Copyright: PK Hack 0.21 by Tomato (tomato@starmen.net) and spaanoft (spaanoft@starmen.net)


Enemy Actions

This tab is a little complicated, so please make sure you read carefully.

Actions and Arguments:

All enemies have four actions they can do.  Each action takes an argument.  An argument is data that you send.

When you choose an action for an enemy, you will need to also choose an argument.  If the action you choose is a PSI skill, the argument you choose will be the name that will be displayed when it is cast.

That’s pretty simple.  Say you select the PSI Lifeup ability for an enemy.  The argument you’ll want to use is probably PSI Lifeup.  That way, it says the enemy is casting PSI Lifeup when it casts PSI Lifeup.

But, you could also make it say it’s casting PSI Starstorm when it casts PSI Lifeup.  Just change the argument to PSI Starstorm, and it will look like PSI Starstorm refills the enemy’s HP!

If the action you choose is an action that calls enemies to help in battle, the argument you get to choose is the enemy that is called.  NOTE:  Enemies can only call the same type of enemy as themselves.  I do not know how to change this, sorry.  Yes, I know some enemies such as Loaded Dice, Skate Punk, and Super Starman can call enemies other than themselves, but I’m unable to figure out how it works.  If you try to make the enemy call an enemy other than itself, it will say, “But nobody came.” everytime.

The Enemy Extender action lets an enemy turn into another enemy during battle.  Sort of anyway.  That stats and pic stay the same, but the name changes and it can access the new enemy’s actions.  Many bosses do this.  The argument to this action is the enemy that it should turn into.

If the action you choose is an item, the argument you get to choose is the name of the item that will be displayed.  So, you can make a hippie brush it’s teeth with a Teddy Bear if you wanted to

Final action is what the enemy does right before it fades away.  Some enemies in EarthBound explode before they die.  That’s a final action.

Miscellaneous Stuff:

Order:	You can choose what order the enemy’s actions should go in. - “Random” chooses the actions at random. - “Random, favour third” chooses the actions at random, but Action 3 gets chosen quite often. - “In order” chooses Action 1, then Action 2, then Action 3, then Action 4, then repeats. - “Staggered” is a little strange, it goes something like Action 3, Action 4, Action 3, Action 4, Action 1, Action 2, Action 1, Action 2, etc.
Start text:	This is a pointer to the text that is displayed when you confront the enemy.  Like “You encountered the Runaway Dog.” or “Giygas blocked the way!” EarthBound automatically detects if it needs to add “and its cohorts” etc. to the text.
Death text:	This is a pointer to the text that is displayed after an enemy fades away.  Like “The Urban Zombie returned to the dust of the earth!” or “The Spiteful Crow became tame!”
Max call:	This is the number of called enemies an enemy is allowed to have on the screen at once.  The maximum allowed is 8, but if the enemy in question has a large battle sprite, the actual number of allowed called enemies will be less than that.


How to Start

First, you will need to download an EarthBound ROM.  You’ll have to find it on your own.  Try looking for one using a search engine or check out emulation-related web sites.

Once you have downloaded that, you will probably want a Super NES emulator so that you can actually see the changes you’ll make.  Two popular SNES emulators are ZSNES and SNES9x, which can be obtained from http://www.zsnes.com and http://www.snes9x.com.

Now that you’re ready, run PK Hack.  From there, go to the File menu and load a ROM.  Make sure you load the EarthBound ROM, or things might mess up, and the program could possibly crash.

PK Hack can detect the Mother 2 ROM, however, it isn’t able to edit anything in it.  However, you can still go to the Gfx/Sound tab and look at all the pretty pictures.  Some of the sprites in Mother 2 are different than the sprites in EarthBound.

When you’ve loaded a ROM, navigate around using the tree in the left window pane.  It’s very intuitive, so an extensive explanation is not needed.


What is new
What is new in PK Hack 0.21?

