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Main - Posts by Trax |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 1/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Alright, for all the 3 Mac Users out there, version 1.13 of ZII is out, which was lingering in my computer but for an obscure reason was not published...
Download ZII Game Editor 1.13 This version corrects a flaw with the universal experience table and the GUI is cleaner. You can move key areas, but you can't save the changes, so it's pointless. Version 1.14 should make key areas fully modifiable... All suggestions and bug reports are welcome... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 2/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Can we block specific IPs, then? |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 4/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
I've got a question here for which probably anyone with advenced knowledge of SMW knows since a long time. Is there any de facto "standard" for ASM blocks in SMW ? If there is a block of orgiinally unused data that is used for an ASM addition, is there any garantee that this block will be "reserved" so no other code will overwrite it?
If my question is unclear, just kick my ass, and I will reformulate... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 5/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
And here is a screenshot of the two main windows for version 1.13 ...
Overworld and Game Data |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 6/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
In the HTML section, you can add HyperEdit
Info here : http://www.tumultco.com/HyperEdit/ It's simple and efficient. I like the preview pane that updates on-the-fly in the same window... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 7/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
As usual, I tried to find the best picture, but I swear I'll do better next time...
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![]() ![]() Yellow Stalfos Level: 70 Posts: 8/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
The4 qyuckm vrown foz uimped opver the lazi fpod...
What?... The wuicj bpoerm fox jmmped opver the laziu dof... What?!? I was saying: "I can't type well when I'm not looking at the keyboard!" |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 9/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
3.141592 is a very useful number, indeed... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 10/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
I'd say it's one part luck, and one part "feeling". When you get accustomed to how data is stored in a ROM, you can more or less "see" patterns in data, and mangle the numbers accordingly. For example, as long as you know how many bytes long a pointer is, you can quite easily detect a pointer table...
But yes, there's a big part of luck, as ROM corruption is mostly random by nature... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 12/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
This kind of behavior is not uncommon though, even in the ROM Hacking community. Many games (especially popular ones) show a considerable gap between the currently published hacks and the actual data used to do it. Take an obvious example: SMB 3. Many hacks are out there (or in progress), with lots of ASM hacking, funky levels, funky graphics, new music, but the data that was used for it is not available off the bat...
Is it because discoveries are like objects that some people want to keep to themselves? Maybe not, but it does look like that. The more the hacker has a tendency to self-centeredness, the more he will keep the data for himself, even if not consciously... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 13/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
You see, as I pointed out in another topic, sometimes ROM data is like gold or money. People who find useful data sometimes don't want to share their findings seemingly because of the energy they spent finding it. It can be pride, or a desire for fame, or because they feel like others will "steal" their work. Not everyone is like that, but it happens...
And SMB3 is a perfect example. Scarce data, yet awesome hacks... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 14/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
This is more art than fighting. This has nothing to do with a situation where you have to knock off 14 guys with chains and tattoos, on a moving train, on a foggy day, with one finger in your nose and another one in your ass...
What scares the hell out of me is what this guy will become later. At the age when you're supposed to play with action figures, play Nintendo and break the neighbor's glass with a baseball, he was practicing those funky moves to perfection... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 15/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
This hack is really great, a superb achievement. Alas, the game hangs up completely just as I try to go past the first green flower thingy, in the first level, second screen. It's probably because my original copy of Castlevania is corrupted... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 17/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Right, unless you can't use said editor... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 18/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Okay, it's an old notion, but I never could make sense of it, actually. Every user has a post count near the nickname, but there is another number, in the format x/y...
Example : number of posts : 245 / 253 What is the meaning of the two numbers? |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 19/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Some NES games (Zelda 1, for example) have no specific CHR banks, which means that the graphics data is mangled into the PRG banks. That said, how can the tile editing programs figure out where the data is located if there is no defined bank? I remember seeing a screenshot of Zelda 1 tiles neatly aligned in YY-CHR. How is this possible? |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 20/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Can you explain in more details?
I plan to code a Tile Editor right away... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 21/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Well, I've read a few lines, and the idea to set taxes according to consommation instead of revenue levels is a very interesting idea, indeed... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 22/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Yowza! Seems rrrrreally grrrreat!
Just like Frrrrosted Flakes... |
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![]() ![]() Yellow Stalfos Level: 70 Posts: 23/1145 EXP: 2953590 Next: 62221 Since: 07-06-07 From: Québec Last post: 3299 days Last view: 2551 days |
Okay, I think it's a terminology issue, here...
I know how tiles are coded, no problem with that... Actually, I have a lab which is working with ROMs using CHR banks. I just start from the offset defined in the header and take each 16-byte line to render the tiles... But if the ROM has no CHR bank, does it mean that I have to use an individual table of offsets for each game? The program can't possibly "guess" where the tile data is located... |
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