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Main - ROM Hacking - Problems editing/ripping N64 graphics New thread | New reply


joe
Posted on 07-10-07 04:19 AM Link | Quote | ID: 53590


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On a random whim, I decided to see if I could rip graphics from Paper Mario. Well, Tile Molester can edit N64 graphics, right? Right. Well, a quick look using Tile Molestor and I found the "no controller" graphics, lots of mangled garbage, and the N64 logo. (Looked terrible until I switched to RGBA5551.) "That's odd," I thought, "Why isn't it byte aligned?" I looked closer. "That's really odd, why does it look like the colors are leaking out the side?" That's about when I gave up.

I was bored, and wondered why some roms had different extensions. I googled them, and found out that different extensions are for different byte orders. I wondered if that had anything to do with the funny colors.
A bit more searching, and I discovered that the problem was not my byteswapped ROM. (Mostly because it ...uh, wasn't byteswapped? It's a .v64, so it should be...) I byteswapped it anyways, to see, and the N64 logo showed up, perfectly clear and byte aligned. But now everything else was messed up. Time for another program.

n64gfx.exe is currently in my recycle bin. Why? It fails the same way Tile Molester did when confronted with RGBA5551. Surely another program can handle this simple* format!

SpriteView, the only other program I could find that could handle RGBA5551, seems to think there isn't enough memory on my computer. It joins n64gfx. (Not only that, but its "high" and "true" color modes use a 256-color pallete, so even copying is impossible.)

So, after much frustration, I ask only this:

Is there any program that can CORRECTLY display Nintendo 64 graphics?


*So simple, I could use nothing but Translhextion, Calculator, and Paint to rip it from a non-byteswapped ROM!

____________________
"I'm sick of it and I'm out. See you around." ~Cpu's last post here

Raccoon Sam
Posted on 07-10-07 05:47 AM Link | Quote | ID: 53598


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I'm glad I'm not the only one who noticed.
(If anyone thought his post was too long, he mentions that Tile Molester does not handle the 16bppRGBA5551 format correctly.)

I don't know the answer, but I would like an answer also!

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Aurakitsune
Posted on 07-10-07 01:09 PM Link | Quote | ID: 53668


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I've been looking for an answer to this for a while now.

Maybe I should bug Zoinkity next time he posts over in the DnM translation thread on EmuTalk...

joe
Posted on 07-11-07 05:57 AM Link | Quote | ID: 53807


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Wow my post is long

I think the 16bpp mode was designed for byteswapped ROMs, but the lower-bit modes were designed for non-byteswapped (big-endian) ROMs.

...Tool64 (Windows only) can be used as a workaround. Select your ROM and click the four arrows icon. Then, edit the 15 or 16bpp graphics. When you're done, select your ROM and click the arrow pointing to the right.

This program automatically changes the extension. Converting a ROM to byteswapped will change its extension to .v64, and converting a ROM to big-endian will change its extension to .z64. Keep that in mind so you don't accidentally edit the wrong file.

____________________
"I'm sick of it and I'm out. See you around." ~Cpu's last post here

HyperHacker
Posted on 07-13-07 09:32 PM Link | Quote | ID: 54631

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Tile Molester apparently makes assumptions about the CPU's byte order, so it handles that format properly on PPC Mac but not x86. You can view the graphics by advancing a byte, but trying to edit them this way will usually just corrupt nearby data. Also, most N64 games compress their graphics; look for the ASCII "MIO0", "YAZ0" or "YAY0" in a non-byteswapped ROM.

joe
Posted on 07-14-07 08:23 AM Link | Quote | ID: 54908


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Since it works just fine on most Macs, then everyone using Windows can convert their ROMs with Tool64, and avoid those problems entirely. As for your method, it just makes colors bleed and gave some graphics a strange yellow aura.


MIO0, YAZ0, YAY0, ...

It's got "Yay0" multiple times, but Tile Molester seems to be showing me all of the graphics. (Hard to say for sure, since the palettes are 16-bit and I have to enter them by hand, and the graphics tend to not fit neatly within the 8-pixel increments that Tile Molester uses.)

How would I be able to decompress the YAY0 data?

____________________
"I'm sick of it and I'm out. See you around." ~Cpu's last post here

Main - ROM Hacking - Problems editing/ripping N64 graphics New thread | New reply

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