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Messages - capnkatie

Personal Projects / Re: Vectorising an arcade game
April 16, 2022, 03:51:29 PM
this is a really cool idea! im genuinely excited to see how this pans out (and im replying so im notified for updates lmao). i hope this goes well!
ROM Hacking Discussion / Re: SMB1 hud changes
April 15, 2022, 07:21:53 AM
oh no im so sorry i didnt save the rom!

if you want to know what i did though i essentially ctrl+Fed the rom in a hex editor to find each instance that it read/wrote the score, fiddled with each subroutine to find out what they did and after like half a day of on and off tweaking i got it so that a) what you press start the (second) last digit of the score gets changed to the lives instead of the player 2 lives byte and b) every time the game goes to add to the score it instead jumps back for a second and just writes the lives again. i then got lazy and used a standard tool thing you can download here to just remove the last 0 from the score counter

it took absolutely ages and i had to keep referencing what each byte represented in terms of an assembly command but by the end it sort of worked? now i know what im doing i can probably recreate it if i have time later

honestly the part i was most proud of is when i was going through checking what kind of stuff referenced the lives counter i came across a section that checked if the value was greater than $A0 then subtracted that value and wrote something to some graphics buffer area in the ram- and i immediately clocked that it was adding the crown graphic to the black intermediate screen. basically for a second i felt a weird connection to the programmer adding that tiny reward and it was a really nice moment ahahaha
ROM Hacking Discussion / Re: SMB1 hud changes
April 14, 2022, 05:56:23 PM
you know after seeing this i went "alright then, i'll do it myself" and sat down, got a map of the memory and apart from the score being stored in a weird decimal format it was actually really easy to replace some of the code without even using a disassembly

i mean i doubt i am going to use this for anything but it was a fun exercise and its kinda cool to see i can do something like that, so hey thanks lmao
ROM Hacking Discussion / SMB1 hud changes
April 13, 2022, 06:15:42 PM
here's a fun question- is it possible to swap out the score counter in the top left of the smb1 screen with say, the lives counter for example? i feel like it would be a relatively simple change but i genuinely cant find any documentation on this without having to deal with the disassembled code

what do you think?
Oh it's great to know it's back up and working again- I am very excited to see where it goes now
Oh my, ok it seems I randomly became unnotified and I thought this project was dead- it's great to see it's still going
I've got a very late version myself, though I'm not sure if it's newer than yours.
You go to 1-2. The world number can never change unless you touch an axe (without asm hacking, that is)
Could you not have submitted this to the main site, instead of trying to get it out in the Romhacking Discussion forum of all places?
It looks like the ^ represents a "." , and the $ can be used in conjunction to make an ellipsis, so [^$] = [...] and [^] = [.]

I wonder if that random barrage of punctuation is in any way legible for anyone other than me...
Quote from: S.D.A. on June 14, 2019, 09:51:04 AM
Actually, I say "Marquee" becuase I speak British and not American English.

This is quite irrelevant, but as a native British English speaker, I would like to point out that neither I nor any other British person I've ever met has used the word "marquee" instead of "logo". That just seems wrong.

Also, if you ever think about trying to do a smb romhack again, at least try and look for other utilities that would be useful. Smb remodeler would have come in very useful as a simple and easy to use physics editor. Take a look:
This is a pretty simple thing to do in ISD SMBUtil. The first thing you want to do is to press this button to reveal the sprites, which the warp pipe information is stored as for some reason.

Then, locate this block, normally placed nearest the warp pipe, labelled "room change" (careful, in some warp areas there are two stacked on top of each other. There's no harm in moving them about, as long as they remain within the screen-and-a-bit that is loaded when mario enters the underground section) and double click on it to view the object's options.

Here, these three options are the only ones you'll need.

"World" selects the world the warp will work in, allowing some areas to be reused in other worlds (hence why some warp zones have two or three of these blocks on top of each other). If the level that has the entrance to this area is 3, for example, you should set this to 3 so that the pipe actually works. If mario is in world 4 and the setting is incorrectly set to any other number (that will happen if you don't check these regularly), mario will just loop infinitely.

"Room" is the level Mario will be spat back out into, allowing for bonus rooms to actually lead into other levels (something I often use myself). "25", as it is set to here, is 1-1. You can look up the level codes in this menu:

"Page" is just the page of the level the exit pipe is in. You can change the location of the place mario comes out of, by going to edit>header>Position and changing the co-ordinates from the presets in the menu. The only two you will need are V=10, H=1.5, or two blocks above ground and three blocks from the left screen edge, and V=-1, H=1.5 which is dropping from the ceiling.

The way these work is that the moment one of these blocks is loaded into memory, the output of all the warp pipes in the room change. You can't make it so that there are several pipes on one screen that go to different places, but if you send multiple of these into one level, you can have them change between pipes (ala 8-4) so that one level can have several bonus rooms.

This is a very brief and pretty awful explanation, but if you can get your head around it, I'm glad I helped.

[spoiler]If you can't, I'm very sorry and you'll have to work it out yourself like I did. Sorry in advance[/spoiler]
Quote from: Midna on May 27, 2019, 10:21:16 AM
1. Don't double-post.

3. Please For The Love Of Christ Stop Typing Like This. Nobody, and I mean literally nobody likes to read posts that are written like this. Our brain turns off and we skip down to the next post. Use mixed case like a civilized human being, for everybody's sake.


I haven't said anything for politeness' sake but everything said here has been bothering me a concerning amount. At least wait until sics comes back and stop bumping the thread for the love of god
That homebrew seems quite interesting, but it isn't nearly as impressive or as complex as this romhack of somari. However, how it relates to this topic other than loosely resembling sonic on nes eludes me
Quote from: Satoshi_Matrix on April 02, 2019, 09:19:25 PM
I went through all the mock up boot screens you posted, and this is the one I like the most of all of them:

I think this one is probably my favourite too, although it's had to choose with so many :o
Aha! Now I actually have something to report that you probably don't know about...

This shows off a collision glitch in Marble Zone, that's pretty easy to come across if you know what to do.

Since you've mentioned labyrinth zone, you've just reminded me of something. In the original game, and I'll also assume* this one too, not all of the... bubble dispensing... things... actually produce bubbles (like this one here).

Now, I have no idea how this game handles objects so I'm just wondering if you intend to fix it at some point (by adding or modifying other objects). You could alternatively just remove the tiles for the "bubble dispensers" that don't work.

[spoiler]*sics :thumbsup:[/spoiler]

Quote from: DavidtheIdeaMan on March 19, 2019, 04:39:01 PM
Uhhh what does those three number means in the poll because Im confused?
It means three! It makes perfect sense!
Quote from: sics on March 17, 2019, 04:00:39 AM
Somari's data is no longer present in the game, since they were replaced to include Sonic, the only way Somari revisits Green Hill would be if a person without common sense searched and identified each of the data originals of Somaria in his natal game, but do you know how long it would take to do such a thing? :P

Well, theoretically, if the game was corrupted in exactly the right way, the graphics could be replaced exactly by the ones from somari, but the chances of that actually happening are so slim that it is probably safe to say there's no point trying