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

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shadowtails2
Posted on 04-25-09 06:16 AM Link | Quote | ID: 105876


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Can somebody send me red falcon to usenext@seznam.cz please?

Trax
Posted on 04-25-09 11:14 PM Link | Quote | ID: 105922


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Don't ask for everything constantly and be patient. Editors are not made overnight, they demand time and dedication...

shadowtails2
Posted on 04-26-09 08:28 AM Link | Quote | ID: 105935


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Posted by Trax
Don't ask for everything constantly and be patient. Editors are not made overnight, they demand time and dedication...


Thank you trax for your beta.In post at top i mean beta version.

finisher
Posted on 05-02-09 06:35 PM Link | Quote | ID: 106347


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I know someone who's making a Super C hack. Although it's nowhere near as extensive as Trax's Jungle hack, it's still nice to see some work being done on the game. So far, it's gone as far as graphics, minor gameply tweaks and a little level tweak.

At least it's better than this:
http://www.youtube.com/watch?v=pI97jO2WdRQ

But not yet as good as this:
http://www.youtube.com/watch?v=hMtVk3OJvnc

Trax
Posted on 05-03-09 07:09 AM Link | Quote | ID: 106386


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Games without graphic banks usually have graphics scattered throughout the ROM and loaded as needed. Contra's graphics cannot be edited with a normal tile editor because the graphics data is compressed. There are some 20 different blocks of compressed data, and each level load its own set of blocks. I will eventually integrate a graphics editor in Red Falcon...

Raccoon Sam
Posted on 05-03-09 07:24 AM Link | Quote | ID: 106387


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Integrated graphics editor..? I don't think that's a good idea. Instead I propose an integrated graphics de- and recompressor, so the user can edit the graphics in his or her tile editor of choice.
This also gives Windows and Linux users the opportunity to edit the graphics, if the original Mac user can't or doesn't want to do the job, for example.

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roxahris
Posted on 05-04-09 12:39 AM Link | Quote | ID: 106411


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Posted by Raccoon Sam
Integrated graphics editor..? I don't think that's a good idea. Instead I propose an integrated graphics de- and recompressor, so the user can edit the graphics in his or her tile editor of choice.
This also gives Windows and Linux users the opportunity to edit the graphics, if the original Mac user can't or doesn't want to do the job, for example.
What, you want people to have to decompress the graphics every time they want to edit them, load them into a tile editor, and then save and reimport them? All just to edit maybe just a few tiles?
I think you should just keep the internal graphics editor idea, with the importer/exporter as an extra option.

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Trax
Posted on 05-04-09 03:43 AM Link | Quote | ID: 106417


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Well, Raccoon Sam's proposition is not that bad if you consider that there are already a few full-fledged tile editors out there. If the compression/decompression process is smooth, I don't see any problem with that. You end up with a binary file that is then loaded as needed...

However...

The other thing to consider is the fact that the blocks of compressed graphics data are not the same length. If you intend to keep intact the tile mappings, you need to be very precise as to where your tiles end up in the PPU memory. Moreover, the graphics data blocks loading routine also include a code that moves the writing head in the PPU itself. If, anywhere in a graphics block, you bump into 0x7F, advance one byte and use the next 2 bytes to make the address to move the PPU writing head to. This means some graphics blocks can generate tiles in non-contiguous spaces in the PPU memory...

In that regard, it would be safer to have an integrated tile editor, although I'm still wondering how we are expected to manage the PPU displacements. Likely, any graphics block will have its own subset of chunks with their respective PPU address offset...

To be continued...


Raccoon Sam
Posted on 05-04-09 12:46 PM Link | Quote | ID: 106435


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Roxahris has a good point.
Maybe I'm just too used to Tile Molester and don't want to let it go.

I suppose an integrated graphics editor would be the optimal choice, then, but it better be a good one (no offense, I don't doubt your programming skill, Trax).

or maybe both, a graphics decompressor and an editor

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shadowtails2
Posted on 05-08-09 07:59 AM Link | Quote | ID: 106659


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Hello trax how can i create ips path with your red falcon editor?I have export the level but it is in tiff format.So How can i make it?

Kawa
Posted on 05-08-09 06:53 PM Link | Quote | ID: 106668


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Posted by Trax
No save function yet.


Tiff is an image format.

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shadowtails2
Posted on 05-08-09 07:24 PM Link | Quote | ID: 106672


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Posted by Kawa
Posted by Trax
No save function yet.


Tiff is an image format.


Oh s*** i think that your beta has got save function.Do you prepare some beta with save function?

Trax
Posted on 05-09-09 12:04 AM Link | Quote | ID: 106684


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Of course it has a save function, if it didn't, I couldn't have made my one-level demo. It only saves Level 1 for now. I'm working on the other levels right now...

shadowtails2
Posted on 05-09-09 06:52 AM (rev. 2 of 05-09-09 06:53 AM) Link | Quote | ID: 106714


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How can i convert the tiff image to ips?I have created with export level functin because when i press save button nothing happened.No new file has not been created.

The editor is very good made.I hope that there will be final version in this year.

Kawa
Posted on 05-09-09 03:53 PM Link | Quote | ID: 106724


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Posted by Trax
Of course it has a save function, if it didn't, I couldn't have made my one-level demo. It only saves Level 1 for now. I'm working on the other levels right now...
Sorry 'bout that, apparently shadowtails2 isn't the only one that should pay more attention. Anyway...
Posted by shadowtails2
How can i convert the tiff image to ips?
To reiterate: TIFF is an image format, like PNG, BMP and JPEG.
IPS is a format that encodes the changes between two files so you can turn the original Contra or whatever into a hacked version with different levels and whatnot. When you press Save, I'll bet it writes to the very same file you opened, contra.nes or whatever it was called (or not at all if it's not level 1, Trax fill me in here if I'm wrong). You don't usually get a free IPS file when you save in a rom hacking app. You need a seperate program to create IPS files from hacked roms, same way you need one to install them.

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shadowtails2
Posted on 05-16-09 08:13 PM (rev. 2 of 05-16-09 08:14 PM) Link | Quote | ID: 107004


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So i made two jungle levels and i must say that the editor is very nice made.I hope that graphics glitch will be fixed and new level support will be soon.Great work Trax

finisher
Posted on 05-18-09 03:59 AM Link | Quote | ID: 107078


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Two levels already? Care to share, or they're just for personal development
I'm rather interested in these Contra hacks, y'know.

shadowtails2
Posted on 05-18-09 06:27 AM (rev. 2 of 05-18-09 06:28 AM) Link | Quote | ID: 107098


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Posted by finisher
Two levels already? Care to share, or they're just for personal development
I'm rather interested in these Contra hacks, y'know.


I can upload it if you want.So on 17.5. it will be there.
But The first is extended version of original contra level.

finisher
Posted on 05-19-09 06:18 AM Link | Quote | ID: 107231


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Yes, that would be nice

By the way, you said 17.5

What do you mean?

shadowtails2
Posted on 05-20-09 01:52 PM Link | Quote | ID: 107311


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Posted by finisher
Yes, that would be nice

By the way, you said 17.5

What do you mean?


Here you can find my level one hacks

http://acmlm.kafuka.org:81/board/thread.php?pid=107310#107310

Now i am waiting for new level support.
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Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") New thread | New reply

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