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master higgins
Posted on 08-23-07 12:41 AM, in Game Genie Code List Link | Quote | ID: 63089


Red Goomba
Level: 17

Posts: 1/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
RIVER CITY RANSOM
*****************

PAENIYAE:
920 BUCKS

YNSNAVYE
127 LEVEL IN EVERY ABILITY

OOELVUOU
INFINITE STAMINA

LVNYIVYL
99 STAMINA

YNNYIVYU
127 STAMINA

AEUILVOY
After reaching the maximum height when jumping, you fall faster

GEUILVOY
RIDICULOUS! Things bounce undefinetely

ZEXZSZIA
jump lower than the enemies (when stopped)
LEXZSZIA
jump as low as the enemies (when stopped)

NLVEAINO
Dudes revive when you kill them!

ADVENTURE ISLAND 2
******************

VNXUIZZE
hold jump to fly

PAKNIIAA
infinite bee (invisible but invincible)!!!

VTUIGEVK
energy grows instead of decreasing

AEXYZKAA
don't die when you fall in a pit (but you get stuck on sky bonuses though)

AAUUYZPA
don't die with spikes

AEEXGLPA
don't die with lava (pets are destroyed though)

ENUSOTEI
Invincible (you just get hit with the enemies without dying)

OKUSOTES
Invincible (you just get hit with the enemies without dying)

AESSNTPA
Invencible without pet (no collision)

SZUIGEVK
Infinite Energy

SXNLOKVK
Infinite Lives

VTELPZVK
Infinite jump

AANLTPZE
Infinite jump, but bounces undefinetely in the air

XVULEXVS+
XVULOXEK+
XVULXZYE
Don't lose the hammer when selected

XVSLKOVS+
XVSLSOEK+
XVSLVPYE

Don't lose the fire dino when selected

XTEUEXVS+
XTEUOXEK+
XTEUXZYE

Don't lose the ice dino when selected


XTUUKXVS+
XTUUSXEK+
XTUUVZYE

Don't lose the water dino when selected

XTNLEXVS+
XTNLOXEK+
XTNLXZYE

Don't lose the air dino when selected

NNOZLUYE
Don't lose the pet when you fall in lava


NYULLXYE
Don't lose the pet when you touch the spikes

PAEZSLAE+
PAXZVAAE
Start with 9 pets of each type

SZNLLLSA
Don't lose the pet when you enter in water


ADVENTURE ISLAND 3
EYSXZAEI
Fly (hold jump button)

STSNPUAY
Infinite bee!!! (no double points though)

EIOXYPEY
Invincibility (first foe touched dies, then there's no collision)

VVOYOSVK
Energy grows instead of decreasing

ATONYGEI
Don't die when energy reaches 0

AEUZNTPA
Don't die with spikes

SAKZSYVT
Don't lose pet with spikes

KANXZESE+
KANXIASA+
KANXYASA+
KEEZPASA+
KEEZLESE+
KEEZTESE+
KEEXPASA+
OPVZPAAE

"Almost always" have 99 pets of each type


(As asked by Tanks)
PREDATOR (NES)
*************

VASAOASA+
OGKKNGVK

Invincibility

(As asked by GameGenie81, in...guess what...a deleted post)
SUPER MARIO BROS
****************

OKNLOYIV

Falling doesn't kill you (just appear from above)

PS: Ooof! I had to RE-REGISTER because i don't know what the heck happened. My account and all my posts where gone!. Not to mention how the board looked yesterday: totally fucked up!!

I hope those "situations" don't happen again

Thanks!

