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05-14-24 01:03 PM
Acmlm's Board - I3 Archive - - Posts by Dirtbag
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Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-20-06 05:09 PM, in SMK title recompression issues. Link
Hi all,

SMK Title screen recompression issues

I’ve been working on a SMK hack and want to have it ready in time for my mate’s birthday in 5 days time (yes Father Christmas could well be his dad!) I’ve now got him in to the game replacing DK, it’s not perfect but it’s made people that know him laugh, so it’s had the desired effect!

Anyway I have been reading these forums for a few weeks now, now it’s time to say hi and ask for a bit of help.

First of all I’d like to say thanks to Ok Impala! some of the information you’ve posted has already helped me. I can’t tell you how much respect I have for Stifu, I dread to think how long you spent drawing all those sprites without a kart as a template! I almost though about doing some 3d java app and getting shots from different angles, and it’s only for one player! I’m looking forward to playing your hack, as SMK is one of the best games ever and always wanted more, lets face it Nintendo cocked up every sequel so far (at least that I’ve played.) Anyway I know you guys have said you don’t want give away what you’ve worked hard to find before your release your hack, so I understand if you don’t want to answer my problem below.

DJBouche, hope your work on the editor is going well, I just wanted to let you know I’m already a fan of your old (1.10?) editor for sometime, one of the rom hacking tools I ever used – because SMK is great, so stumbling across you on this board was cool. To read your working on updating is got me more excited than the Wii coming out to be honest.

VL-Tone, good work with your M64 work, that’s some impressive reverse engineering!

HyperHacker – you just rock, your posts make me laugh (in a good way)

Anyway down to my problem for clarity I’m using a non-interlaced good [!] NTSC-U dump, I know some 68x00asm from uni days, and some other stuff like C/++, Java etc. Although I work in IT world I don’t do much coding.

So now I’ve got my mate in the game and want to edit the title screen.. I know that the title screen is compressed, so I dumped a save state in to a tile editor and looked for the area I wanted converted it to snes address mode, got a tracing snes9x – my god there is so much to plough through!!! Time is ticking 7 days to go… Fortunately from a post of stifu’s I find this page http://matt.yanos.com/smkpal/?p=10#top and I got the address of 0x71B96 stuck it in to Lunar Compress with 0x71B96 4 0. I was so happy I had to check I’d not loaded my save state in to the title editor by mistake. So next the real test, I went to put it straight back in the game, if I use compression mode 4 I get a totally functioning by black title screen, if I use 2 I get a viable working title but with corrupt graphics.. I would persevere on my own but as I say time is ticking and I’d really to mock him that little bit more


(edited by Dirtbag on 09-20-06 07:14 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-20-06 07:32 PM, in SMK title recompression issues. Link
As requested:



*Fixed the image, I uploaded it manually to some webspace in ascii rather than binary mode (it's late)


(edited by Dirtbag on 09-20-06 06:50 PM)
(edited by Dirtbag on 09-20-06 06:51 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-21-06 09:19 AM, in SMK title recompression issues. Link
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
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-21-06 09:43 PM, in SMK title recompression issues. Link
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
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-22-06 09:55 AM, in SMK title recompression issues. Link
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.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-22-06 09:53 PM, in SMK title recompression issues. Link
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


(edited by Dirtbag on 09-22-06 08:58 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-24-06 06:20 AM, in SMK title recompression issues. Link
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/


(edited by Dirtbag on 09-27-06 08:01 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-24-06 06:41 AM, in Introduce yourself here! Link
Hello,

I am Dirtybag - 25 year old male from the UK.

I loved the SNES to bits as a kid. I used to own a SuperUFO, snes backup unit, untill it broke. That was a cool unit because it had a DSP-1 chip bulilt in (SMK playback!) Right now another project I need to start a bit more with is a Mini ITX in a real snes. I got all the parts just need the time..

I signed up after reading around here for some time when looking learning about the art of rom hacking. I guess you can read a little be more about me and my mini project here on this post here http://board.acmlm.org/thread.php?id=8109
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-27-06 06:15 PM, in Super Mario 64 GameShark Link
Wowo thanks for those links HH. I have some reading to do, this could be alot of fun.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-30-06 05:40 AM, in Make forum approve-only? Link
I’m new here, and I voted YES! I read the forums, I looked for my answer, I couldn't find it so I posted. Ok a bit of user error on my part as it turned out but I looked first!

It does seem that I'm one of the rare people that read the rules. I’m hacking SMK, but it’s interesting to read other’s projects and encounters with their hacks. When looking through the forum’s posts there are so many threads that are dead before they start. For example I got all excited to see a thread called SMK only to find its some idiots pointless question. The quality of threads in SMW and Pokemon make it clear this method is best.



(edited by Dirtbag on 09-30-06 04:42 AM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-30-06 06:07 AM, in Survey Link
That was long, too long, but I finished it and told them.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-30-06 10:03 AM, in SMK title recompression issues. Link
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

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 09-30-06 01:32 PM, in SMK title recompression issues. Link
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: 6298 days
Last view: 6294 days
Posted on 10-02-06 04:24 PM, in General Project Screenshot Thread Link
Originally posted by Bit-Blade
Well, I've been mocking-around lately.


That's a really cool looking concept, any plans to try and make it for real?
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-02-06 04:54 PM, in SMK title recompression issues. Link
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

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-03-06 03:25 PM, in SMK title recompression issues. Link
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)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-07-06 12:28 PM, in Make forum approve-only? Link
Originally posted by Dr_Death16
Originally posted by Stifu
Originally posted by HyperHacker
Or Super Mario Kart? (Yeah yeah you guys want to make a cool SMK hack before you tell anyone what you found. Because being the first hack - which it isn't anyway - is way more important than being a well-designed and fun game overall.

