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Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") New thread | New reply

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Trax
Posted on 07-25-08 12:33 AM Link | Quote | ID: 87950


Yellow Stalfos
Level: 71

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Since: 07-06-07
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Oh noes! An explosion of objects!

Fortunately, it was predictable. The "repeat" objects are not implemented, so the pointer probably stepped over the expected FF byte and went on crazy. This shouldn't be hard to correct. More to come later!

NastyNate
Posted on 07-25-08 08:51 AM Link | Quote | ID: 87973


Red Tektite
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Since: 07-07-07
From: California

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Dang! looks nice

Trax
Posted on 07-26-08 12:59 AM Link | Quote | ID: 87990


Yellow Stalfos
Level: 71

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Since: 07-06-07
From: Québec

Last post: 3620 days
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Okay, the repeat loop is implemented, with great success...

In the meanwhile, I thought about something to implement the changing graphics trick. It seems like there's always two "sets" of graphics used in any level. A "normal" one and a "boss" one, for when you step into the last screen. The editor will have a button to switch between the two graphic modes.

Another problem will be how to edit the repeated objects. Stay tuned!


Googie
Posted on 07-26-08 01:47 AM Link | Quote | ID: 87991


Giant Red Paratroopa
Level: 77

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Since: 02-19-07
From: Brooklyn, NY

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Looking good Trax, that's much better now. Eeee, I'm excited! (^__~)

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frantik
Posted on 07-26-08 03:12 AM Link | Quote | ID: 87994


Red Koopa
Level: 28

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Since: 10-09-07

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w00ties

Trax
Posted on 07-28-08 01:37 PM Link | Quote | ID: 88140


Yellow Stalfos
Level: 71

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Next: 132965

Since: 07-06-07
From: Québec

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Exciting it is! A few other details only, but better than nothing. But the real deal will start when I'll set up the level and enemy data structures completely. The fun thing is that there's virtually no limit to a level's length. I presume the theoretical limit is FF or 7F, which would be Hell of a long level, anyways. The sad thing is that there's not a lot of free space available in the corresponding bank...

Yay! Transparency! Since you can't see the object in-game, I made a custom image for it. I also made a custom image for the single mortar shot (with different attributes options), which is apparently not used in the original game, for some obscure reason...


Trax
Posted on 07-30-08 12:13 AM Link | Quote | ID: 88220


Yellow Stalfos
Level: 71

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Since: 07-06-07
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Yowza! Enemy Controls! The disabled fields on the right are enabled as needed when the repeat attribute is other than zero. Level size is modifiable now...

Mah, that's it, that's all... For today...


Raccoon Sam
Posted on 07-30-08 01:26 PM Link | Quote | ID: 88231


Cobrat
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Since: 02-19-07
From: Hi

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That is so amazing..!
That's all I can say.

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messiaen
Posted on 07-30-08 04:25 PM Link | Quote | ID: 88232


Cheep-cheep
Level: 32

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Since: 05-26-08
From: Porto Alegre, Brazil

Last post: 4436 days
Last view: 4764 days
Really amazing!

Trax, do you have screenshots from other levels? Have you made any progress with the vertical ones?

Trax
Posted on 07-31-08 03:34 AM Link | Quote | ID: 88259


Yellow Stalfos
Level: 71

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Since: 07-06-07
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Nope, nothing but level 1 for now. The good is thing is that levels 5,6,7,8 will probably be similar to level 1, since they are horizontal. Level 3 won't be too hard either, I think the enemy data is exactly the same: each "screen" has a series of enemy data associated with it. The only difference is that the "screens" are piled up in level 3, instead of put side to side. Level 2 and 4 are more mysterious, the enemy data is not fully cracked yet. I will probably put the screens side to side in the editor...

Another screenshot for the road?

Aaaah! Even more chaos! This is temporary! Enemy data structures still deficient. To be corrected shortly...


Trax
Posted on 08-02-08 11:49 AM Link | Quote | ID: 88431


Yellow Stalfos
Level: 71

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Since: 07-06-07
From: Québec

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Okay, this is getting a little more serious. Enemy Data Structure is corrected. All enemy data fields are modifiable. When you change the repeat field, the rightmost fields are enabled/disabled accordingly. With repeats, you can have an object repeated, with different Y position and attibutes. I think the game used this feature only for multiple zeppelins appearing in parallel. Example of a repeating object:

I changed the third Running Man to a Weapon Zepplin, repeated 4 times. Without repeats, this object setup would take 12 bytes (4*3), but with repeats it takes 6 (3 + 1 for each repeated object). You can't add or delete enemies yet, but this should not be too hard to implement. Nothing new about palettes. And I'm also working on the alternate graphics set, so you can see the boss tiles correctly...

More to come later!


Mega-Dog
Posted on 08-04-08 02:22 PM Link | Quote | ID: 88527


Red Goomba
Level: 16

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Since: 02-27-08
From: Minnesota

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hehehe after sing this makes me to fish up my docs. long time ago I started an editor but gave up cause it was getting crummy and such. I know there is offsets for the Palette info...I shall look it up.

