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Please chime in on a proposed restructuring of the ROM hacking sections.
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KP9000
Posted on 07-14-09 08:29 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110507


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Posted by Trelior
Posted by KP9000
It's your level header. Make sure that your level header settings "expect" to load the correct level graphics. Example: If you are in a castle and you want it to load plains graphics, make sure the header is set to use the ice graphics. Otherwise, you'll get some screwed up graphics.


Ah, I'll keep that in mind.

Although when I tested the first time, I changed the 1-1 bonus area to the 1-2 bonus area and it worked well, except that it would spit me out of the pipe in the middle of the coin field at the bottom of 1-2 bonus area, and it was when I tried to change the exit point in the header to try to match up the pipe exit to the pipe that's at the top of the stage, and that's what messed my graphics up. This confuses the crap out of me.


Heh, sorry to confuse you but:
Posted by KP9000
Example: If you are in a castle and you want it to load plains graphics, make sure the header is set to use the ice graphics.
Ignore Ice Graphics. I meant Plains Graphics.

Make sure your exit settings match the pipe's coordinates. Remember, 00 is the very top of the screen and 17 or 18 is going to be your ground. Change the exit point in the *pointer* itself instead of the header.

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KP9000
Posted on 07-14-09 08:40 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 110510


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I like your purple area there. It gives me a sort of "mysterious" feeling. Kind of like I stumbled upon an area of the game not designed to be accessible. Like the Twilight Zone, ya know? Awesome.

As for your other areas, I like the darker blue background for 5-1. As for 5-7, I kind of think you should use something else instead of a bunch of bricks in the cloudy area since it's been done in the original. If you still want to use the bricks, you should at least arrange the bricks in a fashion that doesn't resemble the original level. Other than that, looks great QC! Keep them comin'!

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KP9000
Posted on 07-14-09 09:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 110514


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This is my title screen again, with a slight palette change and a new floor. Palettes for the floor need to be worked out still, though. It's still a work in progress and will most likely look a little grittier than this.

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KP9000
Posted on 07-14-09 11:44 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110544


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Well, I have a few ideas I'd like to implement on my hack..

First, is changing order of worlds. Most hacks follow the worlds in order... Grass Land, Desert, Islands, etc.. All hacked in one way or another. What I want to do is change that order. I'll start out with World 1 being its current world (Or, I might change it, I haven't decided- provided it's even possible...) and World 2 being the Islands...

Second... I wonder if its possible to change what *screen* of the world you start on. Each of the worlds with more than one screen have you progressing from left to right (except for world 4, where you start on the left and take a pipe to the right side of the map) but I'd like the starting space to be on the very right or maybe the center of the map. Is this possible?

Third, Music hacking. I'd like to be able to add a music track to my title screen. Not only that, I'd like to be able to hack the music and music instruments. There isn't much data on music hacking for SMB3 that I could find, so if anyone has any info, I'd appreciate it. I downloaded a music editor (can't remember the author, maybe dwedit) but I can't figure out how it works.

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KP9000
Posted on 07-17-09 06:33 AM, in SMB3 Title Screen Editor Link | Quote | ID: 110749


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Posted by Kiokuffiib11
I'm doing some editing to the rom I'm working on.

I'm changing the words "Super Mario 2" to the Doki doki panic Kanji.

What you need to do, is run FCEUX, highlight each letter, write down the tile ID in order, and then open up a hex editor, and find a string with that, change the value in order then editing the tiles in that order in Tile layer pro.

Or Alternatively, you can use Nintendulator, turn on tile numbering, take a screen shot, and hex edit it, then open up a hex editor, and find a string with that, change the value in order then editing the tiles in that order in Tile layer pro.

I did the second.

I hope that helps.
That is the method I used to find the data... I already have pretty much all of it.
Sent by KP9000
-----------------------------------------
---== Title Screen Tile Defnintions ==---
-----------------------------------------

0x032B40 = Starting location of graphics in ROM where title screen data resides.
Title Screen data is on a 8x8 grid on the entire screen, 32 tiles wide.
Going left to right, that's a max of 32 bytes for one line of data.

