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05-02-24 06:07 PM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB3 Sprites (Tiles in hex?) New poll | |
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Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6544 days
Last view: 6282 days
Posted on 12-07-05 09:12 PM Link | Quote
Can anyone figure this out, I looked at YY-CHR's tile number
and using it Via Hex editor! But this game does NOT show the
main tiles of the sprites (Sprite TSA?) I even tried the same with
the 1st byte only and will not show! Is there a secret that every-
one has, Or is there a type of compression in there?

- Hamtaro126
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6286 days
Last view: 6282 days
Posted on 12-07-05 09:20 PM Link | Quote
Originally posted by Hamtaro126
Can anyone figure this out, I looked at YY-CHR's tile number
and using it Via Hex editor! But this game does NOT show the
main tiles of the sprites (Sprite TSA?) I even tried the same with
the 1st byte only and will not show! Is there a secret that every-
one has, Or is there a type of compression in there?

- Hamtaro126


You looked at YY-CHR's tile number and used it via Hex editor. How did you do that?
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6544 days
Last view: 6282 days
Posted on 12-07-05 09:33 PM Link | Quote
Some games have sprites that are like that, (ie; SMB1, ect, ect,)
They are also easier to edit. but this game has a diffrent engine or
something. these are why i need help with that game!

-hamtaro126


(edited by Hamtaro126 on 12-07-05 08:40 PM)
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6286 days
Last view: 6282 days
Posted on 12-07-05 09:39 PM Link | Quote
Originally posted by Hamtaro126
Some games have sprites that are like that, (ie; SMB1, ect, ect,)
They are also easier to edit. these are why i need help with that game!

-hamtaro126


Some games have sprites that are like what? I'm not even sure to what you are referring. I'm trying to help you by asking you questions and trying to see where you went wrong, so please be more specific.

EDIT: I saw your update. You mention that this game has a different engine of something. Boy, you're not being vague. [/sarcasm]

Anyway, can we get back to what you are talking about: Are you having problems figuring out how to find a tile from YY-CHR and then find the bytes for that title in a hex editor? That is what your first post in this thread seems to suggest.


(edited by beneficii on 12-07-05 08:44 PM)
Hamtaro126

Red Goomba
stupid as as OSHT BAN


 





Since: 11-20-05
From: Hacktown, Usa

Last post: 6544 days
Last view: 6282 days
Posted on 12-07-05 09:51 PM Link | Quote
Yes, I was trying that Myself, Ringodoggie did,
but I Could'nt!

Sprites like:
The Blocks (Note blocks, Bricks, Empty blocks ect.),
The Coin(s) when the ? block is hit
The Broken brick remains
The Power-ups (Mushroom, Flower, Star, Leaf.)
and more,

And Yes, what i mean is the TSA-like thingy for the sprites

Also, If you want, You can help with the ''Additional'' animation
routine (ASM) for the sprites!

-hamtaro126

EDIT: And i am a Micro-goomba!! What a suprize!


(edited by Hamtaro126 on 12-07-05 08:54 PM)
(edited by Hamtaro126 on 12-07-05 08:56 PM)
(edited by Hamtaro126 on 12-07-05 09:08 PM)
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6286 days
Last view: 6282 days
Posted on 12-07-05 10:10 PM Link | Quote
Originally posted by Hamtaro126
What i am referring about is Sprites like:
The Blocks (Note blocks, Bricks, Empty blocks ect.),
The Coin(s) when the ? block is hit
The Broken brick remains
The Power-ups (Mushroom, Flower, Star, Leaf.)
and more,

Also, If you want, You can help with the ''Additional'' animation
routine for the sprites!

I Do NOT mean the Tiles for the Animations, Because they are
not SPRITES! these are what i call background and foreground
tiles!

-hamtaro126


Are you referring to how the game stores what tiles to use for certain sprites? Are you referring to, for example, where in the PRG-ROM the data for what tiles to use in the noteblock is stored? If that's the case, then I don't know the data, but I don't think it's that difficult to find.

Do you know the sprite format in the SPR-RAM? If so, in FCEUXD SP, you can open up the PPU Viewer, and see the tile indices of the sprite in question. Then you can open up the Memory Viewer and go through the $200 page of the RAM (which is where the SPR-RAM is prepared) and find the tile. Note its address.

Then go back to before the sprite got drawn and open up the Debug window. Go to Add on the top right under breakpoints, type the address for it, check "Write," Press OK, then click Run in the main debug window. Then go back and when that address gets written to it will pop up the debug window and show you the address. Scroll up a good few bytes to confirm that it is saving that tile index to the address. If it used a STA statement for example to do the writing, then take a look at the present accumulator value to see if it matches your tile. If it was a STX statement, then the X register, etc. (Just below PC; A means accumulator.)

After confirming that, scroll up the code and try to see where it got that value from. If it was, for example, STA statement that wrote to the address, then find an LDA or TXA or whatever statement write before that and then trace that back until you get an address to where it got the value. If it was a RAM address, then you need to repeat the process outlined above until you can find an originating ROM address; if it was a ROM address, then you've stumbled upon a treasure trove....
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6470 days
Last view: 6470 days
Posted on 12-08-05 05:20 AM Link | Quote
You know, I feel really old now, back in the day we just searched for the hex values that made up the sprite.
9596979899999A9A, for example.
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