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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 07-15-11 08:45 PM, in I'm leaving Link | Quote | ID: 144998


Boomboom

Level: 90

Posts: 1725/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Where are you going?

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KP9000
Posted on 07-15-11 09:01 PM, in I'm leaving Link | Quote | ID: 145001


Boomboom

Level: 90

Posts: 1726/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Posted by Haz
Posted by MathOnNapkins
discuss.
Wanna hang out?
lol google+

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KP9000
Posted on 07-15-11 10:03 PM, in Board2 Summer Mosts 2011 discussion Link | Quote | ID: 145006


Boomboom

Level: 90

Posts: 1728/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Posted by Kawa
Should've suggested it. Then it'd be in place of the brony category.

But you didn't when you had the chance. Hahahahahahaha!
Winter is coming.

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KP9000
Posted on 07-17-11 06:15 AM, in Tonight I'm gonna have myself a real good time Link | Quote | ID: 145113


Boomboom

Level: 90

Posts: 1731/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Is it over?

* KP9000 throws the fucking radio against the wall.

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KP9000
Posted on 07-19-11 05:46 AM, in Just ask KP! Link | Quote | ID: 145303


Boomboom

Level: 90

Posts: 1736/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days



What was the modified code involved in creating the SMB3 World Order hack? Should it be PM'ed or not?
I forgot. I had it in a text file and then lost it in a HD crash. It involved a jump table which included specific bytes to change for each world. I'm sure one could figure it out by examining the differences between a clean and patched ROM. I would actually like to find out again.

Do you have a favorite videogame or are you kinda "meh" about it?
Actually, there are quite a few that I like to play. Some more than others, but I can't really choose any one game.

Pin*Bot (The actual table and the NES version)
SMB3
Unreal Tournament 2004
Top Gear Rally for N64 (Here's why: #1 - #2 - #3... I could play this shit for hours.)
Super Metroid

I'm probably forgetting some too.

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KP9000
Posted on 07-19-11 06:26 PM, in I'm leaving Link | Quote | ID: 145319


Boomboom

Level: 90

Posts: 1737/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


This is a serious board, with serious people. This is serious business. Seriously.

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KP9000
Posted on 07-19-11 09:10 PM, in Just ask KP! Link | Quote | ID: 145326


Boomboom

Level: 90

Posts: 1738/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Indeed. I can't believe you didn't know. Shall I make a fourth video? Also how did you come across it the first time?

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KP9000
Posted on 07-22-11 05:56 AM, in Megaman Legends 3 got cancelled! Link | Quote | ID: 145376


Boomboom

Level: 90

Posts: 1739/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


See, I fucking told you Sony was a bad influence.

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KP9000
Posted on 07-22-11 06:22 AM, in Your favourite video game soundtracks Link | Quote | ID: 145379


Boomboom

Level: 90

Posts: 1740/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Oh man. I love VG music threads.

There are a few games that I absolutely love the soundtracks to.

My favorite, by far:

Cave Story - The chippy PX-Tone format brings a lot to this retro-style game. It accurately compliments nearly every aspect of art and gameplay of the indie production. All the way through the game, I found myself whistling along to the music. The soundtrack itself progresses through the game just as the game progresses in story and difficulty. The first time I entered Egg Corridor, I felt like a new adventure was begging to be explored and experienced. But when I entered Egg Corridor(?), I felt something different. The atmosphere that it brought was incredible and intimidating. It properly set up for the journey up the outer wall of the island.

Final Fantasy IX - Among all of the FF games I played, this one was different. Yeah, the art directing was different, but only because of how the music played out. I don't think the game would have taken such an image to it if the music were any dissimilar.

Super Metroid (And the Prime series) - This is a good example of how ambient music can really paint a picture for you. Samus isn't just dodging fire geysers and obliterating giant parasites, she's walking through hell while doing it.

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KP9000
Posted on 07-22-11 07:38 PM, in Reuben - DD's SMB3 Editor Released! (rev. 3 of 07-22-11 07:56 PM) Link | Quote | ID: 145401


Boomboom

Level: 90

Posts: 1741/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


So it's been a while since we've heard from DD, but he popped in here some days ago and released what he had completed.

This is the official thread to talk about the editor, its bugs, further development, and workarounds regarding the special Reuben ROM needed to use this.

The Editor - This editor is open source! That means further development can continue, if someone is so inclined to do so. It's project based, which means everything is written to the ROM only when you're ready to test it out. Everything is saved into project files. Coded in C#.




