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Main - Posts by master higgins |
master higgins |
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Red Goomba Level: 17 Posts: 21/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
I fixed a bug in the editor when changing higgins starting floor in high levels (specifically, 3-6 and 3-A). If you change it, it will make a mess in the stage, with random tiles put in the background, so i made the floor scrollbar invisible just in those levels, to "avoid" the bug.
Anyone who downloaded the editor please redownload it Thanks for your comprehension ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 22/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Before anyone say it, here are some bugs I've found myself:
- Stage 4-5 shows incorrect enemy displacement (offset error) - If you put a bonus egg, entrace or the like in a level that doesn't support bonuses, when entering it will only change the music (I think it mutes the Rectagle 1 channel) - Also about bonuses: When you enter a bonus (in a bonus enabled stage) and then return to the stage, some objects disappear. For example, in stage 1-1, after you return from the surf bonus, objects from the 1st to the 15th disappear, so that must be shown in the editor with some tooltip or something. - And again with the bonuses: The return position in the level is always the same, regardless the initial higgins position in the level or the bonus position, so if you put a hole or a hill in the return point, our hero may start rigth over the hole or buried into the hill, falling to his doom. I'm adding all these data to reflect it in the editor to avoid surprises when making the levels. As you see, I'm still working in these to bring my users a better tool to hack this long time untouched rom. I added more information about the level in the editor, like what's the maximum level enemy capacity (i.e: level 1-1 supports at most 32 enemies) and how many enemies of that quota are used (that is, all the enemies but the deleted ones). I added more information about the enemy being chosen (below the cursor), like if it's the 1st, 2nd or Nth enemy I'll also add a better enemy selection mode, like showing all the known enemies (more than 160) in 4 pages, 9x5 enemies big (the last having less enemies). Anyone who finds another bug apart from these, please report it in this thread. Cya! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 23/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Now it has:
- Many bug fixes, mainly with bad offsets and bad placement of enemies - Added more information about the levels, that is, the current screen position displayed (for example, screen 0x0e from 0x10 screens), the number of enemies allowed for a level, the number of enemies used from that quota, the place of the enemy from the enemy list (like the 1st, the 2nd) - Added information about bonuses, like where higgins is returned, what objects disappear when returning from a bonus, and a warning icon over bonuses put in levels that doesn't support bonuses. - Added an easier way to choose enemies. Just click on the interactive checkbox in the upper right corner to change the object list to a button. Click the "choose object" button to bring a window with a matrix of enemies. Just click over an enemy to select it, and then do the same as usual to put it on the level (you know, right click over an object to change, or right click on an empty space to add an object if the enemy quota is not full). You can change pages in the enemy selection window, with the button below it ("<" for page up and ">" for page down) Enjoy (download) Please report any bugs here! (Or another things like broken links, etc) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 24/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Agave, an Adventure Island 3 level editor I did while I was on my vacations. Edits mainly enemies and items positions and level scenes. Done entirely in Java 1.1 help Windows, Linux, MacOS and many other O.S. users.
When i have more time i'll add more usability features to help users understand the bank switching system (You can't use any enemy in any area, even if that enemy belongs to that area, because banks change between stages and also in the same stage at the middle of it!) Sorry for the bump, but I needed to let others know that I'm here to contribute also ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 25/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Well, since it seems the guys at thegshi don't have time to post my codes in their site (or maybe they haven't tested them yet, or they don't give a sh** about them ) I'll post them here (I hope someone's interested):
NES GG CODES Wrecking Crew Annoying guy doesn't bother you (The one that has a beak, like a fat bird) SZXILXSO SXKILOSO Magic Carpet 1001 (Unl) (Caltron) Invincibility (You can destroy enemies by touching them) AVEAYKAL MACH RIDER (JU) Clear every stage immediately (It seems this game has no ending, so with this game it becomes a boring sequence of passing stages) EYSALLEI FORMATION Z (JU) Invincibility (Not even the sea can kill you) IASXGKSE IASZYESE IEXXKUSE IEEPENSE IASZTKSE IAOOGVSE IZVOGNSE IENXXSSE IXOXUXSE IXXXNNSE Infinite Fuel IXSOGTVG River City Ransom Guys are always pissed off (Bosses are affected too. Another way to make the game harder) OXOAGSPX OEOAISNA Balloon Fight (JU) Birds cannot pop your balloons (The pop sound can still be heard) ENXVEYEI Predator (U) (this was asked by Tanks a lot of time ago, but I only replied with a code for normal mode. This is for big mode) Win energy when hit (Big mode) VVVAXUVK Amagon (U) Invincibility against enemies (Allows to touch bonus point boxes and extra lifes though.) AVOXGOOZ Invinciility against bullets and such (Allows to touch bonus point boxes and extra lifes though) ATXZPOOZ Invincibility against area boss (Allows to touch bonus point boxes and extra lifes though) AVNZAOOZ SNES PAR CODES (I know it's off-topic, but they're cheats anyway) Dragon Ball Z: Super Butouden 2 Infinite Energy PL1 7E056302 Infinite Ki PL1 7E056502 Battletoads in BattleManiacs Infinite pins PL1 (In first bonus game) 7E0F0A99 7E0F0B09 If you don't believe I'm the same guy than the one in thegshi, see my signature there EDIT (here's a code asked by Gamegenie81): SUPER MARIO BROS 2 ******************* Get any of these items instead of a small veggie Magic Potion TLVOLAZU Coin TLVOLAZL Koopa Shell ILVOLAZL Bomb YLVOLAZL POW Block ZLVOLAZU 1-UP Mushroom (Only appears once, then you just get small veggies) AGVOLAZL Floating Log (goes upwards and then downwards slowly) LLVOLAZU Key ILVOLAZU Mushroom (You get an extra heart container, but after 3 mushrooms the game gets glitchy. For instance, some hearts in the middle are empty, and even you can get the second heart empty and the others full, but the game considers it as if you have 1 heart so you become small. Beware that the more heart you get, the glitchier the gfx) YLVOLAZU Magic Carpet (If you throw it, it's gonna go downwards quickly so you must throw it from a high place and land on it fast before it sinks in the screen) PGVOLAZL Crystal Ball (The one you get after beating birdo. Nothing happens though) GGVOLAZL @Gamegenie81: I don't know if the "potion" you mention is the Magic Potion, since IIRC there are no potions to recover health. You must get a heart after hitting many enemies to refill a heart. Cya! Don't be afraid to ask for more codes ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 26/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Too bad the find feature is too simplistic. You can't choose whether to use case sensitive or insensitive or search for whole words (i.e.: search the word "rom" and not "promoted" or "rome").
I guess we have to be patient. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 27/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi. I bought some days ago a weapon in the Item shop (Valkyrie Sword) and then suddenly my gender changed to female (It was male). I've tried to revert the change to the original gender but to no avail
If anyone can fix that problem I'd be very glad. Thanks for your attention ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 28/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi, I'd like to ask (if nobody has already) how to modify battle scripts. Right now I'm in the battle scripts editor and I'm facing the battle script of croco. There's a line which says to run battle event [000] (which is when Mallow recovers his frog coin), but I can't find any place in the editor to edit such event, there's only a list to choose which event to run, but no way to customize it.
If anyone can tell me where can I edit the battle scripts, I'll be glad. Pretty thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 29/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi. I'd like to ask how to change the arrow pointer position that is shown when you choose the monster to attack in a battle. I know that when don't add new enemies to a formation but change the position of them, the cursor is placed automatically next to the monster you choose, but if you add an enemy to a formation, the arrow is placed in a wrong position.
If you can give me some hints of how to change this, I'd be glad. If you need some pics, I'd be grateful to add them here Pretty thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 30/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Sorry, can a mod move this post to the How do I _____ thread? ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 31/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi, I know i asked this some time ago, but nobody has been able to answer. How could I change the arrow cursor position in battle for enemies in a battle formation? I tried adding enemies to the battle formations, but the cursor positions appears in a wrong position. It doesn't point the added enemy at all.
Anyone knows how to fix this? Thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 32/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi. I've been trying the WIP version compiled from sources. How can I change the start positions of the other competitors? When I push the "Start" tab, the start positions are just shown but they're not changeable.
Do I have to wait for a next release until this feature is included? Thanks for making this editor! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 33/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Well, the AI is working fine as tested by a course I made from mario circuit 1. The drivers follow the course correctly.
I noticed that the outer vertex of the triangle must be inside the next rectangle or triangle of the AI data, like if it was an arrow pointing to the next rectangle or triangle. This is so the drivers follow the course correctly, isn't it? Well, I must say you did an excellent job with this editor. I'll wait for the next releases. Keep up the good work By the way, do you know the offsets where the start position (and angle, like 0º, 90º, 180º, 270º) of the players are stored? I think I'll use an hex editor for the things not covered in epic-edit. Cya! EDIT: Don't worry, I've already figured it out. It seems the offsets are stored in the Game.cs source file. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 34/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi, I've seen smkdan documentation on the starting positions, track overlays and object data, but I'm missing the goal line data. How is it calculated?
For instance, if I make a course, write all the AI data with epic-edit and move the starting positions accordingly with an hex editor (which I discovered can only point upwards) there's still the problem where's the line that makes you pass to another lap or finish the race. There's no info in smkdan about this. Any hints where this data is located? (Or how is it calculated from AI data for example?) Thanks for any replies! By, the way, merry xmas ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 35/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
It's been a while since I've been here. I've got a question: Is it now possible to add an enemy in a formation so the arrow shown in battle when selecting a monster to attack shows in the right position?
