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Acmlm's Board - I2 Archive - - Posts by FloBo |
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FloBo Koopa Level: 17 Posts: 1/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Hi there. I wondered how many of you out there were able to find level-data inside a rom. I know, you can corrupt the game, but that's a quite tedious and also very annoying kind of work. Is there no other way to find the region, where the tiles are arranged to build the actual map/level, the game is loading? I remember some people who said they could find map-data with the tracer-version of SNES9X by peer. But this thing is way too complicated for someone who doesn't know how 2 understand the output-logs of this util. Or are there any tutorials on the net? |
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FloBo Koopa Level: 17 Posts: 2/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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thanks for all your responses. my problem is, that the map-data I'm searching for is not locatable with ordinary tile-editing-tools. Quite likely it is compressed, right? And how about that? Finding compressed data in roms is seemingly uneasy, isn't it? I had to use Lunar Compress to find most of the graphics-data stored in the rom, but I have not the slightest idea about how to find the regions were the (originally compressed) tiles are assembled to the map I'm willing to change. So what about you, Evil Peer? How did you learn about compression routines in Chrono Trigger and FFVI? Did you learn it from watching at the asm-code of those games or else...?! Any suggestions? (edited by FloBo on 09-18-04 06:07 AM) |
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FloBo Koopa Level: 17 Posts: 3/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Hi. I just tested Lufia1 on my real PAL (german) SNES and had to see the Intro being terribly slow (You know... the camera floating around doom island while the story is being shown in front...). The problem is, that the Music plays as usual on the emulator, but the camea is even that slow, that it doesn't reach its destination in the centre of the isle before the music ends and the player is transferred into the fortress entrance... any suggestions how to fix it? |
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FloBo Koopa Level: 17 Posts: 4/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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That's exactly what I don't wanna do. Why am I translating Lufia into german, huh? To finally play it on an american snes? Any other suggestions? |
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FloBo Koopa Level: 17 Posts: 5/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I'm sorry MathOnNapkins. Didn't tell about the translation so far... my fault. But else, I'd have to hack into the asm-code, to make the camera float more quickly over the island... shouldn't that be possible (even though it'd be quite hard for someone with quite little asm-knowledge...)? |
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FloBo Koopa Level: 17 Posts: 6/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Hey folks. Thanks for all your replies. I just fixed it myself. I found the byte, that sets the speed for displaying text in the intro. Now the text is as slow as the camera ... well, if I won't find a way to speed up the camera, then this will have to do... sorry again to you, MathOnNapkins. I didn't mean to offend you... @Ok Impala!: I agree that most of the players won't ever play the game on a real SNES. But for the others, who want to have the complete Lufia-series on real cartridge, I simply wanted to fix this thing! (at least I do wanna have it on cartridge, cause I had bought the second part, which was officially translated into german (stuprid nintendo)... so at least I do have an advantage from all this trouble, heh! |
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FloBo Koopa Level: 17 Posts: 7/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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looks great! must have been a ton of work... I 'specially like the flames, you put onto the pipe...and "stone-mario"? completely awesome! really good work! keep it up! (edited by FloBo on 09-20-04 08:28 AM) |
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FloBo Koopa Level: 17 Posts: 8/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Heyhey! Another useful release by d4s! Really great, you released this stuff. And believe me: if I had known you promised doing so, I would have been there to show you there actually IS demand for such stuff!... This document ('specially the part 'bout the AI) could be quite usefull for Ok Impala wanting to create a whole new game of it. Ahhh... another thing: There's one bug in Mario Kart R that has never been fixed (at least to my knowledge). When Kirby gets stomped by some stone or spiky thing in SMKR, he turns into flat Toad! Is there no offset for some graphics-data to fix it? Or have you never been searching for it, d4s? By the way: what about releasing Starfox2 hacking data sometime in the future??? (edited by FloBo on 09-23-04 09:45 AM) |
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FloBo Koopa Level: 17 Posts: 9/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Hey MathOnNapkins! Look here! http://agtp.romhack.net/starfox2.html Starfox2 is being translated by Aeon Genesis! And d4s is the one translating it into german. Why not trying to do some hacking beyond text and graphics?!?! Snes9X plays Starfox2 quite good and if you don't like emus, take a look at http://snesdev.romhack.de/sf2.htm This site is by d4s and you're shown how to build your own Starfox2-cart for your real SNES!!!! |