Download (Source)

The ROM

<KP9000> I can't link the SMB3 ROM that DD uses for his Reuben editor
<Kawa> With the nature of that ROM, I don't think a patch would solve any problems.
<Kawa> I therefore move to invoke the Sonic Rule.
<Kawa> "IPS patch would contain too much of the original shifted
around or something like that, so just post the goddamn ROM."
<Kawa> Sonic hacking is done on the ASM level, with a disassembly
and split-out graphics and other such data, so you get shifting.

This is the special ROM needed for the editor to write to. It contains the new level loading code, as well as being expanded to use the MMC5 mapper. It uses 768kB of PRG and 512kB of CHR. There are some things that this ROM doesn't have because of the change of level format. The data may still be there, or it might need to be re-created. I'm leaning toward the latter.

  • N-card doesn't work. (Sprite makes you enter the pointer it's sitting on)
  • No pre-ship castle scene
  • No post-ship castle scene
  • No "Letter from Princess" scene
  • No "Anchor's Away" scene
  • Mushroom Houses need to be set up manually
  • Spade Bonus doesn't work
  • Hammer Bros, Special Mushroom House, Coin Ship untested
  • No lock support from editor. Manual only. Untested.
  • Level sprites (pihrana, W8 trap, etc) untested
There are some known bugs.

- Sometimes, when you enter doors, the level data on the screen will appear to split in half vertically and reverse its left and right positions. Sometimes it affects where you end up, but usually it's just a visual bug.
- When you press B on the map screen to bring up your items, and then press B again to return, the game uses the default blue/white/black palette rather than the one you specified in the editor.
- As you advance to the next world (which will be buggy because the lack of level data for the castle and princess letter screens, but still works) you will be placed on the spot you specified for that world. But if you don't complete the first level on that same try, the game will place you on a spot on the map that wasn't the same as the first spot you specified, unless you chose a spot on the map that is the same as the game's default start space.
- If you get a game over at any time, the game will place you on the original game's start space for the world you're on. This will likely cause you to not be able to move at all.

There are probably more bugs, but I can't remember them.

Download ROM


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KP9000
Posted on 07-23-11 08:11 AM, in Reuben - DD's SMB3 Editor Released! Link | Quote | ID: 145423


Boomboom

Level: 90

Posts: 1742/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


It seems that the TSA file that Reuben uses by default is not being read correctly. It works fine with existing projects but when you start a new one you get garbage. We shall see if I can find one that works from an old version of Reuben, or when the next time DD shows up he can provide one. Or someone can look at the source and fix it.

Theoretically, you should still be able to use it, but you will need to completely reconstruct the TSA definitions before you even start using your tiles.

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KP9000
Posted on 07-24-11 02:56 AM, in moe imagery 2 [your local postcount++ thread] Link | Quote | ID: 145448


Boomboom

Level: 90

Posts: 1743/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


If there was anything to be done to that image that would have been acceptable is nothing short of high-res vector art. And you failed. Hell, the original was better than that. Anyway, I expect the next user after me to post a flan-approved moe image or two. Especially if you want to bitch. The only person that I give permission to continue this bullshittery without an image is flan because he'll end it real fast.

Flan can judge this one on his own. [linked due to size]

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KP9000
Posted on 07-30-11 09:27 PM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 145581


Boomboom

Level: 90

Posts: 1744/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


I'd really like to pick it up again. Now that Reuben is out, I suspect a ton of Reuben hacks are going to come out. But more importantly, I no longer have to work on this alone.

So, in light of the bump, it's generally frowned upon to bump threads this old, but if it's a project thread, I'm less inclined to be irritated about it. PM's would be better, and if that doesn't work, then I'd say bumping project threads is acceptable to allow others (who might know what's going on) to reply.

Sending a PM now.

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KP9000
Posted on 07-31-11 08:49 PM, in Obscure Kingdom (Full Reuben SMB3 Hack) Link | Quote | ID: 145605


Boomboom

Level: 90

Posts: 1745/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days

KP9000
Posted on 08-03-11 04:13 AM, in Reuben - DD's SMB3 Editor Released! Link | Quote | ID: 145639


Boomboom

Level: 90

Posts: 1746/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Guys, if you're getting a crash when you try to compile, make sure your ROM is 1.25MB. For some reason, the one I downloaded was only a few kilobytes and was corrupt. Rechecked my link, and it's fine. https://sites.google.com/site/dahrkdaiz/Reuben.nes

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KP9000
Posted on 08-03-11 04:53 AM, in Reuben - DD's SMB3 Editor Released! Link | Quote | ID: 145641


Boomboom

Level: 90

Posts: 1747/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


I was surprised in IRC, but I was thinking something along the lines of video drivers or Direct-x or whatever else that's update-able that has to do with video drawing... Maybe someone with that kind of experience can help or has other suggestions?

