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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trax
Posted on 07-06-07 12:59 AM, in ZII Game Editor 1.13 (rev. 2 of 07-07-07 07:56 AM) Link | Quote | ID: 52608


Yellow Stalfos
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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...

Trax
Posted on 07-07-07 03:44 AM, in Speaking of Data Crystal... Link | Quote | ID: 52830


Yellow Stalfos
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Since: 07-06-07
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Can we block specific IPs, then?

Trax
Posted on 07-07-07 07:51 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 52881


Yellow Stalfos
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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...

Trax
Posted on 07-07-07 07:59 AM, in ZII Game Editor 1.13 Link | Quote | ID: 52882


Yellow Stalfos
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And here is a screenshot of the two main windows for version 1.13 ...
Overworld and Game Data

Trax
Posted on 07-07-07 08:04 AM, in Useful Software / Links -- Apple Macintosh Link | Quote | ID: 52883


Yellow Stalfos
Level: 71

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Since: 07-06-07
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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...

Trax
Posted on 07-07-07 08:16 AM, in Your Face (rev. 2 of 09-15-10 06:11 AM) Link | Quote | ID: 52887


Yellow Stalfos
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As usual, I tried to find the best picture, but I swear I'll do better next time...




Trax
Posted on 07-07-07 09:11 AM, in the quick brown fox jumped over the lazy dofa Link | Quote | ID: 52909


Yellow Stalfos
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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!"

Trax
Posted on 07-08-07 06:52 AM, in Anyone here like Pie? Link | Quote | ID: 53175


Yellow Stalfos
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3.141592 is a very useful number, indeed...

Trax
Posted on 07-08-07 09:46 PM, in Introduction to Hex (Repost) Link | Quote | ID: 53272


Yellow Stalfos
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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...

Trax
Posted on 07-08-07 10:42 PM, in Wow! Japanese ASM Files! Link | Quote | ID: 53286


Yellow Stalfos
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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...

Trax
Posted on 07-10-07 08:10 AM, in Does Anyone Have SMB3 ASM Link | Quote | ID: 53646


Yellow Stalfos
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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...

Trax
Posted on 07-10-07 08:27 AM, in He will kick your ass. Link | Quote | ID: 53647


Yellow Stalfos
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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...

Trax
Posted on 07-10-07 08:32 AM, in Castlevania: Chorus of Mysteries Link | Quote | ID: 53648


Yellow Stalfos
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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...

Trax
Posted on 07-12-07 08:10 PM, in smb1 level making Link | Quote | ID: 54188


Yellow Stalfos
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Right, unless you can't use said editor...

Trax
Posted on 07-12-07 08:15 PM, in Number of Posts? Link | Quote | ID: 54191


Yellow Stalfos
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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?

Trax
Posted on 07-12-07 08:19 PM, in Tile Mapping with no CHR bank? Link | Quote | ID: 54195


Yellow Stalfos
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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?

Trax
Posted on 07-12-07 08:37 PM, in Tile Mapping with no CHR bank? Link | Quote | ID: 54199


Yellow Stalfos
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Can you explain in more details?
I plan to code a Tile Editor right away...

Trax
Posted on 07-12-07 08:40 PM, in Dumb site no. 1! GO! Link | Quote | ID: 54203


Yellow Stalfos
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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...

Trax
Posted on 07-12-07 08:45 PM, in Mario's Key-Tastrophe (SS) Link | Quote | ID: 54205


Yellow Stalfos
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Yowza! Seems rrrrreally grrrreat!
Just like Frrrrosted Flakes...

Trax
Posted on 07-12-07 09:19 PM, in Tile Mapping with no CHR bank? Link | Quote | ID: 54250


Yellow Stalfos
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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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Main - Posts by Trax

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