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Acmlm's Board - I2 Archive - - Posts by FuSoYa |
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FuSoYa Defender of Relm Level: 26 Posts: 82/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Well... | |||
FuSoYa Defender of Relm Level: 26 Posts: 83/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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*adjusts thread title to match actual game name* |
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FuSoYa Defender of Relm Level: 26 Posts: 84/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Kyouji Craw No, it's 6 MB ExHiROM you need to convert to with Lunar Expand. Expanding to 4 MB will not work. |
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FuSoYa Defender of Relm Level: 26 Posts: 85/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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It's just a raw dump of the colors straight from the ROM. Standard SNES color format (2 bytes per color, little endian, 5-5-5 BGR, highest bit unused). Nothing special, no extra formatting. |
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FuSoYa Defender of Relm Level: 26 Posts: 86/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by The_Raven Yes... read the sprite's tool tip. The Big Boo boss will only activate the secret exit for one particular level number in the game. For the rest, it does the normal exit. Zero-G and I noticed it a few days before DWTLC was due to be released, as we were testing the tower... |
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FuSoYa Defender of Relm Level: 26 Posts: 87/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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The level number used for the Big Boo Boss secret exit is stored at $4C0C (PC). I tracked it down and changed it for DWTLC, since at the time I needed to verify that it really did work that way instead of being the result of a glitch. |
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FuSoYa Defender of Relm Level: 26 Posts: 88/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Probably best to just close it instead... *closes thread* |
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FuSoYa Defender of Relm Level: 26 Posts: 89/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Close, but not quite... LE can convert a LoROM game to ExHiROM if it's 8 Mb (1 MB) or less. So her ROM must already be larger than that. Most likely due to inserting ExGFX, as LM automatically expands the ROM to 2 MB for that unless you tell it not to. But why are you trying to convert your hack to ExHiROM anyway? |
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FuSoYa Defender of Relm Level: 26 Posts: 90/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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An OV file function is unnecessary, as you can already save the overworld to another ROM directly in the editor. AkenatensHope: If LM needs more ROM space to save something, it will say so and give you the option to expand. Converting to ExHiROM would accomplish nothing, except to lock you out of your own hack. |
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FuSoYa Defender of Relm Level: 26 Posts: 91/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Keikonium It sounds like you may be confusing the number of colors with bit depth... they are not the same thing. 4 bit is 16 colors, and 8 bit is 256 colors. 16 bit is 65K colors, and 256 bit would be a uselessly absurd level of precision that your display likely cannot handle. IIRC, PCX can go up to 24 bit (16 million colors). GIF uses 24 bit color, but is restricted to a palette of 256 entries. Although the GIF pic2snes conversion program accepts 16 or 256 color images for conversion (unlike the PCX program, which only accepts 16 color images), the documentation seems to indicate that the 256 color GIF conversion is for doing 256-color-per-tile images. SMW doesn't use that graphics format for levels, so I wouldn't recommend trying to use it for that. Hidden Mario: In the tutorial, you may want to explain the options in the dialog a bit for advanced users. Especially the original to mapped tiles, that can be very useful when you have more than 0x80 or 0x100 8x8 tiles. It lets you move the extra tiles around to fit them in, usually by replacing some tiles you don't use in the level. |
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FuSoYa Defender of Relm Level: 26 Posts: 92/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Not really a big deal to bump a data thread, as long as you're contributing significant new info to it. |
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FuSoYa Defender of Relm Level: 26 Posts: 93/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by d4s It's possible you just missed a few. It may be somewhat difficult to sort out the data, since I removed all the RAT tags... |
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FuSoYa Defender of Relm Level: 26 Posts: 94/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Alright, I'll run through the options quickly: Add value: When pic2snes creates the tilemap, the graphics start at 8x8 tile 0. The value in this box is added to the 8x8 tile number of all the imported graphics, and LM automatically fixes the tile map to match. It's set to 100 by default, as that's the 8x8 tile number that SMW starts to store it's own BG graphics. Subtract value: Same as add value, but subtracts. It's set to 0 by default, and I don't think anyone will find much use for it. Import palette #: Palette number to import the 16 color palette created by pic2snes. IIRC, pic2snes enumerates palettes starting at 1, while LM starts at 0 (so 1=0 in LM, 2=1, etc). Don't use a sprite palette (8-F in LM). 