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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - f-zero track hack | | | |
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firemaker Level: 26 Posts: 12/247 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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Originally posted by Yoshiman i'm not sure that im new after all ive been hacking with cheats since i was 8 |
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Ed Lantern Ghost Level: 42 Posts: 102/761 EXP: 512715 For next: 8647 Since: 03-16-04 From: Dublin, Ireland Since last post: 215 days Last activity: 25 days |
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And then there's me: Try as I might, I quite frankly suck at Hacking (Practice makes pyfict, I suppose) And on a strange (And mildly related note): Without Emulators or nufin' I completed Master King Cup without losing a life with Wild Goose. The first time I actually beat that game legitimately (No use of Save States or Rewinds) so w00t! |
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Yoshiman Newcomer Level: 3 Posts: 3/3 EXP: 124 For next: 4 Since: 04-04-04 From: Yoshi's Island Since last post: 573 days Last activity: 339 days |
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"i'm not sure that im new after all ive been hacking with cheats since i was 8" Well, I guess that WOULD make you more experienced than others. However, hacking is much more than cheats. |
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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: 439/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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Originally posted by firemaker Uhm, that should be self explanatory, you insert the HEX code for the level in there and every byte must be seperated with a space. It's that way because that's the way XVI32 copies the bytes. Then you type 64 or 128 or 256 in the next box. (64 is adviced) and you press the button, simple as that. |
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Nestea Goomba Level: 8 Posts: 9/20 EXP: 2185 For next: 2 Since: 03-15-04 Since last post: 85 days Last activity: 53 days |
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Found White Land! $3C600 - $3C7FF |
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iamhiro1112 Armos Level: 35 Posts: 11/487 EXP: 259927 For next: 20009 Since: 03-27-04 From: sd Since last post: 18 days Last activity: 7 days |
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So no hacks were made cause of this thread? That sucks. I'd rather play new levels of the SNES F-Zero than any of the new F-zero games that are being made. | |||
firemaker Level: 26 Posts: 27/247 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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just becauise this thread went under doesnt mean i aint finshed. i've got through over 70 backups of f-zero. if i find something ill tell u | |||
Ed Lantern Ghost Level: 42 Posts: 329/761 EXP: 512715 For next: 8647 Since: 03-16-04 From: Dublin, Ireland Since last post: 215 days Last activity: 25 days |
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I tried to do something with Mute City after examining all the data, but I kinda gave it up after a week. Not because of difficulty, but because of laziness. | |||
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: 544/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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It's a bitch to make levels for F-Zero, I've tried to make one with my PHP script but err.. The right tiles just don't exist for certain things. That pretty much makes it a bitch to make new levels, because I don't know how to make new tiles. | |||
firemaker Level: 26 Posts: 29/247 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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maybe using the snes editor change the tiles??? i dont know??? its now im really stuck | |||
Ed Lantern Ghost Level: 42 Posts: 358/761 EXP: 512715 For next: 8647 Since: 03-16-04 From: Dublin, Ireland Since last post: 215 days Last activity: 25 days |
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I remember making a thread asking about an F Zero editor. I bumped it after about 2-3 weeks and got warned (Yay!) It seems the same has happened here, but I didn't start it, and it hasn't been closed (Yet) If I was good at this sort of thing, I'd certainly make an editor. All I can do is learn it, I suppose... |
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firemaker Level: 26 Posts: 30/247 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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i started this thread a few weeks ago. anyway i[ts easy 2 learn but..... it trakes ages to look i cant find a single track. how the hell did nestie find it???????? | |||