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-23-07 12:50 AM, in Attempt to make an Adventure Island 3 level editor (rev. 12 of 10-12-07 02:46 AM) Link | Quote | ID: 63093


Red Goomba
Level: 17

Posts: 2/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
I'll try to make an editor for Adventure Island 3, which will mainly edit level data, enemies positions and changing enemies to other enemies. Well, these are some of the offsets i've found so far:


ALL VALUES IN HEX EXCEPT LEVEL NUMBERS
| | | | |
LEVEL | SCENES(LENGTH) OR | ENEMIES X | ENEMIES Y | ENEMIES ID(LENGTH) | LEVEL HEADER
| (WIDTH X HEIGHT) | POSITIONS(LENGTH) | POSITIONS(LENGTH) | | (LENGTH = 13)
-----------------------------------------------------------------------------------------------------
1-1 | E24 (10) | 10662 (20) | 10682 (20) | 106A2 (20) | 16256
1-2 | 4E54 (C) | 109AB (1B) | 109C6 (1B) | 109E1 (1B) | 16386
1-3 | 30B1 (10 X 2) | 10099 (21) | 100BA (21) | 100DB (21) | 16113
1-4 | 7294 (C) | 103F0 (1E) | 1040E (1E) | 1042C (1E) | 161BE
1-5 | ED4 (10 X 2) | 10930 (29) | 10959 (29) | 10982 (29) | 162DB
1-6 | 91BD (18) | F991 (18) | F9A9 (18) | F9C1 (18) | 165D3
1-A | 72DC (10) | 10590 (1A) | 105AA (1A) | 105C4 (1A) | 1621D
1-B | F04 (10) | FC9D (1A) | FCB7 (1A) | FCD1 (1A) | 1667E
2-1 | 4E60 (C) | 109FE (19) | 10A17 (19) | 10A30 (19) | 16399
2-2 | E44 (10) | 106C3 (21) | 106E4 (21) | 10705 (21) | 16269
2-3 | 3211 (C) | F6C4 (13) | F6D7 (13) | F6EA (13) | 16528
2-4 | EF4 (10) | FC60 (14) | FC74 (14) | FC88 (14) | 1666B
2-5 | B64F (E) | FA20 (20) | FA40 (20) | FA60 (20) | 165F9
2-6 | 4EC0 (10 X 2) | 10DB2 (23) | 10DD5 (23) | 10DF8 (23) | 164DC
2-A | 3111 (10 X 2) | 101D2 (21) | 101F3 (21) | 10214 (21) | 1614C
2-B | 72AC (10) | 1047F (19) | 10498 (19) | 104B1 (19) | 161E4
3-1 | 30D1 (10 X 2) | 100FE (1E) | 1011C (1E) | 1013A (1E) | 16126
3-2 | 321D (C) | F6FE (F) | F70D (F) | F71C (F) | 1653B
3-3 | B65D (C) | F7DC (14) | F7F0 (14) | F804 (14) | 16574
3-4 | 72A0 (C) | 1044B (11) | 1045C (11) | 1046D (11) | 161D1
3-5 | 91C9 (C) | F9DA (17) | F9F1 (17) | FA08 (17) | 165E6
3-6 | 4EA8 (3 X 8) | 10BC5 (19) | 10BDE (19) | 10BF7 (19) | 163F8
3-A | F34 (2 X 5) | FD50 (10) | FD60 (10) | FD70 (10) | 166A4
3-B | E94 (10 X 2) | 10856 (21) | 10877 (21) | 10898 (21) | 162B5
4-1 | E74 (10) | 10791 (1F) | 107B0 (1F) | 107CF (1F) | 1628F
4-2 | 3151 (10 X 2) | 102A3 (24) | 102C7 (24) | 102EB (24) | 16172
