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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by KP9000

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KP9000
Posted on 04-19-10 06:55 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 130109


Boomboom

Level: 90

Posts: 1279/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Posted by blackhole89
I thought that was obvious.
Only to those who have the brains. We smart kids tend to give others a little bit more credit than they are originally "gifted" with, in the hopes of a classy conversation.

*sigh*

Further disappointment.

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KP9000
Posted on 04-20-10 05:53 PM, in Ask Kawa - cos I obviously have nothing better to do (rev. 3 of 04-20-10 05:53 PM) Link | Quote | ID: 130198


Boomboom

Level: 90

Posts: 1280/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Doesn't <z> work?

And do you and Cynthia live together?

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KP9000
Posted on 04-21-10 03:46 AM, in Tell length in seconds of SPC? Link | Quote | ID: 130243


Boomboom

Level: 90

Posts: 1281/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Got a stopwatch? Or better yet, you could use Audacity (free audio editing program) to record Windows' sound output and measure it within Audacity. Trim the beginning of the recording off so you have the start of the song at the start of the track and the same for the end.

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KP9000
Posted on 04-21-10 06:45 PM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 130281


Boomboom

Level: 90

Posts: 1282/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


I've spent the last couple days workin' on some ASM to change the gameplay mechanics of the game. I'm using the coins as the basis of the hack, where they allow you to reach certain areas you normally can't get to. I'm not finished with it yet, so when I have something to show, I will update you all!

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KP9000
Posted on 04-22-10 01:21 AM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 130324


Boomboom

Level: 90

Posts: 1283/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Yeah, I thought that as well. Lots of aspects of this hack are in an unfinished state, and they will eventually be taken care of through means of self-discovery or constructive criticism of others. I also plan to make some less dithered graphics as well as de-dither some existing graphics. I'm finding out that dithering isn't all the rage these days...

Still, though. I think this set of ASM hacks is what is going to make my hack truly unique, on top of what Reuben can offer. I'm learning a ton of other stuff as well along the way, such as being able to troubleshoot my code and learning all of the operands and what they do.

Syntax, y'know.

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KP9000
Posted on 04-22-10 01:42 AM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 130328


Boomboom

Level: 90

Posts: 1284/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Thanks for your comments, you guys. I really do appreciate it. It really helps me stay motivated to continue on with this hack. It also helps you guys too, since I'm using a beta version of Reuben to make this. That means lots of the potential bugs that would otherwise have slipped by will have been caught through means of developing a full hack with the beta!

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KP9000
Posted on 04-22-10 02:04 AM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 130332


Boomboom

Level: 90

Posts: 1285/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


There are "styles" of dithering?

I dunno, maybe I will keep them, then. I can have multiple tilesets for the same level type (i.e. three tilesets for hilly levels, four for plains, two for fortresses, etc..) so maybe I can keep these and cater to tastes of all kinds. Cool?

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KP9000
Posted on 04-22-10 10:57 PM, in General SMB3 Hacking Thread Link | Quote | ID: 130376


Boomboom

Level: 90

Posts: 1286/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


First off, I'd have to thank Hamtaro for providing DD's notes. I appreciate it.

I am having trouble finding where the level header is stored in RAM, as well as where the table of sprites (that appear when you hit blocks) is. Anyone know?

I'm interested in bringing a person on board with my hack, but I'm already eyeballing blackhole89 for the role. It's up to him if he wants to join in... If any of you are interested I'd pretty much have to be convinced of your capabilities and dedication before I bring you on board. That is, if blacky doesn't/can't do it.

And, that's if I decide to bring in a second guy to work on this at all.

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KP9000
Posted on 04-24-10 05:06 AM, in Board2 Yonkoma Link | Quote | ID: 130439


Boomboom

Level: 90

Posts: 1287/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


So, any progress lately? Is everything so dull that it'd be funnier to make dick and fart jokes?

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KP9000
Posted on 04-25-10 02:22 AM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 130485


Boomboom

Level: 90

Posts: 1288/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Posted by blackhole89
Posted by KP9000
There are "styles" of dithering?

Why yes, there are.
Well, I jujst go with whatever looks good.

Update! I have added an ASM hack that is going to be the basis of the gameplay originality for this hack. Here's the video!



Let me explain what is going on in this video. First, this level is just a sort of "training ground" for Mario, to show off the ASM hack and to complete certain obstacles normally impossible to overcome. This particular area combines flight and star power. When you get a "coin" (which will actually be called Power Chips) you get a little tiny bit of power. An accumulation of coins makes this effect last longer!

World 1 will be a normal world, with normal coins. As you progress, you will find that coins, "Power Chips", will begin to have strange effects in Mario and will need to take advantage of it in some places to continue on in any given level.

Levels will stay fresh and beautiful throughout. Each level will be new and strange, but fun and mysterious at the same time. I will not abuse this and make it so gimmicky that you just cannot complete levels and ragequit.

