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Raccoon Sam
Posted on 10-03-07 02:46 PM, in Looking for translators Link | Quote | ID: 66963


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I'm up for a Finnish localization. I translated SNES9X Completely back a few months ago, and by that I mean every single text string in it

So yeah, I'm up for it.

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Raccoon Sam
Posted on 10-03-07 02:48 PM, in Game Boy Donkey Kong ROM addresses Link | Quote | ID: 66964


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Well I'll be damned. I never thought anyone could surpass the maximum level of awesome, but it appears I'm mistaken.
Incredible job..! Can't wait to see someone hack the game.

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Raccoon Sam
Posted on 10-04-07 03:57 PM, in Hacking Zelda II Famicom Mini for the GBA Link | Quote | ID: 67053


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I wouldn't work since the Famicom Mini games are actually slightly modified emulators with a NES ROM integrated into them.

So yeah, you could modify the graphics but keep it in the 2bpp limit.

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Raccoon Sam
Posted on 10-05-07 03:52 PM, in Looking for translators Link | Quote | ID: 67145


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What do you mean by strings..? Some text files or an actual file format for VB application translations?

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Raccoon Sam
Posted on 10-07-07 01:24 AM, in Game Boy Donkey Kong ROM addresses Link | Quote | ID: 67231


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What is wrong with you people this is an outstanding discovery >:U

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Raccoon Sam
Posted on 10-16-07 07:54 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 67815


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A Music editor sounds rad, but then again might not be what I actually think it is.

Can't wait, though. My birthday is 24th of December so it'll make a great birthday gift %D

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Raccoon Sam
Posted on 10-18-07 07:26 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 67993


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Posted by Al3x
Holy crap.. nice time for a Bday, right before Christmas!!

Actually, Christmas is celebrated the 24th day of December here in Finland.

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Raccoon Sam
Posted on 10-19-07 08:03 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 68025


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Posted by RT-55J
Posted by Grey Megatron
And exactly why couldn't you have just stuck with VB?

VB sucks.

Damn straight. You need a million runtimes to run a single simple app.

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Raccoon Sam
Posted on 10-21-07 08:10 PM, in GlovePIE + Wiimote Link | Quote | ID: 68252


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There is also a similar program for Mac and Linux, called Darwiin.
http://sourceforge.net/projects/darwiin-remote/

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Raccoon Sam
Posted on 10-24-07 05:00 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 68586


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Beautiful! The new GUI looks good, and the fact that it's now being done in C makes me feel warm and cuddly inside.

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Raccoon Sam
Posted on 10-26-07 05:11 PM, in Eggvine problems Link | Quote | ID: 68663


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Here's the deal, I open Yoshi's Island with Eggvine, start editing level 1-1 and attempt to change the first flower row to object 18, a Stone block.
I save and run the ROM, but nothing happens after the level name is displayed. Yoshi just stands there with the black background.
What's going on.

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Raccoon Sam
Posted on 10-26-07 05:21 PM, in Eggvine problems Link | Quote | ID: 68670


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I'm using uh.. "EggVine_v0"? It isn't 0.80 though.



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Raccoon Sam
Posted on 10-26-07 08:42 PM, in Eggvine problems Link | Quote | ID: 68680


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Well, I remember asking for YI data once. This is what I got:
Posted by Cellar Dweller +
At one time there was a bunch of activity around YI hacking, so there is a bunch of stuff in the archive.

YI data thread
A failed editor attempt
A slightly less failed (but still failed) editor attempt
The only YI editor to make it to release
Some stuff that Chickenlump saved back in the overclocked days (MSWord format, but I'm sure there is a Mac program to view them.)


Some of the links are broken but easily fixable.

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Raccoon Sam
Posted on 10-27-07 12:43 AM, in Super Mario Land 2 Overworld format documented and explained (rev. 7 of 11-02-07 01:44 PM) Link | Quote | ID: 68688


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Yeah. Thought I'd make my contribution to the hacking community, so here's the SML2 Overworld format, oven-fresh. Have a great time hacking.

