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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - F-zero Maximum Velocity & GP legend | |
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RT-55J

Ninji
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Posted on 08-11-05 05:06 AM Link | Quote
*Smack*

I'm stupid. X_X
Heian-794

Red Super Koopa
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Posted on 08-11-05 07:47 AM Link | Quote
Maybe with the "Kim" name, they were committed to using different colors for the different players, so they needed something really short that would fit on one screen even when preceded by "Yellow", "Green", etc. And then assistant backup junior programmer, Jaehyun Kim of South Korea, said, "Don't worry, boss. I'll think of something." ...?

That's an awful lot of panels! Can you also release the program you wrote that pulls out the panels and displays them, as seen in your 212th and 215th posts here? If that's already done, future level editors (people) could type in their new levels in code and test them with this viewer rather than actually have to drive on it each time.

(Earlier, I wrote "something that even a bic level editor would improve upon"; "bic" should be "basic". No idea why my fingers missed two keys entily. )



BGNG, almost forgot. "Otsukaresama desu" is something you say to someone who's just finished some difficult work; you say it to people leaving the office ahead of you, and it's often used as a toast when such workers go out for beers after work. The word "tsukareru", which should be in any dictionary, means "to be tired"; with "otsukaresama" you're literally commenting that the person is tired. A very useful and often-said phrase.


(edited by Heian-794 on 08-10-05 10:57 PM)
BGNG

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Posted on 08-11-05 08:04 AM Link | Quote
The game I have always says things like "Yellow" or "Green," but you're saying it could say "Yellow Kim" and the like? Is this a Japanese version thing?

The program I wrote to extract the graphics is just a tiny little experiment that doesn't do much. It was very easy to make and shouldn't be an issue for other developers. There's no sense in releasing a bitmap generator if it will require someone to make a compressor anyway.

Fortunately, this thread documents everything necessary to start work on new courses. Only a few things need to be hacked before a fully-featured editor can be made.
Heian-794

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Posted on 08-11-05 08:11 AM Link | Quote
BGNG, I've never seen the English cart in 2P mode, but the Japanese one certainly has a color name followed by "KIM". They probably have enough space for three or four more mid-sized letters on the screen as it is. The English version just says "YELLOW", etc., and that's it?

What language did you write your bitmap generators in? For someone whose programming experience is limited to BASIC and Pascal on old machines with customer (computer science student-oriented) interfaces, every little bit helps. I don't think I could write a program that could display bitmaps even if I knew exactly what I wanted the program to do and could describe that in plain English.


Edit (and not related to BGNG's work): Lightning-style chain link courses! I edited tiles 3A, 71, 72, and 73, plus some other tweaking. The gray course looks good on Cloud Carpet and needs to be a little darker on the other two.





(edited by Heian-794 on 08-11-05 04:04 AM)
BGNG

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Posted on 08-11-05 09:32 PM Link | Quote
Well, darken it. You know the locations of the palettes, after all. The colors used will be the values of the bytes that describe the pixels in the tile.
Heian-794

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Posted on 08-12-05 01:52 AM Link | Quote
BGNG, that was just an experiment; I don't have my heart set on racing on chain link courses, though it might be a fun option. Since each course has its own palette for the track surface, we could have light metal for Cloud Carpet and other colors in other places. I'm surprised the game didn't make more use of that -- only the orange Biance City 2 seemed to.

Tell you what, I'll take the plunge and attempt to make an editor in Visual Basic! My first genuine programming effort, but you have to start somewhere!

I was looking at online tutorials and it looks like with your documentation, a decompressor would be doable. A compressor, on the other hand... couldn't the same course be compressed in many different ways? Does the game have any "preferred" methods that it defaults to?

And actually displaying the tiles in the ROM -- how would you do that, aside from the time-consuming kludge of making 256 tiny 8x8 pixel squares to be lined up as the program dictates?
BGNG

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Posted on 08-12-05 03:36 AM Link | Quote
I myself just had them all loaded into an array as bytes and pulled out the ones needed when necessary.

Tell ya what... Gimme an e-mail address and I'll give you the "OH THIS IS THE SLOPPIEST PROGRAM I'VE EVER USED" project that I did my testing on. It's horribly cluttered and scary to get close to, but it can generate those mammoth 4096×4096 given only a ROM file.

I made it in Visual Basic, so there ya go. The decompressor is partially optimized, but that was all the care I put into the project.


(edited by BGNG on 08-11-05 06:37 PM)
Heian-794

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Posted on 08-12-05 03:48 AM Link | Quote
OK BGNG, send it to me at heiankyo794 --AT-- gmail.com. If you can put all this work into cracking the compression, then having a go at making an editor as my first-ever programming project is the least I can do!

I want to at least be able to see any given panel

When you say "loaded into an array as bytes", do you mean something like:

00 00 3D 12 15 71 71
00 00 3D 16 19 71 71
00 00 3D 12 15 72 72
00 00 3D 16 19 72 72
...


...where you could just visualize what that track would end up looking like? That's what I've been doing up to now in my attempts to read the finished tile data.

And I'll try not to hassle you with help requests... too often...
BGNG

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Posted on 08-12-05 04:01 AM Link | Quote
Okay. Let me TRY to tidy it up a little. I should have it to you before too long.

