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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 Maximum Velocity & GP legend | |
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firemaker

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Posted on 07-05-05 06:45 PM Link | Quote
Summer holidays are here andat last I have some free time. I decided I am goping to start a project. I would like to create track editors for F-Zero Maximum Velocity and GP Legend. Anyone know anything about these two games because first of all GP is collosal to go through with a data corrupter 16 megs and maximum velocity another 4 megs. I wouldn't be suprised if the tracks are stored in the same method as the original F-Zero exceptfor on 32 by 32 tiles. So anyway does anyone ave any info because even just corrupting f-zero MV takes aes to figure out exactly what I have changed!!

PS can somebody please send me a save file link. My old rom hacking files went Kaboom!!!


(edited by firemaker on 07-05-05 09:50 AM)
BGNG

Snifit
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Posted on 07-05-05 10:09 PM Link | Quote
I actually plan to make level editors for these (and F-Zero Climax) myself after I finish the programming on my current project: F-Zero X Level Editing... Feel free to give me some support over there. The sooner I get it done, the sooner I can move onto the next F-Zero game.

Anyhow, in most video games, the bulk of the programming is in the first half of the ROM. You can more or less corrupt out the entire second half and it'll still run. So if you start at the end and work backwards, it won't take very much time at all to find the data that way.


(edited by BGNG on 07-05-05 01:09 PM)
firemaker

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Posted on 07-06-05 12:10 AM Link | Quote
Well I have been following you for the past 2 months or so anyway just haven't had the time to help. But yeah I'll see what i can do with what you have told me!!!

EDIT

I have gone through quite abit and the game seems to have alot of free space towards the end. Also i started nessing with the byte data betweens bytes 1C9000 & byte 1C9500. it appears to hold half of beacon port crossroad circuit.


(edited by firemaker on 07-05-05 05:45 PM)
BGNG

Snifit
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Posted on 07-06-05 11:22 PM Link | Quote
I suggest you register a username at MFO (http://fzero.mrfixitonline.com/) and post there regarding your project. There are a few guys with the F-Zero X Exansion Kit helping me with my project there, so I'd certainly give it a shot. Just start up a topic in the Maximum Velocity forum.
Heian-794

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Posted on 07-07-05 01:27 PM Link | Quote
Now this sounds like a great project! BGNG, considering your prowess in hacking F-Zero X, I'm sure you could add a lot to analyzing the data and producing a good hack. And considering how easy it is to get GBA flash cartridges, we could actually play this hack on the go the way GBA games were meant to be played. (This also interests me more because I have actual talent at the GBA games, as opposed to FZX which I'm a newbie at.

I took a shot at hacking MV when progress on hacking the original F-Zero stalled, but couldn't discover much. One thing I did find was that the track graphics don't "include" the ground-level backgrounds below the tracks; rather, there's a 32x32 / 64x64 / larger graphic for the scenes below the course, and then separate graphics for the course you actually ride on.

Off to fiddle with the ROM!

firemaker

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Posted on 07-07-05 08:12 PM Link | Quote
Well i am still stuc finding the way that the track is layed out. I am trying to finish off learning how the hell it works. I'm not far off though. and i am already on MFO heian-794 knows that but just thought i would let you know BGNG. anyway GBA games are much easier to hack than N64. Another thing is that unlike f-zero on the snes thhe gba game should be able to handle different tracks like it does in climax. One more thing directed at heian-794 how the hell do you input track passwords directly into the save file of f-zero climax????

EDIT:

BREAKTHROUGH!!!

Each track is 4096 bytes long. Each tile pice has a set of 2 values. that leaves for an amzing amount of tiles!!!


also if somebody knows php can they write a script thatt shows all the different tiles pieces beacuse there are just about 65536 cobinations (a hell of alot)


(edited by firemaker on 07-07-05 11:17 AM)
(edited by firemaker on 07-07-05 12:44 PM)
(edited by firemaker on 07-07-05 01:12 PM)
BGNG

Snifit
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Posted on 07-07-05 11:17 PM Link | Quote
Why PHP? YOU DISSIN' ACTUAL PROGRAMMIN', YO!? Binary executables are better than web scripts as a rule of thumb.
firemaker

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Posted on 07-07-05 11:23 PM Link | Quote
i aint dissing them!!!!
BGNG

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Posted on 07-08-05 01:05 AM Link | Quote
Heian-794:

I forgot to mention earlier: I'm still working on F-Zero X. Until that gets done, I won't be doing much of anything else. I just may be able to be a major influence in hacking of each of the F-Zero games, but none of that will happen until I finish my current project.

Oh, and a hint: The F-Zero X project won't be released unless all of the Expansion Kit courses are provided. So you have the power to accellerate F-Zero X and thusly bring me to Maximum Velocity more quickly. Choose wisely. (-:

(The courses I currently have are Silence 3, Devil's Forest 4, Devil's Forest 5, Fire Field 2 and Big Foot.)


(edited by BGNG on 07-07-05 04:08 PM)
firemaker

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Posted on 07-08-05 01:25 AM Link | Quote
In othr words Heian-794:


Finish the F-zero X project I will handle MV on my own for now. I'm sure I'll be just fine.
Heian-794

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Posted on 07-15-05 04:03 PM Link | Quote
Firemaker, any progress on that? I'm looking at that spot in the ROM and don't see anything. (This is MV, right?)

Looking at MV in a graphic editor, I see all kinds of fonts and the like. Falcon Legend has even more -- unused names for the story mode tracks, in particular, such as "82nd Street", 124th, and 422nd, plus "shigai-chi" ('city streets') and "yamaoka" ('mountain hill').

