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

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smkdan
Posted on 06-02-07 03:06 AM Link | Quote | ID: 41161


Ninji
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The game doesn't seem to care. All the garbage is still put into VRAM, just the tilemaps never touch them. No clue why they'd decide to put music in there. Can you tell me the compression it uses, or are you using the .DLL to do it? Sticking another FF after the the first at the end of the GFX (It does have one! It's at 499FF headered) seems to stop the garbage overflow when viewing in YY, without destroying the title music, but there's still garbage put into VRAM for whatever reason.

Stifu
Posted on 06-02-07 08:46 AM Link | Quote | ID: 41291


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Hmm, I see... then there isn't much I can do.
And yeah, I'm just using Lunar Compress to decompress that.

The problem is also that you can't edit the Browser tile gfx without fucking up the Title music data (as it'll recompress it in a different place). In other words, if you change the Browser gfx, you have to reinsert the Title music properly to fix it... which isn't a convenient thing to automate.

Same problem with the Koopa Beach background gfx (20AA2 -> 20D33) overlapping the Mario Circuit background layout (20B46 -> 20D33)...

smkdan
Posted on 06-02-07 09:22 AM Link | Quote | ID: 41297


Ninji
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It's possible to leave the original overlapped data as it is and put the newly compressed data in an expanded area of the ROM.

Stifu
Posted on 06-02-07 09:35 AM Link | Quote | ID: 41300


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Yeah, I know... but that's something the user would have to do himself (although through the editor).

smkdan
Posted on 06-02-07 02:06 PM Link | Quote | ID: 41350


Ninji
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I think automated graphics exporting / importing would be a very nice feature.

-User 'exports bin' for a certain selection of graphics.
-User 'imports bin' and compressed sizes are calculated for the importing GFX and GFX currently in ROM. User is prompted if the new size exceeds old size to expand the ROM and modify pointers. I never did anything serious with lunar magic but it did something along the lines of that.

Beats keeping a list of pointers and sizes whenever you want to try new GFX or something.

Stifu
Posted on 06-02-07 02:09 PM (rev. 2 of 06-02-07 05:19 PM) Link | Quote | ID: 41351


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Yeah, I was planning to implement something like that... Anyway, 4 days left before presentation.

Screenshots soon.

Edit: Earthbound Kart seems to be the only hack my editor can't open at the moment... It fails to import palette data (Lunar Compress says "Either decompression failed, the format isn't supported, or the compressed structure has a size of 0.").
Any idea, GlitchCog ?

Darkdata
Posted on 06-02-07 05:25 PM Link | Quote | ID: 41380


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I think macros for turns... and alike would be heavenly, it is annoying having to draw the track one tile at a time....

If this was planned already... erm.. oops?

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Stifu
Posted on 06-02-07 05:46 PM Link | Quote | ID: 41383


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It wasn't planned... Apart from the fact I'm not a noob programmer, such macros would need to be adjustable for custom tile gfx, as not everyone is going to use the original ones...
But as the project will be opensource, other people may want to take on the challenge...

At least there'll be a zoom option, so you won't struggle as much as with Track Designer...

GlitchCog
Posted on 06-04-07 02:45 AM Link | Quote | ID: 42035


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Stifu, I think I have some palettes that don't compress well enough to fit back into their allotted space. One palette probably overlaps and corrupts the data in an adjacent palette, which then wouldn't decompress correctly.

If that's not it, then I have no idea what it could be.

smkdan
Posted on 06-04-07 08:03 AM Link | Quote | ID: 42151


Ninji
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There's defintely something funky with the palettes that haven't been completed. They keep changing after I select a course, then select another, then select that course again (Time Trial I mean). From that, I'm just taking a guess that it's not LC / your program at fault.

Stifu
Posted on 06-04-07 08:16 AM (rev. 4 of 06-04-07 11:13 AM) Link | Quote | ID: 42156


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Posted by GlitchCog
Stifu, I think I have some palettes that don't compress well enough to fit back into their allotted space. One palette probably overlaps and corrupts the data in an adjacent palette, which then wouldn't decompress correctly.

You might need to change the addresses pointing to the palettes... (1EDBB -> 1EDD2)
I'll look into it more later...

By the way, I just implemented a zoom feature in my editor (x½, x1, x2, x4), works fine and all... Now I need to make gfx display smoother, using something like that... Because it lags quite a bit at the moment.


Oh yes, another data I was looking for... The bytes (most likely just one per track) that define what kind of object is used on each track (pipe, mole, and so on)...
I found that in the RAM a while ago, but forgot to note that down... It's most likely not compressed, and must not be all that hard to find, I think...

smkdan
Posted on 06-04-07 03:49 PM Link | Quote | ID: 42190


Ninji
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There's alot of data on the to-do list, but I got a lead on the track overlays.

Try going to 5DB00 (headerless again). This here applies to Battle Course 1. The first byte controls what tile is to be overlaid i.e. 10 would produce a slick instead of a Q block of whatever angle it was (there's different values for different rotations of Q blocks). The next 2 bytes are an index into 7F:0000; the storage area the game uses for the tilemap bytes. The game looks up this table and overwrites the appropriate tilemap bytes into the index specified. Keeps running through the table until it hits double FF.

This is just what it seems though, try messing around with it a bit.

I'll try to figure out the rest later. Here's a pic of all the indexes moved to 00. They no longer appear in their specified spot. All moved to the corner.


dirtbag
Posted on 06-04-07 08:42 PM Link | Quote | ID: 42259


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That would explane why ? blocks and coins still work when you lay them down as part of the track tile map.

Nice find, once again!

Stifu
Posted on 06-04-07 11:44 PM Link | Quote | ID: 42333


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A little screenshot of the WIP editor:

http://stifu.free.fr/pics/epicr/wipjunk/EpicEdit_0.05.png

dirtbag
Posted on 06-05-07 01:03 AM (rev. 2 of 06-05-07 01:03 AM) Link | Quote | ID: 42367


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Posted by Stifu
A little screenshot of the WIP editor:

http://stifu.free.fr/pics/epicr/wipjunk/EpicEdit_0.05.png

Nice one, hope you get a good mark for it. How much is dynamic? track names, cup names?

Stifu
Posted on 06-05-07 08:01 AM Link | Quote | ID: 42527


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They're all loaded from the ROM, nothing hard coded.

smkdan
Posted on 06-05-07 08:17 AM Link | Quote | ID: 42532


Ninji
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Thanks dirtbag. Yeah they're stored entirely seperate and in different formats. Trackdes doesn't touch them at all.

Stifu: I know the window style imples it, but the track view sizes to the proportions of the window, right?

Stifu
Posted on 06-05-07 09:12 AM Link | Quote | ID: 42555


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Posted by smkdan
Stifu: I know the window style imples it, but the track view sizes to the proportions of the window, right?

At the moment, it's stuck at 512x512, but I'll make it variable in the future.

smkdan
Posted on 06-05-07 03:12 PM Link | Quote | ID: 42602


Ninji
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Got the rest of the overlay stuff on the site. I'll put pictures of each overlay set later. Basically it uses a base coordinate in the track tilemap to place a certain array of tilemap bytes to construct the Q blocks, coin arrays etc.


Stifu
Posted on 06-05-07 03:26 PM Link | Quote | ID: 42604


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Thanks a bunch smkdan, that's going to save me a lot of time.
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Main - ROM Hacking - Looking for Super Mario Kart data New thread | New reply

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