Heian-794 Red Super Koopa Level: 44 Posts: 5/896 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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WHOA! People are already working on F-Zero!? I just discovered this forum after posting at Dragon Eye Studios (soon to be defunct) in an effort to get my F-Zero track editing project moving. Working from scratch, I discovered a few things, but in other areas you guys are ahead of me. Check out: http://forums.dragoneyestudios.net/thread.php?id=806 I'll post more of my findings when I have some time. I figured out how to edit the tile elements that make up the tracks -- there are 256 of them, and each one has a two-pixel indicator before it showing when (if) the track should change color or flash (such as when you hit a barrier). For some odd reason, these are in Genesis format. Off the top of my head, this might have started at 60200 (60201 if you don't count the two pixels). This is a great project! I already have several track ideas half-done. Does anyone know how to edit the BS cars into this game? Graphics would be doable, but I'm talking about the data. Or, failing that, editing the stats of those cars in? I can't find the max speeds, body strengths, etc. of the four main cars yet. EDIT/b] Check out my palette-hacked Big Blue; you'll have to click since Geocities doesn't allow external linking: http://www.geocities.com/tuffydabubba/bigbluenew.gif (The course is still the same, but the ocean water is now in lighter, more tropical shades of blue, and the barriers are green. I also fiddled with the font; it looks nicer now in my opinion) I've also connected the Sand Ocean and Silence tracks, which are drawn on the same map. Go here: http://www.geocities.com/tuffydabubba/sandocean-silence.jpg Here's a very simple (and ugly) hack of Big Blue where you can circle back over the starting line easily and finish in 30 seconds or less: http://www.geocities.com/tuffydabubba/bigblue.JPG Whaddayareckon? (edited by Heian-794 on 06-01-04 10:05 AM) (edited by Heian-794 on 06-02-04 06:38 AM) |
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Keitaro Iron Knuckle ウラシマ ケイタロウ Level: 54 Posts: 333/1342 EXP: 1201569 For next: 32301 Since: 03-15-04 From: Hinata, Japan Since last post: 2 days Last activity: 2 days |
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eh. I found the music data, if it counts for anything I've started writing new track themes (based off F-Zero X's music) ....I'll post up some SPC's a little later today, maybe (edited by MajinBlueDragon on 06-01-04 12:06 PM) |
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Heian-794 Red Super Koopa Level: 44 Posts: 17/896 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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Majin, I want to hear these! (How do you play single SPCs, if i may ask? I have the Winamp plugin; is that enough?) I've made an IPS patch for my palette-and-font-edited extremely preliminary F-Zero hack. All the tracks are still the same. www.geocities.com/tuffydabubba/FZero-fontandblue.zip I also played Nestea's hacks. The one with the red barriers and beige background / green sky -- did you do that one with a palette editor? I really like using vSNES to find the colors, and then editing them in Yousei's palette editing program. Check out my patch for a good-looking Big Blue color hack. Speculations on how to edit the tracks soon -- I've got no time just now. So far we've established that we can edit the sequence of big 32x32-tile "panels", and also the little 8x8 pixel tiles that form these. How about the way in which the game puts these tiles together to form panels? Surely this is compressed, since even a single tile would take 20h x 10h = 200h bytes, and there are 256 such panels. Has anyone had any luck in finding them? Where did you find the panel layouts? (By this I mean which little tiles make up each big 32x32 panel.) I can't find this stuff anywhere, though. Also, I think there are panels higher than 7F. One would be a blank gray track panel, which is either 9E or AF on Sand Ocean/Silence. (edited by Heian-794 on 06-02-04 01:52 PM) |
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Keitaro Iron Knuckle ウラシマ ケイタロウ Level: 54 Posts: 346/1342 EXP: 1201569 For next: 32301 Since: 03-15-04 From: Hinata, Japan Since last post: 2 days Last activity: 2 days |
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the winamp plugin is fine here is Mute City, redone may need to copy and paste the url if clicking dosn't work Somthing weird made the cymbal on chanel 4 do somthing oddwith its pitch on the loop only in the first pattern ; I'm trying to fix it, I'm hoping my SPC is just fucked up and not the song...well whatever, here it is I'm gonna work on a few more now. |
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greeeg Micro-Goomba Level: 7 Posts: 1/15 EXP: 1320 For next: 128 Since: 06-03-04 From: France Since last post: 503 days Last activity: 339 days |
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I was reading Heian-794's thread about F-zero hacking on Dragon Eyes forums and I saw that there was a F-zero hacking community here... Since I first used F-zero on Snes, I have dreamed about a track editor... F-zero is my all time favorite game... As everybody knows here, last year a Mario Kart track editor came out and that increased my need for this kind of software for F-Zero ! I'm very excited about what you have already discovered. I'm not good at reverse engineering, but if you need help for beta testing your softwares, testing hacked roms on real hardware (i own a SNES copier) or simply enjoying your news tracks and mods, feel free to ask me Thanks for you hard work guys ! |