PK Hack 0.21 is pretty much the same as 0.20, just with a few small new features:

New in PK Hack 0.21:

- Added semi-support for a different version of the EarthBound ROM that is floating out there.  This may actually be a bad dump of the cart.  PK Hack can detect this bad version, and you are given the option to fix the ROM to its correct form.  If you choose not to fix it, PK Hack will probably crash when you go to the Gfx/Sound tab in the Enemy Editing section.  So it’s a good idea to have PK Hack fix the ROM for you ;)

- Fixed a few errors in the sprite drop-down list, plus changed a lot of the blank pics into non-blank pics.  Heh.

- Finally created this extensive Windows help file!

- Fixed the weird-looking toolbar buttons.

- Put the enemy battle sprites into a drop-down list, so you don’t have to type a number in any more.

- Slight GUI tweaks

New in PK Hack 0.20:

- Completely redone GUI

- More fields editable for items and enemies

- PSI names are editable

- PSI Teleport data is editable

- Battle menu is editable

- Status ailment names are editable

- IPS creator

- Searching and sorting functions

- Enemy and items stats can be dumped to text files

- Miscellaneous hidden goodies (sorry, Joe couldn’t make it this version…)

- Fixed that nasty movement/speed bug

New in PK Hack 0.10:

- First release!

- Enemy and item data is editable

- and uh, hmm, it was cool and stuff!


What is PK Hack
What is PK Hack?

PK Hack is a ROM-editing utility for EarthBound for the Super Nintendo Entertainment System.  EarthBound is/was a highly underrated RPG released in 1995.  Maybe part of the reason it didn’t do so well was because of the advertising campaign Nintendo used: “This Game Stinks.”  That and the cheesy-looking graphics.  But those weird graphics are actually an essential part of the game, in my opinion.

With PK Hack, you can edit a variety of things in the ROM.  You can change enemy names, stats, item names, item stats, text, and more.  You can change what graphics an enemy uses, even the background music each one has.  You can do a lot of stuff with this little program.

We hope you enjoy using PK Hack!


Enemy Stats

Select the enemy you wish to edit from the drop down box.

Following is a description of each field:

Name:	The name of the enemy.
‘The’ flag:	Puts the word ‘The’ automatically before the enemy’s name.
HP:	The HP of the enemy.
PP:	The PP of the enemy.
Exp:	The experience points the enemy gives.
Money:	The amount of money you gain your bank account when you defeat this enemy
Speed:	The speed of the enemy.
Offense:	The offense of the enemy.
Defense:	The defense of the enemy.
Status:	The status of the enemy.  This isn’t completely mapped out.  I have a small list at the bottom of this page, though.
Level:	The level of the enemy.  This doesn’t seem to have much impact on anything though.
Guts:	The guts of the enemy.  The higher this is, the more likely they’ll get SMAAASH attacks.
IQ:	The IQ of the enemy.  The higher this is, the stronger PSI and special attacks will be.
Item:	The item this enemy drops.
Item freq:	How often the enemy will drop its item after you defeat it, or when you Spy on it.
Miss rate:	How often the enemy misses when it attacks you.  Higher numbers mean it will miss you more often.
Type:	The type of enemy this is.  Normal enemies are normal, Insect enemies are weak to insecticide, and Metal enemies are weak against Rust Promoters.
Enemy Status:	Description:
0	Normal
1	PSI Shield 1
2	PSI Shield 3
3	Shield 1?
4	Shield 3
5	Asleep
6	Can’t concentrate
7	Act a little bit strange


Enemy Graphics and Sound

You can do a lot of cool stuff with this part of PK Hack.

