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Messages - slidelljohn

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221
ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 29, 2017, 01:07:31 am »
You're right they should be. I actually have lots of 7th saga stuff that nobody has seen yet. I have new spells, new weapons that can give you magic, new items, a fully working patch that lets you get to level 99, I have separated gold and experience values so the algorithm that multiplies experience x 2.3 = gold is gone(not sure the exact value I'm sure it's not 2.3 but it's something like that), a incomplete editor that lets you view all of the town and dungeon maps, I have new enemies and new spells that were never in the game. I pretty much have the whole game documented. 7th saga is the main reason why I got into programming. Lots of this stuff I created while developing my programming skills. One day or year I will release all of my work when it's ready.

The decompressed graphics hack I think I'm going to rewrite part of it but the blue blinking hack I'll probably upload it. The blue blinking hack is kinda cool how it works. The blue blinking patch still needs someone other than myself to test it and make sure it's working correctly. Can you or somebody that knows 7th saga test it out and see if it's working without any bugs? I'll upload it if someone can confirm that it's working correctly without any bugs.

When I last worked on the blue blinking hack I found the poorly written asm for the slowdown in the menus and the slowdown when walking around on the world map. I think I can easily fix the slowdown on the world map but I might not be able to fix the slowdown in the menus unless I do a lot of code rewriting because of how the original programmers used the oam ram. The sprite tiles for the menus in oam menus are constantly changing even if you are not moving through the menus and that is the main reason for the slowdown in the menus. The original programmers did not do a good job they didn't even program it correctly for fastrom. It still loads some code and data below $80:0000. It has code that changes the bank to $00 and that's not fastrom that's slowrom. It should be $80 + for fastrom.

222
ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 28, 2017, 08:51:17 pm »
So I made a new patch for 7th saga. This patch will have towns blink blue if there is a apprentice there just like how the towns will blink red if there is a rune there. I tried to get some pictures uploaded but I couldn't figure out how to do it from my phone. In the .rar file there are a few pics. If I can get to a pc later I'll upload the pics. Here is the patch:
https://www.mediafire.com/file/xh7hkkenkd8w68r/7th_saga_blue_blinking_for_apprentice_in_town.rar

If there are any bugs let me know. Not sure if redX is still around but I think this was his idea. Him and I or someone else talked about this years ago. I created this patch sometime ago but I just now decided to release it. I hope you 7th saga fans like it. In the readme I show how you can modify the patch for your liking.

223
You exposed yourself and I'm not playing games. This is my last post on this page. Don't pm me again for help!

224
I wasn't gonna post anything else on this page again but since I just now got a pm....

pianohombre:
Why are you sending me a pm for help? Are you scared to ask on here so everyone doesn't see it? How about you post exactly what you pm'd me on here! I'm more than willing to help out anybody but you have turned your back on everyone. Why should I help you? Post exactly what you pm'd me and I'll post your proof that I have it! And don't pm me unless you fix what you messed up. If you fix this I'll respond to your pm's. I'm sure people are wondering what's going on. There are people that have been following this editor for years. Don't leave them hanging wondering what's gonna happen with the editor. And if it's pay to play I'm not helping cause I'm not charging anyone!  >:(

And pianohombre you want help imagine if I said pay me! :-X

Video for what you are looking for. It is password protected. Post the pm you sent me and I'll post the password.
https://www.mediafire.com/file/ce9zzp881dtcgb4/mmx_sprite_vram_video.rar

225
Hart-Hunt:
I do think anyone that creates a level editor for a game has every write to charge if they want to. I don't think anyone needs to create a game from scratch. Nobody is gonna get sued for making a editor for a game unless it has copyright material in it. Remember Nintendo tried suing the people that made the game genie and they lost. I think the legality of the game should be left out.

