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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - F-zero Maximum Velocity & GP legend | | | |
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firemaker Level: 26 Posts: 158/247 EXP: 94178 For next: 8097 Since: 03-23-04 From: UK berkshire Since last post: 17 days Last activity: 11 days |
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thats true, i mean its also 100 times better than what we had to deal with on f-zero snes. anway i take it nintys alogaritm wasn't too hard to figure out, right?? | |||
BGNG Snifit Level: 22 Posts: 211/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Hoo hah! Consider the undocumented Maximum Velocity compression algorithm crackz0red. Take a look at this: This is NOT tile data. This is a pixel-wise output of the data I decompressed from the ROM. All values of 00 are given a black pixel, and all tiles not equal to 0 are given a white pixel. What we're left with is unmistakably Tenth Zone East. As can be seen, that's a 64 |
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Heian-794 Red Super Koopa Level: 44 Posts: 809/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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BGNG -- nice job! In that small map, do the non-zero values indicate panels with course on them? So if we were to view the track hex data at 64 bytes per line, we could "see" the course as a loop of non-zero values in an sea of zeroes? I'm a little confused. |
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BGNG Snifit Level: 22 Posts: 212/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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That's entirely correct... But unnecessary. Here's the goods I promised. The 4096 | |||
Heian-794 Red Super Koopa Level: 44 Posts: 810/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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Awesome job. I'm looking at that data in a hex editor, 64 bytes per line, and can see the ebbs and flows of different numbers, but can't really connect this to the track you're showing us. Congratulations again on cracking it! Will a potential course editor take the form of a table full of the pre-made panels which can be dragged into position? I don't think this game makes you drive past every "course point" -- it allows shortcuts, whereas the original F-Zero would have that ship lift you up and back -- , so even if we couldn't change the points defining the course, we could still have new courses that don't take the exact same shape as the originals. Looking great! |
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BGNG Snifit Level: 22 Posts: 213/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Except we CAN edit the course path. I found those a while ago. We can set up tracks with two paths the whole way through. And the game allows quite a bit of leeway from the path and still be okay. You have to adhere to it somewhat, but the distance from the points is quite large. And the editor... the alpha 1 release of it at any rate... will indeed have all the predefined panels in a toolbox and let you stick 'em in the course. |
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Heian-794 Red Super Koopa Level: 44 Posts: 811/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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What will happen if the walls don't line up exactly? In the original F-Zero, driving off an unbarriered edge resulted in being painfully dragged off to another control point! | |||
BGNG Snifit Level: 22 Posts: 214/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Bingo... Except you don't take damage until you get back on the course. | |||
Heian-794 Red Super Koopa Level: 44 Posts: 812/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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I noticed that when I tried to insert an out-of-position Silence course into my game, and also when trying one of Firemaker's corruptions. It looks like this game only damages your car when you're on one of the tiles involving barriers, and not when you're above the clear 00 tile. Maybe the programming has a separate bit of code for car crashes when you land on that tile? | |||
BGNG Snifit Level: 22 Posts: 215/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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"Wall-hitting" happens when two conditions are met: 1) You're driving onto a tile (not panel) with a value of 00 2) The next course path point is in the opposite direction from the direction you're moving I've been testing the decompressor. No errors whatsoever for any of the courses I've been playing with. Thumbnail. Click to view larger image. I'll release the algorithm documentation soon. |
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Heian-794 Red Super Koopa Level: 44 Posts: 816/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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Great! So the wall thing won't be as much of a problem this time. That's a lot of empty space to the right. Seems like another course could easily fit in there like Silence/Sand Ocean in the original; just change the starting point. Not that we need it because we can just make pointers to all that free space at the end. I wonder if we could change the number of cups or courses per cup... then we could have an extra cup full of new courses in the free space (though finding places to put the pointers would be an issue). I'm going to fool around with the backgrounds a little more so that we can create new venues to put our new courses on. One more question: I've always wanted to make a course with many multiple paths, where the optimum path will depend on which car you're driving (e. g. one path with big jumps for the Stingray, one with no sharp turns for the Jet Vermilion, one with boosts for the Comet, etc.). Does this game handle intersecting paths well? Beacon Port has a few, but it's nothing like GPL and Climax and their plethora of different paths. |
