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Main - ROM Hacking - SNES F-Zero editor project | New thread | Thread closed |
Heian |
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Red Koopa Level: 27 Posts: 104/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Sam: Use the trackpad? ^^; Seriously, I have no idea how to simulate a mouse. The opposite, where you can have an on-screen simulated keyboard, is possible, so perhaps there's a way to use the arrow keys to move the mouse pointer. How about this?
http://www.techiequest.com/type-to-click-simulate-mouse-cursor-actions-with-keyboard/ And a question for everyone: are there any hex editors that will display data in two-byte intervals rather than one? I want to make a tally of how often each row is used, just like I did with the panels in the spreadsheet earlier. Consider the row data for Big Blue, located just after the panel layout, at 0x1A380: [Panel 00] BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 BE 71 But since the rows of data are two bytes long, and I want to see which rows are being used only once in a give track (meaning that they can be edited freely), I want to be able to manipulate data looking like this: [Panel 00] BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 BE71 I'm pretty sure there are Windows hex editors that can do this. How about a Word/Excel macro that eliminates the (3rd, 9th, 15th... 5N+3rd...) character of every line? That would do the trick. With this, we would know that BE71 is not to be messed with, whereas the 8C70 in Panel 05, which doesn't seem to occur again in Big Blue, could be changed to a row of our own making. Any ideas? |
smkdan |
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Ninji Level: 36 Posts: 115/238 EXP: 288625 Next: 19485 Since: 05-26-07 Last post: 4061 days Last view: 4010 days |
Raccoon Sam: I presonally wouldn't even bother using the PC without a mouse. Too tedious for me. I don't plan on getting advanced keyboard support for now. I mean, if anything I'd get actual clipboard working before I think of doing keyboard controls.
Heian: Composing 2x2 macro tiles would just be picking from the track's 256 tile tileset and clicking on a macro tile's tile. Making rows would just be picking from these 2x2 macro tiles and clicking on a rows. Making panels.... At any rate it's trivial, maybe time consuming though. I'll finish it tomorrow probably, here's what it looks like ATM. It's...
Highlighted is one of 16 rows... EDIT: Forgot alignment issues...I assumed rowpointers would be aligned to 16bytes, but the 71BE (little endian) is clearly not. If rows overlap that would be another layer of awkwardness to work around. Well, if new panels are made they wouldn't have such issues I suppose. |
Heian |
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Red Koopa Level: 27 Posts: 105/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
SMKDan, is that second window in the Panel Editor a way to make new 2x2 macro-tiles from single tiles, or a way to make rows directly from single tiles, or a way to make panels directly from single tiles?
(Edit: Now looking again, I'm not sure what I'm seeing. It looks like in the bottom screen, tile 9F, a part of the magnets used in Port Town and Fire Field, is being selected. So we'll be able to go from tiles -> macro-tiles -> rows -> panels all on that screen?) |
smkdan |
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Ninji Level: 36 Posts: 117/238 EXP: 288625 Next: 19485 Since: 05-26-07 Last post: 4061 days Last view: 4010 days |
The mess you see here is the current verison of the panel editor. It doesn't actually modify anything, but it does read and react accordingly. Clicking a row on the composed panel shows the row with the right displacement (thanks to alignment issues). It was clearly automated when they were creating the game, since everything is all over the place and so many of these overlap. New stuff created (if someone had the patience) wouldn't need to pack things so tightly together. Heian: That's how it works. 'Cells' are made of 8x8 tiles, rows are made of cells and panels are made of rows. |
troopa pride |
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Koopa Level: 26 Posts: 86/117 EXP: 99565 Next: 2710 Since: 05-15-07 Last post: 5729 days Last view: 5566 days |
Awesome.But isn't the AI stupid on custom maps? |
Heian |
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Red Koopa Level: 27 Posts: 108/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Troopa, the AI will indeed fail on a custom map unless you edit the path to coincide with your new course, or make a new course with panels in the same positions as the original. Fortunately, we know a lot about the paths and should be able to edit them in a hex editor even if we can't do it in an application.