The main overworld is built from Chunks. One Chunk is 1024 bytes, and is composed from 32 rows, each containing 32 bytes. One byte is one tile.
0x37000 - 0x373FF | Chunk 1
0x37400 - 0x377FF | Chunk 2
0x37800 - 0x37BFF | Chunk 3
0x37C00 - 0x37FFF | Chunk 4
For extra reference, please see this.

Besides the main overworld, there are the submaps. Submaps are stored like chunks, but there are only 20 rows, each one having 32 tiles but only 20 shown onscreen, since the submaps never involve scrolling. (Again, for extra reference, please see this.)
The submaps are stored in locations listed below.
0x3B000 - 0x3B23F | Pumpkin Zone
0x3B240 - 0x2B47F | Tree Zone
0x3B480 - 0x3B6BF | Space Zone
0x3B6C0 - 0x3B8FF | Macro Zone
0x3B900 - 0x3BB3F | Turtle Zone
0x3BB40 - 0x3BD7F | Mario Zone
0x3BD80 - 0x3BFBF | Wario's Castle
0x43000 - 0x4323F | Minigame Hill

The minigames are also stored like submaps.
0x43240 - 0x4347F | The 30 Coin Game
0x43480 - 0x436BF | The 50 Coin Game
0x436C0 - 0x438FF | The 200 Coin Game
0x43900 - 0x43B3F | The 999 Coin Game
0x47800 - 0x47A3F | Conveyor Game
0x47A40 - 0x47C7F | Rat Game


"But how do I know what tile is what?"
All the tiles are inside tilesets. To view tilesets, you need a tile viewing program like Tile Molester or Tile Layer PRO. The tilesets are located in the locations listed below. Be sure to have canvas set to 16 x 16 tiles!
0x34800 - 0x357FF | Overworld Tileset
0x36000 - 0x36FFF | Macro Zone Tilest
0x38500 - 0x387FF | Pumpkin Zone Tileset (only used after completion)
0x38800 - 0x397FF | Pumpkin Zone Tileset (includes also the Minigame Hill Tileset)
0x3A000 - 0x3AFFF | Tree Zone Tileset
0x40800 - 0x417FF | Space Zone Tileset
0x42000 - 0x42FFF | Mario's Castle Tileset
0x44800 - 0x457FF | Mario Zone Tileset
0x46000 - 0x46FFF | Wario's Castle Tileset
0x64000 - 0x64FFF | Coin Games Tileset
0x65000 - 0x65FFF | End-of-level Bonus Game Tileset

However, there's a catch. When you've chosen the tile you want to have in the overworld, you'd normally get its coordinate from the tileset (FA Being tile 11 from row 16). The thing is, rows don't start from 0, but 8. Columns are normally from 0 to F, but rows go 8, 9, A, B, C, D, E, F, 0, 1, 2, 3, 4, 5, 6, 7. It isn't all that complicated. For extra reference, please see this.

EDIT: Looks like I found something else, too. The Title screen is stored in 0x159E0 - 0x15C1F.
EDIT 2: And the "Choose a File" level is stored in 0x30A52 - 0x30C91.
EDIT 3: The HUD at the bottom of the screen is located in 0x7EA - 0x7FD.
EDIT 4: And the Coin Wall is located at 0x32492 - 0x326D1.

EDIT 5: Gathered some notes:

