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Smallhacker
Posted on 04-21-07 11:55 PM, in How do you pronounce your username? Link | Quote | ID: 28603


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"Small hacker", without the delay between the words.

Wow, I sure am full of surprises.

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Smallhacker
Posted on 04-22-07 12:05 AM, in Unused level sprite data! Link | Quote | ID: 28609


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Posted by Mattrizzle87
Posted by Smallhacker
Well, there's some more unpointed sprite data:
Two sprite levels only containing a goal tape and a few sprite levels used for Chocolate Plains 2.


Hello everyone!
At 38260 there is an unused Ghost House exit with clouds in the background and shorter goal posts than all of the used levels. One of those sprite levels could go with it.

Hm. Yes, one of the sprite levels does fit that level. However, I won't bother making an image of it, since there's only a goal bar and it's pretty obvious where it's located.

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Smallhacker
Posted on 04-22-07 01:53 PM, in Idea: Super Mario World++ Link | Quote | ID: 28794


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DISCLAIMER: Do NOT expect me to do this, as I'm not planning to. It's just an idea I've had.

Here's a question I've been thinking about for the last few weeks:
"What if someone disassembled SMW and ported it to C++?"

Disassembling and converting the code into C++ would create an exact copy of SMW, but as a computer game, Super Mario World++.

Porting the game to C++ as Open Source would open up endless possibilities for 'hackers':
True graphics (or possibly even 3D graphics)
MP3 music
Additional layers
Waaaaay easier to make ASM hacks (well... more like C++ hacks )
More, longer and more complex levels
No sprite graphics conflict (Yay! Blaarg and Magikoopa in the same level!)
OMFGAWESOME special effects.
etc., etc., etc.

If porting ALL code to C++ is too much, one can rewrite "behind the scenes" code from scratch ("Behind the scenes" code is that which does not affect the gameplay, such as loading, music playing, rendering and saving routines), while porting the important things, like Mario's physics. (Rewriting the physics instead of porting them would most likely cause noticeable differences between Mario's behavior in SMW and SMW++)

However, my main questions are:
"Would SMW++ be so popular that this project is worth starting?"
"Would anyone actually 'hack' it?"


Comments? Questions?

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Smallhacker
Posted on 04-23-07 03:51 PM, in Idea: Super Mario World++ (rev. 2 of 04-23-07 03:52 PM) Link | Quote | ID: 29172


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Posted by Raccoon Sam
Before my hard disk went boom, I used to collect notes from SMW, like how high Mario jumps, how many pixels does Mario move in a second, and stuff like that.
Never got too far.


The idea is to PORT the physics, not rewrite them.

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Smallhacker
Posted on 04-23-07 06:21 PM, in Unused level sprite data! (rev. 2 of 04-23-07 06:23 PM) Link | Quote | ID: 29198


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Some stuff I've disassembled, in case anyone finds a use for it.

spritedis.txt
Some sprites and their subroutines (and those subroutines' subroutines, etc.) disassembled. Not commented at all, except for where sprite code starts.

SMW_source.txt
Some code at the beginning of the ROM. "Labelized" and partly commented.


After reading this thread, I've gained some interest in the idea of disassembling the ROM. The result could be REALLY useful. If anyone decides to form a disassembly team, I'm in.

Sukasa: Such a program would be very helpful.
Also... Moonedit? Brilliant idea! Does Moonedit have any file size limit?

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Smallhacker
Posted on 04-26-07 07:02 AM, in Super Maria Sisters Link | Quote | ID: 30281


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Like it says in the readme (it's called "readme" for a reason, you know?), the patch should be applied to a clean ROM.

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Smallhacker
Posted on 04-27-07 07:56 AM, in SMB2 Music Patch! Link | Quote | ID: 30596


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So... Uh... Am I the only one who noticed that this patch works in snes9x, but not in ZSNES?

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Smallhacker
Posted on 04-28-07 10:57 PM, in Voice-to-text Link | Quote | ID: 31005


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Hello, everybody.
This post was written in Microsoft word 2 002. Did I say “ written “? I meant said.
This post was created using the voice to text feature in Microsoft word 2 002.
Discuss.

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Smallhacker
Posted on 04-29-07 12:25 AM, in Desktop of the future? Link | Quote | ID: 31059


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Incredible. Awesome. Cool. Beautiful. Useless.

...and that's why it's so pwn.

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Smallhacker
Posted on 04-29-07 12:50 AM, in Regarding "I need help with x/How do I x" threads (rev. 2 of 04-29-07 12:50 AM) Link | Quote | ID: 31074


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Posted by Xkeeper
Any thread that can easily be answered by reading the Lunar Magic help file or a program-related readme* will be trashed immediately.

YES!

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Smallhacker
Posted on 04-29-07 11:04 AM, in Voice-to-text Link | Quote | ID: 31221


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After about half an hour of training the program I am pretty satisfied with the result.
Of course it is not perfect but it is good enough.

And yes, This post was also are written using voice to text.

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Smallhacker
Posted on 05-02-07 01:49 PM, in Paper-to-image (rev. 2 of 05-02-07 01:51 PM) Link | Quote | ID: 32285


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(Yes, I know about the "an". I was too lazy to correct it.)

