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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 08-10-08 06:51 AM Link | Quote | ID: 88745


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Klang! I got pissed and churned through the palettes problem. Now, here be colors!

And level 8... Wow...

Boss graphics are still a mystery. Level 2 and 4 graphics are almost perfect, except that one of the chunks of compressed data has a special flag that apparently flips the tiles horizontally. Each byte is transformed in a way I don't understand completely yet. Enemy tile mappings are still unknown...

I'll start working on a limited demo very soon, so you can expect something good in the next few days (or weeks, or months, depending)... That's all for today, folks!


Raccoon Sam
Posted on 08-10-08 12:20 PM Link | Quote | ID: 88755


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My lord, that IS amazing.
I don't really get the 'Type/Attr.' field array, but I probably will when I try it out.

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Googie
Posted on 08-12-08 02:53 AM Link | Quote | ID: 88817


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Posted by KP9000
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


I guess that means I should quit rom hacking because I'm an old fartbag. Maybe I'm better off if that's the case. T_T'

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frantik
Posted on 08-12-08 05:48 AM Link | Quote | ID: 88824


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played contra the other day in honor of the work being done here

thank god for up up down down cause man with only 3 lives it's freaking hard

great work on this app btw.. just hope it's written in something portable

Trax
Posted on 08-12-08 07:33 AM Link | Quote | ID: 88826


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Most of the code is standard C. The remaining is mostly for the UI, using Objective-C...

Googie, what's the point of making editors if you are not there to test and use them? Ha!

So yeah, I got level 3 enemies showing up correctly. Many more enemy tile mappings to be done eventually, so I resort to using placeholders for now...

Trax
Posted on 08-18-08 10:25 PM Link | Quote | ID: 89143


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Okay, work is still going on, although it's not very visual, mostly data structures and other functions to fiddle with. One of the compressed graphics chunks has a special flag that tells the game to flip tiles horizontally. Levels Base 1 and 2 have this chunk, and you get that if you don't flip:

With this simple C function:

unsigned char flipByte(unsigned char byte)
{
unsigned char b = 0x00000000; // Super Zero !

int i;
for (i=0; i<8; i++) {
b <<= 1;
b |= (byte & 1);
byte >>= 1;
}

return b;
}

You can flip any byte. I used a super zero because everyone knows that a single zero is not precise enough. When you flip each of the 0x10 bytes needed for a single 8x8 tile, it comes out horizontally flipped. It's Byte-O-Magic...

The save function is working partially, so I started working on a one-level demo. Stay tuned!


Kawa
Posted on 08-19-08 08:16 PM Link | Quote | ID: 89170


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Oh my crap.

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Googie
Posted on 08-20-08 04:11 AM Link | Quote | ID: 89183


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eeee! Me likey likey! ^___~'

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KP9000
Posted on 08-21-08 06:38 AM Link | Quote | ID: 89250


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Should have been done from the start of development, but renamed the thread to accommodate its content.

This truly is awesome.

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Trax
Posted on 08-22-08 08:38 AM Link | Quote | ID: 89299


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Alas, not awesome enough for Enemy Data. Want to see some serious corruption in action? I thought it was hilarious, so I recorded 2 videos of what happens when you code like a dork:

Enemy Data Corruption 1
Enemy Data Corruption 2

Well, you can't make an omelette without breaking a few eggs...

messiaen
Posted on 08-22-08 12:16 PM Link | Quote | ID: 89301


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What is that big glitched thing that jumps at the end of the second video ? Also, is it possible to expand enemy/level data?

I'm looking forward to the demo!

Levesque
Posted on 08-22-08 04:56 PM Link | Quote | ID: 89307


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Lol cool.

This looks VERY promising.

Mega-Dog
Posted on 08-23-08 02:21 AM Link | Quote | ID: 89324


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Posted by messiaen
What is that big glitched thing that jumps at the end of the second video ? Also, is it possible to expand enemy/level data?

I'm looking forward to the demo!


Expanding it will have to depend upon how much extra room is left in the bank. I cannot answer that...but from what I herd Trax saying he said there is some room.

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Trax
Posted on 08-23-08 05:21 AM Link | Quote | ID: 89327


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The jumping thing in the Corrupted Video is apparently Level 6's boss. The interesting bit about this is that, despite the graphics being all jumbled (expected, since the PPU is loaded with Level 1 graphics), the movements are correct. Only the projectiles behave abnormally. I did find some AI variables for Level 1 enemies, like Rifle Man, Running Man, but I don't know exactly how they relate to their Type code in Enemy Data tables...

And about expansion, I'd say the level and enemy data are very easy to expand. Bank 2 contains approximately 370 bytes of code, the remaining is for level and enemy data, plus 2C4 bytes of unused space. Each section has its own pointer, so it can be relocated at will...

By the way, Red Falcon can now save Level Data and Enemy Data correctly. The real work starts now...

Trax
Posted on 08-24-08 11:00 AM Link | Quote | ID: 89382


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Danger, work in progress... Here, a little glimpse of my demo, under construction...

You can expect a fully tested level in the next few days...


Legomen
Posted on 08-24-08 11:47 AM Link | Quote | ID: 89383


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Looks F**** awasome, cant wait for demo

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Raccoon Sam
Posted on 08-24-08 12:06 PM Link | Quote | ID: 89384


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My, my, looking better and better every screenshot..!
Can't wait for the demo.

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RetroRain
Posted on 08-26-08 09:56 PM Link | Quote | ID: 89515


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The editor looks cool. I like the fact that it is being done on a Mac also. But I can't really comment on much, because I never played this game before. Otherwise I would have commented a while ago. This is one of those games I have to get to sometime. But, I wish you luck on the editor.

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frantik
Posted on 08-26-08 10:48 PM (rev. 2 of 08-26-08 10:48 PM) Link | Quote | ID: 89517


Red Koopa
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you've never played contra? omfg! lol

beat it the other day.. took slightly less than 60 lives lol. it seemed like it was a lot longer back in the day though

Trax
Posted on 08-27-08 09:55 AM Link | Quote | ID: 89543


Yellow Stalfos
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If you can't finish the original Contra game with less than 30 lives, I'm afraid my demo will leave you breathless...
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Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") New thread | New reply

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