Acmlm's Board - I2 Archive - Rom Hacking - Starfox hacking, a teaser for fans only :)
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Heian-794
Posts: 70/896 |
Where and what game?
Metroid! Well, it's in 3/4 perspective, so while Samus can't actually move along a third axis, the graphics are still three-dimensional. It really looks nice; I wish my computer ran it (no idea why not). Click the link in his sig. |
HyperLamer
Posts: 911/8210 |
Of course it's polygonal, it's SNES. Not exactly designed for 3D.
Originally posted by Heian-794 VL-Tone made a 2-D classic into 3-D
Where and what game? |
Heian-794
Posts: 61/896 |
Weasel, of course humans can't preceive the fourth spatial dimension. But since VL-Tone made a 2-D classic into 3-D, it logically follows that the only thing he could do to improve an already-3-D game like Starfox would be to take it into the fourth dimension. Seems like everyone else got my attempt to make a funny. ; |
KATW
Posts: 844/3959 |
Well, this progress you have made is a good start.
It may still look polygonal... but its a good polygonal |
DarkSlaya
Posts: 198/4249 |
THe last two you showed us are interesting. |
Weasel
Posts: 397/454 |
4 dimensions? Hyper Polygons?
More like hyper crap.
Humans aren't perceptive to 4 dimensions. And wtf is a hyper polygon? XD I swear, you made that word up.
The pictures look good, although I can't see a difference in those first 2. |
VL-Tone
Posts: 11/200 |
Yeah 4d rulez
These screenshots might be more interesting than the first ones...
http://membres.lycos.fr/nes3d/STARFOX12.002.jpg http://membres.lycos.fr/nes3d/STARFOX12.007.jpg
I changed the player's arwing into an enemy
Yes the high poly arwing from the select and title screen is bigger, it's actually hard to see where you shoot, but this could be worked out. Anyway it's for the fun of it, you are invincible while playing with these.
Note that you must use the Starfox version 1.2 for these to work. Patch the 16 bit value at 7E3186 and 7E3187 in WRAM with one of these values. You can replace the arwing with any enemy you want, this list is in the ROM. The list is used by the "view and rotate all enemies from the continue screen" trick. (hit select on controller 2 while on the continue screen. )
---enemy list for Starfox Version 1.2 to be used at 7E3186 and 7E3187 D0 BC, 9C D0, F0 E5, 5C C4, 78 C4, CC C4, 58 C5, B0 C4, 3C C5, 94 C4, 60 E6, A8 DB, C4 DB, 24 D9, 2C C2, F0 C2, 0C C3, DC C7, 88 E3, 6C E3, C4 E2, 0C B7, D0 E6, 50 E3, 70 E2, C4 CD, 9C DE, A0 E4, 48 DE, CC BD, 38 DB, F4 E4, A4 E3, DC E3, 2C E5, 50 CE, 4C C8, 44 DF, D7 B9
Following the 16 bit value at 7E3186 are values for other states of the arwing like when you break a wing, have a shield ect. You can tranform it into different enemies by braking wings or taking a shield
I have other discoveries to share, but I don't have much time now.
At 7E0448 and 7E0449 in wram there is a pointer used by on-screen objects, it changes as you go thru the level there is other objects in the same format surrounding it. You can pick pointers from there with a watch point and use them to change your arwing into other object found in the game. Note that this 7E0448 is also used to define the rotating arwing object in the title screen.
Following the 16-bit object pointer at 7E0448 (which is D0BC for the high poly arwing), are three16-bit values for each of the axis, x y and z, then 3 bytes for rotation on the x, y and z axis.
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Ailure
Posts: 2152/11162 |
You changed the ingame arwing to that arwing which is in the "select controller style" menu.
And it seems that the other arwing is bigger, or your just braking. |
Heian-794
Posts: 49/896 |
VL-Tone --
I couldn't hope to guess, but considering your excellent-looking 3-D adaptations of Zelda and Metroid, are we safe in assuming that you're hard at work on a 4-D version of Starfox with "hyper-polygons"? |
VL-Tone
Posts: 10/200 |
Ok sorry if I shroud this in mystery but I guess it's my way of doing Much more to come soon...
Here is a little question for fans of the original Starfox : What is wrong in those 2 screenshots? (hint: it's not the jpeg artifacts)
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