4-3 | 91EE (C) | 10CF4 (16) | 10D0A (16) | 10D20 (16) | 164B6
4-4 | 91D6 (C X 2) | FA81 (23) | FAA4 (23) | FAC7 (23) | 1660C
4-5 | 72FC (7) | 1063D (D) | 10649 (D) | 10655 (D) | 16243
4-6 | 730F (A X 2) | FAEB (22) | FB0D (22) | FB2F (22) | 1661F
4-A | 3131 (10 X 2) | 10236 (24) | 1025A (24) | 1027E (24) | 1615A
4-B | F14 (10 X 2) | FCEC (21) | FD0D (21) | FD2E (21) | 16691
5-1 | 4E6C (C) | 10A4A (19) | 10A63 (19) | 10A7C (19) | 163AC
5-2 | B669 (C) | F819 (1B) | F834 (1B) | F84F (1B) | 16587
5-3 | E54 (10 X 2) | 10727 (23) | 1074A (23) | 1076D (23) | 1627C
5-4 | 3171 (10 X 2) | 10310 (24) | 10334 (24) | 10358 (24) | 16185
5-5 | 4E78 (10) | 10A96 (24) | 10ABA (24) | 10ADE (24) | 16431
5-6 | 7323 (10) | 10E96 (25) | 10EBB (25) | 10EE0 (25) | 16502
5-A | 72EC (10) | 105DF (1E) | 105FD (1E) | 1061B (1E) | 16230
5-B | 31D1 (10 X 2) | FBB0 (1E) | FBCE (1E) | FBEC (1E) | 16645
6-1 | 7303 (C) | 10F06 (13) | 10F19 (13) | 10F2C (13) | 16515
6-2 | 3239 (10) | F784 (1D) | F7A1 (1D) | F7BE (1D) | 16561
6-3 | 31B1 (10 X 2) | FB52 (1F) | FB71 (1F) | FB90 (1F) | 16632
6-4 | 3191 (10 X 2) | 1037D (26) | 103A3 (26) | 103C9 (26) | 16198
6-5 | 31F1 (10 X 2) | FC0B (1C) | FC27 (1C) | FC43 (1C) | 16658
6-6 | 3229 (10) | F72C (1D) | F749 (1D) | F766 (1D) | 1654E
6-A | 4E88 (10) | 10B03 (22) | 10B25 (22) | 10B47 (22) | 163D2
6-B | B680 (C) | F86B (1D) | F888 (1D) | F8A5 (1D) | 1659A
7-1 | 72BC (10) | 104CB (21) | 104EC (21) | 1050D (21) | 161F7
7-2 | 30F1 (10 X 2) | 10159 (28) | 10181 (28) | 101A9 (28) | 16139
7-3 | F63 (10) | FDDF (1A) | FDF9 (1A) | FE13 (1A) | 166CA
7-4 | 4EE0 (10 X 2) | 10E1D (28) | 10E45 (28) | 10E6D (28) | 164EF
7-5 | 4F00 (C X 2) | 10C11 (27) | 10C38 (27) | 10C5F (27) | 1640B
7-6 | F46 (10) | FD81 (1F) | FDA0 (1F) | FDBF (1F) | 166B7
7-A | E84 (10) | 107EF (22) | 10811 (22) | 10833 (22) | 162A2
7-B | B669 (C) | F933 (1F) | F952 (1F) | F971 (1F) | 165AD
8-1 | F73 (10) | FE2E (1E) | FE4C (1E) | FE6A (1E) | 166DD
8-2 | 3191 (10 X 2) | F8C3 (25) | F8E8 (25) | F90D (25) | 161AB
8-3 | 4F18 (C X 2) | 10C87 (24) | 10CAB (24) | 10CCF (24) | 1641E
8-4 | EB4 (10 X 2) | 108BA (27) | 108E1 (27) | 10908 (27) | 162C8
8-5 | 72CC (10) | 1052F (20) | 1054F (20) | 1056F (20) | 1620A
8-6 | F83 (10) | FE89 (20) | FEA9 (20) | FEC9 (20) | 166F0
8-A | 4E98 (10) | 10B6A (1E) | 10B88 (1E) | 10BA6 (1E) | 163E5
8-B | ED4 (10 X 2) | 10D37 (29) | 10D60 (29) | 10D89 (29) | 164C9


