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Main - ROM Hacking - Looking for Super Mario Kart data New thread | New reply

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duffjr
Posted on 05-29-07 08:44 AM Link | Quote | ID: 39355


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Posted by Stifu
I can't follow your logic... What would I find by comparing tracks that have the same theme ?


he meant if the data for pipe location appeared the same on MC1 as MC2, you could compare those addresses and find out what they correspond to, but i'm not sure that's possible.

GlitchCog
Posted on 05-29-07 02:20 PM Link | Quote | ID: 39378


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I can confirm that I don't know where any of this information is located.

It might look like my hack has more than the default four border blocks since I have eight different corners tiles too, but I just used drivable-blocks for those. You can actually get through my borders via those corners if you drive at just the right angle and jump. Also, I didn't move any of the pipe pencil statues.

All this assembly stuff is way, way, way over my head. I'll just try to manually map out the pipe/thwomp/etc coordinates for the pipes and search through the ROM for any data that look similar.

Stifu
Posted on 05-29-07 02:23 PM Link | Quote | ID: 39379


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Posted by GlitchCog
All this assembly stuff is way, way, way over my head.

Same here, but that doesn't prevent me from making my editor.

smkdan
Posted on 05-29-07 02:44 PM Link | Quote | ID: 39383


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The data won't look similar because the X and Y for objects are mish mashed together, plus the factor of human error. Later on I think I'll replace the wierd 7 bits precison X Y storage to a 10 bit precision routine. It would make editing it a fair bit less irritating and the extra precision can't hurt. i'll get a start on logging object locations today.

Stifu
Posted on 05-29-07 02:53 PM Link | Quote | ID: 39384


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Alright, keep us updated...
Only 7 days left for me, and I haven't got gfx to display yet. :\ (Although I figured out how they work and everything)

smkdan
Posted on 05-29-07 03:34 PM (rev. 2 of 05-29-07 03:36 PM) Link | Quote | ID: 39386


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Here's a few quick ones before I sleep. Change the data to 00 or something and you'll see what I mean with the grouping. Or try changing it according to the format on the first page. Bit messy though. I'll do the rest tomorrow; easiest logging I've done recently.

MC, DP and BC use the same routine while GV uses a slightly modified routine and format, but it's not much different.

84DC54 X store
84DC61 Y store

MC1 Pipes 1

85:C9C0
85:C9C2
85:C9C4
85:C9C6

MC1 Pipes 2

85:C9C8
85:C9CA
85:C9CC
85:C9CE

DP1 Pipes 1

85:CCC0
85:CCC2
85:CCC4
85:CCC6

DP1 Pipes 2

85:CCC8
85:CCCA
85:CCCC
85:CCCE

DP1 Pipes 3

85:CCD0
85:CCD2
85:CCD4
85:CCD6

----------------

84DCCE X store
84DCDC Y store

GV1 Pillars 1

84DD1D
84DD1F
84DD21

I know only C, but what problems do you have with display? Windows isn't handling your bitmaps the way you'd reckon?

EDIT: stupid smileys..

Stifu
Posted on 05-29-07 04:05 PM Link | Quote | ID: 39388


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Posted by smkdan
I know only C, but what problems do you have with display? Windows isn't handling your bitmaps the way you'd reckon?

No, no... Just troubles getting started with the whole code and syntax, but I'll get over that soon (a friend is gonna help me out, too).
Thanks for your searches. Chances are I won't include that for my presentation, but I definitely will later.

Anyway, I was thinking of letting you (smkdan), GlitchCog and dirtbag beta test my editor once it's more advanced...

GlitchCog
Posted on 05-29-07 04:17 PM (rev. 2 of 05-29-07 04:21 PM) Link | Quote | ID: 39390


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Map with all the Mario Circuit 1 pipe locations

With the upper left most corner being (1,1):
(0xXX, 0xYY)
(18, 07)
(22, 0C)
(20, 10)
(15, 11)
(21, 5D)
(1F, 5E)
(13, 55)
(40, 4F)

If these data actually start at (0,0) these might all be x+1, or if they're from a different corner, all the Xs could all be 0x80-x or the Ys could be 0x80-y. I'm going to start looking around in the unknown parts of the ROM for these.

Edit: Stifu, I'd very much like to check out your track editor beta. Thanks.

duffjr
Posted on 05-29-07 05:17 PM Link | Quote | ID: 39391


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my computer isn't able to load your site. i once had this problem on a swedish site a few years ago. any ideas to make it work here?

dirtbag
Posted on 05-29-07 05:32 PM (rev. 2 of 05-29-07 07:41 PM) Link | Quote | ID: 39393


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duffjr: It loads fine for me, there isn't anything funny in the HTML - but there is alot of data, that could be quite slow to download and display if you where on dial up I guess? If not maybe you should try another web browser? I'm viewing in IE7 here are work but it also loads fine in Fire Fox at home.

Smkdan: well done one some nice SMK finds! Also that object editor will come in really handy for my hack. One question for you, are you actually working on a SMK hack of your own right now? Or just having fun reverse engineering it?

*edit* because I can't double post.

Posted by GlitchCog

If these data actually start at (0,0) these might all be x+1, or if they're from a different corner, all the Xs could all be 0x80-x or the Ys could be 0x80-y. I'm going to start looking around in the unknown parts of the ROM for these.



Hmm Data Pack 3 (in Stifu's notes) does seem to be all about track data. Might be a good place to start. Also just the be an arse and throw a spanner in the works, there are less pipes etc. displayed in two player mode. Maybe something defines what's dropped in 2p mode?