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Heian-794 Red Super Koopa Level: 44 Posts: 23/896 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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Majin, I can only hear the first four seconds! Are you sure you uploaded the whole thing? Greeeg, an F-Zero editor is my goal as well, and if that's not possible, at least a new version of the game with new tracks. As you'll see below, more progress is being made on that even as we speak! Now for the progress! I've discovered several more track locations -- all within severla minutes of each other once I knew how many bytes were in each line --, several of which are quite easily editable! First off, set your hex editor so that each line contains 32 bytes. This will make things much easier, and in several cases, you'll be able to "see" the tracks just looking at the hex figures (check our Death Wind and you'll see what I mean). Locations in the rom (all figures in hex): 1E990 - ????? Not yet sure 1F0B0? - 1F2DF Not sure which this one is either; looks like more than 200 bytes 25800 - 259FF Port Town. Note how the forest and water have different values 29880 - 29A7F Death Wind. 00 represents grass; this one should be easy to read 2C190 - 2C38F Red Canyon, I think. Haven't fiddled with this yet. 305A0 - 30799 Not yet sure 3C600 - 3C7FF White Land; someone else discovered this Death Wind is the easiest to read, so I started messing around with that first. Look at the bytes starting with 29880 and you should easily be able to see the track "hidden" in a sea of zeroes; a straightaway on the top with a boost panel on the left, the 07 starting line in the middle, and some rough to the right (different position of the rough = different byte). See it now? Notice that there are no bytes over 30 in Death Wind -- it's a simple course with a lot of identical pieces. No convoluted track segments and the background (green grass) is all the same. So we can see how the producers saved some space in not having to define $7B different panels like they did in Mute City. Now for the hacking. Eyeing those three rows of zeroes on the bottom and looking to make this track more complex, I elongated the short vertical (in the ROM; in the game these are horizontal) stretches using 05, 06, and 10, and then moved the zigzag part of Death Wind II down lower, into those three lines. This makes the track considerably longer, though the computer still goes right over where the track "should" be. I had to add "61" (technically a glitched panel) to the bytes where the new track meets the existing part so that the track proceeds without a barrier. The problem is that the game doesn't expect there to be walls in these areas, so if I bump into a barrier, I go sailing right through it and back towards the middle of the oval, crashing! I can't seem to rectify this yet. I'm going to give this new track a few more tries, and if I can't get the wall problem to solve itself, I'll just post what I've done and maybe other people can take a look. I'd post it now, but I'd rather have something reasonably complete for people to enjot, rather than just beta-test. Long post, indeed, but this is major progress! |
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Keitaro Iron Knuckle ウラシマ ケイタロウ Level: 54 Posts: 360/1342 EXP: 1201569 For next: 32301 Since: 03-15-04 From: Hinata, Japan Since last post: 2 days Last activity: 2 days |
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it was 4 seconds....I modifyed the race start song, since it was just easier to find its pointers but um....I definatly changed the ID666 tags so that it was at least 16 minutes long... try using Meridian Advance, or if you have earlier than XP, SUper Jukebox, for playback. I use em and it worked fine... | |||
greeeg Micro-Goomba Level: 7 Posts: 2/15 EXP: 1320 For next: 128 Since: 06-03-04 From: France Since last post: 503 days Last activity: 339 days |
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Heian-794, I can't wait to play your next hack ! Do you plan to open a website about your work on F-zero ? It's a shame that the opponent racers' IA is so dumb... That means that hacked tracks have to keep the main shape of the original ones (because it's uncool to compete with racers who explode on walls...), but they can be improved with shorcuts, jumps, mines, dirt, mazes, speed arrows and other obstacles. Another solution: the hacked F-zero could be a Time Trial game only, with long and incredible tracks, great challenges and why not, an internet time competition... But i'm not sure i'ts easy to remove all the Grand Prix data... The difficulty could be modified by changing the number of spare machines or turbo... Reversing Gamegenie/Codeshark/ActionReplay codes allows to find the hexadecimal position of these numbers... |
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Acmlm's Board - I2 Archive - Rom Hacking - f-zero track hack | | | |