Outside pic:	This is the sprite the enemy uses when walking around outside.  Choose the sprite you want it to use from the drop down box. Note: There are a few sprites that appear blank in the drop down box, but they really have a pic in the game.  This is because they use compressed graphics, which I am unable to decode.  Those sprites are: 103 – Palm tan guy 104 – Sun bathing lady
Movement:	This describes how the enemy will walk around and react to your presence.  Known values are found at the bottom of this page.
Battle sprite:	This is the image that the enemy uses inside battles
Palette:	This is the palette that the enemy’s battle sprite will use.  Palette numbers allowed are from 0 to 31.  Unfortunately, you’ll just have to play around with this number until you find a good-looking palette for your hacks.  There’s no way to really catalog this info.
Death sound:	This is the sound that plays as the enemy is fading away.  Normal is the sound played for normal enemies, and Boss is the sound played when bosses fade away.  But, usually bosses seem to have this sound played multiple times as they fade away.  Unfortunately, you can only make it play once.
Music:	This is the background music to be played when fighting this enemy.  With over 100 songs, you’ll have plenty of choices to make!
Number	Movement Style:	Description
20	Black Antoid	Move when you move
21	New Age Retro Hippie	Walk around, gets excited when you approach
22	Zombie Dog
23	Spinning Robo
24	Struttin’ Evil Mushroom	Sits down when you’re not nearby.  This requires an extra frame of animation so this may look weird with many sprites.
25	Mr. Batty	Flies around as you approach.  This also requires an extra frame of animation, so some sprite sets might not look right with this.
26	Starman	Teleport around
27	Enraged Fire Plug	Move around in circles until it sees you
28	Crazed Sign	Jerks around then moves when you approach
29	Bad Buffalo	Moves slowly in a linear fashion
30	Ego Orb
31	Mystical Record	Moves quickly in a straight line as you move
32	Butterfly	Flutter around.  If you give this to an enemy, after you defeat it, you’ll regain PP!


Items

Item editing is one of the coolest parts of PK Hack.  You can essentially create completely new items, that do lots of things that the original programmers never thought of!

Select the item you want to edit from the drop down box.  Here is a list of all the fields and a short explanation of each.

Name:	The name of the item
Effect:	What this item does when it is used
Cost:	How much this item costs in stores.  The selling price is half of this.
Type:	This is a technical thing.  Essentially you can change whether something is an item you eat, an item you equip, etc.  Known values are listed at the bottom of this page.
Strength:	This has many different meanings, depending on the type of the item.  For weapons and armor, this is how strong it is. For items that you can eat or drink, there’s a small list of numbers at the bottom of this page.
Extra Power:	Some items, when equipped, raise some of your stats.  This is the field that determines what stats get raised.   Values for this haven’t been mapped out, so I’d appreciate if somebody could do that for me!
E.P. Increase:	This is the field that determines how much your stats should get increased when you equip something with an extra power. If the item is one you eat or drink, this is how much the thing specified in Strength is increased.  So you can make hamburgers restore a lot more HP than usual, or make IQ capsules raise your IQ by 100, etc.
Special prop.:	This has a variety of meanings.  Mainly, for armor, this is the special defenses it has, like Fire, Freeze, Paralysis protection, etc.  This hasn’t been completely mapped out, so I’ve included a small, unconfirmed list at the bottom of this page. For Skip Sandwiches, divide this number by 4 to determine how long you’ll walk around fast after eating it (in seconds).
Desc. address	This is a pointer to the description text for this item.
Who can use?	Choose who can use/equip this item.  Items you can eat or drink are not affected by this.
Misc. options	Infinite Use - This item will not disappear after being used. Permanent -  This item cannot be given to other party members or thrown away.  Like the Sound Stone and the ATM Card. Chicken – This item will turn into a chicken after a short while.  Well, it will turn into item 169 at least.
Item Type:	Description:
0	Unknown (Franklin badge only)
2	Unknown (probably defunct)
4	Teddy Bear
8	A broken item
16	Weapon (excluding guns)
17	Gun for Jeff
20	Charm/pendant (goes on the body)
24	Bracelet (goes on the arms)
28	Ribbon/coin (goes on Other)
32	Food – “eat”
36	Food – “drink”
40	Condiment
44	Large pizza (everybody gets healed)
48	Used to heal ailments (ruler & protractor too)
52	Weird items (mostly stuff that affects enemies)
53	Unknown (Fly Honey, Dragonite, etc.)
56	Unknown (Piggy Nose, For Sale Sign, etc.)
58	Bicycle, Hawk Eye, Zombie Paper
59	Important Event Item
255	Null
(This obviously seems like some sort of binary pattern.  Maybe I’ll get time to try to figure it out later.)

