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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DukeNukem007
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DukeNukem007

Shyguy
Level: 13

Posts: 81/90
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Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 09-27-05 01:37 AM, in Anyone else try hacking Bahamut Lagoon? Link
I finally beat this great strategy game (I still haven't managed to figure out the "Hard Dungeon"...ugh.) Amazing graphics, music, etc. and I love the English translation .ips that's available.

Here's the problem--I already documented what I found in the ROM at http://board.acmlm.org/thread.php?id=16019&pl=269744 and I tried Lunar Compress to mess with the first map--but when I reinserted the game ran extremely slow and basically crashed when it loaded the map. I don't recall adding any invalid graphics to the map...

Chrono Trigger experts' help would be recommended--the game uses the exact same compression algorithm and apparently similar map and possibly other engine code.
DukeNukem007

Shyguy
Level: 13

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Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
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Posted on 09-27-05 09:50 AM, in Holy hell, FF2 is lovely! Link
Maps are basically RLE, right? Pretty nice hack you've got there.

I've noticed that both FF1 & 2 have pretty clear tile formation segments that should be easy to edit, too--although the globe layout probably shouldn't be edited (the spherical mapping is flat-out amazing for NES, by the way.)
DukeNukem007

Shyguy
Level: 13

Posts: 83/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 09-28-05 02:37 AM, in Holy hell, FF2 is lovely! Link
Originally posted by HyperHacker
Ah, didn't know about that. That does sound pretty damn cool. Though does it actually distort the tiles at the edges to look like edges, or just cut them off to make it a circle?


It does distort them--my guess is it simply draws them with an algorithm of some sort. The point is if you changed the tile arrangement on the map it would just appear as a bunch of scrambled tiles, unless you also re-coded the way the tiles are drawn.

Circular "cutoffs" are probably more trouble than they're worth on the NES level (although Bucky O'Hare uses them as sprites in one level to limit the field of vision.)
DukeNukem007

Shyguy
Level: 13

Posts: 84/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 09-28-05 09:22 AM, in In what bank can I find the gfx for the landing site of crateria? Link
Do the following with Lunar Compress to get the basic compressed graphics set that's repeated in all background types (if the file name in your DOS shell is different, of course, change that.)

sniff superm~1.smc 1C8200 1C9000 102 4 0

Open superm~1.bin in a tile editor and make changes

Then

recomp superm~1.bin superm~1.smc 1C8200 102 4

For the Crateria graphics, do the same except replace the 1C8200 with 1D4829 for the first set, 1D7B11 for the 2nd set, and replace the 1C9000 with any arbitrary number less than the ending point of the graphics set (i.e. 1D7000 for the 1st set and 1D9000 for the 2nd set.)

Obviously, make sure you don't recompress to a larger size than it originally was, or maps and graphics will appear scrambled/crash the ROM.

Also, these are headered offsets on "Super Metroid (JU) [!].smc"--subtract 200 if for some reason you don't have a headered rom.


(edited by DukeNukem007 on 09-28-05 12:25 AM)
DukeNukem007

Shyguy
Level: 13

Posts: 85/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 10-07-05 08:09 AM, in FF3J for DS... Link
Two month bump.

Some promising updates:

http://www.ocremix.org/phpBB2/viewtopic.php?t=67097
DukeNukem007

Shyguy
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Posts: 86/90
EXP: 9247
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Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 10-08-05 08:54 PM, in Super Metroid Gold Link
Ok, I'm finally starting seriously on a Super Metroid hack. I've edited fonts, a few sprites and compressed graphics, and a few maps...I just wanted to throw a poll out there since I want to edit sounds, too--

What sounds do you want edited? I know that some people find the chords in the Crocomire/Kraid song annoying. I've also considered editing the "Last Metroid Is In Captivity...Galaxy Is At Peace" sounds, since the text is right in front of you, but I'm not sure how well that'd go over...

I'll have IPS's when there's more substantial material.
DukeNukem007

Shyguy
Level: 13

Posts: 87/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 10-10-05 04:48 AM, in Super Metroid Gold Link
I actually have been messing with Samus's damage/death voices a bit, but it's very hard because I don't have a good BRR encoder (SNESSOR sucks) and have basically imported sounds from other games, trimming them to the proper length. The frequency is way too high, as well, and I can't find the pointers. It's a good thing the sounds are also neatly organized together in the last 17 lorom banks. I changed the very first sound in the 278000h-280000h bank, as well.

Download my latest IPS here. http://angelfire.com/comics/calvinator/dukemet-005.ips
DukeNukem007

Shyguy
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Since: 07-08-05
From: Quahog, RI

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Posted on 10-10-05 04:58 AM, in CHR extracting - when can(not) it be done? Link
Originally posted by g-fighter
its not the bottom 8k (right?)p


You're almost certainly going to find way more than 8k of chr -ram in a 128k/0k rom.

A few prg-only roms also use a fairly lightweight compression (which seems to be either an almost universal LZ format, and/or a 1bpp format for some fonts.) It's tough to figure out but if you find "lumps" of graphics you can mess with things, i.e. I changed a few Guardian Legend gfx.

Fortunately Megaman 1/2/4/6 don't have these despire being prg-only.
DukeNukem007

Shyguy
Level: 13

Posts: 89/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
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Posted on 10-13-05 06:09 AM, in FF3J for DS... Link
Well, I had been on that thread before but didn't expect it to have anything about FF3J...so yeah...might as well put it on the right thread.
DukeNukem007

Shyguy
Level: 13

Posts: 90/90
EXP: 9247
For next: 1020

Since: 07-08-05
From: Quahog, RI

Since last post: 18 days
Last activity: 12 hours
Posted on 10-14-05 09:56 PM, in Secret of Mana map compression stuff Link
Not bad work.

Do you know if this map scheme also carries over to other Square games--FF5, FF6, or Seiken Densetsu 3 seem likely? I don't think anyone has cracked those...
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Acmlm's Board - I2 Archive - - Posts by DukeNukem007


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