The data is comprised of a set of bytes arranged in a horizontal line
in order from left to right. Each line has a 3 byte "header" for the
porpose of identifying its placement.


---== Original SMB3 Title Screen Setup ==---

The first and second byte of each line are the position indicators. The second byte is the one that
changes the most; it's going to be your horizontal position. the first byte is equal to $FF amount
of the second byte for each increment of $01.

The third byte is for how long the line extends for. If there aren't enough bytes to specify tiles
for the entire length of the line, background tiles are used ($5C in PPU) to fill the rest up.
If you move a line, usually you uncover what's "behind" those background tiles and you've got
to fill them back up again or else it will look like grandma's broccoli green bean casserole.

I notice that some lines have "00" at the end of it and some don't.
I don't know what the significance is.


0x03277D = 200020 080908090809080908090809080908090809080908090809080908090809080900
202020 181918191819181918191819181918191819181918191819181918191819181900
204020 282928292829282928292829282928292829282928292829282928292829282900
206060 5C00
20804B 5C
208B15 303132333435363738393A5C5C5C5C3B3C3D3E5C5C00
20A04B 5C
20AB15 404142434445464748494A5C5C5C5C4B4C4D4E5C5C00
20C016 5C5C3B3C3D3E5C5C5C5C5C505152535455565758595A
20D64A 5C00
20E016 5C5C4B4C4D4E5C5C5C5C5C606162636465666768696A
20F64A 5C00
210020 5C5C5C5C5C707172737475767778797A7B5C7D7E7FC0C1C2C3C4C55C5C5C5C5C00
212020 5C5C5C5C5C808182838485868788898A8B8C8D8E8FD0D1D2D3D4D55C5C5C5C5C00
214020 5C5C5C5C5C909192939495969798999A9B9C9D9E9FE0E1E2E3E4E55C5C5C5C5C00
216020 5C5C5C5C5CA0A1A2A3A4A5A6A7A8A9AAABACADAEAFF0F1F2F3F4F55C5C5C5C5C00
218020 5B6B5C5C5CB0B1B2B3B4B5B6B7B8B9BABBBCBDBEBFC6C7C8D6D7D8E80405060700
21A04E 5C
21AE12 C9CACBCCCDCECF5C5C5C5C5C5C5C1421211700
21C04E 5C
21CE12 D9DADBDCDD5C5C5C5C5C5C5C5C5C2021212300
21E04E 5C
21EE12 E9EAEBECED5C5C5C5C5C5C5C5C5C2021212300
220020 040506075C5C5C5C5C5C5C5C5C5CF9FAFBFFFDFE5C5C5C5C5C5C04050203212300
222020 1421212224255C5C5C5C5C5C5C5C6C6D6E6FDEDF5C5C5C5C5C5C14212113212300
224020 202121235F115C5C5C5C5C5C5C5C5C5CEEEF5C5C5C5C5C5C5C5C20212121212300
226006 202121235F5F
226654 5C
227A06 20212121212300
228006 202100012627
228654 5C
229A06 20212121212300
22A008 2021102121222425
22A852 5C
22BA06 20212121212300
22C008 2021212121235F11
22C850 5C
22D808 040502032121212300
22E008 2021212121235F5F
22E850 5C
22F808 142121132121212300 <--- last byte at 0x032A4E (Covers all the way
to checkered floor)

---== Checkered Floor ==---

0x0326F0 = 2B0020 1515161615151616151516161515161615151616151516161515161615151616
2B2020 E6E6E7E7E6E6E7E7E6E6E7E7E6E6E7E7E6E6E7E7E6E6E7E7E6E6E7E7E6E6E7E7
2B4020 F6F6F7F7F6F6F7F7F6F6F7F7F6F6F7F7F6F6F7F7F6F6F7F7F6F6F7F7F6F6F7F7
2B6020 5D5D5F5F5D5D5F5F5D5D5F5F5D5D5F5F5D5D5F5F5D5D5F5F5D5D5F5F5D5D5F5F

