News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Yoshimaster96

Pages: [1] 2
1
ROM Hacking Discussion / Re: smbdis.asm is wrong!
« on: July 06, 2018, 01:46:22 pm »
Nevermind, I used a different smbdis.asm assuming the one on RHDN was the same. That fixes problems 1 and 2, but the ROM is still different. Possibly the routines are in a different order?

2
ROM Hacking Discussion / smbdis.asm is wrong!
« on: June 30, 2018, 09:04:48 pm »
Trying to compile Super Mario Bros using the SMBDIS assembly and ASM6 results in an error stating that the label "MushLExit" is undefined (it actually just gives a line number, but that seems to be the problem).

Second, after adding the label where it should be (in front of the RTS instruction in PullyRopeObject, from what I can gather), the resulting PRG ROM is 2 bytes too short.

Third, after adding a .org $FFFA statement before the interrupt vectors, the game works (at least the first two levels which I played), but is not the same as the original game. HxD reveals that there are thousands of differences.



These issues should probably be fixed.

3
Programming / (Homebrew) Help with ASM6!
« on: July 20, 2017, 07:51:47 pm »
When compiling my source code, I end up with a "Value out of range." error for banks 1 through 29 of my NES homebrew game
Code: [Select]
pass 1..
pass 2..
PRG/PRG01.asm(1): Value out of range.
PRG/PRG02.asm(1): Value out of range.
PRG/PRG03.asm(1): Value out of range.
PRG/PRG04.asm(1): Value out of range.
PRG/PRG05.asm(1): Value out of range.
PRG/PRG06.asm(1): Value out of range.
PRG/PRG07.asm(1): Value out of range.
PRG/PRG08.asm(1): Value out of range.
PRG/PRG09.asm(1): Value out of range.
PRG/PRG10.asm(1): Value out of range.
PRG/PRG11.asm(1): Value out of range.
PRG/PRG12.asm(1): Value out of range.
PRG/PRG13.asm(1): Value out of range.
PRG/PRG14.asm(1): Value out of range.
PRG/PRG15.asm(1): Value out of range.
PRG/PRG16.asm(1): Value out of range.
PRG/PRG17.asm(1): Value out of range.
PRG/PRG18.asm(1): Value out of range.
PRG/PRG19.asm(1): Value out of range.
PRG/PRG20.asm(1): Value out of range.
PRG/PRG21.asm(1): Value out of range.
PRG/PRG22.asm(1): Value out of range.
PRG/PRG23.asm(1): Value out of range.
PRG/PRG24.asm(1): Value out of range.
PRG/PRG25.asm(1): Value out of range.
PRG/PRG26.asm(1): Value out of range.
PRG/PRG27.asm(1): Value out of range.
PRG/PRG28.asm(1): Value out of range.
PRG/PRG29.asm(1): Value out of range.

Here are a few source files:

MAIN.asm
Code: [Select]
.include INES.inc

.include PRG/PRG00.asm
.include PRG/PRG01.asm
.include PRG/PRG02.asm
.include PRG/PRG03.asm
.include PRG/PRG04.asm
.include PRG/PRG05.asm
.include PRG/PRG06.asm
.include PRG/PRG07.asm
.include PRG/PRG08.asm
.include PRG/PRG09.asm
.include PRG/PRG10.asm
.include PRG/PRG11.asm
.include PRG/PRG12.asm
.include PRG/PRG13.asm
.include PRG/PRG14.asm
.include PRG/PRG15.asm
.include PRG/PRG16.asm
.include PRG/PRG17.asm
.include PRG/PRG18.asm
.include PRG/PRG19.asm
.include PRG/PRG20.asm
.include PRG/PRG21.asm
.include PRG/PRG22.asm
.include PRG/PRG23.asm
.include PRG/PRG24.asm
.include PRG/PRG25.asm
.include PRG/PRG26.asm
.include PRG/PRG27.asm
.include PRG/PRG28.asm
.include PRG/PRG29.asm
.include PRG/PRG30.asm
.include PRG/PRG31.asm

.incbin CHR/CHR.bin

INES.inc
Code: [Select]
.db $4E,$45,$53,$1A,$10,$10,$4A,$00,$00,$00,$00,$00,$00,$00,$00,$00
PRG/PRG00.asm
Code: [Select]
.org $8000
.dw BitmapLogo,BitmapTitle,BitmapFileSel,$0000
.dw BitmapBonus,BitmapCredits,BitmapGameOver,BitmapDebug

