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0 users currently in ROM Hacking. |
User | Post |
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 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 |
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 JouwYeah, 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 VangarIsn't the level geometry 2D?Originally posted by The Kins |
Vangar Posts: 7/25 |
Originally posted by The Kins 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 NINJA 2.0? 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. |
This is a long thread. Click here to view it. |