Of course there are a lot more offsets to found. I'm writing this in my notes explaining how the levels are built, and showing some values, as which id is which monster, which number is which scene (with screenshots of them), etc. I'll post them also (as long as I have enough free time) so anyone who wants can use them.

Any comments are well received

PS: The name of the editor is going to be Agave (like the plant). This is almost a copy/paste of the post in the other board, and I had to re-register because my account got deleted with all my (very few) posts without any reason or warning .


EDIT: ALL worlds documented
EDIT: Scene values of sea, forest, shore and bone crossing documented
EDIT: Some level palette values documented



Download the editor HERE



____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-23-07 08:44 PM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 63427


Red Goomba
Level: 17

Posts: 3/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Yeah, i forgot to put that the thread title was: "Attempt to make and Adventure Island 3 level editor". I'm planning to code it in VB6, because it doens't need additional files or installation packages to run the compiled programs (.NET and its annoying .NET framework). I know that C#, Java and another Object Oriented programming laguages will make the code more clean, but most of them will make the application a little sluggish. As soon as I finish finding all the offsets for all the levels, I'll be posting what values are what scenes or enemies.

The main things the editor will modify are the scenes (the size of a screen) used by the levels, the enemies positions and enemies Id's (change an enemy to another).

Cya!

PS: if any moderator can, and editthread.php (i don't remember how was it called) is done, please change this thread title to Attempt to make and Adventure Island 3 level editor


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-23-07 09:23 PM, in Infinite Energy Code for Castlevania 1 (NES) (rev. 2 of 08-23-07 09:23 PM) Link | Quote | ID: 63441


Red Goomba
Level: 17

Posts: 4/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Hi, i found only this code by my own

SZUTYYSA

The energy won't decrease when you are hit.

I could't find a cheat for invincibility , because now I don't have enough time and I have to go to work

Cya!, and Good luck!

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-23-07 09:30 PM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 63445


Red Goomba
Level: 17

Posts: 5/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Yeah, at least for XP, 2000 (and 98 if I'm not wrong) you don't need runtimes. I think only when you use some special activeX controls you obviously need to distribute the app with them. As for me, I'll try not to use weird activex controls.

off topic, 2 questions:

- If you use the file dialog control in VB6, does it complain in other PC's with 2000 or XP about not finding an OCX (activex) ?

- Anyone knows how to put the fast forward mode in FCEUXD or FCEUXD SP?


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-23-07 11:18 PM, in Attempt to make an Adventure Island 3 level editor (rev. 2 of 08-23-07 11:20 PM) Link | Quote | ID: 63487


Red Goomba
Level: 17

Posts: 6/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Posted by paulguy
Visual Basic programs tend to not run at all in Wine. Take SMILE for example. Although, I've found some parts of that to not even run in Windows...


Hmm, I missed that. And the fact that i was not thinking in linux or MacOS X users. Can you suggest me a linux/MacOS framework that supplies a graphic interface to draw interfaces and write the code based on events for linux, macOS? The only cases that come in my mind are java with netbeans or eclipse using Swing (or even AWT to have more compatibility), which would run on all machines, but it's going to be sluggy, adding the fact that Windows XP, 2000 and 98 comes with just the default Virtual machine installed (which I think is 1.1.8), and would not be able to run it. So in that sense jdk 1.1 will be the only choice to be almost FULLY COMPATIBLE with everyone .

Any suggestions for a programming language/framework that provides MAXIMUM COMPATIBILITY for OS'es, mainly Windows, Linux and MacOS X?

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-24-07 05:27 AM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 63547


Red Goomba
Level: 17

Posts: 7/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Hmm, well, I think I'll do it in java, but adding compatibility with j2se 1.1 (it's as simple as using the options -source 1.1 -target 1.1 with javac). But first things first: As soon as I'm finished with the offsets, I'm going to find which values correspond to which scenes, enemies and positions. THEN, I'll be able to start working in the editor. All this if I have some free time, because I'm stuying (last year) and working.

Thanks for your feedback!

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-24-07 05:33 AM, in Infinite Energy Code for Castlevania 1 (NES) (rev. 2 of 08-24-07 05:40 AM) Link | Quote | ID: 63549


Red Goomba
Level: 17

Posts: 8/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Hmm, I think this code only works with the PRG0 version of the Castlevania rom (Castlevania (U) (PRG0)). I'll search for the code for the PRG1 version. PM me for the rom

EDIT: TRY THIS ONE

SZSVLYSA

Ooof!, I'm too tired. I hope it works. Feel free to ask for more codes!

Cya!

