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Trax
Posted on 01-05-10 11:56 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 125080


Yellow Stalfos
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Other questions...

Is there any reason the AI blocks are differently colored? Or is it just to distinguish them?

In this screenshot, there are track blocks that have a stair-like boundary. How is this expressed in the code? Is it just a block with 3 coordinates instead of 4 (assuming the ordinary ones have 4 coordinates, which may be incorrect as well) ?

Trax
Posted on 01-09-10 02:03 AM, in What's The Object? Link | Quote | ID: 125263


Yellow Stalfos
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Can you eat it?

Trax
Posted on 01-16-10 04:42 PM, in Binary Land Editor Link | Quote | ID: 125602


Yellow Stalfos
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Since: 07-06-07
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To ease my mind, I sometimes work on simple ROMs, which are still games that I like a minimum, just to keep a minimum of interest. One of them is Binary Land, a game with an interesting concept. Two little penguins must reach a caged heart while avoiding enemies. Their movements are mirrored horizontally. That's it...

I made a rough version of an editor, with the data I already know. The levels have a basic layout and then specific blocks are added as needed to complete the maze. Oddly enough, the data I found until now only covers the left side of the 16 levels. My best guess is that the second half is somehow calculated. Or maybe I just didn't find the data for the second half...

Here you can get my notes on the second bank, which contain key data. These notes are basically a disassembly of the ROM, with contents added as I discover the nature of the data. Note that this file is bound to be modified regularly, so you can expect more stuff to appear anytime...

Some key tables:

4892: Table for High Scores

Tables for ? When modified, it affects both tiles and Spider Webs
6519: 0F 00 04 08 0C 01 05 09 0D 02 06 0A 0E 03 07 0B
6529: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

6741: Table related to hidden items in blocks
6751: Pointer table for levels extra blocks (left part)
6771: Tables for levels extra blocks (all 16 levels, each series end with FF)
6827: Pointer table for Spider Webs? (not as straightforward as Level Data)
6847: Tables for Spider Webs (sort of)

The two tables at 6519 and 6529 seem to affect tile layering, so I guess there's something to discover there. If you can find anything of interest in those lines, or if you can find other data, let me know. Feel free to use this information if you want to make an editor or a hack...

Comments are welcome...


Trax
Posted on 01-17-10 08:20 PM, in Binary Land Editor (rev. 2 of 01-18-10 02:06 AM) Link | Quote | ID: 125665


Yellow Stalfos
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Excellent, more useful info...

I got the trick about level layers. Both halves of the levels use one of the 16 possible sets of extra blocks. And each of these sets have their corresponding set of Spider Webs. So if you change a level to have another set of blocks, the spider webs will change along with it. That calls for a strange implementation of a level editor. But nothing is impossible...

For each level, you have 2 sets of blocks, one for the left part and one for the right part. The tables at 6519 and 6529 are used to make the associations. The first set of 0x10 is for the left side, and the next is for the right side. For example, level 1 has codes 00 and 01. Level 2 has 04 and 02. Etc...

Right now, my editor has 3 modes. One to edit the basic layout, common to all levels. One to edit the 16 possible sets of blocks. And the third one is for sets associations for each level...

Another interesting spin of the game is that the halves associations change when you go around the 16 levels cycle. So level 17 will have its left half the same as level 1, but the right half the one of level 2. That's why some people thought that the levels following the 16th one were randomly generated...

Now, I'm trying to find out about how enemy patterns are generated. Their initial locations seem to be randomized...


Trax
Posted on 01-17-10 08:45 PM, in Debugging needs a face-lift. Link | Quote | ID: 125667


Yellow Stalfos
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I've read some of the information in the links you provided, it seems you know quite well where you're going. I'm not sure exactly how I could be of use. If this kind of implementation can help bringing debugging features to the Mac platform, I could be interested...

Trax
Posted on 01-22-10 11:57 PM, in Arkanoid Disassembly and Information Link | Quote | ID: 125900


Yellow Stalfos
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Since: 07-06-07
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For those who might be interested, here's all the information I gathered on Arkanoid until now, which is, as usual, a disassembly of the ROM, with commented lines, some explanations of code and data tables and sometimes a few chunks of ASM code...

