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Please chime in on a proposed restructuring of the ROM hacking sections.
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Raccoon Sam
Posted on 04-27-09 11:00 PM, in Super mario 64 the 15 missing stars Link | Quote | ID: 106012


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Why didn't you do this thread at 9:00 then..?

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Raccoon Sam
Posted on 05-03-09 07:24 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 106387


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Integrated graphics editor..? I don't think that's a good idea. Instead I propose an integrated graphics de- and recompressor, so the user can edit the graphics in his or her tile editor of choice.
This also gives Windows and Linux users the opportunity to edit the graphics, if the original Mac user can't or doesn't want to do the job, for example.

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Raccoon Sam
Posted on 05-04-09 12:46 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 106435


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Roxahris has a good point.
Maybe I'm just too used to Tile Molester and don't want to let it go.

I suppose an integrated graphics editor would be the optimal choice, then, but it better be a good one (no offense, I don't doubt your programming skill, Trax).

or maybe both, a graphics decompressor and an editor

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Raccoon Sam
Posted on 05-11-09 03:58 PM, in TFAoD - Zaks Fury Link | Quote | ID: 106832


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Why can't we have an ordinary IPS?

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Raccoon Sam
Posted on 05-12-09 12:41 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 106864


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Lookin' snazzy!

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Raccoon Sam
Posted on 05-21-09 04:28 PM, in (My) World, Screenshots Link | Quote | ID: 107383


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What a classic approach! I'd love to play this hack.. it looks so.. 'old' yet so new!

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Raccoon Sam
Posted on 05-27-09 06:59 PM, in Investigator Corruptendo (SMW Version) Demo Link | Quote | ID: 107694


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Interesting concept!
I hope to see this evolve into an awesome project.

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Raccoon Sam
Posted on 05-27-09 07:00 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 107695


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I guess they'll have to wait for Green Falcon, heh.
Regardless, both of the editors look absolutely amazing! Keep on codin', Trax. Your work is getting better every day.

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Raccoon Sam
Posted on 06-05-09 06:37 PM, in Going after the SMB3 Music Format... Link | Quote | ID: 108144


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JaSP also did this Kickass version of Dire Dire Docks.

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Raccoon Sam
Posted on 06-07-09 08:15 PM, in Mario & Wario (rev. 3 of 06-08-09 12:38 AM) Link | Quote | ID: 108238


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Remember this game? Probably not, but regardless, it's a Japanese SNES title released in '93 by Nintendo and Game Freak. It utilizes the SNES mouse and you control a fairy-like creature called Wanda with it. Your objective is to keep smashing things —from coin blocks to pidgits— with Wanda and make the blind player get to the end of the level.
Great puzzle games always need a level editor, so let's check this out.

In 0x40000 you find 8 bytes; 08 00 08 04 92 06 00 20 . After that, it's a bunch of FFs and 00s and small amounts of other bytes... then some 2-byte values that gradually rise higher, like 08 62 08 63 08 64 08 65 08 72 08 73 08 74 08 75 08... and then, at 0x406DE, we find that 8-byte 'header' again:
08 00 08 04 E2 06 00 20. Exactly the same as before, but the 92 got changed to E2. There are numerous headers, I've written down a few, check this out:
0x40000 | 08 00 08 04 92 06 00 20 | level 1-1
0x406DE | 08 00 08 04 E2 06 00 20 | level 1-2
0X40E14 | 08 00 08 04 DA 06 00 20 | level 1-3
0x4153A | 08 00 08 04 A2 06 00 20 | level 1-4
0x41C2A | 08 00 08 04 AA 06 00 20 | level 1-5
0x42322 | 08 00 08 04 12 07 00 20 | level 1-6

We know these are level headers because altering them or the data after them willl screw up the level. Screw up a lot. Take a look at the ordinary 1-1:

yo sup

And after changing one byte. ONE BYTE.

jeesssuusss chriiissttt

So, I'm pretty confused here. The levels aren't loaded to RAM, so that kinda confirms they are compressed. The question is, what compression scheme..?
Post if you've got anything regarding this up. I love this game.

EDIT: Okay I got some new infos up(?)

This is the tileset of 1-1.. take a look at the other bytes after the FF bunch, starting from 0x4040A:
20 08 21 08 20 08 21 08 30 08 31 08 30 08 31 08 4C 08 4D 08 4E 08 4F 08 5C 08 5D 08 5E 08 5F 08
6C 08 6D 08 6E 08 6F 08 7C 08 7D 08 7E 08 7F 08 42 08 43 08 44 08 45 08 20 08 21 08 46 08 47 08
52 08 53 08 54 08 55 08 30 08 31 08 56 08 57 08 62 08 63 08 64 08 65 08 72 08 73 08 74 08 75 08
42 08 43 08 44 08 45 08 46 08 47 08 20 08 21 08 52 08 53 08 54 08 55 08 56 08 57 08 30 08 31 08
62 08 63 08 64 08 65 08 72 08 73 08 74 08 75 08 E2 0D ...

