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05-15-24 10:16 AM
Acmlm's Board - I3 Archive - - Posts by GlitchCog
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GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 02-23-06 02:50 PM, in Super Mario Kart Color Offsets Link
I put together a text file of a bunch of the palette locations for Super Mario Kart.

http://matt.yanos.com/gc_smk_palettes.txt

I hope anyone who's interested finds this useful. For how cool a game Super Mario Kart is, I don't think there are enough hacks of it.

-------------------
Edit: The real palettes are compressed. This list is just of the colors that didn't get compressed so you don't have to bother with decompressing just to mess with a few things.


(edited by GlitchCog on 03-08-06 08:51 AM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 02-23-06 05:46 PM, in Super Mario Kart Color Offsets Link
I didn't find every last color on every character sprite yet. There's still a few missing because for each new palette they all get switched around. I'm still working on this though, and when I have them all, I'll sort it by character and color so if you want to change the color of something throughout the whole game, all the info will be in one place.

-----
Edit: It seems that some of the colors are simply missing from various palettes. They'll be in every other palette, but for one of them the value will just be completely missing. What gives?

And can anybody tell me how to search for the pointers that show where to use colors?


(edited by GlitchCog on 02-24-06 08:07 AM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 02-28-06 03:48 PM, in Mother (Earthbound Zero) Hacking Link
This thread on Starmen.net in the PK Hack section links to an Earthbound Zero item editor program and a text editor program:

http://forum.starmen.net/?t=msg&th=5739

It's a little bit obscure and certainly not anything final, so I doubt people would be able to find this with just some Google searching. It's also not on Zophar's Domain or romhacking.net.

Edit: It looks like there's an ememy stat editor in there too.


(edited by GlitchCog on 02-28-06 02:56 PM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 03-06-06 01:30 PM, in Compressed SNES Graphics Question Link
Can anybody tell me how to edit map tiles in Super Mario Kart? Since they don't show up in any tile editing programs I assume they're compressed, so I guess my question is how do I go about uncompressing them for editing. Thanks.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 03-06-06 04:00 PM, in Compressed SNES Graphics Question Link
So if I use Lunar Compress with LC_LZ5 for Super Mario Kart, I should be able to edit the compressed graphics it outputs, right? I can't seem to get it to work.

According to d4s's documentation, the sniffed out location for some Mario Circuit graphics is:

palettes(mcpal.bin):
Compressed Structure #309 Info...
Start Address: 4137F
End Address: 41513
Compressed Size: 194
Uncompressed Size: 200
Combo File Address: FDD90
0x00: mario circuit #1
0x20: mario circuit #2
0x40: turbo arrows and ramps
0x60: hud(time and position)
0x80: mario circuit bg scrollplane #1
0xa0: colored standard-blocks
0xc0: mario circuit bg scrollplane #2
0xe0: coins
0x100: yoshi & bowser
0x120: mario & toad
0x140: koopa & luigi
0x160: princess & dk jr.
0x180: starting lights & hud(coins & cars)
0x1a0: lakito
0x1c0: crash & collected coins
0x1e0: sandtrail & tubes


So, based on that Start Address, this command line:
Decomp.exe smk.smc test.bin 4137F 5 0
should give me a file called test.bin that I can open and edit in a tile editing program, but it doesn't.

What am I doing wrong? Thanks.


(edited by GlitchCog on 03-06-06 04:02 PM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 03-06-06 04:58 PM, in Compressed SNES Graphics Question Link
Yeah, my ROM file has a header. I noticed that I was using the wrong hex address before anyway, but the correct one both with and without the 0x200 added on for the header didn't work any better.

With this command line:
Decomp.exe smk.smc test.bin 4137F 5 0
this is the output I get:
DLL Version 1.60
Data Format 5
Data Format 2 0
Source Offset 4137F
Compressed Size 9F
Uncompressed Size 200


And with this command line:
Decomp.exe smk.smc test.bin 4157F 5 0
I get:
DLL Version 1.60
Data Format 5
Data Format 2 0
Source Offset 4157F
Compressed Size E1
Uncompressed Size 1D0


Neither of which seem to have any graphic data in them.