Graphics locations
0x141E5 - 0x159E4 | Title Graphics
0x18000 - 0x197FF | Mario
0x19800 - 0x1AD7F | Tree Zone enemies and Boss
0x1C000 - 0x1F84F | Level tiles
0x30C92 - 0x31491 | Coin Wall sprites
0x31492 - 0x32491 | Coin Wall tiles
0x32ACA - 0x32E49 | File selection sprites
0x34000 - 0x347FF | Overworld sprites
0x34800 - 0x357FF | Overworld tiles
0x35800 - 0x35FFF | Macro Zone sprites..?
0x36000 - 0x36FFF | Macro Zone tiles
0x38000 - 0x384FF | Pumpkin Zone sprites
0x38500 - 0x387FF | Pumpkin Zone Tileset (only used after completion)
0x38800 - 0x397FF | Pumpkin Zone Tileset (includes also the Minigame Hill Tileset)
0x39800 - 0x39FFF | Tree Zone sprites
0x3A000 - 0x3AFFF | Tree Zone tiles
0x40000 - 0x407FF | Space Zone sprites
0x40800 - 0x417FF | Space Zone tiles
0x41800 - 0x41FFF | Mario Zone objects and some Mario's Castle sprites
0x42000 - 0x42FFF | Mario's Castle Tileset
0x44000 - 0x447FF | Mario Zone sprites
0x44800 - 0x457FF | Mario Zone tiles
0x45800 - 0x45FFF | Wario's Castle sprites
0x46000 - 0x46FFF | Wario's Castle tiles
0x64000 - 0x64FFF | Converyor game graphics
0x65000 - 0x65FFF | Rat game graphics
0x68656 - 0x68E55 | Ending graphics
0x6C000 - 0x6DDFF | Mario Zone level tiles
0x6DE00 - 0x6EFFF | Mario Zone enemies and Boss
0x6F000 - 0x6FBFF | HUD tiles
0x70000 - 0x71DFF | Macro Zone level tiles
0x71E00 - 0x72FFF | Macro Zone enemies and Boss
0x74000 - 0x757FF | Turtle Zone level tiles
0x75800 - 0x7667F | Turtle Zone enemies and Boss
0x76680 - 0x77E7F | Animated tiles
0x78000 - 0x78BFF | Space Zone level tiles
0x78C00 - 0x799FF | Wario's Castle level tiles
0x79A00 - 0x7A36F | Hippo Zone enemies and some Space Zone enemies
0x7A370 - 0x7A87F | Space Zone Boss
0x7A880 - 0x7B67F | Wario's Castle enemies and Boss
0x7C000 - 0x7DDFF | Pumpkin Zone level tiles
0x7DE00 - 0x6EFFF | Pumpking Zone enemies and Boss


So how about some new MarCas now?

EDIT: There are some flaws in my notes. Please contact me if you are up to hacking SML2.

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Raccoon Sam
Posted on 10-27-07 01:11 AM, in Hacking Panel de Pon? (GPX, Music, SE, and # of Stages) Link | Quote | ID: 68695


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1. I believe Panel De Pon's compression system is yet to be known, so there'll be no graphic editing of any kinds, I'm afraid. Correct me if I'm mistaken, though .
3. There's a tool called SNESSOR95 that is known from its ability to tinker around with SNES Samples. Check it out.


As for the other questions, sorry. I'm all out :X

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Raccoon Sam
Posted on 10-27-07 01:14 AM, in Eggvine problems Link | Quote | ID: 68696


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Posted by Smallhacker
With that data (YI data thread), even though it's EXTREMELY unorganized, I think I could make something out of it.

Hooray \o/
I really like where this is going, seriously, but uh, can anyone help me with my actual problem :>

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Raccoon Sam
Posted on 10-27-07 12:48 PM, in Eggvine problems Link | Quote | ID: 68721


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Posted by Delmaru
sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.

and for your problem, its prolly a bad rom.


Well, it is 1.0, (U) and has the [!] seal in it.
Does it depend on the header?

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Raccoon Sam
Posted on 10-27-07 05:33 PM, in Eggvine problems Link | Quote | ID: 68730


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So it can't be that either.
I moved the flower grounds around a bit and it works fine, but when I CHANGE anything it goes nuts...

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Raccoon Sam
Posted on 11-02-07 01:26 PM, in Super Mario Land 2 Overworld Map Editor (rev. 3 of 11-02-07 01:35 PM) Link | Quote | ID: 69018


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This has more wins than Winston Winterwine.
Great job, Treeki. I'ma search for the road/path data now :>

EDIT: You can't multiselect tiles from the Map view D:
This makes water editing very awkward.
DOUBLE EDIT: Whether you choose Yes or No in the "This may not be a SML2 ROM", it always loads it.

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Raccoon Sam
Posted on 11-02-07 07:08 PM, in Super Mario Land 2 Overworld Map Editor Link | Quote | ID: 69027


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Posted by Legomen
cool, but who will make new sml2 level editor whit enemy supprt?

I believe CoolToby (The author of MarCas) has made a build of MarCas with support for sprites, but has not released it to public.

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