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FloBo Koopa Level: 17 Posts: 10/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I used that special version of ZSNES to play SF2 until the 1.4 of SNES9X was released. Of course it's faster than the original, but the SF2-version of ZSNES was horribly instable compared to 1.4 SNES9X (It simply solved the flickering-prob. But emulation of Starfox2 in general wasn't improved at all....) But hey! We'll just have to wait for 1.4 ZSNES-version to have the whole problem solved, ain't we? Alternative: build your own Cartridge!!! The original final-beta-rom hasn't had the correct size of 8Mbit, because it was just an unfinished beta. I think there are some hacked versions floatoing on the net, now that have 8.0Mbit size. Some others have hacked code, so that the Framerate isn't displayed anymore or something else... |
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FloBo Koopa Level: 17 Posts: 11/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I'd like to know one thing! How could you find the region, where the level-data is stored, if the level doesn't start anymore? I mean: when you corrupt a rom, you change bytes in a paticular region and so find out what happens by starting the corrupted rom... If your rom simply crashed when you corrupted region X and then started playing level Y, you might have found some asm-code which was only used by that particular level. Level-data might be stored in another (most likely smaller) region... perhaps, one level is stored like this: X0001-X0200: level-specific-asmcode X0201-X0600: the storage where the sprites are arranged correctly X0601-X1000: collision data, etc. ... perhaps you just got the part where asm is stored, so try corrupting a smaller region within the regions you already found out and see what happens. |
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FloBo Koopa Level: 17 Posts: 12/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I as well listen to SNES-music when hacking. Thanks to such a wonderful invention like .spc-fileformat and players... Hacking a rom while listening to the most beautiful in-game-music of the current series is really the only thing.... ok... when simpsons or futurama are on tv, that's the oen and ONLY alternative.... at least for my case. | |||
FloBo Koopa Level: 17 Posts: 13/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Well, seems like both of SNES's Starfox-versions should be completely hackable in the future. As there are both an english and a german text (and graphics) hacked versions coming up. And thanks to you, VL-Tone, there should be a way to change the 3-d models used by both games as well. ...mmmmhh! Just been dreaming of a complete hacked "Starfox3" PD-rom ^^ but hey: really great work so far. When will you/we be able to change polygon-data within the rom? I mean, none of us really knows how all that 3d-stuff works in particular. So what about an object-editor in the future? (edited by FloBo on 10-08-04 02:21 PM) |
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FloBo Koopa Level: 17 Posts: 14/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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What game are you going to hack? For MarioKart, there are two track-editors on the net, but I think at least one of them deosn't export graphics directly from the rom. The other one (I believe it uses LunarCompress) opens the grphics in realtime. But if it's pilotwings or anything else, you're going to hack, I don't know... wasn't there a tool (by evilpeer???) that allowed viewing mode7-grphics... don't know anymore. |
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FloBo Koopa Level: 17 Posts: 15/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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There actually is a vendor for SNES-flash cards on the net. Check: www.tototek.com for more information. They've got a 64MBit Flash-cart that can hold up to 4 games at once and you can down-/upload rom-images and savegame-files. There's also battery backed ram on the cart and soldering the proper region-chip (CIC) onto the card makes it work like a usual SNES-cart. Sounds promising, doesn't it? |
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FloBo Koopa Level: 17 Posts: 16/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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What about d4s's Super Mario Kart R? I think it's nearly complete.. or at least he doesn't work at it anymore... | |||
FloBo Koopa Level: 17 Posts: 17/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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just one word I have to say: AWWWWWWESOME!!! ...now I can see thousands of so called "hackers" goin 2 use this thing. Noone cares 'bout LunarMagic anymore. This is an editor 4 a real SNES RPG!!! Can't believe you kept it secret 4 such a long time. Anyway... great work!!!^^ |
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FloBo Koopa Level: 17 Posts: 18/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I think, Windows is the best platform to program an editor for just because it's the most used OS on private computers. In my opinion, editors for Windows, DOS and Linux are allright (Those are the OS's I am used to...^^). If a new developed editor wasn't exclusively programmed for MacOS or something Aplle-like, I won't ever complain Programming in Java is some kind of a bad idea. Java is horribly slow, so where's the advantage of a slow program you can use on your mobile to edit roms?! And yes! It actually isn't working in DOS^^... |
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FloBo Koopa Level: 17 Posts: 19/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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@Yoronosuku: What kind of DKC-hack are you creating? Graphics hack, Level-hack, ASM-hack...or anything else? Where can I get some more Information on it? | |||
FloBo Koopa Level: 17 Posts: 20/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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would be quite nice to know if there's any hexeditor for linux that can handle thingy-tables. cause as far as i have seen, there's none of those on the site capable of loading such a translation-table...^^ |
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Acmlm's Board - I2 Archive - - Posts by FloBo |