Most of the information I needed for my editor Arkalavista is probably part of these files. Surely there are many comments that may look confusing or just not explained enough, this is not intended to be a full-fledged data collection, nor any sort of guide. I started a page on my site that explains some of the key elements of the game, with offsets and how to use the data...

And as usual, these files are bound to be modified any time, either by me or someone else...

Arkanoid - Bank 0
Arkanoid - Bank 1
Arkanoid - RAM Map

If you have any questions because you're interested in making an editor or a hack, drop me a line here or by email...


Trax
Posted on 01-24-10 11:37 PM, in Contra Disassembly and Information Link | Quote | ID: 126023


Yellow Stalfos
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Since: 07-06-07
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For those interested, I submit here all the information I gathered so far on the game Contra. As usual, in the form of a disassembly of the game with as much comments as possible. As usual, these files could change anytime. Most information contained in these files were used to make my still-in-the-works editor Red Falcon. If someone wants to make an editor for Contra, you should have enough information to cover the basics. If you can find anything that could complete our current knowledge of the game, let me know...

Contra - Bank 0
Contra - Bank 1
Contra - Bank 2
Contra - Bank 3
Contra - Bank 4
Contra - Bank 5
Contra - Bank 6
Contra - Bank 7
Contra - RAM Map

Any questions ?


Trax
Posted on 02-03-10 12:54 AM, in Super C Hack latest version Link | Quote | ID: 126576


Yellow Stalfos
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Super C looks a little more like the original Contra, which is what it appels a little more to me...
I just find it weird that the guy has a big stupid head, or maybe I'm not seeing the right thing...

Other than that, I'm not sure it's different enough to be really challenging or refreshing or whatever. But it's better than nothing, of course...

Trax
Posted on 02-15-10 05:16 AM, in MMC1 Input Addresses Link | Quote | ID: 127091


Yellow Stalfos
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The MMC1 mapper (or simply Mapper 1) has 4 input ports that are written to for various reasons, like bank switching. I read somewhere that the registers have weak decoding capabilities, and that's why there are ranges of addresses instead of just one address. For information on mappers, I usually go to this site. The registers are listed like this:

Register 0: $8000 - $9FFF
Register 1: $A000 - $BFFF
Register 2: $C000 - $DFFF
Register 3: $E000 - $FFFF

So whether you write to $8000 or $91DC, it doesn't matter, it's still Register 0. Right? So, why do I see this kind of code?

3E92C: BD EAE9	LDA $E9EA,X
3E92F: 29 0F AND #$0F
3E931: A8 TAY
3E932: 99 04C0 STA $C004,Y

Why use $C004 specifically, and how is the Y index supposed to change anything?
Any insight will be appreciated...


Trax
Posted on 03-06-10 07:09 PM, in Micro Machines - General and Editor Link | Quote | ID: 128097


Yellow Stalfos
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Once again, I decided to step into unknown terrain and explore a game that, to my surprise, have apparently been left alone completely in the hacking world. This game is Micro Machines. I don't know if it used to be a popular game, but I know I spent countless hours on it on a real NES...

This game uses compressed graphics, and the algorithm is more complicated than regular RLE...
And again, I guess that it's one of the reasons noone did anything significant with it...

I'm not at the point of being able to edit tracks, yet, but that's my goal for now. I successfully exocised the demons and made a decompression algorithm for the graphics, so I end up with a cool matrix of tiles. Each block is made of 6 rows of 6 tiles. This is the graphics matrix for the Jeeps courses, using a fixed, arbitrary palette...

That's it for now. If anyone has information that could help, please let us know...

Trax
Posted on 03-14-10 05:24 AM, in Trope a Dope 2 -- Return of Trope a Dope Link | Quote | ID: 128384


Yellow Stalfos
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Well, that's just another game between friends...

Trax
Posted on 03-26-10 03:22 AM, in Gary's Nuts (Nuts & Milk hack) Link | Quote | ID: 128939


Yellow Stalfos
Level: 71

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Title joke notwithstanding, it's been quite some time we hadn't any quality hacks, aside from a few tests and labs and the usual Mario stuff. The levels are well done, and not freakishly hard. On another note, I found the various tunes somewhat irritating...