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-25-07 06:15 PM, in editthread.php is totally finished. For us mods, anyways. Link | Quote | ID: 63699


Red Goomba
Level: 17

Posts: 9/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
I made a mistake again on a thread and I forgot to put the title . Any estimative date by when it's going to be implemented?

the thread is:
http://acmlm.kafuka.org/board/thread.php?id=2447

PS: i know I asked this before, but all my posts and my account got deleted

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-26-07 02:24 AM, in Attempt to make an Adventure Island 3 level editor (rev. 3 of 08-28-07 08:38 PM) Link | Quote | ID: 63728


Red Goomba
Level: 17

Posts: 10/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Well, i finished finding all the offsets for the stages . Now I have to figure the format. I have some data for scenes of shore, cave, sea and forest levels. (Screenshots in the form XX.png, with XX being a byte value in hex)

Here is something from my notes for the curious:

LEVEL HEADER EXPLANATION:
*************************
BYTE NUMBER | DESCRIPTION
-----------------------------------------------------------------------------
0-1 | POINTER TO THE LEVEL DATA (DOESN'T CHANGE TILESET)
2-3 | POINTER TO THE LEVEL SCENES (DOESN'T CHANGE ENEMIES)
4 | ??
5 | HAS TO DO WITH THE BANK USED FOR THE ENEMIES (MESSES THE GRAPHICS IF TOUCHED)
6 | INITIAL Y-POSITION OF HIGGINS
7 | WIDTH OF THE LEVEL (IN SCENES) (0 means a width of ONE scene, 1 means 2 scenes long and so on)
8 | HEIGHT OF LEVEL (IN SCENES) (0 means a height of ONE scene, 1 means 2 scenes high and so on)
9 | ??
10 | PALETTE OF THE LEVEL
11 | ??
12-13-14 | HAS TO DO WITH THE TILESET
15-16 | CONTROLS WHAT SPRITE BANK TO USE AND HOW SPRITE BANKS CHANGE DURING THE LEVEL
17-18 | POINTER TO THE MUSIC


EDIT: Here are some values of the levels palettes that look decent

SHORE:
00: WEIRD (IN NIGHT, CLOUDS ARE REDDISH, GRASS IS PETRIFIED, SOIL IS GREEN AND STONES ARE BROWN
01: NORMAL (SUMMER?)
17: LIGHT BLUE SKY, SOIL IS COPPER COLOR, PALMS AND GRASS ARE PETRIFIED, GREEN ACID SEAS, GREEN CLOUDS AND BLUE WITH ORANGE STONES
18: ALMOST NIGHT WITH DRIED PALMS AND GRASS, GREEN STONES, DARK REDDISH BROWN SOIL, BUT PALM TRUNKS WITH PURPLE BACKGROUND

FOREST:
04: SUMMER
05: FALL
11: WINTER
13: LOOKS LIKE IF OIL WAS POURED IN THE TREES AND SOIL
17: LOOKS NICE, LIKE SUMMER, BUT LIGHTER COLORS, AND STONE SOIL COVERED WITH GRASS (CLOUDS ARE BLUE THOUGH)
18: NIGHT THEME. (ALMOST GOOD!!) TREE TRUNKS SHOW PURPLE BACKGROUND INSTEAD OF DARK BLUE (CLOUDS ARE GREEN ALSO)
19: LOOKS LIKE A STORMY OF POLLUTED FOREST. FORESTS LOOK LIKE IF THEY WERE WASHED WITH OIL
00: LOOKS COOL! REDDISH TREES WITH GREEN TRUNKS, REDDISH GRASS, STONE SOIL AND IN NIGHT (BLACK SKY). CLOUDS ARE BROWN
01: TREES AND GRASS LOOKS LIKE IF THEY WERE MADE OF DIAMOND. TRUNKS ARE BROWN, BUT SOIL IS GREEN. SKY IS LIGHT CYAN

DESERT:
05: PINK SAND, ROCK MOUNTAINS
06: BLUISH GREEN SAND, PURPLE FALLING SAND, DRIED CACTUS, BROWN WITH BLUE MOUNTAINS
07: NORMAL
0B: CHOCOLATE SAND, LIGHT BROWN WITH BLACK FALLING SAND, STONE CACTUS, BLUE MOUNTAINS
13: SNOWY!!
1B: POLLUTED DESERT. GRAY AND OILY SAND, OILY FALLING SAND, BLACK AND OILY MOUNTAINS, OILY CACTUS
2A: ALMOST THE SAME AS 1B, BUT FALLING SAND IS WATER.
2B: SAME AS 2A

