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05-19-24 05:52 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMK title recompression issues.
  
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Ryusui
Posts: 53/58
Originally posted by Stifu
Lunar Compress is much more efficient than the original SMK compression routine, at least...


That, I find, is not difficult to believe. I'm a B-rank amateur fan translator with no completed work under his belt but one very large "almost", and even then I've written two compression routines that do better compression than the originals they're for.

LZ is a wonderful thing. This kind of power could prove addictive.
Dirtbag
Posts: 18/105
Originally posted by Earth Luigi-San
Originally posted by Dirtbag
I also saw some offsets somewhere, forget where now, for the players attributes so I can have a go at making him a really bad racer


Here ya go.


Hey just encase anyone else is interested here are the player attributes, I found that doc. http://www.gdward.plus.com/site/gaming/docs/smk.txt of course my mate will be a shite racer..

Just a thought but with this info you could make a boat or offroad game where the players go faster 'off road' than 'on road'

Note the blokes got a cool ISP, not as cool a username...http://www.dirty.plus.com

Originally posted by GlitchCog
Sorry I'm a little late to help. That's my site with all the palettes mapped out. In case anyone's interested, here are some YY-CHR pal files that have the right character colors in the spots along the top row of the color selection box:

http://matt.yanos.com/smkpal/pal_smk_luigi_koopa.pal
http://matt.yanos.com/smkpal/pal_smk_mario_toad.pal
http://matt.yanos.com/smkpal/pal_smk_princess_dkjr.pal
http://matt.yanos.com/smkpal/pal_smk_yoshi_bowser.pal

Is there a way in YY-CHR to save the assigned colors to the sprites so I don't have to re-click each one back each time I open them?


Thank you for the information on you site sir! It's been most helpful to me.

Also thanks for those pallet files -they give my friends another option in what tool they use to edit. As I said I want I to make life as easy as possible for them, that way they are more than likely to finish
GlitchCog
Posts: 14/29
Sorry I'm a little late to help. That's my site with all the palettes mapped out. In case anyone's interested, here are some YY-CHR pal files that have the right character colors in the spots along the top row of the color selection box:

http://matt.yanos.com/smkpal/pal_smk_luigi_koopa.pal
http://matt.yanos.com/smkpal/pal_smk_mario_toad.pal
http://matt.yanos.com/smkpal/pal_smk_princess_dkjr.pal
http://matt.yanos.com/smkpal/pal_smk_yoshi_bowser.pal

Is there a way in YY-CHR to save the assigned colors to the sprites so I don't have to re-click each one back each time I open them?
Dirtbag
Posts: 17/105
Originally posted by Stifu
Driver face graphics: compressed at 30200.
Squashed driver graphics: compressed somewhere.

As for the color palettes, they're compressed and you can find their address in d4s' notes.
What you should do, for example, is open your SMK ROM with Tile Molester (or whatever you want, although I don't know the other programs, so can't help with them), load a ZST file containing the appropriate color palettes (ie: a savestate taken at the title screen, player selection, during races or wherever the drivers appear)...
Then go through each of the color palettes of this file until you find the right ones. After that, export the drivers that now have their right colors...

Is that what you wanted ?


I've had a play, I've now got a full bit map of each player with the correct palette. So 100% success once again down to your help sir. Title Molester is really good for this feature, I only wish I started to use this editor from the outset! From what I can tell other tile editors seem to just use random palettes you can cycle through.

Zsnes save states make it easy but I have gone geeky and extracted the palettes to little small files for each area I need so far.

Next I'm going to have a go at messing with the AI data from D4's notes see if I can get them to change. I have a plan to add in a real course layout we went go-karting on last year
Dirtbag
Posts: 15/105
Yes thank you!

*Dirtbag saves a copys of D4's notes

Looks like this has almost everything I will need for some time. Thanks again Stufu.

I'm just about to get ready to go out for the night so I'll reply in more detail tomorrow. After I mess with the colours from what you've said.
Stifu
Posts: 518/647
Driver face graphics: compressed at 30200.
Squashed driver graphics: compressed somewhere.

As for the color palettes, they're compressed and you can find their address in d4s' notes.
What you should do, for example, is open your SMK ROM with Tile Molester (or whatever you want, although I don't know the other programs, so can't help with them), load a ZST file containing the appropriate color palettes (ie: a savestate taken at the title screen, player selection, during races or wherever the drivers appear)...
Then go through each of the color palettes of this file until you find the right ones. After that, export the drivers that now have their right colors...

Is that what you wanted ?
Dirtbag
Posts: 14/105
I didn't want to start another thread so maybe the title of this one could be changed?

I've finished the sprites for Baldy's kart in my SMK hack now. I but I noticed there are a few textures that I still need to change. The only one 'in game' is if the play is to get squashed, is this compressed or am I just being blind? Also there is the icons of the players faces when they finish the races this compressed somewhere as well?

I know the end game is compressed so I'm trying to track down the offset for that.

You’ll be please to know that I've stuck a header on my ROM. Many so I don't have to convert addresses each time.

I think I've found something at offset x75024 and x76533 but I'm not sure what it is, if anything, yet…

My immediate problem is extracting the correct pallet values as I have friends that are willing to make other drivers for me. So I want to make life as easy as possible for them.

I can't workout how to extract the current game pallets so I'm matching colours manually :s If someone could show me that we be appreciated. What I have done so far on my own is this:

Taking the info from http://matt.yanos.com/smkpal and looking at the format of my .pal created by Djinn. My pal file is laid out xxx xxx xxx (decimal) this figures as RBG values. So I take the standard hex address from matt’s page and spit it to convert each one to decimal. So after a bit of messing around with Excel to convert it all for me (lazy but the values are right I did check). I got a working PAL file with colours that seem to match ish.