Last Byte at 0x03277B

---== Bottom line of Curtain ==---

0x0326CD = 22E020 1819181918191819181918191819181918191819181918191819181918191819

Last Byte at 0c0326EF

--------------------------------------------
---== Title Screen Palette Definitions ==---
--------------------------------------------

ROM
+------------------+
| F0F0F0F0F0F0F0F0 | ---+
| 2A8A66555599A2A8 | |
| AA555555555555A9 | |
| A8A6A5ED77B5A5AA | ---+--- 0x032A52 - 0x0352A71 (32 bytes)
| AAAA0A0E0F0BAAAA | ------+
| AAAA22000000AAAA | |
| 0000000000000000 | |
| 0A0A0A0A0A0A0A0A | ------+--- 0x032A76 - 0x032A95 (32 bytes)
+------------------+

0000 0000 = 00
0000 0001 = 01
0000 0010 = 02
0000 0100 = 04
0000 1000 = 08
0001 0000 = 10
0010 0000 = 20
0100 0000 = 40
1000 0000 = 80

0101 0101 = 55
1010 1010 = AA
1111 1111 = FF

00 == All 4 blocks are palette 0
55 == All 4 blocks are palette 1
AA == All 4 blocks are palette 2
FF == All 4 blocks are palette 3
F0 == 2 top blocks palette 1, 2 bottom blocks palette 3

Blocks form palette combinations as follows:

+----+----+
| XX | XX |
+----+----+
| XX | XX |
+----+----+

XX = binary vales only. Binary Values 00, 01, 10, and 11 are possible here.
These values represent palettes 00, 01, 02, and 03 respectively.

So, the translation is as follows:

Palettes: ---> Binary:
+----+----+ +----+----+
| 01 | 01 | | 01 | 01 |
+----+----+ ---> +----+----+
| 02 | 03 | | 10 | 11 |
+----+----+ +----+----+

This gives you a binary value of 0101 1011, which in hex is 5B.



--------------------
---== Palettes ==---
--------------------

Background Palettes

0x032AC2 First Palette to fade in
0x032AD6 Second Palette to fade in
0x032AEA Third Palette to fade in
0x032AFE Final Palette to fade in




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KP9000
Posted on 07-20-09 07:46 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 110880


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Special thanks to Vystrix Nexoth for explaining some programming stuff to me and never-obsolete for an editor he made.

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KP9000
Posted on 07-26-09 06:15 PM, in General SMB3 Hacking Thread (rev. 2 of 07-26-09 06:15 PM) Link | Quote | ID: 111239


Boomboom

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It sounds like you overwrote some enemy data there. Did you change levels 1-4 or 1-5 endings at all?

Usually these levels use the same enemy data and might overwrite into something else if you add more than it's designed to carry. Anything you change in one level with change in the other levels that use the same enemy data.

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KP9000
Posted on 07-27-09 03:27 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 111290


Boomboom

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Can we please cut it out with these short, meaningless posts?

The old weird world was much worse than the new one because it obviously kills your eyes off. The new one gives me a more of a sense of "weird" because of the fact that it *doesn't* kill my eyes and follows the #1 palette rule: "Black stays black".

Keep 'em comin'!

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KP9000
Posted on 07-27-09 10:06 AM, in New Feature Link | Quote | ID: 111310


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This avatar is great. Feeling like shit, but optimistically so.

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KP9000
Posted on 07-28-09 12:09 AM, in General SMB3 Hacking Thread Link | Quote | ID: 111397


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It's predetermined. When the developers made the game, they defined what it was per level. You can change it, but you have to be able to find some free space in that bank to point to, which IIRC, was very little.

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KP9000
Posted on 07-28-09 06:39 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 07-28-09 06:40 AM) Link | Quote | ID: 111457


Boomboom

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Posted by NightKev
A spritesheet isn't necessary if the sprites are already in the game itself.
No, but it was necessary to the thread. He was showing off stuff that was in SMA4 that was never used that *could be* used. This supports his whole point of making this thread. He's also sparig us what nobody would do anyway, which is looking in the ROM for all this.