-------------------
Edit: I figured out what I was doing wrong. The data format the graphics are compressed with is "LC_LZ5," which is "4" in the syntax, not "5." The syntax used is one less than the number assigned to the type of compression.


(edited by GlitchCog on 03-08-06 08:37 AM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 03-07-06 07:43 PM, in Harvest Moon (SNES) documentation? Link
This seems to be the color locations for Jack:

Red Bandana (DE2800) ........ BB00 ... 14E088
DkGray Clothes (A5A2A5) .... 9452 ... 14E08A
LtBlue Clothes (0069D6) ....... A069 ... 14E08C
DkBlue Clothes (00309C) ..... C04C ... 14E08E
LtBrown Hair (735939) .......... 6E1D ... 14E090
DkBrown Hair (634921) ......... 2C11 ... 14E092
LtFlesh Skin (FFDBB5) ........ 7F5B ... 14E094
Flesh Skin (F7C38C) ............ 1E47 ... 14E096
DkFlesh Skin (BD8242) ........ 1722 ... 14E098
Gray Clothes (404040) .......... 0821 ... 14E09A
Black Outline (313029 .......... C614 ... 14E09C
White Clothes (EFEBEF) ...... BD77 ... 14E09E

They're repeated at these locations too, although I'm not sure where in the
game:
14E488, 14E688, 14E888

Sort of weird that they're at perfect 0x200 increments. Hope this helps.

Edit: Oh, and it seems they're also used for lots of other characters too.


(edited by GlitchCog on 03-07-06 06:44 PM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 03-27-06 03:27 PM, in SMK Compressed Palettes Link
Now that I know about Lunar Compress, I mapped out much of the compressed palettes for Super Mario Kart, if anyone's interested:
http://matt.yanos.com/smkpal

I also made an online SNES color calculator, which I think is pretty handy:
http://matt.yanos.com/smkpal/calc.php

Does anyone know where the palette for the trophy screen is located? I haven't really figured out to use Sniff effectively yet.

--------
Thanks to whoever posted the offsets for the Monty Moles and the rest.


(edited by GlitchCog on 03-29-06 02:40 PM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 04-26-06 09:20 AM, in Bubsy Racing (hack of Super Mario Kart, need help) Link
Someone should create a main character sprite editor for Super Mario Kart that lets you draw your own sprites for the closest 360 rotation, and then automatically resizes them for the rest since there's like 80 sprites per character.

Edit:
Oh, and some stuff you should think about:
Mario and Luigi use the same body sprites all the way up to lower third of their faces, so you'll need to have two characters with similar bodies for them. As for the twins floating, you either need to explain why they fall into deep water or off the edge of the track, or remove the possibility of falling. If you need palette information: http://matt.yanos.com/smkpal


(edited by GlitchCog on 04-26-06 08:31 AM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 04-26-06 10:21 AM, in Bubsy Racing (hack of Super Mario Kart, need help) Link
I wouldn't forsee anyone actually using the resized versions for anything but a starting point. Then you could edit them to make them look acceptable.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 08-02-06 03:19 PM, in help wanted concerning Super Mario Kart... Link
Here's some information on the text in Super Mario Kart including where the character names are stored:
http://rustedmagick.com/mb/thread.php?id=78

Stifu, how's Epic Racers coming? You guys completely figure out the AI and the Lakitu drop spots, right? That's going to be awesome.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 08-18-06 06:10 PM, in Epic Racers - Impala Kart Courses Update! New Screenshots, new Drivers! Link
Looks awesome. I really like the look of the Troll guy. Congratulations on getting through editing all the driver sprites... all 600 of them. How many hours did it take? I'm doing it now and all I've gotten through so far is the Mario/Luigi body and Mario's head.

Are you changing around the weight/speed/acceleration stats to match the new personas?
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 08-21-06 10:32 AM, in Epic Racers - Impala Kart Courses Update! New Screenshots, new Drivers! Link
Originally posted by Stifu
As for Mario and Luigi, I wouldn't start with them if I were you.