SMKDan, I'm fooling around with your latest iteration and am amazed at all that variety in the row and macro-tile data. It should be possible to make some interesting new rows. The only problem is finding the kinds of macro-tiles you want -- for example, all the tiles that consist of "a barrier circle with shadow on the top and gray course on the bottom" aren't conveniently next to one another! I've also found a few panels, such as 176 in White Land, which are technically part of the course, but are so unimportant that they could almost be removed and made into something useful. This panel, for example, is almost identical to the regular background except for a sliver of purple cloud (ice?) on the left. If the game balks at us making use of all 256 panels, we could start by editing these otherwise-useless panels and moving them around as we like. Editor bug reports -- saving edited courses often results in the order of the courses in the Grand Prix and practice sessions to change, and also for the Records screen to associate the times with the wrong courses. Some courses' times aren't saved at all, and others result in a blank space where the time belongs, with only a car icon to the right. I can't yet figure out why these errors are happening but will post more when I get anything. That Monster Death Wind course I posted earlier also won't run -- the starting line has been moved to some open space, causing the car to explode about 2.4 seconds after the starting gun goes off. I don't think I touched the starting position in the hex editor, and SMKDan's editor doesn't touch it either... Edit: Here's a patch featuring a slightly-edited White Land ("IV") containing extra jumps all over the place. It really doesn't like you jumping off the course and on to some of the extra panels that I placed there so that you could jump from White Land I to White Land II. I noticed also that SMKDan's editor restores the original palettes even if the ROM you're editing from has different ones, but doesn't restore the original font graphics and suchlike. I know you mentioned that this would happen, but how does the editor know what the palettes are supposed to be if your base ROM has different ones? In any case, ignore the different course names that I'd invented for my new-palette courses -- those will come back when I actually make new courses to go with the new colors. IPS patch here: http://www.geocities/com/heiankyo794/f-zero/TestWL.zip |
smkdan |
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Ninji Level: 36 Posts: 118/238 EXP: 288625 Next: 19485 Since: 05-26-07 Last post: 4061 days Last view: 4010 days |
The editor shouldn't touch GP / Practice line ups. That's actually the patch, since I keep changing the lineups between runs...If you use an unpatched ROM, you'll get the lineups from the patch. If you use a pre patched ROM, you'll get the new lineups. I know about the horrible flaws in the results screen / saved times, but it is such a low priority right now for me. It happens when the wrong times are loaded / saved from SRAM due to modified indexes for some tracks. Use a fresh ROM for the newer versions, it should patch the ROM with the 'right' starting positions.
I'll eventually put in import/export to make it more practical in regards to new patches. It will stay mostly constant for now though. Your edit: When a ROM is patched, it restores track specific stuff. Palettes, tracks etc. for what is currently supported. It doesn't work with fonts, and I don't see them becoming track specific. The patch in the exe is applied and it contains the data entirely from the original. If it has already been patched, it is not modified regardless of different patches. I'll get it to refuse editing if the patch of the edited ROM does not match the patch of the editor. AI editing will definitely be part of the app, thought the extent I'm not too sure about. Plotting new paths is a given, intelligence of rival cars... Also, I here's something I made out of whiteland 2. No custom panels, most of them just fit. Except for the backgrounds of each panel... http://img141.imageshack.us/img141/2124/testzu6.png |
Heian |
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Red Koopa Level: 27 Posts: 109/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
OK; I'll make sure to base future edits on a pristine ROM rather than edited versions.
I like your course! White Land is pretty good about keeping the barriers in the same places relative to the panel borders, so it's easy to edit the course without having to make new rows. Stuff I learned from that White Land patch: you can break the plane of the finish line in the air (I put a jump just before it) and it'll still count. Your car will flash in mid-air just like it would on the ground. In one of the GBA versions, you couldn't always fly over the finish line and it would make you redo the lap if you flew too high. That course on the patch keeps the original path, so you can have GP races on it and the computer cars will drive normally. I haven't seen any problems arising from the excessive jump ramps, either; the computer cars will jump as normal and keep driving. Also, how about showing the horizon graphics (city, mountains, storms, etc.) in another floating window? Then when we edit the palette, we'll be able to preview it. |
Reini |
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Koopa Level: 25 Posts: 79/104 EXP: 83415 Next: 6205 Since: 05-19-07 Last post: 5252 days Last view: 5238 days |
Posted by Heian I suppose adding the squares mean the change. http://www.geocities/com/heiankyo794/f-zero/TestWL.zip - this link doesn't work. |
Heian |
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Red Koopa Level: 27 Posts: 110/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Reini, forgive me; the link should of course be geocities.com, with a dot and not a slash:
http://www.geocities.com/heiankyo794/f-zero/TestWL.zip |
Reini |
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Koopa Level: 25 Posts: 80/104 EXP: 83415 Next: 6205 Since: 05-19-07 Last post: 5252 days Last view: 5238 days |
Posted by Heian Patch corrupted my F-ZERO ROM. |
Heian |
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Red Koopa Level: 27 Posts: 111/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Reini, is your ROM headered? I based this patch off the headered version, which has 512 bytes f mostly zeroes at the beginning.