To all:
I just don't think this editor would even exist without romhacking.net. That's the reason I think the force of pay would be wrong. romhacking.net is a great community where people share, give, and teach. romhacking.net wouldn't be what it is if people were forcing payments for everything. Imagine if someone needed help with something and I said I'll help you if you pay me. If that happened we would no longer have romhacking.net and we won't have any new so called programming magicians. I won't have any programming skills if it wasn't for romhacking.net and I'm very great full to everyone that has helped me. There's really nothing left for me to say about all of this. I'm done.

226
Trust me no one thinks you are hijacking this program.
Xeeynamo released the source so others can work on it.
As far as I know everybody is happy that you are picking up where he left off. I'm sure every rom hacker on here would love to make money off of their hard work. It's just not gonna happen on here. You would get some money through donations if you had something set up for that but forcing people to pay for updates people will probably just stop using the editor. Your best chance at making money off of programming is by improving your skills and try to get on with some company. That's what I plan on doing.

The size of enemy vram is in the rom. More than one person has all of that stuff documented already. That's like really basic stuff to find. My test editor loads all vram correctly it's just written in QT and it won't be ready for awhile because I haven't been working on it. Most of my free time has been going to improving my skills.

227
ROM Hacking Discussion / Re: Snes sa-1 chip vs cx4 chip
« on: December 18, 2017, 05:22:06 pm »
I think so. Also for sprite positioning but I'm not really sure if it does anything else. There are docs out there for the cx4. I'm probably just gonna have to do a lot of research on it. It's a hugh task and I'm not really sure if I'm gonna do it. I'll see how this gradius 3 sa-1 hack goes if it turns out good I'll probably consider converting mmx3 to use sa-1 instead of cx4. Even if the sa-1 can't do what the cx4 does I could always just add sa-1 chip to mmx1.

228
I'm sure it's legal and he does have every right to ask for money if that's what he wants to do. I just don't think it's ethical because the creators can't create it on there own and they didn't create it on there own.

Image how much time these so called magicians spent debugging to find all of this magical rom data. I'm sure we put more time in debugging and finding rom data than it took to write the program and what do we ask for. We ask for nothing in return. We pride ourselves in helping others and we take pride in our hobbie. We put in a lot of work that people don't see and don't think about. Hard work and dedication and anybody can easily hack a rom or write a program. It's not magic it's dedication for what we love to do.

229
Programming / Re: Mega Man X3 FastRom Issues
« on: December 17, 2017, 07:08:20 pm »
Awesome! Were all of the addresses already 80:0000 and up or did you have to convert them yourself? And do you know if it works on sd2snes?

230
Im curious. What particular feature are you looking for?

231
ROM Hacking Discussion / Snes sa-1 chip vs cx4 chip
« on: December 17, 2017, 06:13:12 pm »
So the sa-1 chip on the snes is the most powerful enhancement chip made for the snes. I'm curious if it's possible to program the sa-1 to do the same things that the cx4 chip does? I have been diving into the sa-1 programming for gradius 3 and I was just thinking it would be awesome to add sa-1 to mega man x2 and x3 without messing anything up with them. Does anybody know if the sa-1 chip can do what the cx4 chip does?

232
Programming / Re: Mega Man X3 FastRom Issues
« on: December 17, 2017, 05:58:32 pm »
justin3009:

I have been curious about your progress on this. Were you able to convert mmx3 to fastrom? I always assumed x2 and x3 were fastrom since x1 is. I'm curious about this because I developed some tools to convert gradius 3 to fastrom and I don't think it would take much to alter my tools for them to work on x2 and x3. I have a fully functioning gradius 3 fastrom. It still doesn't speed everything up but it does make a noticeable difference. I'm actually in the process of adding sa-1 to gradius 3 and so far so good but there is still a long way to go. For my tools to work I use text files of the disassembled
assembly data just like how it looks when you disassemble the assembly data in giegers debugger. I have gradius 3 fully disassembled into text files and with the push of a button it changes hundreds of all of the jumps and loads to the rom area below 80:0000 to 80:0000 and up for fast rom access.
Disassembling a rom is actually easy to do it's just time consuming because you have to separate the code from the data.