Any ideas where I’m going wrong?
I’m sure this is not the most elegant way of doing this anyway, how does everyone else do this?
Dirtbag
Posts: 8/105
Originally posted by Earth Luigi-San
Originally posted by Dirtbag
I also saw some offsets somewhere, forget where now, for the players attributes so I can have a go at making him a really bad racer


Here ya go.


Ah thanks very much. I was actually thinking of the Player attributes as in the acceleration curve, etc. Yeah I know it will affect Bowser to Stifu but that don’t matter really.

As you kindly found me that information I did make use of it.

Taking that info and subtracting 200 form the offsets for my header-less rom, yeah I learnt my lession

I now got:


Is the location of the full players name documented anywhere? As they have shortened names for the time trial stuff I see. I get a nasty feeling they are going to be compressed or use a totally different table.


*edit* as I seem to be the last post - Video uploaded: http://www.dirty.plus.com/
Luigi-San
Posts: 1297/1713
Originally posted by Dirtbag
I also saw some offsets somewhere, forget where now, for the players attributes so I can have a go at making him a really bad racer


Here ya go.
Griff Morivan
Posts: 108/194
...XD!

Holy crap, that is awesome...

Alright, dropping out of this thread, because I have Zero feedback on SMK hacks.
Dirtbag
Posts: 7/105
Stifu: again much respect, I know you are far from beta testing stage but feel free to sign me up when you are ready. I am more impressed with your mod the more I hack the ROM. To totally change the title with all the mirrored titles it uses is an impressive feet with the lack of documentation and ROM specific tools for SMK. Having said that it makes it more fun to hack…

Griff Morivan: ROFLMAO no Baldy is a nick name for a very good English mate of mine, and I pray he never finds this post because he will not be happy to know I’ve posted this story on the net. What I am about to tell you is 100% true and might make you cross your legs – even if you are female!

I think I best explain how he got his this nick name from the start. When he was much younger, just old enough to start developing hair around his private parts, he went to the toilet one day to relive himself as you do. Unfortunately this time he zipped himself up a bit too quickly. Even more unfortunately he got the zipper well and truly wedged stuck. Fortunately for him his very young niece was staying over that week as it was the holidays so the bathroom had disposable nappies (dippers) that he was able grab one and used it too staunch the blood. He went found his mum, nappy covering his man hood, and proclaimed
“mum there’s been a terrible accident” she looked him up and down and replayed with
“lets get you to the doctors.”

Ok so that’s unlucky, but why is he called Baldy? Well he needed stitches in his man hood, and to do this they needed to shave him before they could stitch it up. Now he would have gotten away with this little dark secret if the nurse that shaved and stitched him was not his best friends mum at the time. So the following day at school everyone knew…

To this day even his young niece calls him Baldy..

Baldy if you ever do read this, I'm sorry I just didn't want people thinking you where a Asian cook
Griff Morivan
Posts: 106/194
...Woah, I just had a weird thought that is not related to this in a gaming aspect, but a personal one. Is Baldy an Asian cook?
Stifu
Posts: 487/647
Originally posted by Dirtbag
I'd be impressed if someone could make a title screen that was too big after LC has done it's magic.

Heh, actually, the Epic Racers one has been too big on numerous occasions... The fact I decided to give different color palettes to the drivers for the GP result screen didn't help reducing the compressed size either, among many other things. (For the clueless ones, the title and GP results screen layouts and all are both defined in the same file)

I even had to more or less randomly change pixels in the title letters to improve the compression rate bits by bits... I was around 17xx and managed to bring it down to 1E42 by doing that.
And I'm not done working on that screen yet, I still plan to make it look a bit better...
Dirtbag
Posts: 6/105
think it's safe to say that it is more efficient than Nintendo's own, I've done lots of messing around and I'd be impressed if someone could make a title screen that was too big after LC has done it's magic.
MathOnNapkins
Posts: 812/1106
Originally posted by HyperHacker
It's possible that the re-compressed data might be larger if the compressor is not as efficient as Nintendo's.


Or it could end up smaller if the compressor is more efficient... that's the upside many people don't always think about.
Stifu
Posts: 485/647
Making him a really bad racer will also affect Bowser, though...
Also, I would have used an uppercased D for the title screen... Aside from that, not too bad.
Dirtbag
Posts: 5/105
Once again thanks guys. Here’s what I did when I got in after work:



Crude I know, art is not my forte. Let me explain the BG, the red car on fire represents his poor 3 year old GTV that caught on fire when he was driving it. The foot well started to fill with smoke and he got dripping plastic on his leg. He got out in time, just before the air bags went off! The no smoking sign is because he is giving up the ‘menthol’ cigarettes.

After cleaning up the title screen I'm going to have a go at hunting down how to change DK Jr's name to Baldy. I also saw some offsets somewhere, forget where now, for the players attributes so I can have a go at making him a really bad racer
Stifu
Posts: 484/647
Originally posted by HyperHacker
It's possible that the re-compressed data might be larger if the compressor is not as efficient as Nintendo's.

Lunar Compress is much more efficient than the original SMK compression routine, at least... Recompressing the original title screen with LC should give you a compressed size around 1Axx.
Anyway, good to see the problem is solved.
Dirtbag
Posts: 4/105
I’m at work right now so I’ve just downloaded LC and found a copy of the ROM on a USB stick to have a quick go. I did as JLukas said, and yes, I am rather embarrassed to say that the wrong offset was being used. So thank you JLukas! (and others) I can now keep on hacking, and I will make sure I make sure I keep the size < 1E44
HyperHacker
Posts: 3389/5072
It's possible that the re-compressed data might be larger if the compressor is not as efficient as Nintendo's.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - ROM Hacking - SMK title recompression issues.


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Acmlmboard 1.92.999, 9/17/2006
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