Item Strength:	Description:
0	HP
1	PP
2	HP and PP
3	Random stat (like Rock Candy)
4	IQ
5	Guts
6	Speed
7	Vitality
8	Luck
9	Cures colds?
10	Cures poison?
(This is all I took the time to figure out, I’d appreciate if people tried numbers 11 and higher!)

Special Property:	Description:
2	50% fire protection
3	100% fire protection
8	50% freeze protection
12	100% freeze protection
32	50% flash protection
48	100% flash protection
128	50% paralysis protection
192	100% paralysis protection
(If you want to combine these effects, just add the numbers together.)


PSI Names

You can edit PSI names easily with PK Hack.  Note that you can’t rename Ness’ PSI Special, but that makes sense, since you get to name it in the game.

There’s not much to this section, just realize that if you put too long of a name, things might look weird in menus.

Probably the biggest thing to mention is that you need to make sure you put a space after the PSI name, or the Greek symbol will be attached to the name of the PSI without a space in between.


PSI Teleport

You can edit the PSI Teleport-related info to be able teleport anywhere in the game!

Here is a list of the PSI Teleport info for reference.

Location:	X coordinate:	Y coordinate:
Onett	253	86
Twoson	176	820
Threed	692	1126
Saturn Valley	34	972
Fourside	380	505
Winters	62	289
Summers	554	353
Scaraba	152	526
Dalaam	570	449
Deep Darkness	704	896
Tenda Village	564	889
Underworld	325	351
Monotoli Building	433	515
Dusty Dunes	160	1251
Monotoli’s Office	750	747

The X and Y coordinates determine where you will wind up after teleporting.  All the maps in EarthBound are laid out on one big map.  So the X and Y coordinates determine where on this huge map you’ll teleport to.

The last three in that list are actually there in the ROM along with the rest of the normal places.  It appears the Monotoli Building entry is in there because of the “black smoke” effect, which seems to have been taken out of the game at the last minute.  The Dusty Dunes entry is more obvious, it’s what Ness uses when he first learns how to teleport.  But who knows why Montoli’s Office is listed in there.

Note that the debug menu also has the ability to instantly warp you to more places, but those coordinates are still unknown.

Unfortunately, I don’t have the time to go make a map of all these maps, so you’ll just have to try different numbers and guess where you wind up.  So, I’d really appreciate it if somebody would try to map out all the maps by using the walk-thru-walls code, or at least make an extensive list of various places and their coordinates.  Please help!


Phone List

You can edit the names that appear in the phone list, plus the text that is displayed when you call them.

Editing the phone list names is pretty simple, just select the name you want to edit, then type in the new name you want.

To change the text that is displayed when you call, you have to edit the text pointer.  Pointers are complicated, and for advanced users only.  Please look under the For Advanced Users section for more info about pointers.

Also, me and spaanoft had some strange problems with this phone list editor, it would make phone names disappear from the list.  Somehow the problem fixed itself though, none of us changed the code to edit the phone lists, but now it works perfectly for some reason.  I think it’s because of those gremlins that live inside PK Hack.


Status Ailments

Editing the names of status ailments is pretty simple, just select the name you want to edit and type in the new name.  If you manage to mess that up, you don’t deserve to be using PK Hack ;)


Battle Menu

Editing the battle menu commands is straightforward.  Just select the name you want to edit then type in the new name you want.  Just be careful, sometimes if you put too long of a name things might mess up in the game.