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Smallhacker
Posted on 05-04-07 09:40 PM, in Things that make you think "WHY???" Link | Quote | ID: 32895


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Sukasa and I have been working on disassembling and documenting SMW for a few days. Some routines are so terrible that they really make me think "WHY???".

Example of one routine:

It begins with this:
$00/AB09 C008     CPY #$08             ;\Completely pointless code.
$00/AB0B B000 BCS $00 ;/(Why not just NOPing it out, Nintendo?)
(Translation: Compare Y to the value 8. Skip past 0 bytes, no matter what.)
Later in the routine:
$00/AB0F A700     LDA [$00]            ;\ Okay, so take [$00], store
$00/AB11 8D1821 STA $2118 ; |it to VRAM, then bitwise
$00/AB14 EB XBA ; |OR the high and low bytes together
$00/AB15 0700 ORA [$00] ; |store in both bytes of A
$00/AB17 9DB21B STA $1BB2,x ;/and store to $1BB2,x
Me: Why in the world does it OR the bytes together? Wouldn't that ruin the data?
Sukasa: Apparently, it's meant to be ruined
Me: ...Is it some kind of mega-lame encryption, And if so, WHY?

...later...

Me: ...this place gives me headaches... Can't we work on some other code?
Sukasa: Sure, go ahead. anyways, this seems to upload the decompressed GFX while scrambling it afterwards ().
Me: Okay... WHAT THE HELL? I'll have nightmares about this routine for a few years.
Sukasa: Ouch.


...and if you're looking for a completely ununderstandable (is that a word?) routine, you might want to try to look at the Mario update routine. Here's an image illustrating the routine:



It is a miracle that the game actually works.

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Smallhacker
Posted on 05-09-07 06:56 AM, in Who reminds you of who? Link | Quote | ID: 34107


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Pac reminds me of Connor from the TV series "Angel".



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Smallhacker
Posted on 05-11-07 06:45 AM, in Link Link | Quote | ID: 34569


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A "modern" capless Link with a t-shirt and baggy pants? Interesting.

The only problems I can find are:

He's too stretched
The hands looks like someone dropped a planet onto them
...six fingers?
He looks like a girl for some reason

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Smallhacker
Posted on 05-14-07 10:18 PM, in HEX problems (rev. 2 of 05-14-07 10:20 PM) Link | Quote | ID: 35308


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For RAM and ROM addresses, you have to switch the byte order.

2 byte addresses:
AB CD
becomes
CD AB


3 byte addresses:
AB CD EF
becomes
EF CD AB

Also, you forgot to push Y from the stack.

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Smallhacker
Posted on 05-15-07 07:24 AM, in HEX problems (rev. 2 of 05-15-07 07:25 AM) Link | Quote | ID: 35501


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"when i edit the map16 block data to act like 130, it reverts to 29 "
After changing that setting, did you right click on the block to update it, and then press F9 to save it?

Anyway. This is what your code does:
LDA $0DBF	;\
PHY ; |Load A and Y with Mario's coins, remember old value of Y
TAY ;/
CPY #$32 ;\ If Y>=x32, branch to BrEnd
BCS #$07 ;/
LDA $0DB4 ;\
INC A ; |Otherwise, increase Mario's lives
STA $0DB4 ;/
: BrEnd
TAY ;Does nothing of interest
STA $0DBF ;If lives were increased, store lives to coins, otherwise, store coins to coins
PLY ;Bring back old value of Y
RTS ;End of block

In short:
If Mario's Coins >= x32, increase Mario's lives and set Mario's coins to Mario's lives.

One of the mistakes you've made is to use the Mario's Coins and Mario's Lives addresses. These are the correct ones:
$0DBE for lives, $0DBF for coins. The Mario's Coins/Lives are only used to remember Mario's Coins/Lives while playing as Luigi. $0DBE and $0DBF are used by the current player. (I have renamed those two address to be less confusing.)

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Smallhacker
Posted on 05-16-07 06:51 AM, in HEX problems (rev. 2 of 05-16-07 06:52 AM) Link | Quote | ID: 35745


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I would just like to clearify why "STA $0DBF ;If lives were increased, store lives to coins, otherwise, store coins to coins" does what it does

LDA $0DBF	;<--- Here, A is set to amount of coins
PHY
TAY
CPY #$32
BCS #$07 ;<--- Ignore the following three lines if Y is equal to or greater than x32
LDA $0DB4 ;<--- On this and the next line, A is set to amount of lives+1
INC A ;(but is jumped past if Y is less than x32)
STA $0DB4
: BrEnd
TAY
STA $0DBF ;<--- Store A to coins.
PLY
RTS


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Smallhacker
Posted on 05-16-07 06:54 AM, in Enemy Credits Question Link | Quote | ID: 35746


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Yes, the location and format of the sprite data and "black border" data as well as the location of and pointers to the levels used. Look through the old (and maybe also the older) ROM addresses thread.

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Smallhacker
Posted on 05-16-07 06:59 AM, in Super Mario Journey startover GFX (rev. 2 of 05-16-07 06:59 AM) Link | Quote | ID: 35749


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Posted by cory21391



The islands are shown from a ~45 degree angle. The fortress and pipe are shown from a 0 degree angle, making them look flat compared to the islands.

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