over 0xF00 bytes for samples free.

smkdan
Posted on 06-13-08 11:40 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 85071


Ninji
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While I don't use a Mac at all here it's nice to see some tools for a platform that is sorely lacking in them.

smkdan
Posted on 07-02-08 12:57 PM, in This is rediculous Link | Quote | ID: 86485


Ninji
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nightkev: Why do you post when you have nothing to say?
And now for the content portion of this post. Yup, I'm posting for more than just increasing a meaningless statistic.

With the examiner's logic I'm wondering how he held is job long enough to be remarked as 'senior'.


"It would be wicked to give it a zero because it does show some very basic skills we are looking for - like conveying some meaning and some spelling."


I suppose a little bit of deeply disturbed furry fan fiction would be OK in his book. Aslong as it gets some meaning across....

smkdan
Posted on 07-03-08 12:59 PM, in Nuts & Bolts 1.0 Link | Quote | ID: 86676


Ninji
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Nice work on the release. I can't try it, but it looks like everything's in order.

As far as detection goes, it has a distinct string at the start of the ROM.

//N&M ID string.  You'll find this at the start of the ROM.
const string nutsandmilkid = "VERSION 1 1984 05 29 BY KIKU";

smkdan
Posted on 07-05-08 03:18 AM, in .DB means Dummy Byte, But What Does .DW mean? Link | Quote | ID: 86849


Ninji
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I'm guessing he means the assembler directives.

.DB = define / declare byte.

.DW = define / declare word

Some will have define long for 32 bits (I think xkas uses 24bits there).

smkdan
Posted on 08-28-08 02:14 PM, in Super Mario Cosmos Link | Quote | ID: 89591


Ninji
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I'd like to try it but the link leads to a 'Hack not found' error.

smkdan
Posted on 09-04-08 07:50 AM, in I've come accross a few interesting 6502 ASM things... Link | Quote | ID: 89845


Ninji
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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.

smkdan
Posted on 10-26-08 02:25 AM, in Secret of Mana Editor (Again...) Link | Quote | ID: 92810


Ninji
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Wow you really went all out on this. It looks like just about everything has been covered. Maybe with this and Lazy Shell around the corner we'll start to see some quality RPG hacks.

smkdan
Posted on 11-12-08 02:52 PM, in How do you find the object-properties table? - SMB3 Link | Quote | ID: 94177


Ninji
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breakpoints on $23C0-$23FF (or whatever nametable you want to check for) will show where the game sources its attribute data. You can then breakpoint on the RAM used to hold the attributes and follow the chain until you eventually see where the attribute data is coming from in the ROM. If the attribute writer makes sense to you you'll find it without issue.

hey that's quite a post hamtaro.


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!)


lol


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!


This has to be a troll. Seriously no one can be this fucking stupid.

smkdan
Posted on 11-13-08 03:32 AM, in How do you find the object-properties table? - SMB3 Link | Quote | ID: 94197


Ninji
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The 'specific' method would be breakpoints on reads from the level data (in PRG-RAM here i suppose), ignoring those that are used for graphics and other purposes. Eventually the read block is going to be tested whether it's through a table or IF-ELSE branches or bitfields and mario / other sprites will be affected. You have to keep track of where the read block from the level data is being passed around and when you find a ROM address you suspect is involved in interaction, try a cheat edit on it.

smkdan
Posted on 11-25-08 06:49 AM, in Beginner NES Hacking questions (Bucky O'Hare) Link | Quote | ID: 94879


Ninji
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99% of the time pointers are stored low-high although developers can store them however they want.

The 16kb offset is most likely bankswitching. not sure what mapper it's got, it sounds like it's switching the 16kb bank at $8000-$BFFF (MMC1 comes to mind), or a pair of 8kb banks at the same spot (MMC3) . Breakpoint on level data / pointers will show the code that access it. Just delete the first 16 bytes in a hex editor to get rid of the header, I don't see the issue with that. Ofcourse the header has to be present for the ROM to run in an emulator, it's not like the SNES where the header is meaningless.

smkdan
Posted on 11-26-08 03:25 AM, in Beginner NES Hacking questions (Bucky O'Hare) Link | Quote | ID: 94954


Ninji
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what's wrong with setting the breakpoint on the pointer address on swapped in bank? it has to be read from ROM at one point or another.

The NES only has 2kb of RAM (0000-07FF) so in the case that the game is actually accessing those mirrored regions you might want to write it as an address between 0000-07FF (more readable that way).

smkdan
Posted on 12-01-08 11:23 AM, in possible gimmick! editor Link | Quote | ID: 95358


Ninji
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someone please tell me if it's already been done.

gimmick! is a nice sunsoft platformer that's already well documented (but I still have alot of gaps to fill in, FCEUXD will cover me) so I'm making an editor. I started yesterday, not much to see but I'll post as it comes together. minimum features would be level / sprite editing / palette editing / starting position etc.

http://img184.imageshack.us/img184/941/gmktt0.png
http://img399.imageshack.us/img399/8022/gmk1hp2.png

two bits of level 1, next features would be palettes and sprite viewing. chr bank 7 (the animating one) is not present so the conveyor belts aren't visible.

smkdan
Posted on 12-01-08 02:30 PM, in possible gimmick! editor Link | Quote | ID: 95363


Ninji
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thanks netsplit. yeah the level data is nice and neat, just laying there uncompressed. I disassembled a bit of the 'level area' loader where it chooses a palette index and CHR banks along with something i'm not sure about.

http://img389.imageshack.us/img389/6369/gmk1ru6.png

it will only show area portions at a time because the above mentioned changes level graphics quite a bit.

smkdan
Posted on 12-02-08 01:55 PM, in possible gimmick! editor Link | Quote | ID: 95409


Ninji
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thanks sam. i'm all for cross platform editors, though it's up to trax if he wants to give that another shot.

I hit a snag where incorrect documentation (16x12 screens, not 12x16 screens) made me wonder what was going on with a 'hidden' 512px part of the level. I just tried what I thought it was at first and it works great. I disassembled some graphics loader code and made it load palettes and CHR bank #s dynamically. Every 16x12 tile screen can have a palette and CHR setup assigned to it, though it only takes place on vertical transition between areas.

editor is coming along real nice. i just make it view the whole level now because it'd need to be modified anyway because of something silly i missed. i had it output level screen caps of the first three. the glitchy stuff is the yet to be animated bank 7.

http://img380.imageshack.us/img380/2483/levelaw5.png
http://img393.imageshack.us/img393/6307/levelbu8.png
http://img255.imageshack.us/img255/1024/levelqk3.png

smkdan
Posted on 12-03-08 03:29 AM, in possible gimmick! editor Link | Quote | ID: 95447


Ninji
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it's cool that this might get people into the game. i think it's a quality game, probably just not so well known because of the jap only release.

animated banks are in, here's a more complete level 1 and level 5.

http://img354.imageshack.us/img354/7678/levelaq6.png
http://img508.imageshack.us/img508/5344/levelkf1.png

ok, seems that all level data is being displaed just fine it works good for all levels. i guess now it's on to viewing sprites.

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