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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Has anyone even considered creating an editor for Mario RPG? | | | |
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Omega45889 Panser Level: 30 Posts: 239/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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With the release of a chrono trigger editor, im sure that it could be done with time and dedication. I would love to remake this game. It may even have a lot similar with the way chrono trigger can be edited because they are both square games. Just something to consider for the future. I know if there was an editor, i would make a full hack. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1431/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I had some thoughts about making one yesterday, but then I remembered that I would have to find the level data, so I did something else instead. | |||
Kario In Possession of a Stolen Shovel Level: 65 Posts: 1631/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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Everyone has thought that about something. And what does there being a CT editor have to do with there being a SMRPG editor? They are completely different. |
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Omega45889 Panser Level: 30 Posts: 240/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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i know. Getting started is usually the hardest part. Perhaps a small group of people could get together and get the community started on finding data. A thread could be made for people to post their findings, and it could be compiled over time to make a database large enought to create an editor. Also, above when i said it could have a lot in common with chrono trigger, i say it because companies like nintendo tend to recycle stuff like sound engines from game to game. Its pretty reasonable to assume that square may have done the same. Edit: I meant that if a CT editor could have been accomplished, a SMRPG could probably be as well. I didnt mean that a SMRPG editor would have anything in common with the CT one. (edited by Omega45889 on 03-30-05 07:20 PM) (edited by Omega45889 on 03-30-05 07:24 PM) |
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Deathknight Blue Octorok Level: 11 Posts: 28/46 EXP: 5270 For next: 715 Since: 01-21-05 Since last post: 63 days Last activity: 113 days |
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A great game that needs an editor. I'd help but I don't really have much experience in the field. I've done some NES hex editing but I needed a lot of help before I was able to accomplish much. | |||
Omega45889 Panser Level: 30 Posts: 241/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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I found some small amount of data earlier today. I am going to look at a SMRPG rom in more depth after exams. Hopefully if i get a good start on finding data, more people will help. I am not sure what sort of compression SMRPG uses, but i am sure that there is some form. If we can get even a small group going on it, im sure it can be done. I think that Peers new tracer would also speed up matters by quite a bit. Heres to hoping that people show interest. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1434/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I can probably be a member of that group, if it's ever created. Sooo... Do we know ANYTHING about the level format or do we have to begin from scratch? |
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Omega45889 Panser Level: 30 Posts: 242/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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Yup, completely from scratch. I would say that the absolute first thing we should do is find a couple members, and try to figure out the compression routine that it uses. Of course, thats not going to be easy. Ill try and figure it out, but i cant really do anything of relevance until min April because of finals. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1435/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Soo... I was spending a few hours trying to locate the level data in the RAM so that I could find the ROM location... I failed. (Note: I didn't check every single value. I looked around and thought "Oh, that looks like level data" and tried to corrupt that part, and so on...) I've belived that I've found some stuff, though... (All these are RAM addresses. Also, they aren't exact, but gives a basic idea of where it is) 7E03A0 - Graphics file used? 7E1FC0 - Possibly level data? (Corrupting it freezes Mario) 7E3040 - Sprite table? I changed a bunch of values into 00 here and entered the outdoor part of Mario's Pad. There, the goomba shown early in the game after Toad collides with Mario was walking around. It had the exact same movements as Toad but couldn't be interacted with in any way. 7F0000 - Tile Data? A "MAP16" table? 7FF400 - Exit Data? Might be a table containing where exits are and where they lead. |
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Heran_Bago Rat Level: 15 Posts: 15/91 EXP: 13080 For next: 3304 Since: 03-20-05 From: Newtrogic High Zone Since last post: 8 days Last activity: 1 day |
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I think it's a great idea Omega. You should make one. Don't know how to make an editor? Learn. | |||