Now ignore every other byte...

20 21 20 21 30 31 30 31 4C 4D 4E 4F 5C 5D 5E 5F 6C 6D 6E 6F 7C 7D 7E 7F 42 43 44 45 20 21 46 47 52 53 54 55 30 31 56 57 62 63 64 65 72 73 74 75 42 43 44 45 46 47 20 21 52 53 54 55 56 57 30 31 62 63 64 65 72 73 74 75 E2 ...

Now compare these bytes to their coordinates on the tileset field.. 20, 21, 20, 21, 30, 31, 30, 31.. that defines two full 'little' blocks. 4C, 4D, 4E, 4F, 5C, 5D, 5E, 5F, 6C, 6D, 6E, 6F, 7C, 7D, 7E, 7F... that's the GOAL sign.
If you edit any of these, the changes are universal. Editing the 42 43 44 45 would change the top row of the dotted big blocks to something else. Physical contact is also embedded to the tile, so that isn't defined anywhere else.
My best bet is LZSS or similar.. the key here is redundancy.

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Raccoon Sam
Posted on 06-22-09 08:55 PM, in New Metroid Hack Link | Quote | ID: 109201


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A TIE between Super and Zero Mission.
Super has an awesome editor and a know-it-all userbase in #jzd. The game's structure as a hackable game is also great; graphics are rarely compressed and enemies have a DNA-system.
Zero Mission has an okay editor and the same trustable peeps from the channel, but as far as I know, the game structure is not as cool as SM (correct me if I'm wrong) as lots of stuff is compressed (with LZ77 at least, so there are tools around)

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Raccoon Sam
Posted on 07-04-09 06:29 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 109917


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jesus motherfucking christ
that is probably the best thing i have seen this year

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Raccoon Sam
Posted on 07-24-09 07:39 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111102


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Yeah. The LZ77 files inside the ROM also contain a lot of interesting unused stuff, like some strange 'evil' fireballs that Yoshi spits in SMW, SMW dolphins, Porcu-puffers, Swoopers, Fishbones, those black fuzzy bastards and YI spin-balls, Wigglers and Boos.

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Raccoon Sam
Posted on 07-26-09 01:44 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 111199


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Very good

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Raccoon Sam
Posted on 07-26-09 03:40 AM, in The *official* MushROMs (SMAS Editor) thread Link | Quote | ID: 111207


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Looks fantastic albeit a bit confusing. I'm sure you'll include a proper help file though.
Excellent job man.

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Raccoon Sam
Posted on 08-04-09 05:09 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111999


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Yeah, like Kawa said, GBA stuff can be nicely organized and hopefully SMA4 is no exception.
The other great thing about the ROM being a huge blot of data with no inner files is corruption made easy. I found most of the Sutte Hakkun and Umihara Kawase data by having a quick-launch icon for the ROM and a hex editor with the ROM open:
-Paste random hex data over a specific region I've confirmed not graphics or sound data
-Quick play the game in an emulator, keep turbo button held to pass the intro and other stuff
-Fool around and if no changes are seen in the first few areas, close the ROM
-Go back to Hex editor, undo last paste-job, and paste the junk again to where the last one ended

Repeat until stuff gets (un)conceivable. Unless I'm mistaken, this was Jigglysaint's method to find Metroid Fusion and Zero Mission data (which sparked Interdpth's effort to create the AMAZING editor)

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Raccoon Sam
Posted on 08-04-09 11:53 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-04-09 11:57 PM) Link | Quote | ID: 112076


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I'm not sure if we should make a new thread or hi-jack this one and make it a huge ass data repository. Nonetheless, upon some screwing around I came across a few useful offsets. The hacking.. IT BEGINS.

0x1242E4 - pointers to overworld tilemaps. Four bytes each, 9 pointers in total.

Also KP: ffffuuuu you're right. I've used that for god knows how long under the impression it's the same as visually graspable / distinguishable. Thanks for pointing that out. Also I'm Finnish so I have a lousy excuse too B)


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Raccoon Sam
Posted on 08-05-09 12:04 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 112079


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Posted by Treeki
(Why didn't Nintendo do that for other games as well..)

~ damn right!

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Raccoon Sam
Posted on 08-05-09 01:58 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 112098


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Posted by 14159
Stuff

:O
Truly amazing. I applaud you.
Glad to see this evolve into a group effort.. Thank you so much; this helps a lot.

Also, I propose we use the GBA ROM ID 1212, also known as Super Mario Advance 4 (U). It's MD5 checksum is 4e5fde12dbd0441150a9c177e545f56f

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Raccoon Sam
Posted on 08-06-09 03:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-06-09 03:13 PM) Link | Quote | ID: 112366


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Those are cool ideas; maybe you should do dummied layouts for the possible editor? Smash MS Paint open and doodle around.
We looked into the World-e map with Treeki and apparently we couldn't find anything. The worls maps are all stored in a single byte array, but the e-map is nowhere to be seen. Maybe it's stored somewhere else..

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Main - Posts by Raccoon Sam

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