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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: 183/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I had trouble making sense in this post; be wary. Treeki, how is that system going to work? You say it will work for any game; what are they doing to generalize the concept of dumping custom level data over stock data in commercial games' RAM (I'm assuming that's how level editing will be done without requiring a hacked ISO)? I've been thinking how sweet it would be to play NSMB Wii with friends online, but it occurred to me that a lot more hacking would have to be done to handle game menu syncing beyond simply syncing actual gameplay (which I would probably handle by simply passing lightweight packets consisting Wiimote input and X, Y and direction facing data). The information needed to sync separate Wiis playing the game would be very specific to NSMB Wii, but I'd rather the design for adding online support to offline games be something more standardized such that the same idea could be easily applied to say, Boom Blox. If the Reggie team is doing anything similar to designing a non game specific system for overwriting varying memory locations (varying as finding the locations will likely require dereferencing several pointers) of varying lengths (the struct for a playable character's data in NSMB Wii is surely not going to be the same length as that of a playable character in some other Wii game, much less contain similar fields), then I'd hate to reinvent whatever they're doing for my purposes. Of course, that assumes I'm even un-lazy enough to hook my Wii up to my PC with my USB Gecko and start reverse engineering Wii games again (I really should though; it was a $60 present and I've barely used it :/). -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 184/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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You're modifying NM 2? If you're worried about keeping it "tidy", I wouldn't. The whole thing needs refactoring anyway. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 185/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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What, you can't write the low level code for accessing the card yourself? Also, something like what I want to see...I was thinking along the lines of using the USB Gecko's libraries to whip up a desktop app that interfaces with the Wii via the Gecko, as well as doing some networking to send and receive to other PCs, at which point it would be a simple matter of knowing how to properly manage players' Wiimote input to keep them synchronized. Oh wait, that's not simple. :/ -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 186/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I shouldn't, but I do it anyway for all the fools who grab updated modules and try to use them with the original version. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 187/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Xk showed me the code he wrote to dump the level up EXP info the other day. I really want to learn Lua now, but I'm too busy actually playing games to get back into hacking them. Or do any other programming. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 188/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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^ I'm the reverse. Everyone thinks I'm in high school but I just turned 21 and almost have a degree. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 189/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Lots of important updates today. Link in the first post is still as up-to-date as ever. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 190/230 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 Hectamatatortron Maybe you don't want to download the app to see what's been changed... ...but if you're not downloading it anyway, what do you care? If you actually use the thing then you should always update. Even supposing a reverse compatibility attempt fails, it's easier for everyone if you just update and report bugs instead of avoiding them and the other changed things you do need. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 191/230 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 HyperHacker Oh now you're just being nosy. I would share the info without anyone asking for it if this forum more actively seemed interested in this project. On the other forum I maintain a thread like this, they do, so I quote the text file Xenesis quoted for everyone without a second thought. Usually. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 192/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Personally I think it was pretty crappy "a while back" in comparison to how it is now*. That you were impressed is almost surprising, although the alternatives back then and even now are depressing (read: don't exist). * Since the level of improvement gained from the refactoring done by the guy who joined the project is far greater than anything I could have done, it's not easy to admit this. I did have my share of bug fixing to do after his improvements and am still responsible for most if not all of the actual reverse engineering (and related formatting algorithms), so the project I started is still in every sense "mine", but the code looks nothing like what I would have written. I've completely changed my coding style since to match my collaborator's. I still retain some personal preferences, of course, but he has experience with companies and...I...don't. Anyway, you should check out the improvements as of late; they're pretty boss. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 193/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Hm. Sounds like you were using Nightmare Modules. And you probably didn't use the version of Nightmare that I wrote, which I'm currently refactoring the hell out of because the code was WORSE than FEditor's code was before Zahlman came along and cleaned it up. But if you have experience using this particular application and have fond memories of such, that's nice. Otherwise you're really missing out. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 194/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I don't think so. It should make it easier to add features with the code cleaned up, though. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 195/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Hoo, been a while. Which means it's probably okay to bump this to alert anyone interested that quite a good chunk of game hacking info has been added to this thing since the original posting here. And yes, the link in the first post is correct, so quit looking for a link in this post. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 196/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Epic bump; I'd like to alert anyone interested in this project that it has received a lot of attention over the past...almost a week! I picked it up again and refactored the living sh*t out of it. Now, theoretically, nothing has changed on the outside. On the inside, however, the code ought to appear much cleaner/easier to understand, and since the damn thing is GPL'd, that actually matters (well, much more than it would if it were closed source!). I'll probably be adding features to it. I got a slew of suggestions but couldn't be assed to take them into account. Now I've forgotten them all, despite finally having gotten to a point where the code feels manageable enough for such an endeavor to be worth while. Incidentally, there's still a bit of refactoring I should do if I really want the code to be less unwieldy, so any feature suggestions or restatements of suggestions past would be appreciated. tl;dr Link in first post is to version 20100109. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 197/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Agreeing with Sukasa on every point, except at first I was sure you had intended for all of that confusion as part of the whole mysterious temple theme. ![]() -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 198/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Fixed quite a few bugs today (which were all related to a single feature). Also improved the source code as well as the GUI a bit.Originally posted by Release Info.txt -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 199/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Updated again. Source code for the assembly hacks, anyone? 20100116.1 Assembly source code for auto patches included with editor now in "asm" folder in root CG_Image class updated a smidge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 20100114.1 Doc updates (to the Readme as well as the files in the doc folder) Debug output frame now able to be closed and shown at will; no longer shown by default Incidentally, while it was annoying to have it shown by default, now it can't be anyway because of look and feel issues that weren't relevant prior to the refactoring done to make the feature easier to realize Fixed bug in choosing BG color from input images Added regular expression support to the text editor Still more improvements to the debug output and error reporting systems Default editor modified to allow editing of integers and dereferencing of word aligned pointers Resource collisions are detected now, so if two portraits share the same image data, editing one will not screw up the other -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 200/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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If someone can change the graphics of the wing cap to have a propeller on it and also make the wing cap not actually do anything when Mario triple jumps, then making Mario act like he's landed on one of those enemies that makes him fly into the air and spin when he does after performing a certain action (like triple jumping or somersault jumping (whatever it's called when you quickly change directions while running and jump at the same time)) should be fitting enough for a "Propeller Cap". messiaen could probably do most of that with what he knows already. The real question is "Why should any of us do that for you?" -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 201/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I've written an image color and palette (but not tile) reducer that I use for creating images formatted appropriately for "Fire Emblem CGs". The input/output combo in the first post is eerily similar in appearance to what might be seen with my utility, except my utility, while still having much trouble with tile boundaries, does not currently reduce the number of tiles (though I will need to add support for that later because of another image type in GBA Fire Emblem games), and therefore the output is less choppy around edges of things. Here's the relevant post. Edit: My application only works on images already sized the way the GBA screen is. So let me just modify the original image to be 240x160 px, and I'll show an input/output pair for comparison.
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| Hectamatatortron Member Level: 31 Posts: 202/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Bro, that's 32 coins. You typed 0x20, not 20. But DAMN that is a crazy code. That's weird how the game sets an amount of coins to spawn instead of just calling the coin spawn function. Probably reusing code from money bags that drop 5 or something? Edit: Oh, that's not code that it's editing. It's an array of enemy data or something... -------------------- ![]()
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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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