Pointers

Pointers are interesting.  A pointer is a piece of data that “points” to data by containing the address of that data.  This is clearly seen in PK Hack; you can’t edit the description of an item directly like you could the name, but you can “repoint” the description pointer to anywhere you want.

Since pointers deal with addresses that deal directly with the ROM, they’re clearly not for the average PK Hacker.  In fact, you can lock up the game if you’re not careful.  But, for those that know what’s going on, below I’ll do a quick explanation and give a few tips about using pointers with PK Hack.

First, the actual address in the ROM and the addresses used by the SNES are different.  Which sorta sucks, because you have to do conversions back and forth.  And the conversion method differs from ROM to ROM, depending if it’s a hiROM, a loROM, and if the ROM has a header like all good little ROMs should.

The EarthBound ROM is a hiROM and has a header.  At least it should have a header, if it doesn’t PK Hack won’t work anyway, heh heh.  So the conversion methods go like this.

To convert actual hex addresses in the ROM to SNES addresses:

SnesAddr = HexAddr + 0xC00000 – 0x200

To convert SNES addresses to their real address in the ROM:

HexAddr = SnesAddr – 0xC00000 + 0x200

Since all the game text begins at ROM address 0x51D12, that means that all SNES text pointers used in EarthBound are 0xC51B12 and higher.  Anything lower will just produce garbage and possibly lock the game up.

So how can you use this information?  You can’t really, unless you know how to decipher the text in the ROM and find the addresses.  One good idea would be to follow the text pointer tables that appear before each block of text.

In future versions of PK Hack, I hope to include a small utility that will let you type in a pointer and it’ll show you the text that is displayed there.  That would make things a lot easier for not-so-advanced users.

And, as your present for reading all this, possibly the coolest pointers in the game are:

$C80000

$C67C9A

$C67AEA

$C9FB9F

$C9A1BD


IPS Files

When you edit ROMs, you generally don’t find yourself changing everything in the ROM.  SNES ROMs are in the megabytes, while you probably only edit maybe 500 bytes of that.  When you want to show your friends what you’ve made with PK Hack, you don’t want to send them a 2 MB file do you?  Why not just send them the parts that you edited?

That’s what IPS files are for.  IPS files are created by comparing two files, and making a list of all their differences.  You can then use this IPS to recreate those differences later on.  In other words, you can send your friend a 500 byte file, and if they apply the IPS to their ROM, their ROM will become identical to your hacked ROM.  So you can send your hacks to your friends much, much faster than if you just the hacked ROM itself.

How to make IPS files:

PK Hack includes a simple IPS file creator.  To use it, click the IPS button on the toolbar of the main window or choose Make IPS from the File Menu of the main window.  You’ll then need to choose the original, unedited version of the ROM, and the name of the IPS file.  Click Make IPS and there you go!

The IPS files created by PK Hack are not the smallest they could be.  An 8 KB patch created by other IPS creators is like 20 KB when made by PK Hack.  But, 8 KB hacks are usually hacks that have all enemies and items edited.  It’s not like 12 KB will make that much of a difference.  But, I hope to make PK Hack’s IPS creator more efficient in future versions.

How to use IPS files:

There are essentially two ways.  First, you can get ips.exe or snestool.exe from an emulation site, such as Zophar’s Domain (http://www.zophar.net).  Use those to apply the IPS file (patch) to your ROM.

Or, if you’re using a recent version of ZSNES, there’s a nicer, easier way.  Say your ROM is called earthb.smc.  Rename the IPS file to earthb.ips and then run the ROM in ZSNES.  The patch will automatically be applied in memory before the game starts.  This is cool, because you don’t need two ROMs on your hard drive, and you don’t need to download any other programs to apply the patches.


Frequently Asked Questions

You better read this FAQ!  spaanoft and I will make fun of you if you don’t!

Q: So I could make my own game with this, couldn’t I?

A: Um, no.  All events will still remain the same (I don't know if I'll be able to figure out an event editor, plus I bet some of the events are hard-coded into the game...) therefore the game will essentially be the same.  But you can make your own "version" of EarthBound at least.

