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| Jul - Posts by Hectamatatortron |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Hectamatatortron Member Level: 31 Posts: 162/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Whoa whoa whoa whoa. Whoa. Wait a minute. How does the text start at a misaligned address? What sort of compiler are you implying the existence of? -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 163/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Originally posted by S.N.N. Lookit my sig. I don't even remember WHY it's annoying. I miss my JUL smilies for Pidgin. :/ -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 164/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I haven't had any of the problems others have reported about T-Hex. I only use AXE 3.4 other than T-Hex, which has expired. I use AXE for when I'm simply reading the binary and T-Hex for actual modifications. AXE is faster and has less quirks (quirks, not problems; the quirks would be problems but you can get around them with a feasibly minimum amount of effort) and T-Hex actually saves. I chose these two because I can stand to look at their interfaces; other hex editors have ugly colors and hideous layouts. These two are decently compact, have all the features I need and get the job done. I hate how AXE doesn't save window settings though. T-Hex doesn't either, I guess, but T-Hex's default layout isn't as annoying, so... A tip for people having a problem with the position loss. Just click the top left byte of the window before switching. It centers on the selected byte; that's why you're losing your position. T-Hex's Hex search is entirely broken for me, but I just use the text search. I might have to copy and paste over and over before modifying the 00s to the correct values to search for, but I usually use AXE for finding things anyway. I would like a better hex editor though. Who knows, maybe I'll write one in Java. ("Ew, Java!" right? Yeah, I know. What can I say? I hate messing with APIs in C/C++.) -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 165/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I personally use the UPS format for all my patching needs; that link is to a utility by a friend of mine for that format. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 166/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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This thread's really cool. I wanted to participate by posting photos holding a printout of the image, with the stick figure bouncing around in it as if I was "shaking" the picture to get him to land on the building. But instead I'm going to sit here and sulk at how incredibly drunk my mom apparently is. I've never seen her like this and it's scaring the shit out of me. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 167/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Haha, Volaticus. Very nice. Yeah, some of these are seriously funny. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 168/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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X, Z, and Y positions stored at 0x8033B1AC statically Speed variables for corresponding coordinates stored in same order immediately after That's what I have. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 169/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Figures someone from GSCentral would be promoting piracy. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 170/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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First post updated; huge update. Lots of bug fixes, mostly. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 171/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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If I understand this correctly, you're using the exact same concept I thought up several years ago when hacking Megaman Zero, which I used to restore Zero's state to the "neutral" state each time he performed an attack, allowing him to chain his attacks together without any lag. With some knowledge of assembly, one could use this technique to reprogram the flow of Mario's movements fairly easily...messiaen, do you have any stuff on this in your C header files? Fun story; when I was making those MM0 codes, I noticed that my use of the GameShark code types was similar to programming, and shortly after started learning assembly so that I could do some real programming on the grounds that if it was easy to conditionally define behavior using cheat device codes, it wouldn't be that much harder to learn a slightly larger instruction set and program with that instead. I wish more people would attempt things like that instead of resorting to the typical "I can't" or "I'm happy with what I can do". -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 172/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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http://www.feuniverse.net/forums/index.php?showtopic=1972 Current version is 20091019.1; I don't plan to work on this much for a while (if at all). It's pretty done. I'm thinking about adding a potentially simple feature to give myself something to do, buuuuut... -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 173/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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![]() Is that Mario's house from Paper Mario? Also, I realize you probably don't want to mess with another programming language, but if you use Java and the ImageIO class that comes with the latest SDK, you can convert all images to an A8R8G8B8 format that's much easier to work with and standardized. Working with PNGs is much better for the end user (PNG is the superior image format). -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 174/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Dude, stop dividing by zero. -------------------- ![]()
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| (post in restricted forum) |
