![]() |
| Register | Login | |||||
|
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
|
| | |||
| Acmlm's Board - I3 Archive - - Posts by JLukas |
| User | Post | ||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by beneficii It appears that somehow (bug?) the Manage Party menu data got saved along with the Expansion option. You can open the Manage Party menu and set the value back to 49 again, and save to fix it. Or, in a hex editor open the game and change offset $001994 to 49 and offset $02360C to 49 to restore the original settings. (edited by JLukas on 12-27-05 04:11 AM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Nice work! ![]() |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by jsondag2 Try experimenting with the PartyFollow command (under category Sprite Movement) There's a good example in the Gato event. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by Demi The site linked above (great site, btw) already has the offsets for the music indexes. Open the game (no header) in a hex editor and at offset $029F52 change 03 to 3B. That will change the type 1 boss music (music used for the Hammer Bros. boss at the end of Mushroom Way, for example) Change the following byte from 19 to 3B if you want to change the type 2 boss music (the music index list describes it as "battle against an armed boss" - I haven't played the game in too long to remember where/who exactly) However, I didn't see the victory music index listed there. I took a quick look at a debugger trace log and found it. Offset $024C9C - change the current value, 09, to 3C Enjoy ![]() |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by xZeaLitYx After importing, if you open the overworld event editor for the corresponding event, press update, write mem., file-> save, it'll work fine from there. The "direct" import error is a bug. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Have you been able to make the map look correct just by only adjusting L12 Tileset and Palette? You shouldn't need to change Palette Shift if it wasn't changed on the original map. For Palette Shift, however, the process will finish if you wait long enough, as it is changing each subtile (1/4th a regular tile) for every occurence of it on the map (which can be quite a lot if it's a bigger map)
BTW, assuming everything was exported and imported into the the same slot, you can go into a hex editor and copy the data at $361C00-361DFF from the old file and paste it over the same spot in the new one. That'll fix the scroll mask, tilesets, etc. numbers instead of having to do it manually - in theory anyway, make a backup first, of course. (edited by JLukas on 01-03-06 06:39 AM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by jsondag2 I believe this is related to the game's palette limit for PCs, the debug room in the demo had a similar issue. Try using the variant 81 LoadPC for the PCs that you are using as NPCs in the room (in other words, the ones that aren't in your 3 member active party)
The snow is on L3. I think you might be able to change it by changing a couple bytes in a hex editor for the Overworld data, it hasn't been explored much. What do you want to do specifically? (edited by JLukas on 01-04-06 09:44 PM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Lunar Compress has support for Secret of Mana (not sure if the game uses more than one format):
http://fusoya.panicus.org/lc/index.html to use it, you would open a command prompt and type: decomp.exe som.smc filenametosaveas xxxxxx 6 0 where xxxxxx is the start offset in the file to decompress (edited by JLukas on 01-05-06 10:01 PM) (edited by JLukas on 01-06-06 08:56 PM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Spade: Have you installed Microsoft .NET Framework 2.0? You can get it from Windows Update
Greyn: You can check out the TF 2.00 preview here: http://www.chronocompendium.com/Stories/6 |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by Jahakob That's because you need to know the exact offset of where the compressed data is first. I looked in the debugger quick. The compressed packet containing the logo is at 1CE800 You would type this (game must not have the $200 byte header): decomp.exe som.smc title.smc 1CE800 6 0 It should say Compressed Size: 8BA and Uncompressed Size: C00 Then open the title.smc file in a SNES graphics editor to edit. After you're finished, back in LC type recomp.exe title.smc som.smc 1CE800 6 0 Important: when it's placed back in, your new compressed packet must say "Compressed Size: 8BA" OR LESS, or else it will overwrite other data in the game (very bad) (edited by JLukas on 01-07-06 03:53 PM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| http://msdn.microsoft.com/netframework/downloads/updates/default.aspx
Click the link ".NET Framework Version 2.0 Redistributable Package (x86)" Then download the dotnetfx.exe It should be showing up on the Windows Update page though, make sure your PC meets the requirements listed. (edited by JLukas on 01-07-06 12:27 PM) |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Thanks for catching the mistake MoN
I tried to find the icons, but that one is beyond my ability. I can't find where it's getting the data from, but it's compressed as far as I can tell. It may or may not use the same compression routine as the title screen. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| I found the icon offsets. They are 96 bytes each, the first 48 of which contain the icon text:
128760 1287BF EQUIP icon 12C360 12C3BF Targeting icon 12C3C0 12C41F STAT icon 12C420 12C47F LEVEL icon 12C480 12C4DF ACT icon 12C4E0 12C53F EDIT (controller) icon 12C540 12C59F EDIT (window) icon In VRAM, the range is from DC00-DFFF (there's one other unrelated icon in there, too.) The problem is that there is some sort of compression (not the same as the title screen) - the icons don't appear correctly in a graphics editor. For anyone interested in looking at the routines, the routine that loads the icons into RAM is at D0CA8B-D0CAB6. The decompression routine follows. You might want to try changing around the hex values to see if you can figure it out. If you place FF for all the first 48 bytes, it won't display any text above the icon graphic. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Wow, great job MoN, you sure made quick work of that. If possible, can you give a quick description of the compression?
