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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - F-Zero X
  
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Heian-794
Posts: 755/896
BGNG, anything you could do regarding MV or GPL would be great! I've been wanting to hack these for years, as has Firemaker of course.

I designed several courses back when it looked like the SNES F-Zero was going to be cracked, but then it got too difficult. In particular, I want to make tracks with multiple paths, and tracks where it might be best for one car to take one path and another car to take another path. Climax won't let you do that, and it wastes valuable space on tiles with boost panels in different positions and different kinds of rough when it could be using that space for different curves and thinner tracks, etc.

If you can thoroughly decipher FZX as you have, MV and GPL should certainly be doable!
firemaker
Posts: 127/247
Originally posted by BGNG

So to remedy this, I'm considering dropping priotity of the X editor and stashing it in the "Active Projects" vault. It'll still be worked on, but not exclusively. I'd like to set it down for a while and go onto other things... hack a different F-Zero game for a change.

I haven't formally declared it yet, but I plan to do that. I'll document all my findings on F-Zero X, so anyone who wants can make an editor; possibly to be finished before mine. And posisbly better than mine; who knows?

But I'm really wantin' to crack open a GBA game. Climax's editor is way too limited to let me have any REAL fun. And I have flash cards, so I could stick these suckers in my real GBA!



THen could you help me with Maximum velocity cause its also taking up alot of my time and on the plus side if we were to create an editor out of the tile pieces that make up tracks it would be in fine detail because we would be able to make our own trck tiles which would you could make insanely hard tracks.
HyperLamer
Posts: 6058/8210
Hey, that's how I do things. Work on whichever project I feel like at the time. Just don't keep us waiting too long.
BGNG
Posts: 160/276
Well, I do have news...

Try as I may to keep it from happening, it turns out that I DO actually have a life. And an unfortunate event as any, it's getting in the way.

Every time I do some work on the X editor, my mind becomes filled with all the possibilities of what might be laying deep within the opcodes of the other games. Such a distraction this has become, that I can't hardly act to pick up finishing the simple little Alpha 2 version of the editor.



So to remedy this, I'm considering dropping priotity of the X editor and stashing it in the "Active Projects" vault. It'll still be worked on, but not exclusively. I'd like to set it down for a while and go onto other things... hack a different F-Zero game for a change.

I haven't formally declared it yet, but I plan to do that. I'll document all my findings on F-Zero X, so anyone who wants can make an editor; possibly to be finished before mine. And posisbly better than mine; who knows?

But I'm really wantin' to crack open a GBA game. Climax's editor is way too limited to let me have any REAL fun. And I have flash cards, so I could stick these suckers in my real GBA!



Well, let me know what you guys think on this.
HyperLamer
Posts: 6038/8210
Posted what? We need news! Or someone to hack other things in the game.
BGNG
Posts: 158/276
If people posted in this thread, it wouldn't be going down.
Captain moneybags
Posts: 314/447
Could someone sticky this so it doesnt get so far down again?
BGNG
Posts: 151/276
An EXE will serve as prime material for a rudimentary kind of plugin. I'm already using one for the CRCs because all the CIC calculatin' CRC code out there is under that forsaken Gnu Public License... But RN64CRC.exe isn't, so I'll be using that.

I plan to release source code eventually, so licenses WILL be an issue.

But to have a "plugin" program and just point to that in the INI file, I'll be able to use utilities for certain functions in the program without including the source. Plus, in the event you perfect the MIO0 compressor AFTER the level editor is released, we can just swap it out.

All I'll need it to do is take an input file and write it to an output file. Make it command line savvy and I'll take care of the rest.



EDIT:
Hmmm... A DLL might end up being handy, too... Okay, here's the deal. You fix up your source code to be all right and tidy the way you want it, then I'll take it and go whichever way I decide in the end; EXE or DLL. I know how to do both.
HyperLamer
Posts: 5867/8210
Well, two problems:

1) I can't really do anything like that until my new motherboard gets here.
2) What use will an EXE be?
BGNG
Posts: 148/276
Well, okay. Since you unblocked my layout, I'll go ahead and use your code.

Oh... Just put together an EXE you like. Make it all... self-proclaiming. Since the last few textures in the F-Zero X texture files are miniaturized versions of the track textures which would have been used in the Expansion Kit, I can just blank those all out and save more than enough room for inefficient compression.

So get an EXE ready and I'll use it as-is in the project.
HyperLamer
Posts: 5845/8210
Yay!

My compressor shouldn't be too hard to port, it's messy but it's all ANSI C. I don't know of any others that actually work right. (Even this one isn't as efficient as the original, but at least it mostly works. The only thing is when it pads the compression flag bitfield, the first 'padding' byte gets written as 0 instead of 0xFF, not sure why. If you wanted to you could just hack it up to write an 0xFF there afterward.)

If I can ever get it to actually work right, I'll see if I can make a DLL out of it.
BGNG
Posts: 145/276
Well, provide me with some good MIO0 compressor code that isn't TOO C++-specific and I'll see about putting that feature in there. The new textures wouldn't be distributed with the track files, though. Maybe for 2.0...

Oh, and you can unblock my layout, now. I took the scroll bar out.
HyperLamer
Posts: 5821/8210
Well, since you insisted I ask here... Any chance your editor will edit textures?
richyawyingtmv
Posts: 35/116
You were a legend before.........I was just making sure everyone knew..........apparently.
RT-55J
Posts: 155/240
I <3 BGNG.
BGNG
Posts: 140/276
firemaker:

Sorry. This is only a patch. The level editor is coming later... Couple months at least, most likely.



richyawyingtmv:

Why wasn't I a legend before this patch? NO PATCH FOR YOU!!!!1
richyawyingtmv
Posts: 33/116
Holy shit.

Now I can finally play the expansion kit courses................

You, BGNG, are officially a legend.
Heian-794
Posts: 740/896
BGNG, I PM'ed you my address but if you've got a URL a download would be good too. Can't wait!
firemaker
Posts: 114/247
OMG Your releasng it 2morrow. (Firemaker faints!!) good hpefully u can start working on another F-zero game.
BGNG
Posts: 139/276
Yeah, I responded to those PMs. Turns out that PiccoloCube actually gave me the data for all them courses by 12:15 AM yesterday, in the wee hours of the morning, and I hadn't gotten around to PMming you about it yet. Well... I appreciate your providence, but I'm afraid the data is no longer needed.



Now that all the courses are in, I have an offer to you, Heian-794: Would you like the next alpha version of the editor when it's ready? It should be available by next week. It's not open to the public, so this is a special offer for you only.

What WILL be open to the public on Saturday, however, is this:

This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - F-Zero X


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