Q: This is just like Project zOiFf isn’t it?

A: No!  Nothing like it!  We also tend to actually code stuff.

Q: How did you figure all this hacking stuff out?

A: Hex editors, our own programs, good music, and cool people on the net.

Q: Where can I get the EarthBound ROM?

A: DO NOT ASK US.   We are not a ROM site.  Try a search engine or an emu site or something.

Q: Can I see the source code for all of this?

A: Yeah, you can download it from the PK Hack site at http://www.starmen.net/pkhack.

However, please do not ask us questions about the source, most of it is documented and there is nothing very difficult in it.  Some people in the past have been very annoying when asking about how the source code works.  We don’t teach programming here.  If you’re wondering about some of the Windows code, spaanoft suggests a well-known book called, “Programming Windows” by Charles Petzold.

We’re releasing the source in the hopes that it will help people later on to create their own EB hack programs, especially for other platforms.  A DOS version sure does sound nice, especially since many Mac users could run it on their system.

Of course, the source is so horribly long and insane, that most people will never be able to figure it out.  spaanoft does all the Windows coding by hand (no visual stuff!), so go congratulate him or yell at him, whichever you want.

Q: What happens when my ROM is possessed by the Tiny Li’l Ghost?

A: It’s so spooky, we can’t tell you.  But it doesn’t do anything bad to your ROM.  Just look closely when your ROM is being loaded by the emulator….

Q: Who is Joe the Talking Toilet?

A: Joe is our unofficial mascot.  Don’t ask why, he just is.


Troubleshooting

Read this first if you’re having weird problems.  If you don’t, may Joe swear at you while you sleep.

Problem: Zoicks!!  Crazy stuff is happening!  Help!

Solution: First, when you say “crazy”, does that mean one of the following?

- Enemies just sorta move around, not doing anything, and you can’t fight them

- Your characters walk really fast

- You get warped to weird parts of the game for no reason

- Various events get screwed up (i.e. the Runaway Five bus not making it through the tunnel)

- Characters shaking around

- Game freezes

If one of the above is happening, then what likely has happened is that you used PK Hack v0.10 to edit an enemy’s speed.  There was a bug in v0.10 which occurred because you weren’t really editing speed, but instead that enemy’s movement pattern.  If you put a bad number in there, the game will freak out.  That bug is fixed in v0.20 and higher.

If similar problems occur and you didn’t use v0.10 at all and you’re certain it’s because of something else, please contact Tomato (tomato@starmen.net) immediately.

Problem: Shops sell weird stuff now!

Solution:  There is none, really.  I don’t know exactly why this happens.  I’ve tried testing various theories, but I haven’t been able to reproduce any problems.  If somebody could find out what causes this to happen (i.e. what do you edit to get it to happen), I’d be very grateful.

Problem: The ROM won’t load in my emulator!

Solution: Close the ROM in PK Hack before you run the emulator.

Problem: I click stuff in the main window but nothing happens!

Solution:  Make sure you have  ROM loaded, and that you didn’t accidentally hit the Close ROM button on the toolbar.

Problem:  PK Hack says my EarthBound ROM isn’t supported, and then it crashes!

Solution:  This is probably due to a bad dump of the ROM.  This seems to be rather rare now that we’re able to fix some bad ROMs.  The program will usually crash when you select the Enemy Gfx/Sound tab when a bad or unsupported ROM is loaded.  The best thing to do is to contact Tomato (tomato@starmen.net) about this so he can try to add support for that version in later versions.  And you’ll probably have to go find a correct version of the ROM for the time being if you want to use PK Hack without crashing.


Submit a Bug Report

We want bug reports!  If you find bugs in PK Hack or weird stuff that happens to the game when you use PK Hack, contact us.

If the bug concerns the actual ROM and emulation-related stuff, e-mail Tomato (tomato@starmen.net).

If the bug concerns PK Hack, the program, e-mail spaanoft (spaanoft@starmen.net).