If you only have an unheadered one (SMKDan's documents are based on unheadered ROM addresses, so I guess a lot of people have unheadered versions), I'll make another unheadered patch tomorrow with a second new track that I'm working on now. |
smkdan |
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Ninji Level: 36 Posts: 119/238 EXP: 288625 Next: 19485 Since: 05-26-07 Last post: 4061 days Last view: 4010 days |
The patch works on my headered ROM. The reason my notes work for headered ROMs is that headers are just dead weight and confusion when it comes to making the notes. Since headers seem to be the standard for ROM dumps, the patch demands headered ROMs. |
deespence2929 |
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Goomba Level: 13 Posts: 8/23 EXP: 8505 Next: 1762 Since: 01-13-08 Last post: 5807 days Last view: 5806 days |
This is an exciting editor, didn't try it, but exciting it exists. You really do need to add a path editor to the program tho otherwise you'll wind up with broken hacks like those Super Mario Kart hacks. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 423/672 EXP: 1379912 Next: 18264 Since: 02-19-07 From: Hi Last post: 3466 days Last view: 2698 days |
I tried patching my headered ROM with UIPS and it corrupted it.
I tried again with SNES9X's internal patching system and it worked wonders. ____________________ |
Reini |
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Koopa Level: 25 Posts: 81/104 EXP: 83415 Next: 6205 Since: 05-19-07 Last post: 5252 days Last view: 5238 days |
Posted by Raccoon Sam Maybe it works, if you patch with SNESTool. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 424/672 EXP: 1379912 Next: 18264 Since: 02-19-07 From: Hi Last post: 3466 days Last view: 2698 days |
I don't care as long as I can play it. Which I can, so no worries.
And I'm on a Mac, so no SNESTOOL. ____________________ |
Heian |
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Red Koopa Level: 27 Posts: 112/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Here's another patch I created using SMKDan's info about car physics:
http://www.geocities.com/heiankyo794/f-zero/Supertanks.zip I created it from a headered F-Zero (U) using Lunar IPS just like the last one, so if that worked for you, this should too. The idea was to make some tank-like cars that never lose power, but it wasn't so simple. Even though all four cars are set to 01 for power loss, they still lose some energy when they slam into a barrier. They can sit on a barrier and lose very little power, though. Also, the number 478 seems to be in use in places other than where the maximum speed (0x0900) is ordinarily stored. I used values like 0920 and 0940 so as to get the speed over 500 km/h, but such speeds are only accessible if you've just used a booster and are slowing down back to your regular maximum. Depending on what your boosted speed was, the Fire Stingray might stay in the 600s (I set its maximum to 0B00). Other things in this patch: * New backgrounds for Big Blue, Silence, and Port Town * New font for the times * Experimental Death Wind course; don't touch the walls in the new part! * Silence and Sand Ocean connected with some of the panel rows converted to blank course Anyone know where the game stores data for deceleration when turning? The Fire Stingray seems to maintain its speed better than the other three cars even when all four cars can drive 478. And how about weight/jumping distance? |
smkdan |
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Ninji Level: 36 Posts: 120/238 EXP: 288625 Next: 19485 Since: 05-26-07 Last post: 4061 days Last view: 4010 days |
Heian: The maximum speed issue is because in the acceleration tables the car will eventually reach a '00' which will stop the car accelerating despite the actual top speed. If this isn't 00 however, the car will 'overflow' from it's own acceleration table and into another car's / garbage. This is one of those things I'll be relocating the data for.
I don't know what you mean by deacceleration during turn. In that patch the cars seem to hold 478 in hard cornering without issue. Also, the panel editor is almost done. I'll have something soon. |
Heian |
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Red Koopa Level: 27 Posts: 113/126 EXP: 111880 Next: 4279 Since: 03-08-07 Last post: 5846 days Last view: 5845 days |
Posted by smkdan I'm playing with a keyboard and wasn't using the shoulder buttons, so I guess I meant non-hard cornering. Not a big issue though.
Can't wait! Also, if anybody's looking at BS F-Zero 2, you can find similar acceleration tables around 0x144AD. These cars are balanced and fun to drive even with the default speeds and accelerations. |
Main - ROM Hacking - SNES F-Zero editor project | New thread | Thread closed |
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