This makes me wonder why nobody's ever decided to check out the possibility of a full-fledged editor, aside from the fact that it's GBA and a little harder to hack than SMB3, SMAS, or SMW.

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KP9000
Posted on 07-29-09 06:54 AM, in The Pokédex in the upcoming GS remakes -- kickass? Link | Quote | ID: 111586


Boomboom

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I think the top screen grid should change according to the scale of the pokemon. Having it like that for every one of them is a little subconsciously misleading. Other than that, it does look pretty spiffy.

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KP9000
Posted on 07-29-09 07:58 AM, in Posting your real name thread Link | Quote | ID: 111593


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Kyle A. Packey

Somewhere there's a group of people somewhere going "lol look at these dumbasses posting all their real names on the internet"

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KP9000
Posted on 07-30-09 08:33 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111644


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It's fine, we could use some stimulation into this area of ROM-Hacking. Go right ahead!

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KP9000
Posted on 07-30-09 09:49 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111658


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haw, I just uploaded it to the uploader too.

GBA SRAM save file for SMA4

I took a look at it. Damn, these levels are pretty hard, but pretty ingenious too. Someone should take a look into this!

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KP9000
Posted on 08-03-09 03:28 AM, in Exploding with anger! Link | Quote | ID: 111849


Boomboom

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Now I can be added to your list, Acolyptor. I'm closing this. Use PM's next time if you have an issue.

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KP9000
Posted on 08-03-09 05:22 PM, in Top three things that piss you off in life Link | Quote | ID: 111895


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1. Rich People

Fucking snobs. Yeah, I might be a *little* jealous that they have more money than I do, but the way they act coincides with #3 on RetroRain's list. This includes most Mac users.

2. Aggressive Drivers

These people run red lights, weave through lanes quickly with no blinker and little space in between cars, blast their sound system, peel out for no fucking reason, and just drive like Jeff Gordon graded them on their driving test.

3. Stupidity

I work in retail. I work in the Copy Center as well. The two things that people most seem to have a problem with are two very fucking simple things. One: first come first serve. I can't do your shit right away because some fat bitch came before you and wanted 11000 copies. Two: There are people in this world that seem to think they can get a fucking ELEPHANT inside a fridge. They complain about a white border on the page on the left and right sides or top and bottoms of a page. They just think I can fucking snap my fingers and make it happen without cropping or stretching the image. PHYSICS MOTHERFUCKER. DO YOU ABIDE BY IT?

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KP9000
Posted on 08-03-09 08:16 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 111909


Boomboom

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The other thread got a high page view, so I closed it and threw it in the newly opened Display Case.
Posted by blackhole89
Posted by Fugi
I garantee it was you blackhole89, why did you trash my yugioh card thread?

Because it was stupid, unoriginal, childish and had neglectable potential of spawning anything of interest. While the final trashing was done by me, I consulted with other moderators beforehand as well, finding that they shared that position.

XP's IE (6) lacks crucial features though, has miserable CSS support and none for alpha channels in PNGs or SVG at all.
QFT and DejaVu value. And for the sake of carrying on the conversation.

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KP9000
Posted on 08-03-09 08:22 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 111911


Boomboom

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*Insert obvious Halo joke here*

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KP9000
Posted on 08-04-09 10:38 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-04-09 10:44 PM) Link | Quote | ID: 112047


Boomboom

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The discussion came up in IRC...
<Kawa> Eh, I'm serious. Give me the docs and a copy of the game, and I'd see what I can come up with.
<Kawa> I'd need relevant pointers and a clear description of the level format.
Sorry Kawa, can't help you with the ROM, bro. I might go searching for some level data... however, Treeki seems to be way ahead of me here.

But it looks like we have a coder willing to give it a shot. So, if there are any documents floating out there describing the format and pointers, link them here!

Edit:
Posted by Raccoon Sam
(un)conceivable.
I don't think it means what you think it means.

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Main - Posts by KP9000

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