| |||
Views: 88,501,597 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-29-24 04:06 PM |
|
Guest: Register | Login |
Main - Posts by Raccoon Sam |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 319/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 320/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 321/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 322/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
What do you mean by strings..? Some text files or an actual file format for VB application translations? ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 323/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
What is wrong with you people this is an outstanding discovery >:U ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 324/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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 ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 325/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Posted by Al3x Actually, Christmas is celebrated the 24th day of December here in Finland. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 326/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Posted by RT-55JPosted by Grey Megatron Damn straight. You need a million runtimes to run a single simple app. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 327/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
There is also a similar program for Mac and Linux, called Darwiin.
http://sourceforge.net/projects/darwiin-remote/ ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 328/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Beautiful! The new GUI looks good, and the fact that it's now being done in C makes me feel warm and cuddly inside. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 329/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 330/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
I'm using uh.. "EggVine_v0"? It isn't 0.80 though.
____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 331/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Well, I remember asking for YI data once. This is what I got:
Posted by Cellar Dweller + Some of the links are broken but easily fixable. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 332/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 333/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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 ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 334/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Posted by Smallhacker Hooray \o/ I really like where this is going, seriously, but uh, can anyone help me with my actual problem :> ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 335/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Posted by Delmaru Well, it is 1.0, (U) and has the [!] seal in it. Does it depend on the header? ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 336/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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... ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 337/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
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. ____________________ |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 338/672 EXP: 1380380 Next: 17796 Since: 02-19-07 From: Hi Last post: 3471 days Last view: 2702 days |
Posted by Legomen I believe CoolToby (The author of MarCas) has made a build of MarCas with support for sprites, but has not released it to public. ____________________ |
Main - Posts by Raccoon Sam |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 134, rows: 166/166, time: 0.333 seconds. |