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05-29-24 02:19 AM
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Acmlm's Board - I3 Archive - ROM Hacking - SMK title recompression issues. New poll | |
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Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6312 days
Last view: 6309 days
Posted on 09-30-06 01:32 PM Link | Quote
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.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6312 days
Last view: 6309 days
Posted on 10-02-06 04:54 PM Link | Quote
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
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6321 days
Last view: 6321 days
Posted on 10-03-06 11:06 AM Link | Quote
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

Koopa








Since: 09-20-06
From: UK

Last post: 6312 days
Last view: 6309 days
Posted on 10-03-06 03:25 PM Link | Quote
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



(edited by Dirtbag on 10-03-06 02:30 PM)
Ryusui

Red Paragoomba








Since: 06-15-06

Last post: 6428 days
Last view: 6323 days
Posted on 10-04-06 01:20 AM Link | Quote
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.
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