All in all, very good work...

Trax
Posted on 03-26-10 11:41 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128988


Yellow Stalfos
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As in the first example:

LDA foo
ADC #$00
STA foo

This operation is for numbers that are more than 1 byte long, and is used to compute remainders. Adding 0 to A will result either in 0, if the Carry Bit is clear, and 1 if the Carry Bit is set. Another thing to remember is that there could be another place in the code that points between two lines, where A gets another value, and then is stored like in the example, when returning from a subroutine...

Trax
Posted on 03-27-10 06:07 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128999


Yellow Stalfos
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Yeah, but I'm a 8-bit NES old fart...

Trax
Posted on 04-04-10 06:50 AM, in Facts about Stark. Link | Quote | ID: 129467


Yellow Stalfos
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Ah, those running gags that are not meant to enter the Realm...

Trax
Posted on 04-05-10 08:52 PM, in Trax's Contra demo has become this guy's bitch Link | Quote | ID: 129530


Yellow Stalfos
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That's pretty impressive, indeed. I suspect he was using some recording tool to go back and make a perfect run (à la TAS Videos), and it is still possible that he died on purpose to look more "human", though. He did use a turbo with the regular bullets...

Trax
Posted on 04-05-10 09:17 PM, in Drag a Car Seat Link | Quote | ID: 129531


Yellow Stalfos
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Since: 07-06-07
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If you have never seen a car seat being dragged behind a car (and you probably didn't), well, now it's been done. We used a chain about 20 feet long, secured with a carabiner at both ends. The video was shot from inside the car.

Check it out...



Trax
Posted on 04-08-10 02:50 AM, in Drag a Car Seat Link | Quote | ID: 129633


Yellow Stalfos
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Well, the white thing is a dummy, made with a one-piece cleaning suit stuffed with newspaper, with shoes and gloves, a stuffed raccoon for the head and a cap. Everything was secured either with rubber bands or yellow tuck tape. The dummy actually rode the damn thing, but the results were quite the opposite of what was expected. It had apparently enough weight to stabilize the system, so he just turned around the seat while he was dragged, fastened with yellow nylon cable...

We ran square into him later on during this session, and the poor fellow was shredded under the car AND passed under the car seat, that was still attached to the back of the car...

During this same session, we also destroyed a printer. Not as funny or spectacular, but he disintegrated piece by piece until the outer cover exploded...

We have videos of a couple of computer screens and TVs who met similar fates, but they are on mini DV tape, so I just have to find the time to transfer them from analog to numeric and upload it for everyone to enjoy...

I'll upload more stuff later. If you have any suggestions for things that you think would be funny dragged behind a car at high speed, let us know and we'll see what we can do...

Trax
Posted on 04-13-10 04:04 AM, in Drag a Car Seat Link | Quote | ID: 129816


Yellow Stalfos
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Since: 07-06-07
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Noone wanted to sit on the damn seat, so we only need a guinea pig and we're ready to go. And we don't have fine China, either. Someone suggested a blender, but I suspect it's an underlying joke that noone can understand. Maybe a blender filled with gas with a burning rag tied to the lid, something like that...

Our next goal would be a clothes-dryer or a washing machine. As soon as we can get our hands on one, we will get to work. Until then, the good old pyramid of anything will do. We tried the water balloon in the windshield, but it cracked full-width and the rear-view mirror fell off...

We can't garantee that your suggestions will be honored, but we will take them in consideration, that's for sure. Keep them coming...

Trax
Posted on 04-22-10 02:02 AM, in Drag a Car Seat Link | Quote | ID: 130330


Yellow Stalfos
Level: 71

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Since: 07-06-07
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It depends of the kind of wheels, but yes, that would be quite cool, although we need someone with the guts. If we can find a replacement for our very ugly couch, we will probably put it at good use: screw some wheels to it and drag it at high speed with one or more people sitting on it, eating popcorn, reading a book, stuff like that...
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