For example, I see the first routine at D0/CA8B that loads $24 bytes of icon data and stores it into RAM at the 00:18xx addresses. Then it goes to the D0/CAD6 subroutine where it does all the ASL, LSR, ROL stuff - can you explain what it's doing? Then the routine starting at D0/CAB9 places the now decompressed data into the 00:19xx addresses, if I'm understanding this right. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Thank you MoN, that's a HUGE help. Especially the part with the grid layout, it just didn't occur to me to think of the data as a square. I'm going to look at the trace again now that I got the idea of what's going on. Thanks again for the lesson! ![]() |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by Heian-794 Sent a PM Re: questions ![]() |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
Originally posted by Bloodstar I looked at a trace log. In a hex editor go to offset $0050D8 (no header) or $0052D8 (header) and change CE to AD. That will stop the life counter from decreasing. However, that effect will be for ANY level when time runs out, not just one level, unless some level checking ASM is added. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Assuming you are using a program like Lunar Compress: It sounds like the problem you are having is that your newly edited graphics, when compressed, are larger than the original packet. As a result, when you reinsert, the data overwrites something else.
If you are instead doing all this manually in a hex editor, you must be sure the data you put in doesn't shift any of the following data. Let's say you have an original title screen graphic at: $10000-$10FFF In other words, the compressed data is $1000 bytes. You decompress, edit, and recompress. The new file is only $500 bytes. You insert it back to the $10000 starting offset. If you were to load the game, it will crash, as all the data following that compressed packet will have been shifted since there is $500 bytes missing. What you want to do is "pad" the now unsed space from $10500-$10FFF with $00 values. Now load up the game, and it should work. But what if your recompressed data was larger than the original? Ex: $1500 bytes. In that case you have to relocate it to a spot that can fit it, and change the pointer to match. |
|||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| There's a few codes for doing air moves for Super SF2 on GSCentral.org It's on the Game Genie page. | |||
|
JLukas Goomba Since: 11-19-05 From: USA Last post: 6058 days Last view: 6058 days |
| ||
| Yes, Super Mario Kart is format 4 in Lunar Compress. It's kind of hard to tell from your post where you're stuck at, so I'll start at the beginning:
decomp smk.smc title.bin 071B96 4 0 It should report Compressed Size 1E44 Uncompressed Size 4400 Important - if you don't get that exact compressed/uncompressed size, your file doesn't have a header, in that case use 071996 as the address instead. Then open title.bin with a SNES graphics editor of your choice and make the changes. When finished recomp title.bin smk.smc 071B96 4 0 Again, use 071996 instead if you don't have a header. Another important tip, after you've recompressed, it will display the Compressed Size, that value must be 1E44 or less. Otherwise, the packet is too big and the extra data will overwrite whatever follows, likely causing crashes/display a black screen. |
| Acmlm's Board - I3 Archive - - Posts by JLukas |