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Main - ROM Hacking - Looking for Super Mario Kart data | New thread | New reply |
duffjr |
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Micro-Goomba Level: 11 Posts: 7/16 EXP: 5045 Next: 940 Since: 04-15-07 Last post: 4547 days Last view: 4547 days |
Posted by Stifu 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 |
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Micro-Goomba Level: 9 Posts: 8/11 EXP: 2878 Next: 284 Since: 04-03-07 Last post: 6165 days Last view: 6143 days |
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 |
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Cobrat Level: 56 Posts: 114/666 EXP: 1360664 Next: 37512 Since: 02-22-07 Last post: 680 days Last view: 301 days |
Posted by GlitchCog Same here, but that doesn't prevent me from making my editor. |
smkdan |
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Ninji Level: 36 Posts: 10/238 EXP: 288513 Next: 19597 Since: 05-26-07 Last post: 4057 days Last view: 4006 days |
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 |
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Cobrat Level: 56 Posts: 115/666 EXP: 1360664 Next: 37512 Since: 02-22-07 Last post: 680 days Last view: 301 days |
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 |
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Ninji Level: 36 Posts: 11/238 EXP: 288513 Next: 19597 Since: 05-26-07 Last post: 4057 days Last view: 4006 days |
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 |
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Cobrat Level: 56 Posts: 116/666 EXP: 1360664 Next: 37512 Since: 02-22-07 Last post: 680 days Last view: 301 days |
Posted by smkdan 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 |
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Micro-Goomba Level: 9 Posts: 9/11 EXP: 2878 Next: 284 Since: 04-03-07 Last post: 6165 days Last view: 6143 days |
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 |
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Micro-Goomba Level: 11 Posts: 8/16 EXP: 5045 Next: 940 Since: 04-15-07 Last post: 4547 days Last view: 4547 days |
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 |
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Red Koopa Level: 27 Posts: 61/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
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 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 |
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Micro-Goomba Level: 9 Posts: 10/11 EXP: 2878 Next: 284 Since: 04-03-07 Last post: 6165 days Last view: 6143 days |
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 |
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Ninji Level: 36 Posts: 12/238 EXP: 288513 Next: 19597 Since: 05-26-07 Last post: 4057 days Last view: 4006 days |
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 |
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Micro-Goomba Level: 11 Posts: 9/16 EXP: 5045 Next: 940 Since: 04-15-07 Last post: 4547 days Last view: 4547 days |
Posted by GlitchCog 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 |
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Red Koopa Level: 27 Posts: 62/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
Posted by smkdan 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 |
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Ninji Level: 36 Posts: 13/238 EXP: 288513 Next: 19597 Since: 05-26-07 Last post: 4057 days Last view: 4006 days |
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 |
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Red Koopa Level: 27 Posts: 63/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
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 |
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Cobrat Level: 56 Posts: 118/666 EXP: 1360664 Next: 37512 Since: 02-22-07 Last post: 680 days Last view: 301 days |
Posted by dirtbag 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 |
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Ninji Level: 36 Posts: 15/238 EXP: 288513 Next: 19597 Since: 05-26-07 Last post: 4057 days Last view: 4006 days |
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 |
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Red Koopa Level: 27 Posts: 71/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
Posted by smkdan 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 |
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Cobrat Level: 56 Posts: 119/666 EXP: 1360664 Next: 37512 Since: 02-22-07 Last post: 680 days Last view: 301 days |
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... |
Main - ROM Hacking - Looking for Super Mario Kart data | New thread | New reply |
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