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06-16-24 08:04 PM
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Acmlm's Board - I3 Archive - SMW Hacking - ExAnimation OW patch clarification question New poll | |
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cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6386 days
Last view: 6386 days
Posted on 06-22-06 02:31 PM Link | Quote
Okay, so I tryed to follow the instructions, but they are very vague and 100 questions arose about how to set them up.
These many questions can be viewed here:

http://i5.tinypic.com/1586wt5.png
(I could post it here so you wouldn't have to link to it, but it's kinda big)

So, please, please, please try to clarify/answer them for me; I'm a newbie to ASM and I'd like to be able to get this to work.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 06-22-06 05:49 PM Link | Quote
I think the main problem you have is that you seem to believe my system work in co-op with LM GFX/ExGFX system, wich is untrue, you need to manually insert the graphic with YY-CHR(or TLP) at the adress(in SNES format) that you've entered at 0xE0241
for how to set the animation, it simply work the same way as super mario bros. 3, the whole 1st GFX file(0x1000 bytes) is swapped, so to animate stuff, you only need to make one of the stuff different in one frame

... and there is eight frame
cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6386 days
Last view: 6386 days
Posted on 06-27-06 05:10 PM Link | Quote
So.... you insert the GFX you want with a tile editor and insert at the SNES address you gave. Then how do you set up the animations (or do you just insert single tiles into your game and use 8, then that's the 8 frame animation; then you repeat for a second)?


(edited by cory21391 on 06-27-06 04:11 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6338 days
Last view: 6328 days
Posted on 06-28-06 04:55 PM Link | Quote
i think i finally figured it out!

i've been working on trying to make this work for awhile. i'll post the simplest explaination/tutorial possible in a little bit - first i'm gonna make sure this is working right


*edit*

ok here's the way it worked for me (i dont know much about asm or anything so forgive the terms i use incorrectly):

- once you patch your rom, if you jump to E0241 in the rom with a hex editor, you'll see notice 1D 80 00 00 then 1D 90 00 00 and so on

- this is, like bio said, the list of snes address pointers for each frame of animation. which is hard to understand but i'll explain as well as i can

- the first address (1D800000) is the snes address of the tiles for the first frame of animation.

- now when you put 1D800000 into Lunar Address you get PC address 0E8200. So now you jump to 0E8200 in YY-CHR or whatever tile editing program you use and insert the tiles for the FIRST frame of animation here (128 8x8 tiles to replace the first frame of animation for your FG1 overworld graphics)

- now as long as you dont change the default pointers the patch puts at E0241, (i'm not sure why you'd want to) then you can insert the next 128 tiles (the second frame of animation) right after the first frame graphics, and so on through all 8 frames (128 tiles each) because the default pointers are set to look in these places for the graphics.

*SUPER SIMPLE EXPLAINATION* patch your rom, jump to 0E8200 in the rom with a tile editor, insert the entire "original GFX.bin" file here and you can edit the tiles here to change your animation. (the first 128 tiles are frame 1, the next 128 are frame 2, and so on...)




now the only thing i dont get is if i'm supposed to include RATS tags or something to make sure the gfx data at 0E8200 is protected or if i don't have to worry about it.


(edited by wtfweb on 06-28-06 04:22 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6328 days
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Posted on 06-28-06 06:30 PM Link | Quote
Anything past 0x80200 (in a headered ROM) should have a RATS tag.
cory21391

Red Cheep-cheep








Since: 04-21-06
From: North Carolina

Last post: 6386 days
Last view: 6386 days
Posted on 06-29-06 01:59 PM Link | Quote
Okay, so you insert 8 single tiles that make up the animation. Do you INSERT or OVERWRITE? (I'm using Translhextion; and when you overwrite it goes fast , but when you insert, it freezes up and an hourglass appears there and it never seems to work (then it says the program isn't responding in the Task Manager)) Are there any FREE better hex editors? Also; what palettes are the tiles you use on?
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6328 days
Last view: 6328 days
Posted on 06-29-06 09:39 PM Link | Quote
You should probably be inserting. As for editors, try Hexecute, but be wary of the memory leak if you leave it open for a long time.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6328 days
Last view: 6327 days
Posted on 06-29-06 09:43 PM Link | Quote
Translhextion is good too, and I've never had any problem with it. It also lets you edit text strings and whatnot in a ROM too, if they're ASCII coded.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6329 days
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Posted on 06-29-06 09:52 PM Link | Quote
I also am a user of Translextion. It does everything I need it to do, has no memory leak, and is fairly easy to use.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6338 days
Last view: 6328 days
Posted on 06-30-06 03:11 PM Link | Quote
Originally posted by cory21391
Okay, so you insert 8 single tiles that make up the animation.


no, not right next to each other at least. like i said you insert your 128 tiles for frame 1, another 128 tiles for frame 2, another 128 tiles for frame 3, another 128 tiles for frame 4, another 128 tiles for frame 5, another 128 tiles for frame 6, another 128 tiles for frame 7, and finally another 128 tiles for frame 8. these graphics will be replacing the FG1 setting for what graphics to use on the overworld. (FG1 contains 128 tiles!)

Originally posted by cory2139
Do you INSERT or OVERWRITE?


i'm almost positive you overwrite (changing the size of the ROM is a bad thing isn't it?.) i did whatever YY-CHR automatically does when you paste in tiles - which i think is overwrite. then i added (overwrote) a RATS tag in a hex editor above the graphics data (still not sure if this is necessary though but i can help you with it if you get to this point)

Originally posted by cory2139
Are there any FREE better hex editors?


I'm not sure what the best are but I use one called XVI32

Originally posted by cory2139
Also; what palettes are the tiles you use on?


In Lunar Magic, when you build the overworld with your FG1 tiles, the palette you choose when you insert them is the one that will be used with the animated tiles you insert into your ROM. Also I'm not sure how to explain this but here's a little suggestion - copy one of the 128-tile frames of animation that you inserted into your ROM and replace GFX1C.bin with it then insert it back into Lunar Magic with the green mushroom icon (and make sure all your overworld map and submaps have 1C set as their GFX file for FG1). This won't affect your hack in any way because with Bio's patch the game doesn't even look at the GFX file you set for FG1, but it'll make it easier for you to see in Lunar Magic what tiles you're putting onto your overwold.

I hope this answers some of your questions and isn't too confusing.


(edited by wtfweb on 06-30-06 02:15 PM)
(edited by wtfweb on 06-30-06 02:16 PM)
(edited by wtfweb on 06-30-06 02:22 PM)
Dario

Red Paragoomba








Since: 06-08-06
From: USA Virginia

Last post: 6334 days
Last view: 6334 days
Posted on 06-30-06 05:13 PM Link | Quote
Originally posted by cory21391
Are there any FREE better hex editors?


Out of the ones I've used, I like WindHex the best. Jumps to offsets quickly, uses tablefiles, etc. etc.
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