CAVE:
02: CYAN AND BLUE, NORMAL
14: YELLOWISH BROWN, NORMAL
0C: BROWN , RED SKULLS, GREEN LIME
0B: YELLOWISH BROWN, BLUE SKULLS, MUD
08: BROWN, CYAN SKULLS, BLUE WALL, BLUE LAVA
19: GREEN ROCKS, PURPLE WALL, BLUE LAVA (ALMOST NORMAL)
1C: PURPLE ROCKS, BLACK WALL, RED LAVA, NORMAL, INVISIBLE EXIT
1D: CRYSTAL CAVERN, INDIGO WALL, INDIGO LAVA, BUT EXIT IS UGLY
1E: SAME AS 1C, BUT BLACK WALLS AND INVISIBLE EXIT
24: PYRITE CAVERNS (BROWN WITH YELLOW AND GRAY ROCKS), DARK CYAN WALLS, RED LAVA, STONE EXIT
25: SAME AS 24
26: SAME AS 24
30: CRYSTAK CAVERN, EXIT OK, DEEP RED LAVA
31: OIL CAVERN! (EXIT OK,SKULL LOOK UGLY)
3E: WEIRD (RED ROCKS WITH STRONG SHADOWS, PALE BLUE WALL, BLUE, WHITE AND BLACK LAVA, EXIT OK)

PIT:

1D: NORMAL (OK)
2D: CRYSTAL (EXIT LOOKS SLIGHTLY BLUER, BUT OK)
2E: WINTER (EXIT LOOKS SLIGHTLY BLUER, BUT OK, AND ALSO NORMAL)
30: WHITE BLUISH WALLS, LAVA FALLING INSTEAD OF WATER, EXIT OK

PYRAMID:

02: DARK CYAN
08: BROWN (ALTERNATIVE, PORTALS ARE PURPLE)
0B: BROWN (NORMAL)
0C: BROWN (ALTERNATIVE, PORTALS ARE BLUE)

SEA:

06: RED THORNS
09: PINK THORNS (SHIP WRECKAGE PALETTE)

ICE CAVE:
1D: ICY
10: ICY (ALTERNATIVE, MORE PALE)
1E: ICY, BLACK BACKGROUND
19: EMERALD
1C: AMATIST
0C: AGATHA
2D: AGATHA, GREEN WALLS
30: QUARTZ (CRYSTAL)
02: TURQUOISE
14: TOPAZ
18: DARK EMERALD

FIRE GORGE:

26: NORMAL


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 08-28-07 08:41 PM, in Attempt to make an Adventure Island 3 level editor (rev. 3 of 09-02-07 06:37 AM) Link | Quote | ID: 64073


Red Goomba
Level: 17

Posts: 11/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
More goodies!: Here are all the values with their respective screens. Mess around modifying the vales in the screens offsets that i posted in the first post

Scene values


Browse through the links to see other scenes. The other links are not complete, only the offsets link is working.

Cya!


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 09-01-07 04:46 PM, in Anyone knows how to disable hardware stretch in FCEUXD SP? (rev. 2 of 09-01-07 05:21 PM) Link | Quote | ID: 64480


Red Goomba
Level: 17

Posts: 12/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
The version is 1.07. I tried copying the configuration file from FCEU 0.98.15 which HAS that option, but it didn't work

Thanks for any replies!

EDIT: Nevermind, i figured it out already. I had to recompile the source, and disabled HW stretch from there. This is what i changed:

In \drivers\win\video.c
#define VF_DDSTRETCHED 1
to
#define VF_DDSTRETCHED 0

comment these lines
if(!(caps.dwCaps&DDCAPS_BLTSTRETCH)) /*line 259*/

if(!(caps.dwCaps&DDCAPS_BLTSTRETCH)) /*line 332*/

use C-style (/*....*/) comments instead of C++ style comments (//....)

Greets!