8x8 color remap: You can apply a color remap (see the help file on the 8x8 editor) to all the tiles before they're imported. This is typically for when the image uses less than 16 colors, and you want to change which colors in the palette to use. It has no effect on the imported palette itself though, so you may need to change the palette colors around afterwards to match. Optimize, etc: This removes all redundant 16x16s from the image, inserts them to the current page overwriting only blank 16x16 tiles, and pastes the image into the BG (if not on a BG Map16 page, the paste operation is skipped). If you don't use this option, the entire image is simply copied directly over the current Map16 page. Original to Mapped filter : You can manually change where the 8x8 tiles are going to end up in the 8x8 editor, taking the Add and Sub values into account. For example, let's say I had an image that went through pic2snes which had only 2 tiles. After an add value of 100, the tiles are going to end up at 0x100 and 0x101 in the 8x8 tile editor. But if I select 100 in the left list and BE in the right, the tile that would have gone to 0x100 will now end up at 0xBE instead. The existing tile at 0x100 will not be affected, and the tile map is automatically updated during the import to match. Very useful for skipping over existing 8x8 tiles you have, or moving the destination of imported tiles around. And if you don't like the results of the import, just reopen the ROM in LM without saving anything. On a more technical note, I should mention that LM only imports the 8x8 graphics tiles that are actually used in the tile map. I originally had an eye towards importing tile maps directly from savestates, and this would have been necessary to reject all 8x8 tiles that weren't being used by the section of the tile map being imported. I never got around to the savestate idea since the results from bitmap conversion seemed good enough for what I needed, but it might come in handy if anyone wishes to make an external program at some point for extracting the necessary info from a savestate and feeding it into LM. Edit: The board changes "filter :" (without the space) into "x:"... (edited by FuSoYa on 07-19-04 07:24 PM) |
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FuSoYa Defender of Relm Level: 26 Posts: 95/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by me99909 That space actually is used during the game, to hold Mario and Yoshi's current frame tiles. |
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FuSoYa Defender of Relm Level: 26 Posts: 96/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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but if you say it would be possible to crunch down the rom and remove the unused space, i wonder why lunar magic doesnt do it? Why would it? It's not like reversing ROM expansion is in great demand. If someone expands a ROM, it's usually because they wanted it that way. was it simpler to implement this way for you, fu? Was implementing what simpler? There are quite a lot of pointers that need to be changed for the complete conversion. Quite a lot indeed... around a thousand, if the data scan I ran is any indication. Most are likely in the primary pointer tables, but it's the odd ones here and there that would be troublesome. |
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FuSoYa Defender of Relm Level: 26 Posts: 97/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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*throws in trash* |
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FuSoYa Defender of Relm Level: 26 Posts: 98/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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If we made every thread that everyone wanted stickied, the forum would be filled with sticky threads. I think it starts getting a bit crowded when we have more than 3-4, myself. It can be stickied for now. But since this is a general ROM hacking forum, I'd prefer to keep it down to one sticky per game... Orochimaru, if you want to put a link to your guide in this thread as well, I could change the thread topic to match. |
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FuSoYa Defender of Relm Level: 26 Posts: 99/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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.tpl is a TLP palette file, not actual graphics. Extract the graphics with LM to bin files, and open them up in TLP with the format set to SNES. Don't open the SMW ROM itself in TLP, the graphics are compressed. |
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FuSoYa Defender of Relm Level: 26 Posts: 100/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by d4s Or rather, the game would crash whenever I tried to modify the compressed data, leaving me no opportunity to examine the output. So with no trial and error and no SFX tracer, there wasn't much I could do. However, after reading this thread earlier in the week I thought perhaps I'd give it one more try. And... well, as you can see... I now have a SFX tracer and have figured out the compression being used on the title screen. I've added it to LC, and I've run the ROM through sniff.exe to locate the graphics using this format. Just let me know whenever you or Gideon want the tracer, LC, and sniff log. I also ran a scan on Star Fox, and found that it uses the same format. |
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FuSoYa Defender of Relm Level: 26 Posts: 101/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Keikonium: Oh well. The graphics will still be messed up when you unlock the hack. So will the modified levels, but I get the impression you haven't realized that yet. Restoring values at a few offsets is not going to magically convert the levels back... if anything, you'd just make SMW unable to understand them either. Reread what the others said in that thread about the level data. Kitten Yiffer: And then FuSoYa probably come and change how hacks are locked in LM. *shakes head* As I've said before, I have no intention of replacing the current method if a tool becomes widely available to reverse it. There are far better things for me to spend my time on than repeatedly changing the level restriction method in LM. |
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Acmlm's Board - I2 Archive - - Posts by FuSoYa |