BitmapLogo:
.incbin PRG/BMP/BMP0A.bin
.incbin PRG/BMP/BMP0B.bin

BitmapTitle:
.incbin PRG/BMP/BMP1A.bin
.incbin PRG/BMP/BMP1B.bin

BitmapFileSel:
.incbin PRG/BMP/BMP2A.bin
.incbin PRG/BMP/BMP2B.bin

BitmapBonus:
.incbin PRG/BMP/BMP4A.bin
.incbin PRG/BMP/BMP4B.bin

BitmapCredits:
.incbin PRG/BMP/BMP5A.bin
.incbin PRG/BMP/BMP5B.bin

BitmapGameOver:
.incbin PRG/BMP/BMP6A.bin
.incbin PRG/BMP/BMP6B.bin

BitmapDebug:
.incbin PRG/BMP/BMP7A.bin
.incbin PRG/BMP/BMP7B.bin

PRG/PRG01.asm (also for banks 2-23)
Code: [Select]
.org $8000
PRG/PRG24.asm (also for banks 25-29)
Code: [Select]
.org $A000
How can any value be out of range if there is no code?

4
ROM Hacking Discussion / Re: GBA 3D model data (SMBJR)
« on: December 26, 2014, 05:33:05 pm »
It uses 3D. Has bad depth sorting though:

Don't have to explain this one:

Error messages! Trying to load level ID 121:

Loading level ID 255:


December 27, 2014, 08:40:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quoted from GBATemp:

Need help hacking this game.
I suspect the data is compressed but don't know how. I also don't know where it's located. I do know the coordinate system, however. Coordinates are 3 signed shorts (2 bytes for X, Y, and Z). The first level (Beginner 1) with this coordinate system is below:
With numbers:

Without numbers:

This is X and Z axes. X is across, Z is vertical in the picture. Y is a constant 0x00B9. All numbers are little endian, so the 0x00B9 would be stored as 0xB900.

5
ROM Hacking Discussion / Re: GBA 3D model data (SMBJR)
« on: December 25, 2014, 06:18:03 pm »
The GBA has a bitmap mode, so software 3D rendering is a possibility. Also, I doubt that floats would be used, it is most likely ints (like in N64 games).

6
ROM Hacking Discussion / GBA 3D model data (SMBJR)
« on: December 25, 2014, 03:10:12 pm »
Where do I start looking for the 3D model data (levels specifically) for Super Monkey Ball Jr.?

[EDIT]

The following debug texts:
addQuad
addTri
addUTexQuad
addUTexTri
suggests that the values 0-3 or 1-4 are used for drawing polygons.
The debug string:
addVert
suggests that vertices are declared via an indexing system rather than implicitly for each polygon.

7
Personal Projects / Re: Super Monkey Ball Hacking!
« on: November 16, 2014, 01:01:49 pm »
YAY! I FINALLY CRACKED THE COLLISION !!!1!!11!!11one
But it's so glitchy that the ball falls through the floor at random places :banghead:

8
Personal Projects / Re: Super Monkey Ball Hacking!
« on: September 25, 2014, 06:26:54 pm »
Tried:

-1
-1
1
1

-1
0
-1
0
1
0
-1
-1
1
-1
1
1
-1
0
1
-1

and got:

(-1,0,1),(0,0,0),(-2,0,0).

Also, replacing -1,-1,1,1 with -2,-2,2,2 gives me the same results.

9
Personal Projects / Re: Super Monkey Ball Hacking!
« on: July 31, 2014, 07:42:47 pm »
Here's a quick tutorial on how to decompress the game's lz files:

You'll need this program and a hex editor. Delete the first 4 bytes of the lz file to be compressed. Then, decompress the resulting file with LZSCDec.exe. And you're finished! To compress, load the file with LZSCDec.exe, compress, then with the hex editor, change the first 4 bytes to 8 bytes with the format:
4 byte little endian compressed size,
4 byte little endian decompressed size.

I'm still stumped on the collision :banghead: , so if you'd like to lend a hand, you know what to do.

10
Programming / Re: Looking for info on AV/SEGA TPL, GMA file format
« on: July 23, 2014, 05:10:10 pm »
Will this help?

11
Programming / Utility coding, in need of coders!
« on: July 22, 2014, 09:01:00 pm »
Anyone skilled enough to make an obj/mtl to gma/tpl converter? I've got gma/tpl specs here.

