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Acmlm's Board - I3 Archive - - Posts by Euclid |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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first of all you need to find out if the original size of the recompressed gfx block (The sprite in this case) is smaller than the original size, if it is, just go to 0x18041E (use goto or something, that's assuming that's the start of the gfx block for that sprite) in a hex editor and paste the data and you're done.
You would need to worry about pointers if the original size is smaller than the recompressed size, in that case, you would really need to write a program for it. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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I'm writing an editor in C#, I can get it to draw but it's just plain slow (no i'm not using setPixel, that makes it 10x more slower)
Currently I've decompressed the gfx, and got all those 8x8 tiles loaded into bitmaps using bitmapdata, then displaying them into a picture box with drawimage (which is 512x512), but it takes a few seconds (instead of say, instant) to just run through the paint function once. Am i doing something wrong or is C# just too slow to build editors from? Anyone got good tips? |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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The only time i'm using the unsafe to draw the tiles is on first load.
And yes i'm painting every single 8x8 tile on the 512x512 display everytime (should i really be painting the ones i need only? If that's the case I'll have to redo my code, but how should i know which bits are offscreen and needs to be repainted?) I think setting a palette on each 8x8 tile on every paint before using drawimage onto the picturebox might also have something to do with the problem though |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Thanks, I got that problem fixed.
How about changing palettes? I'm sure having 20 or so different tile bitmaps just for each palette is not a good idea... or is it? I wonder if it's possible to use pointers to point all the palette of 8x8 tile to a common piece of ColorPalette so all i got to do is change that to change palette. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Code looks ok to me...
it's sizeMode in .net, check that pictureBox's properties, Normal seems to work for me. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Photoshop doesn't save the palettes (yes i've tried, like a few years ago), so it doesn't really work (if you do paste it back in all the colours screws up)
Paint Shop Pro does though, but then, you might as well use zcompress + yychr combo, there are gfx which can't be edited in HM. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Have you tried looking into BitmapData and Bitmap.lockBits? They allow you to pretty much write binary for the bitmap image.
That's what i'm using anyway, here's a quick slab of code to draw stuff...
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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that door is affected by room headers, check that more button up the top.
That door is always very unstable to me though, but then that's the only one which acts like that in game. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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you forgot to mention Phantasmorgria of Flower View (but then that game is only decent compared to the others), and Shoot the bullet (which is rather different to traditional shooters, your main weapon is a camera!)
I myself prefer the traditional bullet hell shooters, and I can say i'm decent at Perfect Cherry Blossom and Imperishable Night |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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One more to add.
Finding data with ASM If nothing is available, and you suck at corrupting (like me) and you understand asm, go ahead and start reading code from a trace log (of course do this after ram search, and a tracer is present.) If you have hacked a game before, try to draw your experience from that game, though chances are all the formats and stuff is wrong, but you will know what variables you'll need in the ram to do something. If you're a good programmer, that's also a plus, you can guess how the code should look like before even tracing it. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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It's 4mp instead of 8, and try not to bump threads. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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That game is extemely fun with this cheat code which i found like, really really long ago.
00030907 (or 7E030907), you don't even need the powerups, just spam spells! crash, burn, destroy! |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Yeah i found it because i got sick of waiting for that spell bar to fill up.
I remember touching on the password system as well... but i don't know where i put my findings. I find all sorts of codes for different games, i doubt i've documented them all though. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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doesn't windows mouse keys do that with the numpad, why don't you start with that on and remap the numpad keys. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Originally posted by Scatterheart I was expecting the same thing when i got hit with that save point , the answer lies somewhere else. PS. I also love the norfair part, it was a very good idea. (edited by Euclid on 05-08-06 11:43 AM) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Originally posted by Exim you can figure it out, just keep looking at your map... you shall see the difference. btw care to share some of the statue locations? I'm trying to find Norfair 1,2 and crateria 2 (drew did give a clue on Norfair 1 in SW norfair but it didn't help ) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Regarding making sure the mid bosses dont' drop hearts, make the kill boss again header work for all dungeons, currently it's hardcoded to the last dungeon, and it only requires the nop of a branch to make it work for all. | |||
Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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I got a codes for you.
05EF4CC9 and it's done, the kill boss again will work in all dungeons (that is including caves) |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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That gets the "Kill boss again" header working, so in a room where that room header does not exist and instead have say the normal "Clear room to end level" or something, the game acts normally when you kill the boss and drops the heart container (or whatever you set them to), just look in Hyrule Magic if you don't get what i mean, it works, you don't need any other asm code to make it work.
As for the Agahnim 1 dungeon, that's normal when it drops a ether medallion, that's why that door is locked after you beat him. |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6307 days Last view: 6300 days |
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Didn't i like told you what that tag does already?
Kill boss again with agahnim 2 as dungeon with a boss in the room = no heart drop. With that code you can eliminate the agahnim 2 bit and apply it to every dungeon/caves/house/whatever room. |
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Acmlm's Board - I3 Archive - - Posts by Euclid |