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05-14-24 12:24 AM
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Acmlm's Board - I3 Archive - ROM Hacking - New Super Mario Bros.
  
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Heran Bago
Posts: 5/15
There's unLZ-GBA. Good show darkdata.
Still, it's not good for straight compressing/decompressing.

Also, I'm not sure which, if any, of the the formats Lunar Compress handles is normal LZ.


If you ever get that one based off the Nitro SDK working, I will love you long time.
Darkdata
Posts: 197/983
*Cough*
unLZ.GBA.exe
That comes with elite map
Might work...

Techokami
Posts: 268/303
Well I'm trying to get something made; the only code I can find is some old DOS code that chokes on anything bigger than 4K and some flakey code that doesn't compile.

With Lightning's help, I tried using code form the NitroSDK to make a decompressor (the SDK comes with the sources for the official tools, including a compressor with a decompressing debug function); alas the test data I used (from SM64DS) was confusing the decompressor, looping a bit too much and pouncing on decompressed data, thinking it was still raw =/

Maybe you could post the decompressor you made, Heran?
Heran Bago
Posts: 4/15
You also might have to post it to avoid this problem in the future. =P

It's a super-well documented format, and incredebly nessisary in serious GBA and NDS tweaking.

And by serious, I mean making mario nude.
Techokami
Posts: 266/303
Damn, nicely done Heran.

To all you people asking about an LZ decompressor: Try Googling for specs. You may have to make your own decompression tool (like myself).
Heran Bago
Posts: 3/15
Originally posted by Raccoon Sam
Baby Bowser 3D??
Gime evidence plz

Bowser Jr. Not Baby Bowser, sorry.

Play any half-way-through-a-world castle.
dcahrakos
Posts: 496/499
am I the only one who cant find a LZ decompressor? lol anyone know where to get one....I searched google and couldnt find anything

Good work Heran....

also, I found an emulator that can run some commercial games, although not New Super Mario Bros.

( http://www.desmume.com/ )
Raccoon Sam
Posts: 506/1040
Baby Bowser 3D??
Gime evidence plz
Heran Bago
Posts: 2/15

Tilesets? This game is 3D, so it uses textures and models.


Those whacky wavy mushrooms things are likely sprites and may therefore be 3D (seeing as pretty much all of the sprites are now 3D models).


I don't think there's anything 3D in the game besides Mario 'n' Luigi.

Umm, are you guys high?
Most of the game is 2D. All the levels and almost all of the objects, "wavy musrooms" included. Most of the game's enemies (koopas, goombas) are pre-rendered sprites that look 3D, like Donkey Kong Country.

What's 3D:
Mario
Luigi
Peach
Every Boss
Baby Bowser
Punching ghost
Air-sucking ghost
Swimming dinosaur you ride
1-hit kill fish
Skeleton koopas
*MAYBE the other fish, I forget
*The hopping block enemy is not using 3D, it's a scaling trick.


Also, notice in my screenshot, I didn't change the level/BG layout. Just the object layout. Didn't you notice there are two files for each level?
Raccoon Sam
Posts: 505/1040
I don't think there's anything 3D in the game besides Mario 'n' Luigi.
DJ Bouche
Posts: 72/111
Those whacky wavy mushrooms things are likely sprites and may therefore be 3D (seeing as pretty much all of the sprites are now 3D models).
Jouw
Posts: 78/104
What we need is a way to read the .bin files used. Get that, and it's possible.
The Kins
Posts: 245/352
Originally posted by Jouw
Blocks, ground, etc, are 2D.
Yeah, I'm currently most interested in how I can access these.
Jouw
Posts: 77/104
Blocks, ground, etc, are 2D.
I'm not sure about the wavy mushroom platforms, though.
The Kins
Posts: 243/352
Originally posted by Vangar
Originally posted by The Kins
Also, do the tilesets use the same compression, or haven't you poked around those yet?


Tilesets? This game is 3D, so it uses textures and models.
Isn't the level geometry 2D?
Vangar
Posts: 7/25
Originally posted by The Kins
Also, do the tilesets use the same compression, or haven't you poked around those yet?


Tilesets? This game is 3D, so it uses textures and models.
The Kins
Posts: 242/352
Hmm, what's a good quick LZ decompressor? I don't currently have the programming ability to make one myself (lol visual basic lol) but I'm interested in poking around.

Also, do the tilesets use the same compression, or haven't you poked around those yet?
DJ Bouche
Posts: 67/111
I can't find anything on wher NINJA2 supports block moving....

However, XRIF which was mentioned early in that thread, seems like a nice solid implementation. Just a matter of getting an automated patch-maker it into action. I also remember a patch format called VEN that Vagla/Parasyte/et. al were planning back in the day, spec-wise on top of IPS it featured file-sizes of up to 2GB iirc, and data block moving. However, this XRIF seems far better than that in having so many more manipulation commands if needed. Of course there would be many ways to write a patcher for this, and different optimal ways for different uses/systems.
Dragonsbrethren
Posts: 416/442
Originally posted by DJ Bouche
And of course, IPS files should be obsolete, I'm surprised why we aren't using something better, or why no one has come up with a commonplay format for relative data moves (and laugh laugh, something that actually supports > 16MB).


NINJA 2.0?

(Anyone who's too lazy to read the whole thread will want to skip to the last page)

Edit: Linked to D's newly created NINJA topic instead.
DJ Bouche
Posts: 65/111
Yeah, I remember looking at this shortly after finishing the game. Messy processes, though simple enough format I'm sure. Just a pain in the fucking ass to test the way I want to, fact that I have a Supercard doesn't help either, with their damn .DSQ format, I can't really write a program to dynamically change crap without much freedom. Perhaps I should reverse engineer that .DSQ format ;

And of course, IPS files should be obsolete, I'm surprised why we aren't using something better, or why no one has come up with a commonplay format for relative data moves (and laugh laugh, something that actually supports > 16MB).

Perhaps to build on Jouw, a patcher made for the game itself, that would take care of replacing the files in the Nitro FAT with an archive of new stuff, which would be the "ROM hack" itself.

Anyhow, nice to know I'm not the only one who's looked at this.
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Acmlm's Board - I3 Archive - ROM Hacking - New Super Mario Bros.


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