[EDIT]
I really need help here.

12
Personal Projects / Re: Super Monkey Ball Hacking!
« on: July 19, 2014, 03:29:56 pm »
So, would anyone like to help me out with this encrypted collision?

Floats:

-6.05
-6.05
0.76
0.76

-5
0
-5
0
1
0
-2.01
-2.01
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
-2.01
-37181718523570814976
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

Hex values:

C0C1999A
C0C1999A
3F41999A
3F41999A

C0A00000
00000000
C0A00000
00000000
3F800000
00000000
C0010000
C0010000
41200000
B58637BD
41200001
411FFFFF
BF800000
00000000
3F3504F7
BF3504F7

C0A00000
00000000
C0A00000
00000000
3F800000
00000000
C0010000
E0010000
4162462F
B58637BD
40E24630
40E2462E
BF3504F7
BF3504F7
3F3504F7
BF3504F7

Also, this site may be useful:

July 26, 2014, 11:56:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
F-Zero GX uses the same GMA and TPL format as Monkey Ball, but with an .lz appended to them (as in selst14.gma.lz) Super Monkey Ball Deluxe is just Monkey Ball 1 and 2 together plus extra levels for other consoles, uses the exact same format as monkey ball for gamecube but little endian opposed to big endian.
So is the collision retrieved from the gma, or from elsewhere? Is the format known?

13
Programming / Re: RDP emulation?
« on: July 12, 2014, 03:26:45 pm »
I don't think anyone is going to attempt deciphering badly written code with no comments. The aim of the code is not obvious to me.
It's meant to decipher RDP commands and display them in a window. I'll admit, though, it has very little comments. What I want to know is how to find the z coordinate at each vertex. Unfortunately, I can't find it without knowing the z origin, (the x-y coordinate where the given z value in the command is equal to the depth). Then, I can use dzdx and dzdy to determine the z coordinates of each vertex.

14
News Submissions / Re: Other: Super Monkey Ball Cracked!
« on: July 05, 2014, 06:56:05 pm »
Thank you all, I really appreciate it. But, sadly, that's not going to get things rolling in the right direction (pun intended). So if anyone has experience with decrypting collision, or decrypting or decoding in general, PM me, and I'll send you the collision data.

15
Programming / Re: RDP emulation?
« on: July 05, 2014, 06:35:09 pm »
Hello? Someone's got to know.

16
Personal Projects / Re: Super Monkey Ball Hacking!
« on: June 30, 2014, 10:07:38 pm »
F-Zero GX uses the same monkey ball engine, maybe you've also found a way to change those levels too  ;D

Also; have you tried importing the extra levels from Monkey Ball Deluxe into Super Monkey Ball 2?
As for F-Zero GX, I have not done anything with that game, although if anyone knows the collision format for that game, let me know. It could be similar to Super Monkey Ball's. As for SMBDX, I haven't investigated that game (and probably won't).

17
Personal Projects / Re: Super Monkey Ball Hacking!
« on: June 29, 2014, 07:11:27 pm »
Updated GMA/TPL specification can be found here.

IN NEED OF RECRUITS!
The following will be marked if taken:

Sketchup GMA/TPL exporter plugin
Blender GMA/TPL exporter plugin
LZ decoding/tying up loose ends (collision and moving platforms, SMB2)

PM me for any further questions.

18
Personal Projects / Re: Paper Mario 64 - General Hacking Tool
« on: June 25, 2014, 09:45:33 am »
Do you have the hexadecimal area IDs for each of the areas? That would make it a lot easier to go to different areas, as all I'd need would be a cheat program (which I have). If you have them, could you please post them or PM me? I'd like to know.

19
Personal Projects / Re: Super Monkey Ball Hacking!
« on: June 18, 2014, 05:37:54 pm »
Test level collision (if anyone wants to help), stage is 10x10 units:
-5
0
-5
0
1
0
C0010000
C0010000
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
C0010000
E0010000
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

20
Programming / Re: RDP emulation?
« on: June 16, 2014, 04:19:14 pm »
So then where would the z variable be relative to x and y in the TRI_Z case? I mean what x and y coordinate would the depth be equal to the z variable?

Pages: [1] 2