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KP9000
Posted on 08-04-11 09:43 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 08-04-11 09:43 PM) Link | Quote | ID: 145683


Boomboom

Level: 90

Posts: 1748/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Well, I'm working on something more fresh than my old hack. It's "Mostly Vanilla", meaning there's some modifications in graphics here and there. Lots of graphics changes are to help take advantage of Reuben's new level format.

Here's a peek at what I have so far.


Most of World 1 is done, I just need to manually hack the Locks in hex and figure out how to correctly implement Mushroom Houses (which will change in style) and Hammer Bros. sprites.

Also, in Reuben, the N-card game points to the pointer it is directly sitting on in the map screen, making you replay whatever it was again.

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KP9000
Posted on 08-06-11 07:03 AM, in Reuben - DD's SMB3 Editor Released! Link | Quote | ID: 145712


Boomboom

Level: 90

Posts: 1749/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


So I've been trying to figure out Hammer Bros functions for a coupla days and I got them to work.

Note that Reuben does not support the sprites it needs to make it work, so you have to manually edit the level file for your level. Also, when you do this, make sure you edit the level the way you like before adding the sprite, because Reuben will crash if you have the sprites tab open when you mouse over the level.

Find your level file. To do this, go to wherever you have your project. Usually, it's located in Documents and Settings/[user name]/Application Data/Reuben. Note that Application Data folder is hidden by default, so you'll need to enable viewing of hidden items. Open up [project name].rbn with notepad or similar and take note of the GUID for the level that you named. Then, go to the "Levels" folder and find the level file you took note of; it will be named that GUID number you saw. Open it up.

Now that you have your level file, I'd recommend placing a shortcut to your project folder for later reference. You'll probably need it.

Scroll down to where it says <spritedata>. It should be after all that huge chunk of level data near the bottom of the file. Add the following two lines to your sprite data list, at the end:

    <sprite x="1" y="1" value="186" item="0" />
<sprite x="0" y="[change this]" value="214" item="0" />


Obviously, change the [change this] to the number you want. Here are the numbers that give you the items you want:

00-No Item
01-Mushroom
02-Flower
03-Leaf
04-Frog
05-Tanooki
06-Hammer Bro Suit
07-Cloud
08-P-Wing
09-Star
0A-Anchor
0B-Hammer
0C-Whistle
0D-Music Box
0E and above will most likely crash the game.


After you've made the necessary changes, save the file, and in Reuben, make sure you have your level closed out, then compile your project into your ROM.

You don't need to place a treasure box at all.

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KP9000
Posted on 08-07-11 06:18 AM, in Reuben - DD's SMB3 Editor Released! Link | Quote | ID: 145736


Boomboom

Level: 90

Posts: 1750/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


Double post for the win!
Posted by JaSp

I just spent a few minutes for the skipping world problem, and here's a rather brutal way I found :
Change at 0xFD04D from 20 69 AC to EA EA EA (this will skip the drawing of the King rescued room) and
Change at 0xFD05E from E5 95 to 6D A1 (this will execute the "go to next world" routine)
It seems to work, but isn't very clean (you can hear the music stuttering for a short time) and would need further testing to see if it doesn't cause any problem anywhere...
Since world advancement is kinda wonky with Reuben right now, here's the workaround. Currently, the game makes you go through some crazy broken cutscenes, and it's really ugly. This just skips the cutscenes and loads the next world.

The only bug I can see right now is that sprites on the prior world carry over to the next world. I don't know how to fix that...

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KP9000
Posted on 08-09-11 07:41 AM, in IRC quotes thread Link | Quote | ID: 145771


Boomboom

Level: 90

Posts: 1751/1975
EXP: 6951722
Next: 236887

Since: 02-19-07

Last post: 3577 days
Last view: 3201 days


<KP9000> hey Kawa, hear me from beyond IRC and get online!
<Haz> He can't
<Haz> he will get in trouble
<Haz> because he lives in a mental institution


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