You should also check out the PK Hack homepage before submitting a bug report.  The URL is http://www.starmen.net/pkhack.  BE SURE to check out the message forum too, because a lot of important stuff goes on in there daily.


Future Versions

Here is what we definitely plan to have in future versions of PK Hack.

- Outside sprite editor

- Dialogue text editor

     - Various text editing capabilities (default names, town intros, menus, coffee scenes)

     - Font editor

     - Store editor

- Save state editor

     - Game Genie/Par code creator

     - Full lists of stuff like item special properties, enemy statuses, etc.

- Better IPS creator

     - IPS applier

     - Basic character editor (starting stats editor)

Here is stuff we are possibly thinking about doing, but might not get around to it due to time and/or difficulty constraints:

- Enemy background editor

     - Enemy sprite viewer (an editor would take A LOT of work, looks very doubtful)

- Map-related stuff

     - Palette editor

The truth is, we don’t have the time and patience needed to do ALL of this work, that is why we would appreciate it if users would help us out with a lot of this.  Such as the map info and the Special Properties list.  Finding bugs. And so on.  If we don’t get help, new versions will still have all the bugs, error-filled lists, etc. and not be as cool as they could be.

If you have some stuff that you think might help us out, make sure to contact us!  Sometimes people who help us out get neat things, like beta versions ;)


Thanks To

There are many people we need to thank for us getting PK Hack to its current state.

Tomato would like to thank:

  - Niruu_ for help with IPS file format info, plus some other stuff.

  - Loco-san for sending me Kool-Aid and CDs.  Thanks!

  - sKaNkPiT for the huge zip of SPCs he made, I used this a few times for reference.

  - Roll Buster, The New Age Retro Hippie, and others for item special property info.

  - Z.e.r.o for some info on IPS file formats.

  - Mars for some map-related help and game genie/par format info.

  - IceFusion for game genie/par format info.  Wish I could understand it though :)

- `Frieza and pals for helping with the store list.

- Tengu Man for finding a variant EarthBound ROM.

- Chickencha for info on Ness’ starting stats in the ROM and some save state info.

- Daryel M. Bush for the nice docs on the debug menu in EB, which I used for

     reference.

  - Jay for a few enemy status values.

  - AnusP and J2E for various docs on text pointer tables and such.

- SirX-Wolf for the awesome splash screen.

  - Umi for the voice sample.

- Everybody who made logos for PK  Hack.  And I guess those people who made

    banners instead of logos too.

  - SnowBro for Hexedit and Tile Layer, using both I figured out the SNES gfx format

  - Nintendo and Shigesato Itoi for EarthBound.

  - Authors of other game hack programs, which we looked at for design ideas of what to

    do and what not to do.

  - Virt for being enthusiastic about PK Hack on Zophar’s Domain :)

  - spaanoft for not quitting after I bothered him day after day with tons of new code

    and design changes.

  - The people who hang out in #pkhax on Austnet regularly

  - and all the people who use PK Hack and don't bother me about "when will the next

    version be out?!  Give me the next version!"  And thanks to those users who found

    bugs and stuff too.

spaanoft would like to thank:

  - reidman, Tomato and all of starmen.net for everything

  - Borland/Inprise for their development tools

  - All the ZSNES people for making ZSNES

  - HAL and Nintendo for making Earthbound

  - Lots of other people for assorted stuff

  - Other people I forgot and stuff.  Yeah....


Contact Us

PK Hack home page

   http://www.starmen.net/pkhack

PK Hack channel

    #pkhax on Austnet (us.austnet.org)

Tomato

    tomato@starmen.net

    http://www.starmen.net/tomato

    ICQ: 9883157

    AIM: SMNTomato

spaanoft:

    spaanoft@starmen.net

    http://www.kwic.com/~ascovil/


Ode to the Orange Kid

We do not like cherries,

We do not like fairies.

We do not like them with a map,

We do not listen to their crap.