233
I feel the same way.

I don't think there is anything wrong with donations. But forcing people to pay just rubs me the wrong way. This editor still has a long way to go and it needs all the help it can get. I really hope money doesn't mess up this project.

234
You would still help even if people are forced to pay for updates?

235
Why don't you just give people the option to donate if they want to? Your actions are making you loose a lot of friends and the respect of others. Most people are on this site as a hobby not to make money. Pay it forward don't pay it backwards. I myself would not have the programming skills that I have if it wasn't for other people that helped me on this site and I'm very great full for it so I try to help whenever I can.
Yea programming and debugging is a ridiculous amount of work and it would be nice to get paid for it. But I don't think this is the right place for you to try and make money off of programming. You have every right to do as you please but I'm definitely not happy about it. If I were you I would just let people donate if they want to. Anyways that's my 2 cents do what ever you want.

236
Listen, if editors want these updates then there's no reason why they can't make small donations to the staff (i.e. me,myself, and I). I'd be a lot more likely to program these changes to completion with an extra $20-50 per project (for 50 hours, which is less than the minimum wage btw). I already have bills paid, but there's no reason why I shouldn't expect payment for programming. The world isn't free, nor is entertainment and dining, or whatever I'd like to spend the money on (it's nobodies business).

You should really think about what your doing by charging people for this. I highly doubt you get any more help from the rom hacking community. It's one thing if you did everything on your own and you want to charge people. How do you think all of the people that helped with this project feel about you charging people. You should be ashamed. You would get a lot more support if you set up some type of option for people to donate to you instead of forcing people to pay to test out new features in-game.

I really hope nobody pays for this. Just use the free version.
I'm almost out of this hole that I have been for the past 6-7 years and I will finally have the time to put my mmx editor together. It will be free of charge, open source, have a lot more features, and a lot less bugs.

237
It looks like line 261 is where it decompresses the image.
Are the lines at 263-266 the code that converts the decompressed graphics to a pc image? If so, then I think
at line 268 it needs the extra code to reposition the tiles
for how they are loaded into vram.

In mmx3 the level with the F ride armor module standing under the stairs delete (00's) all of the vram at $FE00-$FFFF.
Then look at the module and it should look like how it does in the editor. If you die the graphics should load normal again. Now delete the same vram that you just deleted and change the value at $08:DAC0 (60) to E0 and die and the graphics should still be messed up like how the are in the editor. I haven't seen what the messed up graphics look like in the editor but it should look the same.

This is the data that repositions the decompressed
module graphics into vram:
$08:DABF-$08:DAC0 10 60 1st part
$08:DAC1-$08:DAC2 10 E1 2nd part

238
Hey that's great! By changing it to 0xE0 it looks exactly how it does in the editor. That's a good clue as to how to fix it. Only problem is I see it's directly copied from the rom in bank 86, and 0x60 is hard-coded there, so it should recognize to fully load the entire graphic.

Also, were these instructions directly before the subtank is loaded in the ram @ 7E152E? I need to find the something similar for the ride armor module graphics, that are having a similar problem loading.

Thanks for the help!

Yes it's loaded before $7E:152E ($7E:162E in spark mandrill stage) but not directly before. This is loaded when the level first loads. $86:b4de-$86:b4fb is the data for the sprite graphics in vram.

I could look at the source code and probably fix it. Can you post the function that loads the graphics?

Also can you post a picture of the ride armor module graphics that are messed up like you did with the sub tank?

239
Yea, I definitely think it looks better with the hud moved up.

240
Alright, I checked what you said (changing value 0x60 to 0x80 in $86:f4ce).

Should be 0xE0 not 0x80. (0x60 + 0x80 = 0xE0)

The size 0x160 seems to be right for the sub tank. The 1st
part is 0xE0 in size and the 2nd part is 0x80 in size.

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