What ? Huh...
We're aware this isn't the first SMK hack, thank you. (Which was actually SMK The Impala Battles, for the record)

The reason we don't release our notes is the same as the one we don't release demos of our hack: we don't want anything spoiled, and want to surprise people. If we released our notes now, whether the hacks that'd use them were well-designed and fun or total garbage would be totally irrelevant to use. It'd be still spoiled either way (although I'd prefer our finds to be used in good hacks).
You don't like the idea ? That's too bad, but you could at least try respecting it.
We don't prevent anyone from working on SMK hacks, and aren't blocking anyone's progress... Not to mention none of what we found is all that hard to find. Remember we aren't very experienced hackers.

What we will release should be seen as a gift, a bonus, not something we owe any of you. I didn't know you were that bitter about it. Feel free to go and whine to Impala, if you're that bothered, as it's his idea.
C'mon guys, don't get personal about this. As to the stickies idea, I think that won't be really necessary, considering the amount of idiots getting in overall will decline (you'd be surprised how many will just leave because they're too lazy to get approved) and also because since it is in the FAQ, then there's no reason to repeat the rule. If they read the FAQ then they will know what to do, and if they don't, they won't. That goes for all rules--not just about asking questions that've been answered elsewhere. Some kind of forced stickies-reading would be kind of awkward and might not really accomplish what you're looking for. I think a simple read-only ROM hacking forum would be all that we need, at least for now.


I'm am new here, and signed up to ask about SMK. I respect why these guys not wanting to post what they have found *yet*. In fact I knew they wanted to keep this until the release of their hack before I signed up because I read the forums before signing up! Yes I looked for answers BEFORE posting so why can’t others? Stifu and the others who have replied in my tread and to my PMs have been extremely helpful to me in answering my questions, and for this I am grateful. As such I've been able to edit many aspects of the game including the AI

There are still many things I don't know how to do, such as change the names of the races (in the main game) and change the end game graphics. So I have a choice, I keep looking for myself or I wait. The point is I've not asked, because I read already and respect why they want to keep it for quite for now. Yeah it would be nice to know so my hack looks more polished. I just hope their hack doesn’t take too much longer but that’s because I want to play it just as much as I want to get my hands on those offsets. My aim now is to get give them more motivation by knowing someone else is interested in hacking this game.

I do plan to write a shot guide on hacking the computers AI with a one or two new track demo as a proof of concept as after a few pointers some of the information I found myself with regards to how it works.

In summary from my short time on this board I’ve found the people not to be elitist. They are helpful - if you take the time to read, try and ask a sensible question. Why not set it so that people are only allowed one post? If it’s a stupid one the account is left lock. If not they can be allowed to post on.

*edit grammar*


(edited by Dirtbag on 10-07-06 11:37 AM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-08-06 02:23 PM, in Super Mario Kart AI: I'm confused Link
Originally posted by Kamek
I'm pretty sure that is the case; however, I don't have a clue what the format is. I tried putting in data points according to d4s's format, but the computer either drove in circles at the end of the first straightaway or followed the course backwards. If anyone who knows the format or knows what may be wrong with the method described in the first post, I would be much obliged.

--Kamek77


As you know I've started to look in to this because we need to figure out SMK's AI it's been far too long now

I started by mapping out the AI on to the track by putting in visual points.

I still don't know why they go in random circles at the top of the track if you change too much however to prevent the CPU heading backwards try putting the 1st 3 check points in the 27th 28th and 30th slots of the point. I did manage to make the CPU skip over a corner as a short cut as desired. I've also noticed that Lakiu's drop off points are at curtain check points from the same data area. By making a level where I can fall off the track at any stage and differently mapped check points, the CPU did as you described, however noticed that despite being near to one check point I will always be taken other set points. So maybe not all of the 30 check points used are used for AI?

From address $6115A the following check points are used as drop off points

Race
Drop off
Drop off
Race
Race
Race
Drop off
Race
Race
Drop off
Race
Race
Drop off
Race
etc...

DJ Bouche any chance of a slightly updated editor that will let us directly edit these? I'm more than happy to spend time working out WTF is going on It's just painful flicking between your editor for the cords, excel and then to the hex editor.


(edited by Dirtbag on 10-08-06 01:25 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-09-06 06:29 PM, in General Project Screenshot Thread Link


As part of my SMK hack (Super Baldy Kart) a new MC1 with new AI, and ROAD MARKINGS!!
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6298 days
Last view: 6294 days
Posted on 10-10-06 07:11 PM, in Club for the lonely-hearted Link
Something I learnt not too long ago was that it's better to have loved and lost than to end up living with a psycho for the rest of your life.

Strange how when you are with someone for a long time you really think that you know them inside out. Yet all goes wrong and they can show a *really* different side. The problem was I was still nice even at the end, and I got walked all over she even took half the f*cking light bulbs. It's as if nice guys always finish last, my female friends tell me this is not true, but you have to admit most girls seem to have an attraction to guys that treat them badly.

It’s hard to get trust back with people after a bad experience like I had. I must admit I’m kind of a shy guy when it comes to making a move on a girl I like, but please people just try, sometimes, just sometimes it works out ok. I've seen a few girls since (mainly ones that hit on me due to my confidence taking a bit of a knock.) I’m single right now, but I’d rather wait and find a nice girl than jump in with two feet and find another bitch. I guess I have to remain confident that there are genuinely nice girls out there – I just wonder if there are any in England!
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Acmlm's Board - I3 Archive - - Posts by Dirtbag


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