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BGNG Snifit Level: 22 Posts: 216/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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We could, actually consolidate and put multiple courses on the same map... I never thought of that before. But we do need to be careful, because jump plates would allow you to race on the wrong one. The number of cups and courses per cup cannot be changed without significant reprogramming. Maximum Velocity supports only 2 paths, but the course can be layed out any way you want. The computers would only pick one of two paths if you were to recreate Lightning - Loss Landing from F-Zero Climax, but I don't think you'd have a problem with going out of the path's way. Paths may intersect. The Jet Vermillion is capable of handing sharp turns; any turn in the game, in fact (including that one at the end of Icarus Circuit), so... Put ice on the course for Jet Vermillion. Those skates it has come in handy. |
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Heian-794 Red Super Koopa Level: 44 Posts: 819/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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I've never liked the JV, in part because the skills needed to drive it are different from the skills that get you the point where you can obtain it, and then you have toss those away and master the JV if you want to put up really good times. (Also, it's such a hassle to obtain honestly. My "real" save file doesn't have the JV.) So I've wanted to make courses where the JV is at a disadvantage. One of the course ideas I had was a 9x9 grid of intersecting roads, only some of which can be driven on -- think Mute City in the GPL story mode, but with more than one path. F-Zero being centuries in the future, I imagined some upper highways above Kyoto city replicating the streets below. Some of the other stuff I wanted to do has now been done, thanks to Climax -- a spiral, the Lightning multiple-path stuff, harder versions of the original F-Zero courses... but there's still plenty of stuff we can put together. I wonder if we could use the fact that the tiles are replicated (one "regular", and then the off-by-one set for Silence) to create two different track surface tilesets. We could have the chain-link-fence Lighting style, and then the regular style, and just use that one pointer to tell the game which one to use. Maybe this hack could take place at the beginning of the space travel era, and there could be the "Earth" tracks and the "Other Planet" tracks, which could look exotic and different. Square barriers? Transparent jump panels? Just throwing some ideas around. |
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BGNG Snifit Level: 22 Posts: 217/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Making a machine have a disadvantage? Very well. I'll make a course that ONLY the Jet Vermillion can complete! Just watch... I'll do it. I know how. And you can make all the hacks you want to. I'll be making a level editor. |
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BGNG Snifit Level: 22 Posts: 218/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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I'm guessing something just biffed in the board. (edited by BGNG on 08-08-05 02:59 AM) |
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BGNG Snifit Level: 22 Posts: 218/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Because here I am with a triple-post. That will probably never happen again, so I'll leave it. (edited by BGNG on 08-08-05 03:00 AM) |
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Heian-794 Red Super Koopa Level: 44 Posts: 820/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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BGNG, don't let anyone know how to make a triple post; then everyone will want to bump their own stuff! A course that only the JV can complete? Is that possible? The Stingray jumps the furthest, so I could see a course that only it could get through, but the JV? I'm dreading it; that machine is my arch-nemesis. |
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BGNG Snifit Level: 22 Posts: 220/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Oh, yes. The Jet Vermillion has a 100 for body strength. Give enough "remnants of the exploded landmine" and you get a course that only it can SURVIVE. | |||
Heian-794 Red Super Koopa Level: 44 Posts: 821/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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Hadn't thought of that! My course will simply have to consist of tiny islands deparated by widely-spaced jump panels that behemoths like the JV can't reach! F-Zero 2 BS had (in Silence 2) a course that had jump panels for walls -- almost a precursor of the halfpipe-style courses that came later in FZX and GX. I'm hoping to make use of this to crush the JV! (Side question as I've never mastered driving the JV: can it handle 180-degree turns once you get good at driving it? I can't turn at all in that thing.) |
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firemaker Level: 26 Posts: 159/247 EXP: 94178 For next: 8097 Since: 03-23-04 From: UK berkshire Since last post: 17 days Last activity: 11 days |
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wow, so i was right when i first thought that the tracks were 8192 bytes uncompressed (but tht wa easy to guess since the tracks were 64 x 64. i look forward to messing around with the alpha version!! since MV is now practically finished i think i will start looking at GP (though i doubt they might have changed the algorithm) |
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Acmlm's Board - I2 Archive - Rom Hacking - F-zero Maximum Velocity & GP legend | | | |