GlitchCog
Posted on 05-29-07 07:40 PM Link | Quote | ID: 39403


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My site's on a server in Chicago, I think. Do you get an error message or does it just never load? If it's the latter, it probably just needs more time. I've found that IE tends to not display much until the server is done calculating, and Firefox will display it as it loads.

smkdan
Posted on 05-30-07 08:28 AM Link | Quote | ID: 39540


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GltichCog: They're stored relative to the top left of the track. Simply put, the low 7 bits of the 16 bit values I posted are the X position. The high 7 bits are the Y position. The highest 2 bits should not be used at all. Effectively, you have 128x128 positions as they're stored in ROM, although they're expanded to 10 bit proportions before the game uses them.

Ghost Valley has it's quirks in that it uses 8 bits precision for X and Y storage (256x256). I'm expecting something weird for cheep cheeps on koopa beach.

Dirtbag: I'm doing this for Kart simply because it's something that needed to be found out for years now. Ridiculous object positions in track hacks should be over eventually. I'm doing this for F-Zero too, wiht hopes of writing an eventual editor. I have a good grasp on how the tracks are managed by the game, it's just the stuff that happens between taking the coordinates of your car and building the track has several layers of indirection that obscure it's format...

Stifu: I wouldn't mind being a beta tester at all. Thanks.

duffjr
Posted on 05-30-07 09:58 AM Link | Quote | ID: 39545


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Posted by GlitchCog
My site's on a server in Chicago, I think. Do you get an error message or does it just never load? If it's the latter, it probably just needs more time. I've found that IE tends to not display much until the server is done calculating, and Firefox will display it as it loads.


i get a ping response from your site fine. i was able to access it by google cache. i reset all my firefox settings and disabled my firewall to no avail. it must be some other process that's blocking it.

dirtbag
Posted on 05-30-07 10:13 AM Link | Quote | ID: 39547


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Posted by smkdan

Ghost Valley has it's quirks in that it uses 8 bits precision for X and Y storage (256x256). I'm expecting something weird for cheep cheeps on koopa beach.


On GV is it 256 (128x2) because there are 2 level/ layers of items on track , coins ?'s and below track the pilers.

smkdan: FZero is a cool game and an editor would be good fun, but you're called SMKdan!

Stifu: I'd also love to be a beta tester of course

smkdan
Posted on 05-30-07 10:29 AM (rev. 2 of 05-30-07 11:34 AM) Link | Quote | ID: 39550


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I don't get what you're saying dirtbag. The '?' blocks and coins are an extra overlay that's applied to the track in GP and Match. 8 bits vs 7 bits just means that there are smaller gaps between one value and the next, allowing more possibilities for placement.

edit: I have mushroom cup on my site now.
http://smkdan.eludevisibility.org/smk.html

dirtbag
Posted on 05-30-07 12:00 PM Link | Quote | ID: 39556


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Ahh I didn't know that the ?'s coins etc. where a different overlay. With that being the case then my theory on GV is rubbish as objects are only displayed below the track and not on it.

Stifu
Posted on 05-31-07 05:38 PM (rev. 2 of 05-31-07 05:41 PM) Link | Quote | ID: 39854


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Posted by dirtbag
Ahh I didn't know that the ?'s coins etc. where a different overlay.

Yeah, smkdan is right, of course... From what I gathered, the only difference of that layer is that everything on it doesn't appear in Time Trial mode (that's why options and coins you add under Track Designer DO show in Time Trial). Haven't noticed or can't remember any other difference.

Thanks a lot for your work, smkdan. There's other data I'm looking for too, but one thing at a time...

smkdan
Posted on 06-01-07 01:01 PM Link | Quote | ID: 40813


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Ok I finished with the objects. All locations for all tracks are documented. I seperated Ghost Valley from the table as it diverts from the 4 sets of 4 objects system. There's still the ranges and that 150cc dropping of objects though.

For now, I have plenty of notes for F-Zero that I'd like to write up.

dirtbag
Posted on 06-01-07 02:57 PM (rev. 2 of 06-01-07 10:15 PM) Link | Quote | ID: 40821


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Posted by smkdan
Ok I finished with the objects. All locations for all tracks are documented. I seperated Ghost Valley from the table as it diverts from the 4 sets of 4 objects system. There's still the ranges and that 150cc dropping of objects though.

For now, I have plenty of notes for F-Zero that I'd like to write up.


Dan you are the man!

On a side note I've just spent the week with a hardcore cold and my head is still abit spaced out. I'm sat at my desk at work and just spent the last 30mins taking drugs and subtracting $200 from your addresses rather than adding $200 do'h!

Stifu
Posted on 06-01-07 09:24 PM (rev. 2 of 06-01-07 09:25 PM) Link | Quote | ID: 40935


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Well done Dan... Thanks again.

Random question...
There are some data blocks in the ROM that don't seem properly separated.

Example: the Bowser Castle road gfx (4916A -> 49E18) that are mixed up with the Title music (49A00 -> 49E18)... That is due to the fact the Bowser Castle gfx don't have an "FF" at the end of the block, so when decompressing them, you get the Bowser Castle gfx data AND the Title music data...

Why is that, and is there some kind of way around that ?
The problem I'm currently having is that the Bowser tileset has garbage graphics at the bottom because of that...
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Main - ROM Hacking - Looking for Super Mario Kart data New thread | New reply

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