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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 track hack | |
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Keitaro

Iron Knuckle
ウラシマ ケイタロウ
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Since: 03-15-04
From: Hinata, Japan

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Posted on 03-27-04 06:20 PM Link | Quote
this is inspiring me to take up that old f-zero hack of mine again... I'll have to start fiddling around until I can find the data. Track and AI data is the only thing I don't really know.
Nestea

Goomba
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Posted on 03-27-04 08:23 PM Link | Quote
Just a word of advice... the beginning of Mute City is in 36AD0, not 36CD0 like Rage Games says.
Keitaro

Iron Knuckle
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Posted on 03-27-04 08:59 PM Link | Quote
perfect thanks a ton. Ohh yeah. While trying to salvage stuff on my other pc, I found that nifty fzx mute city SPC I made so long ago...hah, I should post it as inspiration
Nestea

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Posted on 03-27-04 11:43 PM Link | Quote
http://www.angelfire.com/games4/tylersplace/fztrck1.IPS

Best Time: 1'10"68
Best Lap: 0'13"06

Also, for those that are new to this. F-Zero tracks are split up into big squares, each are 2 bits in length. Mute City is actually horizontal, not vertical, and you can make the tracks loop.

If you want to see the track without Mode 7, use BGMAPPER and view a ZSNES save state.

I'm trying to make an editor, but there's a few problems. I have no idea how load graphics from a SNES ROM. I do know how to load/save hex values in Visual Basic, though.

EDIT: Until an editor is constructed, I've made a visual aid for people who's trying to hex edit tracks.

http://www.psychodrone.com/Tyler/fzpieces.gif

00-3A is done... 4A-FF is in the works.


(edited by Nestea on 03-27-04 05:18 PM)
(edited by Nestea on 03-27-04 05:23 PM)
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

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Since: 03-15-04
From: Belgium

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Posted on 03-28-04 04:48 AM Link | Quote
With those pieces it should be easy. :O Just load the byte and display the picture according to it, no need to load all the GFX from the rom.

EDIT:
Level data
Mute City
Location: $36AD0
Size: $1FF
Number of rows: $8
Number of columns: $3F

That's pretty straight forward, just check the bytes for the corresponding block, then after byte $3F start a new line.
The GIF with the blocks isn't complete enough for me to layout Mute City though.


(edited by Coby on 03-28-04 08:26 AM)
(edited by Coby on 03-28-04 09:51 AM)
(edited by Coby on 03-28-04 09:53 AM)
Robin

Blue Octorok
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Since: 03-15-04
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Posted on 03-29-04 10:41 PM Link | Quote
MajinBlueDragon, you need to post that SPC
Nestea

Goomba
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Posted on 03-30-04 06:30 PM Link | Quote
I'm working on the GIF! Do you want the numbers on there or should I take it out?
iamhiro1112

Armos
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Posted on 03-31-04 03:07 PM Link | Quote
A track hack or track editor would be good. Probably one of the funnest things I ever did with a emulator was play F-zero 2.

Hopefully the new hack won't be a challege hack cause I want to play thru it for fun.
Ed

Lantern Ghost
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Since: 03-16-04
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Posted on 04-01-04 12:25 AM Link | Quote
Originally posted by Nestea
I'm working on the GIF! Do you want the numbers on there or should I take it out?


Leave them in, so people will know exactly which part of the track is which. I'm working right now on Mute City I, but it's still real early (And all over the place)
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

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Since: 03-15-04
From: Belgium

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Posted on 04-01-04 01:24 AM Link | Quote
Leave the numbers in, as soon as it's released I can totally layout mute city, I can lay it out almost perfectly, just not completely yet. There are some unknown parts.

EDIT:
OK, the level layout was wrong, I got the correct one now.
Mute City
Location: $36AD0
Size: $200
Number of rows: $10
Number of columns: $20

I've also wrote a little (PHP) script that lets me view the level, some parts are missing though. I'm waiting for that updates GIF.

AND the PHP script will stay mine until I customised it a bit more. It outputs a HUGE image. (8224x4112)


(edited by Coby on 04-01-04 03:52 PM)
(edited by Coby on 04-01-04 03:59 PM)
Nestea

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Posted on 04-03-04 05:13 AM Link | Quote
http://www.psychodrone.com/Tyler/fzpieces.gif

The updates GIF is complete! Though, it only goes up to 7B. 7C and over will provide you with the same exact garbage!

After ripping it out of the game, I noticed that the levels are pretty built-in (no leftovers), making it difficult to hack.

And Mute City II and III are the exact same as Mute City I, except with the different pieces in some parts/rows.


(edited by Nestea on 04-02-04 07:14 PM)
Ed

Lantern Ghost
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Posted on 04-03-04 10:48 PM Link | Quote
Which means that I'm going to create a mixture in a minute, titled Mute City V. IV is taken by BS F-Zero 2. I'll try and make the roundabout in Mute City II into snaky curves. I'll tell you how I did soon
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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From: Canada, w00t!
LOL FAD

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Posted on 04-04-04 03:56 AM Link | Quote
Now we're getting somewhere. Now if we can find the pointer tables, TSA and GFX... whoo!
Keitaro

Iron Knuckle
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Posted on 04-04-04 03:59 AM Link | Quote
been dying to hack this game for soooo damn long..I am getting the urge to start up an editor again
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

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Since: 03-15-04
From: Belgium

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Posted on 04-04-04 05:16 AM Link | Quote
I'm porting my code to VB for an editor right now.
http://php4you.irth.net/KT15X/picture.php
Enter all $200 bytes of the level there, it'll show you Mute City, this makes it easier to edit the level cause you always have an overlook.

Not like that script was supposed to become public. :o But I'm porting it to VB to make a level editor.

EDIT: Quick update to the script, added 64x64 and 128x128 tile support. Please use 64 for fastest results and also a much better overview.


(edited by Coby on 04-03-04 08:52 PM)
(edited by Coby on 04-04-04 09:52 AM)
Nestea

Goomba
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Posted on 04-04-04 07:52 PM Link | Quote
Hmm... according to this, the Mute City data is for Mute City III. But as I said before, the Mute City data is used in all three, with the exception of some data that replaces some areas.

The data that replaces some areas in MCI and MCIII are located around $66B96.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 438/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 04-04-04 07:59 PM Link | Quote
I'm just using the fzpieces.gif for the script, that's probably why the levels look the same.


(edited by Coby on 04-04-04 11:01 AM)
Ed

Lantern Ghost
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Posted on 04-06-04 11:42 PM Link | Quote
Originally posted by Coby

But I'm porting it to VB to make a level editor.


Oh baby! I can't wait! I'll have a visual aid this time, not like the first time I tried to HEX Edit this game, as a result, I royally ballsed it up
firemaker

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Since: 03-23-04
From: UK berkshire

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Posted on 04-07-04 08:17 PM Link | Quote
will big blue also have 0A as the starting line cause im looking for the byte. also how do u operate the php thin???
Yoshiman
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Since: 04-04-04
From: Yoshi's Island

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Posted on 04-08-04 12:53 AM Link | Quote
Oh, look. It's a new guy to rom hacking that actually knows what people are talking about.

Now THERE'S a rare site.
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