Okay. Check your e-mail. My mail has been wonky for a time, so lemme know if the message got to you.


(edited by BGNG on 08-11-05 07:21 PM)
firemaker

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Posted on 08-12-05 06:13 AM Link | Quote
BGNG sen d it to the.firemaker@gmail.com thx &
and heian-794 do you know C++ cause thatwould also be a good langauge to program in


(edited by firemaker on 08-11-05 09:16 PM)
(edited by firemaker on 08-11-05 09:16 PM)
(edited by firemaker on 08-11-05 09:17 PM)
BGNG

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Posted on 08-12-05 06:27 AM Link | Quote
This is program source code, firemaker. I'm not sure you'd have a use for it.
firemaker

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Posted on 08-12-05 06:57 AM Link | Quote
yes i would!! i'll see what i can do with it. im not comepetely useless at programming!!
BGNG

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Posted on 08-12-05 07:34 AM Link | Quote
Then what was "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)" all about? The panel display is very rudimentary as far as programming is concerned. You sure you'd be able to do anything with something that decompresses and displays the track data?
firemaker

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Posted on 08-12-05 02:51 PM Link | Quote
Originally posted by BGNG
Then what was "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)" all about? The panel display is very rudimentary as far as programming is concerned. You sure you'd be able to do anything with something that decompresses and displays the track data?


i swore i asked for that like two weeks ago!?!?!

And i said i will see what i can do. as long as it decompresses the track i have a little "friend" who can help me.


(edited by firemaker on 08-12-05 06:19 AM)
Heian-794

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Posted on 08-12-05 03:13 PM Link | Quote
OK guys, I've got BGNG's file, and I downloaded and installed Visual Basic 2005 Express from Microsoft, and I'm all set to give this a try -- the download process took an eternity -- but attempting to load Project1 results in an error! "VB6.0 file is corrupt or can't be read", it says. Is there a specific version of VB that I have to use?



Looks like I can't start a new project either. Maybe my download of VBE is just faffed.
I should probably shell out for the real, costs-money version instead.

Firemaker, when you talk about PHP, are you suggesting something like a web page form where the user types in the desired tiles, and the page returns a map of those tiles? I could easily imagine a page with 256 little images in the same directory, and instructions to display
 < img src = "72.png" > < img src = "15.png" > ...
, etc. Wouldn't solve the compression problem, but it would at least let people paste panel info from the ROM and see what the panels look like.


(edited by Heian-794 on 08-12-05 06:24 AM)
(edited by Heian-794 on 08-12-05 06:24 AM)
(edited by Heian-794 on 08-12-05 06:25 AM)
BGNG

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Posted on 08-13-05 12:20 AM Link | Quote
Check your mail again, Heian-794, you "Hi! I download development software from the internet!" freak...

Of course, you're not a freak, but don't let it happen again.

I've zipped up Visual Basic 4.0 Standard, which is what I use to do most of my VB programming. I have Visual Studio 6.0 Enterprise, but I only use that to compile to EXEs. VB4 can do that to, but it requires the runtime DLL for the EXEs to work.

Anyway, the e-mail I just sent has a link to that zip file. It's about 20MB, so it'll take a moment to download. But it's the real deal. It's the same one I usually use. There's a "Serial.txt" in the ZIP file that has the installation code.
firemaker

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Posted on 08-13-05 02:00 AM Link | Quote
i've detected a hint of piracy. anyway please send me the source code BGNG.
BGNG

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Posted on 08-13-05 02:29 AM Link | Quote
I would rather let Heian-794 scan around in it a bit. There's no sense in me answering the questions of two people. The program is a big slop, and I don't want any "Why'd you do that? It's so sloppy." And, by the looks of it, I don't want to end up teaching two people how to program, either.

But once Heian-794 gets a good taste of what's in there, we'll see what he thinks. One thing I do NOT want to do is have a hacker's scene source material floating around the internet. That's not the kind of thing I like to reveal to the public.



And Heian-794, if you wouldn't mind... You have ALL the programming I've done for this project so far. Would you be willing to take over as project commander, whilst I subside and offer assistence when necessary?
Heian-794

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Posted on 08-13-05 02:38 AM Link | Quote
BGNG, I'm downloading it now!

Let me at least have a look at your stuff before I officially volunteer to lead the project. This is my first attempt at making a full-fledged application (VB-style macros in Excel don't count). This would be such a cool thing for the F-Zero community and I really want to do my best.

Also, on an unrelated note, GPL and Climax seem to use the same tile ordering as MV does, with the unused "twist circle" tiles still in there in the 0xE0-FF range. That's a project for another day, but it's nice to know that some code carries over. Wouldn't be surprised if the courses are arranged in a similar way.


Embarrassing edit: I can't figure out how to load the ROM into the program so that it can read from it. I think I need you to walk me through this like a complete beginner. Also, the "Big One" button produces a "Subscript out of range" error.

I'll fool around with it a little more and come back with questions if I can't get it to run.


(edited by Heian-794 on 08-12-05 06:22 PM)
BGNG

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Posted on 08-13-05 07:02 AM Link | Quote
You need to stick a copy of the North American ROM in the same folder as those source code files and rename it to "FZMV.gba"
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