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KP9000
Posted on 08-04-08 07:19 PM Link | Quote | ID: 88531


Boomboom

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Posted by Mega-Dog
hehehe after sing this makes me to fish up my docs.
Something very unnerving about this.

Does the repeat work with other sprites too?


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Mega-Dog
Posted on 08-04-08 11:33 PM Link | Quote | ID: 88541


Red Goomba
Level: 16

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Since: 02-27-08
From: Minnesota

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Posted by KP9000
Posted by Mega-Dog
hehehe after sing this makes me to fish up my docs.
Something very unnerving about this.

Does the repeat work with other sprites too?



Sorry...I need a new keyboard. At times keys do not work it was supposed to say "Seeing"

____________________

Trax
Posted on 08-05-08 05:24 AM Link | Quote | ID: 88561


Yellow Stalfos
Level: 71

Posts: 420/1145
EXP: 3034149
Next: 132965

Since: 07-06-07
From: Québec

Last post: 3620 days
Last view: 2872 days
Yes, the repeat works with any sprite. Pretty interesting if you want to pack your levels with a truckload of enemies without busting the ROM bank limit. I found that in level 6, some repeats are used for vertically-aligned fire bursts, and in level 7, for some mechanical claws. Below, a Rifle Man repeated 3 times. The second copy has the attribute to make it hidden in bushes...

In the meanwhile, I'm working on vertical layout of level 3...

Not perfect, as you can see...


Legomen
Posted on 08-05-08 03:40 PM Link | Quote | ID: 88585


Red Koopa
Level: 28

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Will this editor work with jap and usa roms? Or only usa version? :\

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Sorry for my bad english

The Ubuntu Counter Project - user number # 21914

Trax
Posted on 08-07-08 04:54 AM Link | Quote | ID: 88654


Yellow Stalfos
Level: 71

Posts: 421/1145
EXP: 3034149
Next: 132965

Since: 07-06-07
From: Québec

Last post: 3620 days
Last view: 2872 days
Right now, I'm only trying to make it work with the US version, which is already demanding. The Japanese version has some major differences, like animated title screen, animated tiles in levels and cut scenes. If the graphics and level data are formatted the same way as in the US version, it won't be too hard to make offsets for the Japanese version as well. It's just not in my plans right now...

I finally made the vertical level layout to work properly. The stupid thing is that every "screen" is not 7 or 8 meta-tiles high. They are 7.5 high. Duh. The last row of meta-tiles in each screen has only the top half displayed. Since I couldn't find a way to shift the matrix's cells halfway down, I had to draw a black bar between each screen. Not elegant, but at least the entire level displays correctly...

And as usual, the boss is not displayed correctly due to the graphics changes during gameplay. I'm still trying to find out where the graphics are loaded from...

More screenshots and fun to come later...


Mega-Dog
Posted on 08-09-08 12:37 AM Link | Quote | ID: 88713


Red Goomba
Level: 16

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Since: 02-27-08
From: Minnesota

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Last view: 770 days
Any chance I could get the gfx compression method and plan a windows editor since all users are not mac.

Also there is a fix method to your vertical map....I have had the same issue in some other games.

____________________

KP9000
Posted on 08-09-08 01:37 AM Link | Quote | ID: 88716


Boomboom

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If buying a mac is the only thing stopping you from hacking Contra, then.... um... fucking buy a mac. Other gamers would argue that having to buy a mac is fucking stupid considering Contra's awesomeness.

Naturally, most people would lean toward the latter, especially the reputation associated with having a mac, and the lack of money. Seeing as you asked for information regarding making your own windows editor, many of us wouldn't have to argue for very long.
Posted by Mega-Dog
Posted by KP9000
Posted by Mega-Dog
hehehe after sing this makes me to fish up my docs.
Something very unnerving about this.

Does the repeat work with other sprites too?



Sorry...I need a new keyboard. At times keys do not work it was supposed to say "Seeing"
Alzheimer's disease too? You seem to have forgot a "what" in there. We don't need no old fartbags up in here creating hacks that resemble how things were like in the old days. When and if they can fucking remember. =p

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Trax
Posted on 08-09-08 05:58 AM (rev. 2 of 08-09-08 06:01 AM) Link | Quote | ID: 88721


Yellow Stalfos
Level: 71

Posts: 425/1145
EXP: 3034149
Next: 132965

Since: 07-06-07
From: Québec

Last post: 3620 days
Last view: 2872 days
You've got an interesting point there, KP9000. Mac users are subject to all kind of double standards...

Okay, now for some reason, I have additional screenshots. Now all scrolling levels display correctly...

Level 5:

Level 6:

Enemies display correctly also, at least they are correctly placed, the graphics are not all loaded yet. This part is somewhat hard-coded for now, simply because I can't rely on some kind of sprite tile mapping. Any info on that matter will be appreciated...

Colors are on the way, I found the data, now to decode it and implement it in the editor...

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Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") New thread | New reply

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