I sort of wanted to get them out of the way because I'm trying to do something complicated with the palette swapping. I was checking to make sure I could make it work. But I'll definitely return to them to fix them up after I gain experience from the rest of the sprites. I'm sacrificing some shading ability to make different clothing, so I'm sure they'll need more than a little touching up.

Originally posted by Stifu
It may be almost a year before we show new stuff again (at which point beta testing should start and the public release be imminent... Hopefully).

Would you guys consider releasing your notes with the beta testing, or is it only with the completed project release? This game is so terribly under-hacked for how awesome it is, and you have such a treasure trove of offset data for it. I don't mean to push you into releasing it or anything, but man am I frothing for a peek... and a year+ is such a long long time. But seriously, I'm thankful you're planning on releasing any of it at all.

Do you have the offsets for the 2D track tiles that make up the maps, and are you planning on editing any of them? Even if you can't change the track shape because of the undecyphered AI, changing the graphics around to a different looking area could really make the tracks seem new, like the Ghost House to cloud level in Mario Kart R.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 10-03-06 11:06 AM, in SMK title recompression issues. Link
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?
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 10-17-06 05:07 PM, in SMK Track Designer Help Link
You can edit the twomp sprites. d4s has the offset for the compressed twomp sprite data in his notes:

Start Address: 1270
End Address: 1699
Compressed Size: 429
Uncompressed Size: 720

With LunarCompress:
Decomp.exe smk.smc thwomp.bin 1270 4 0
Just open it up in a tile editor and change them around to something that fits your track's theme.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 10-24-06 03:42 PM, in Approval Request Link
Hello approval request answerers.

I'm relatively new to ROM hacking. The only significant thing I've contributed so far is probably this relatively extensive listing of color offsets for compressed Super Mario Kart palettes:
http://matt.yanos.com/smkpal

And I made a calculator that translates regular hexadecimal color values into the SNES format:
http://matt.yanos.com/smkpal/calc
(I'm proud of it and find it terribly useful, although I'm not sure if any sort of experienced ROM hacker would agree.)

In addition to my limited contributions, my favorite hobbies include correctly spelling words, using proper grammar, and being generally courteous in internet forum posts. I have hopes of learning much more about ROM hacking, and will certainly try to contribute more frequently as my ability grows.
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 10-25-06 09:41 AM, in Approval Request Link
Thanks for your critique. I made the byte order reversal optional. I've only worked in hex editors, so I didn't think there'd be a reason to have it un-reversed. Thanks!
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 01-10-07 04:32 PM, in SMK Help Link
There aren't any names involved in the trophy presentation, just characters standing on the podium.

Here's some stuff for you:
http://www.dirty.plus.com/SBK/d4s_mariokart_info.txt
http://rustedmagick.com/mb/thread.php?id=78
http://matt.yanos.com/smkpal/

Stifu, that'd be awesome if you guys chose to do that sometime soon, even if it's only a little at a time or something.

Edit: I forgot to say that the name locations listed in the second link are for the time trial results only, not for the after-race results screen.


(edited by GlitchCog on 01-10-07 10:33 AM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 01-11-07 07:07 PM, in Super Mario Kart offset notes Link
Thank you Stifu and OK Impala. You guys are awesome. That's some fantasticly organized data too.

Can't wait to see Epic Racers.

Edit: If you want to include any of the palette mapping stuff I've been working on, feel free to take any info you want.


(edited by GlitchCog on 01-11-07 01:13 PM)
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6307 days
Last view: 6307 days
Posted on 01-11-07 11:05 PM, in Super Mario Kart offset notes Link
Yeah, that's my site. I added GlitchCog to it now to avoid any future confusion. And I added and credited you and OK Impala with the location of the trophy presentation palette. I would have never thought to decompress already decompressed data, but I'm not a very good ROM hacker either. Is that a common thing to find?

Go ahead and take all the palette info if you want to add it to your notes for the sake of completeness. I can give it to you in different formats if you want the colors bits switched back or something too- just let me know.

Dirtbag, here's some screens from my Earthbound Kart hack I'm working on:
http://matt.yanos.com/ebk
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Acmlm's Board - I3 Archive - - Posts by GlitchCog


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