In previous versions, if you added an enemy, the arrow cursor to select the enemy to attack appears in a random position, not pointing the enemy added. I wonder if this has been fixed. Thanks for your effort! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 36/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi. I've been trying to find a cheat to have the stage passed immediately in Battletoads in Battlemaniacs (U) for SNES, well, that is trying to make the next stage introductory text being shown (where the dark queen appears)
The I've been messing with the filters to find some adresses which may be used to indicate if that screen is being shown. Having that, I've set a breakpoint to a suspectul address. I set it in write mode so it halts in the instruction which writes to that address. But the emulator just doesn't halt despite the value changes from 0 to 1 when the screen appears! The address is 7E0835 I used a save state to reach the part just before the stage introductory screen appears. I don't know if this affects when the emulator tries to snap in the address (the one where the write code is executed). If anyone has an idea why this doen't work and how can it be solved, I'd really appreciate it. Thanks! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 37/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
It's great that there's a level editor for this game. Too bad that it's kinda slow when loading levels, palettes or scrolling through the level.
Does this editor reads always the rom offsets from disk or does it store it in RAM and then read from there? Thanks for your effort! EDIT: When i press the "Toggle palette editing button" it takes too long to load the tilsets: EDIT 2: By the way, I've been messing with the enemies, and I found some data, but I couldn't understand the format. It's some enemy data for the first level which is located at [0x1edb9-0x1edda]. Messing with those values some enemies are replaced with other of another kind, some values there change the enemies position. Just in case someone is interested EDIT 3: Messing with the address 0x1edb9 gives an unrecognizable pattern for the enemy position and type. I'll show the results for some values tested EDIT 4: INTERESTING PATTERN AT Rom address 0X1EDB9-0X1EDBB! These buried legs with value 0x06 were giving me always a heart until i got about 10 of them. The ones with 0x07 value give a transforation capsule. EDIT 5: It seems the pattern for the enemy positions is that for the whole level there is an array of the length of the level measured in tiles (16 pixels wide). For every position theres a value that which indicates if theres an enemy present there, what kind of enemy is and at which height is positioned. I tried to fill a whole 16 length row to make the first screen full of enemies, but it seems the game prevent from showing more than 3 or 4 enemies on the screen at the same time. EDIT 6: More data (WIP): An enemy value equal to 0x00 means there's no enemy in that byte. No more than 3 enemies on screen at the same type are allowed in the game It's great that there's a level editor for this game. Too bad that it's kinda slow when loading levels, palettes or scrolling through the level. Does this editor reads always the rom offsets from disk or does it store it in RAM and then read from there? Thanks for your effort! EDIT: When i press the "Toggle palette editing button" it takes too long to load the tilsets: EDIT 2: By the way, I've been messing with the enemies, and I found some data, but I couldn't understand the format. It's some enemy data for the first level which is located at [0x1edb9-0x1edda]. Messing with those values some enemies are replaced with other of another kind, some values there change the enemies position. Just in case someone is interested EDIT 3: Messing with the address 0x1edb9 gives an unrecognizable pattern for the enemy position and type. I'll show the results for some values tested EDIT 4: INTERESTING PATTERN AT Rom address 0X1EDB9-0X1EDBB! These buried legs with value 0x06 were giving me always a heart until i got about 10 of them. The ones with 0x07 value give a transforation capsule. EDIT 5: It seems the pattern for the enemy positions is that for the whole level there is an array of the length of the level measured in tiles (16 pixels wide). For every position theres a value that which indicates if theres an enemy present there, what kind of enemy is and at which height is positioned. I tried to fill a whole 16 length row to make the first screen full of enemies, but it seems the game prevent from showing more than 3 or 4 enemies on the screen at the same time. EDIT 6: More data (WIP): An enemy value equal to 0x00 means there's no enemy in that byte. No more than 3 enemies on screen at the same type are allowed in the game Level 1: starting offset at 0x1EDB9
Level 2: starting offset at 0x1EEB9
Level 3: starting offset at 0x1EFB9
I hope this data is useful for you Jomb! Data ready up to level 3 (Level 3 was shorter as it had only 33 values) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 38/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Hi, I've been editing this post trying to insert a table with values for some rom addresses for monster party (NES), but the forum inserts too many br's (new lines) before the table, making the post even longer.
What's the best way to insert a table so this doesn't happen? Greets! EDIT: Forget it, I figured it out. The forum doesn't like tables with new line characters between tags (table, tr, td, th and such). I'll have to make do with a one line table. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 39/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
What the...? I've used the "Link" link in the post and copied the url...
Anyway, the post is the last in this thread at this date. As you mentioned, the problem was with the new lines between tags inside the tables. I've put the table in just one line and now it works. BTW, anyone knows how to replace new lines with a text editor (Context, notepad++, etc) with an empty string?. The only way that works for me is to replace the 0xd 0xa bytes with empty in an hex editor. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 40/42 EXP: 21286 Next: 3457 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2253 days Last view: 484 days |
Thanks, I've updated the table. Now the images are shown correctly.
I'll add more data when I have some spare time. (I'm at work now ) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Main - Posts by master higgins |
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