Deathknight Blue Octorok Level: 11 Posts: 29/46 EXP: 5270 For next: 715 Since: 01-21-05 Since last post: 63 days Last activity: 113 days |
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Well, try to find some enemy attributes too. That's just as important as level data. | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3986/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Considered it: Yes. Can even imagine how the level format works: Hell no. | |||
ShadowSonic Paragoomba Level: 13 Posts: 23/69 EXP: 8585 For next: 1682 Since: 03-23-05 From: Minnesota Since last post: 54 days Last activity: 7 days |
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Hey, I'd love to help! If you don't know, I'm the guy making some SMRPG graphic hacks and some text editing in them. Exactly though, what do you think I should do? | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1438/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Originally posted by ShadowSonic Suggestions: 1) Corrupting the ROM until you find the level data. 2) Finding the level data in RAM and tracing from where it was loaded 3) Read through the entire ROM's ASM codes until you find the level loading routine I belive that I found the level data in RAM... However, I got stuck in the game again, got pissed off again, and closed the emulator seconds before I realized that I forgot to write down the address... :'( I'll try again tomorrow... |
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Omega45889 Panser Level: 30 Posts: 243/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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Great stuff Smallhacker! Its amazing that you think youve already found the level data. Im sure that if people like you keep helping out, we can have something in the works in no time. Oh, searching the net, i have found this info. http://desnet.fobby.net/doc/Mario%20Bytes.txt Its not much, but it could save some time. Im going to see what i can find myself. |
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Squash Monster New Age Retro Hippie Togateiru Fohku Kohgeki!! GRUNGE no HAMSTER otona bite Peace love and turnpike! Level: 40 Posts: 558/677 EXP: 430507 For next: 10802 Since: 03-15-04 From: Maryland (of the Country Between Canada and Mexico) Since last post: 5 hours Last activity: 5 hours |
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I think the level format is probably a lot simpler than a lot of people would guess. It's probably just tiles, stored from top to bottom, like most other games. I just overlayed some different types of grids on a screenshot, trying to figure out what size the tiles would be. I'm going to put my bet on 32 by 16 rectangular tiles. Things like the paterns on the tiles of the Mushroom Kingdom sidewalks repeat in ways that make a lot of sense with one of the 32x16 overlays I did. Comparing Mario's behavior to this grid also shows promising -- I tested his behavior next to the edges of staircases and the difference between climbing and not seemed to be on the same grid. EDIT -- Okay, just realised that I forgot to check the layer thing. Turning off layer one seems to hint a different system than the one I mentioned. Though it could be that layer one is on a different format -- this would make sense, as it seems used a lot to correct small errors on the other tiles, and it would have the same problems as the main layer if it used the same format. So I'm going to say the format is probably very simple - rather oddly sized tiles, but just the usual tile with behavior setting type of system that we're all used to. Now, that's not to say that it's not compressed to hell. It probably is. Though it could be a relatively simple diagonal RLE. Which would actually be kinda fun . Anyway, I'll be glad to help. My workload at school should drop off sharply as soon as AP tests are over, so I'll have time to hack again. And I'll promise that if I make an editor again, it won't be coloured boxes . (edited by Squash Monster on 04-01-05 12:14 AM) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1440/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I found it again! (Still just RAM addresses) 7E0330-7E03E0 It might begin/end earlier/later than that, but it's around there. |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3998/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Haha, awesome! The game just DMAs straight to there using the SA-1 to decompress as it does so. The pointer is at 7E16FD, Mario's Pad starts at 7A69 in the ROM. Not sure about the compression, looks like layer 1 uses a simple RLE and layer 2 is LZ77 or possibly LZW. | |||
Omega45889 Panser Level: 30 Posts: 244/335 EXP: 148978 For next: 16891 Since: 03-22-04 From: Vancouver Canada Since last post: 5 days Last activity: 6 hours |
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EXCELENT... now, if i only knew what that meant I cant wait till finals are over so i can start hacking it. |
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ShadowSonic Paragoomba Level: 13 Posts: 26/69 EXP: 8585 For next: 1682 Since: 03-23-05 From: Minnesota Since last post: 54 days Last activity: 7 days |
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Well, like i said, I wanted to help but...I have no idea what you guys are doing with RAM addresses and stuff. Are you guys using a specific program to view those are something. I'm pretty much a bump on a log here, knowing nothing...heh. |
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Acmlm's Board - I2 Archive - Rom Hacking - Has anyone even considered creating an editor for Mario RPG? | | | |