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 09-13-07 06:31 PM, in Game Genie Code List Link | Quote | ID: 65304


Red Goomba
Level: 17

Posts: 13/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
RYGAR
*****
OKUZXTSE
Infinite Energy

AVOXVTIA
Don't be pushed when hit

IEKZPLIZ
Have first three items after pushing hit button

BATTLETOADS
***********

OXXTAASX+
AKXTPAIP
Infinite energy

Unlimited lives:
GXXZZLVI (credit to KrazyKeet from GameWinners.com)

FLINSTONES
**********
VVOPZOVK
Recover energy when hit

VVOAAEVK
Win lives when dieing

LPNAIOGA
Start with maximum power gauge

EYEAXTLE
hit harder (a little buggy because power gauge doens't show well)


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 09-13-07 06:36 PM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 65305


Red Goomba
Level: 17

Posts: 14/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
I added some values for objects (enemies, power-ups, etc) with their respective screenshots. Mess around modifying the values in the enemies Id's offsets that i posted in the first post

Object values and their appearance

After figuring out the most part of the objects (because some of them are unused and have a weird/buggy behaviour), I'll start programming the editor. As you see, I've a little more than the half left of objects to be discovered.

Regards!


____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 09-29-07 10:24 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 66677


Red Goomba
Level: 17

Posts: 15/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Well, here what I've been working in my spare time:



Right now it can only edit the scenes. You move in the level with the arrow keys of the keyboard and modify the scene with the mouse or the keyboard. Here's a detail of the controls:

Left arrow key: Move one scene left.
Right arrow key: Move one scene right.
Up arrow key: Move one scene up.
Down arrow key: Move one scene down.

Ctrl+Left arrow key: Move 4 scenes left.
Ctrl+Right arrow key: Move 4 scenes right.
Ctrl+Up arrow key: Move 4 scenes up.
Ctrl+Down arrow key: Move 4 scenes down.

Home: Move to the first scene in the current row.
End: Move to the last scene in the current row.
Page up: Move to the first scene in the current column.
Page up: Move to the last scene in the current column.

Spacebar: Change the cell to the next scene in order.
Backspace: Change the cell to the previous scene in order.

Ctrl+Spacebar: Change the cell to the scene 4 places forward of the current scene in order.
Ctrl+Backspace: Change the cell to the scene 4 places back of the current scene in order.
Shift+Spacebar: Change the cell to the last scene of the tileset.
Shift+Backspace: Change the cell to the first scene of the tileset.

Left click: The same as spacebar.
Right click: The same as backspace.
Ctrl+Left click: The same as Ctrl+spacebar.
Ctrl+Right click: The same as Ctrl+backspace.
Shift+Left click: The same as Shift+spacebar.
Shift+Right click: The same as Shift+backspace.

I have to implement the code for object modification (enemies, fruits, rocks and such). There's still plenty to do, like showing the right palette of the level, for example, there are caves in which the rocks are blue, brown or green, but now i'm showing the scenes with the same palette (the ones stored in the images), but it shouldn't be hard to modify the png PLTE header and the CRC to change the palette to look like the level originally.

Oh, and I almost forgot, I'm making this with java, and specifically building it to be compatible with java 1.1, so it can run in almost all OS'es, like linux, Mac OSX, BeOS, and even windows without j2se installed (just the default one that comes with it, which is 1.1.8 i think), etc.

I hope you like it. Any comments and doubts are well received! !

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-06-07 04:20 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 67200


Red Goomba
Level: 17

Posts: 16/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Posted by Celice
master higgins, if that ever gets released, I'll have to look into putting the hero into some city rather than prehistoric islands ^^

(that is an Adventure Island game, right ._.;


yeah, it's an editor for Adventure Island 3, for NES

Here is another screenshot, now showing enemies positions.


Actually, enemies are shown, you can move them (by dragging them) and even change them with right click, which changes them to the enemy selected in the list in the upper right corner, and deletion of enemies is not implemented yet. The enemy data is not written in the rom yet, only the scenes data. I'm delaying this because i want to be sure the enemy data is correctly written, that is, no garbage shown in the levels because of banks issues, which i'm currently working on (and you can be sure is a pain in the ***, because i couldn't find a way to predict how the banks change during the run through the level, i just know how to make them fixed through all the level, but in that way you're more restricted to what enemies you can use.