B6FA00 and thereabouts, repeated several times:
Free Image Hosting at www.ImageShack.us

GPL also contains a huge pile of JIS characters, most of which wouldn't be necessary in an English hack. All of 2678C0 to 2D74C0 or thereabouts is filled with kana, symbols, and then kanji, ordered by their main on-yomi.

But MV is the one I want to hack. I like that game's physics more (but not the Jet Vermilion) and its planets and venues haven't been overused like the old standby courses Mute City, Big Blue, etc.



(edited by Heian-794 on 07-15-05 07:06 AM)
firemaker

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Posted on 07-22-05 03:36 PM Link | Quote
Sorry i haven't replied been busy. anyway there is alot of wierd stuff. each tile pice like i said b4 is made up of 2 bytes the first byte being the track the second byte will be one of these values: 00, 01, 02, 80, C0. If you change any of the bytes ending with C0 then it shifts the track for some wierd reason. Heian-794 take a look again at the address 1C9000 its the track beacon port crossrad circuit for sure if you want more propof look at this picture messed up as hell anyway ill keep you posted.




Oh and do you know where i can find a GBA mappiing tool that allows you to edit how big te map is because visaulboy can only do 512x512
Heian-794

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Posted on 07-24-05 08:37 PM Link | Quote

I see the tile layouts -- two-byte numbers ending in 00, 01, 10, 80, C0 as you mention! Do you know where to find the graphics corresponding to these tiles?

Looking above that, 1A4740 up to 1C8540 look suspiciously like panel layout data. You'll see (especially if you view 64 bytes per line) a lot of digits, then an ocean of zeroes which could correspond to panel layouts. That's how the SNES version worked -- a block of panels, 16 to a row (but these were single-byte), laying out the "panels" which were made of 32x32 (I think) tiles. Those panels were then laid out in compressed form immediately below the panel layout.


This is tough to figure out -- I can see the map currently in use in VBA; is there some way to see which bytes it's reading when it displays that map?
firemaker

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Posted on 07-24-05 09:44 PM Link | Quote
well using the vba tile viewer this is what i found on the 256 colours



but as for the track tiles themslves I'm not so sure anyway I'm not an amazing graphics hacker

[quote] I can see the map currently in use in VBA; is there some way to see which bytes it's reading when it displays that map? [/quote]

Well i think that VBA views the ram rather than the ROM. but check the I/O and maybe the


(edited by firemaker on 07-24-05 12:46 PM)
(edited by firemaker on 07-24-05 01:05 PM)
Heian-794

Red Super Koopa
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Posted on 07-24-05 10:20 PM Link | Quote
Originally posted by firemaker
well using the vba tile viewer this is what i found on the 256 colours



but as for the track tiles themslves I'm not so sure anyway I'm not an amazing graphics hacker



OK, let's take that graphic you've got and assume that all the tiles there represent 00 to FF in one block of 256 different tiles. Assign 00 to the blue "blank space-like" square in the top left, moving across to the rightmost piece (the center of a barrier circle) which would be 1F.

Sticking with that assumption for now, we can try to put together some common combinations of track pieces and see if they're present in the ROM.

How about...

12 13
18 19 ...would represent a barrier piece with track on the bottom and air on the top

14 15
16 17 ...same, but with track above this time.

We can extend this a little. Piece 3F (far right, second row) seems to be a border piece for the shadow off the sides of the barriers and plain air. So there might be some:

3F 3F
12 13
18 19 ...not sure what's below this, because 71, 72, 73, and 92 all look like plain track.

90 through CF seem to be mostly mine- and damage-related track parts and won't occur too often in the default tracks (wait until you drive over them!). But 4A and C9 are pit areas and should be in every track.

Does this line of thought sound promising or are you looking in a different direction?
firemaker

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Posted on 07-25-05 02:26 PM Link | Quote
Well the thing is I wasn't actually looking to edit the tile pices tthemselves first. All I wanted to do was find out how the tracks were layed out so I could create levels. But having giving this some thought I decided to see what I can do with that as well. If a track editor were to be made I suppose poeple would want to be able to choose how their tracks looked. But I'm appy to go down both routes at te same time especially since finding out all the different track pieces would probably mean programming some sort of program that could look up all the different track pieces and map them then save them (which I know I can't program).
Heian-794

Red Super Koopa
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Posted on 07-25-05 02:48 PM Link | Quote
Firemaker, if we could lay out tiles as I've described above, that would be just like Climax's course edit system, only with much finer detail -- Climax only gives us 16x16 panels to work with, whereas working with individual tiles should give us something like 16 x 16 x 32 (vertical tiles per panel) x 32 (horizontal tiles per panel). And the tracks might even be more than 16 panels on a side.

The problem is if the course does that uncrackable "compressed row" thing like in SNES F-Zero, where one row of bytes represents a whole 32x32 panel of the little tiles in your picture above. While the big panels can be manipulated, I don't think anyone's ever figured out how to manipulate those rows.
firemaker

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Posted on 07-27-05 01:54 PM Link | Quote
can i just ask if somebody knows what the last 65536 bytes are for cause all it is is alot of zeroes (blank space) ive tried corrupting it and it does absolutely nothing!! so what the hell is it for?????????


(edited by firemaker on 07-27-05 12:14 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 07-28-05 01:38 AM Link | Quote
It probably does absolutely nothing. ROMs' sizes have to be a power of 2, so they're often padded with 00 or FF at the end.
Heian-794

Red Super Koopa
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Posted on 07-28-05 01:42 AM Link | Quote
They are indeed meaningless. Plenty of space to store stuff of our own creating.
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