| Hectamatatortron Member Level: 31 Posts: 177/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Originally posted by XSuperGamer That's a terrible excuse preceded by a terribly vague request. I was able to make sense of this stuff in high school; it only requires motivation. As for needing help understanding things, you'll have to be specific. No one is going to just start telling you everything they know. If you're trying to make a model and import it into the game, just try to do it without help and ask questions about each step you genuinely have trouble with along the way. It should at least be obvious where to start. Edit: Blag, ninja'd. By the way, if you want an easier time addressing me, just call me "Hex". -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 178/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Bump; updated today. Version 20091202.1 has a new feature for editing "CGs", which are full screen images that are usually integral to the game's plot. Link in first post is up to date, as always. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 179/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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The beta ones were a lot less grainy. I guess they added the noise to make the images seem like they were drawn on old paper. Fits with the whole medieval theme, I suppose. Hopefully those images have few enough colors for the new feature to work; it isn't guaranteed to be free of the boxy areas where tile boundaries are especially visible, which results when a high contrast area splits a tile. Here's some samples so you can get an idea for what looks good and what doesn't: ![]() ![]() ![]() ![]() ![]() ![]() I have some ideas for improving the algorithm, but I just bought NSMB Wii and the Metroid Prime Trilogy last night and intend to play them for a good while. It's been a long time since I've taken a break from hacking games and just enjoyed them. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 180/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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How do you like NM2? I've been meaning to fix a few quirks with it, refactor the code into something cleaner and perhaps add a feature to the already much more improved pop up text displayed when mousing over an element that reports the offset of that element within the struct being edited. The current information displayed is the address, bit position, length in bits and whether the input method is in base 16. I've noticed several times that I've been interested in the offset of the data from the beginning of the struct, however, and the offset of the struct within the array would be nice to know at any given point, as well. One of the reasons NM2 is superior to the original is because it gives the user more information, and as per someone's suggestion, that information is easily ignored if it's not desired to avoid cluttering your view. Yep, if I standardized some of NM2's features and improved it elsewhere, it'd be a pretty damn sweet app. At the moment it's nice, but not "oh damn that is sweet" nice. Except for the pointer dereferencing feature. THAT was a sweet idea. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 181/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Well it sounds like you're not getting the full force of the improvements NM 2 provides over the original, because the original greatly simplifies organizing data to begin with. 2 is cross platform, is more informative and has nifty little extra features that I felt Nightmare lacked during my experience with acking ROHMs. I don't quite get what you're saying about checkbox support. Do you mean that entries specified with a length of 1 bit should become checkboxes? Or that I should add support for a checkbox entry type that can be of variable length and will group the checkboxes like so? Also, I should redo the comment format for NM 2 to make it so only lines with two # symbols are comments to NM 2. This way you can have comments still, but you can also comment out NM 2 only things such that the module will load in the original NM, though of course it would be unable to take advantage of the information that NM 2's extra features can. I really wanted the module format for the original NM to become retroactively forward compatible so that people who are too "bleh" to upgrade can still get SOME things done. I might even make it so that a certain NM style comment will mark an area as NM only, such that it won't appear in NM 2, so you can add an alternative editing method for NM users. I'm starting to get NM ideas again. I got a bunch one day, started coding NM 2, and forgot most of them by the time I got to where NM 2 is now. I had wished I had recorded the ideas. At least now they're in this post. Hopefully I can get some of this stuff done over Christmas break. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 182/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I might look into adding support for the other stuff, but that off = 0, on = blah thing is kind of silly. You can represent that with a drop down that has 0 and 0x3801 as its only default options and hope the user isn't dumb enough to try other values. Making it able to be a checkbox would make it easier to set and unset that value, but that's an odd thing to represent in an application that's supposed to both accurately represent the data types and not limit the user from editing a particular bit due to something silly like the dropdown not accepting values that aren't listed (which the old Nightmare did, and it annoyed the hell out of me). If anything I should add support to one of the control types for converting to and from various floating point formats in the event someone wants to represent an unsupported primitive in their module. -------------------- ![]()
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Jul - Posts by Hectamatatortron |
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