Right now I'm just enumerating all the cases in banks change, from which to which scene. I've 40 cases. There are about 140 left.

Ask if you have any questions about what can (and cannot) be done with this editor

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-12-07 02:44 AM, in Attempt to make an Adventure Island 3 level editor Link | Quote | ID: 67520


Red Goomba
Level: 17

Posts: 17/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days

FINALLY! I've finished the first version of my editor: Agave. Currently it's capable of:

- Object appearance manipulation (changing one enemy to another
type of enemy)
- Object positioning (change the position of the objects in the level)
- Scene changing (Change one scene to another scene, chosen among a
given group)
- Changing object bank (for enemies, items and such)
- Changing higgins (the hero) initial vertical position

The instructions are in the readme inside the zip. It's has a jar with some folders, text files and images. So you must have java to run it (at least java 1.1)


Download here

Screeny:



Post your comments or question (or better yet, your hacks made with this )

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-12-07 03:39 PM, in Agave 1.0 released (Adventure island 3 editor) Link | Quote | ID: 67556


Red Goomba
Level: 17

Posts: 18/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
At last!. I've finished the first version of my Adventure island 3 editor: Agave. The features of this editor are:

- Object (enemies, items and such) appearance manipulation (changing one enemy to another
type of enemy)
- Object positioning (change the position of the objects in the level)
- Scene changing (Change one scene to another scene, chosen among a
given group)
- Higgins (the hero) initial vertical position modification
- Object bank modification (to make some enemies look ok, that is, use another kind of enemies on levels, like sea horses and sea turtles on a volcano level)

Instructions are in the readme inside the zip. This editor need at least java 1.1.

Download it here

PS: sorry for posting this here apart from the other post in the Rom Hacking forum, but as I thought this forum was the proper for posting releases, i posted it here.

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-13-07 02:06 AM, in Agave 1.0 released (Adventure island 3 editor) (rev. 2 of 10-13-07 02:09 AM) Link | Quote | ID: 67576


Red Goomba
Level: 17

Posts: 19/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Thanks for reporting bugs!. I've fixed the bug in 1-2, which was caused by some incorrect offsets used (enemies and their coordinates). Now it should work ok, so redownload the editor. Now, about the objects being saved to another screen and turned into something else, I would be glad if i had some screenies and a walthrough to reproduce the bug (things like in which level, what screen, and what enemies where used)

I'm glad it's easy to use, because that is what i pretended it to be.

I'll be around here for any other bug report

____________________
Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-14-07 05:36 AM, in Agave 1.0 released (Adventure island 3 editor) (rev. 3 of 10-14-07 06:58 PM) Link | Quote | ID: 67667


Red Goomba
Level: 17

Posts: 20/42
EXP: 21256
Next: 3487

Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2236 days
Last view: 467 days
Ooof! I've tried fixing the problem with the enemies swap, but i still can't. It's a problem with a sorting method that i call to make the enemies appear in the right order, because if i don't call it some objects that come after another objects will appear before them. I've discovered this while moving and object after another, and they appear in the wrong order, so this sorting (from the highest value to the lowest) HAS TO BE DONE.

If I can get any help, the enemies are represented in an 3 arrays, one array containing the id's, another array containing the y-positions, and another containing the x-postions. The sorting algorithm (which is just quicksort) sorts the x-position array, and the group (enemyID[k], xposition[k], yposition[k]) must not be altered, so the enemy layout doesn't change. Currently the quicksort makes comparisons between the xposition components, and swaps the whole group (x y, and enemyID).

If there's any other method to sort this three arrays, keeping the same layout, it would be very helpful. If anyone need some source code, feel free to ask

Greets!

EDIT:
Hey Googie, I fixed the bug that swaps enemies. It was not the sorting algorithm fault, it had to with refreshing the level screen, since the old and new enemie data got scrambled. Now refreshing after saving shows how the level should look, with all the changes.

Redownload the editor (it's the same url though)

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Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981
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