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KP9000
Posted on 04-26-10 08:38 AM, in IRC quotes thread Link | Quote | ID: 130558


Boomboom

Level: 90

Posts: 1289/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


<xpCybic> paul you're like a shiny pokemon :3
<paulgiphone> Shiny?
<Xenesis> He has an alternate palette and sparkles when he enters battle?
<xpCybic> yes
<Xenesis> Neat.
<paulgiphone> Oh because of the gay?
*** paulgiphone has quit IRC (Client exited)
<KP9000> the shiny ones always run away faster


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KP9000
Posted on 04-26-10 04:25 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 130565


Boomboom

Level: 90

Posts: 1290/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Posted by Stark
I should make a new one.
You should. I highly recommend using relative values in your div tags like mine. I totally love the outcome.

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KP9000
Posted on 04-26-10 04:36 PM, in General SMB3 Hacking Thread Link | Quote | ID: 130567


Boomboom

Level: 90

Posts: 1291/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Posted by "DahrkDaiz's Notes"
0x24EE = Table of sprites to output from certain ? blocks. (ROM Values)
0x24EF = Sprite to put out of blocks that normally output a Flower
0x24F0 = Sprite to put out of blocks that normally output a Leaf
0x24F1 = Sprite to put out of blocks that normally output a Star
0x24F2 = Sprite to put out of blocks that normally output a Mushroom
0x24F3 = Sprite to put out of blocks that normally output a Vine
0x24F4 = Sprite to put out of blocks that normally output a 1-Up
I've been looking for this data in RAM to no avail. Does anyone know where they are in RAM? I've got no idea on how to trace these to their locations in ROM at all. Specifically, the 1-up block.

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KP9000
Posted on 04-26-10 05:56 PM, in Megaman 2 REVAMPED Link | Quote | ID: 130569


Boomboom

Level: 90

Posts: 1292/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Moved... yeah, we need more mods.

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KP9000
Posted on 04-27-10 02:29 PM, in KP9000's Stupid Post Layout Link | Quote | ID: 130606


Boomboom

Level: 90

Posts: 1293/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Posted by blackhole89
Posted by Arbe
It doesn't render properly in lower resolutions, and is screwy with some browsers.
If it's resolutions of 1024x768 and below and browsers of the IE family, nobody cares.
Also, Jedi Training Helmet

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KP9000
Posted on 04-27-10 02:37 PM, in did someone delete one of my uploads ? Link | Quote | ID: 130607


Boomboom

Level: 90

Posts: 1294/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Well, I deleted a file yesterday (http://acmlm.kafuka.org:81/uploader/get.php?id=3104) that had a NES ROM in it so I decided to get rid of it. It was that Atari#### guy floating around here that linked the file from somewhere in another thread. Dude apparently doesn't know 'bout IPS patches!

Dunno about id=3105 though.

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KP9000
Posted on 04-27-10 03:16 PM, in General SMB3 Hacking Thread Link | Quote | ID: 130608


Boomboom

Level: 90

Posts: 1295/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Well, I'm still a bit of a noob at ASM, so looking at that code I don't see anything that could be indicative that these are the addresses we're talking about... I messed with a few of these addresses and I haven't found anything. I actually think that DD's notes look like they might be wrong because I went to the table of addresses in RAM and it doesn't look like a table of values at all; it looks more like code.

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KP9000
Posted on 04-28-10 03:05 AM, in General SMB3 Hacking Thread Link | Quote | ID: 130637


Boomboom

Level: 90

Posts: 1296/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


See, if/when the address is found, what I want to do is take make the value of whatever is supposed to come out of a block that normally spits out a 1up (or another block) changeable. In Reuben, DD has added an extra 3 bytes of space in the level header. I want to be able to change the first unused byte in Reuben to whatever sprite I'd like the given block to spit out.

Now, this stuff with the code is helping me to understand a little, but a lot of it is way over my head. Nevertheless, I really do appreciate all the help I've been given so far. Everything I've done with ASM is because people like you guys are patient with me, and I deeply appreciate that. Thanks!

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KP9000
Posted on 04-29-10 05:30 AM, in name change? Link | Quote | ID: 130701


Boomboom

Level: 90

Posts: 1297/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


Done! Closing this now.

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KP9000
Posted on 04-29-10 05:40 AM, in Block Layout (User-Based) Link | Quote | ID: 130702


Boomboom

Level: 90

Posts: 1298/1975
EXP: 6949841
Next: 238768

Since: 02-19-07

Last post: 3573 days
Last view: 3197 days


He's just asshurt that he can't have the "shit ugly" avatar (annoying gifs) that he thinks is somehow amusing.

Really, I'm not really too against user having avatars that are a maximum of 180x180 as long as it doesn't make me want to murder them and as long as they don't have an amazingly horrid track record of being a jack fuck.

Anything non-standard should be reserved for staff, and only when it works and looks good. My past layout didn't work out too great... and I apologize to anyone that has had to put up with it. As far as the rendering issues on my newest one, I dunno what's up with it.

And yeah, if you're using IE or some other shitty browser and you don't like my layout, you can go fuck yourselves.

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Main - Posts by KP9000

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