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Main - ROM Hacking - Possible Mega Man X editor | New thread | New reply |
smkdan |
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Ninji Level: 36 Posts: 191/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
i'm trying to get into hacking mega man x here. the game seems to use 32x32 blocks stored in ROM which winds up in RAM as a series of 16x16 block references. i have a decent idea of how it happens but haven't tried to make a level viewer for it yet. my notes are very basic and apparently a thread on an older acmlm board had a bunch of notes in it but i don't even know which incarnation it lies in. does anyone happen to have any notes on hand that might come in handy for a potential level editor?
thanks alot, and expect to see *something* within the next month or something. i'll find out myself if i have to i just don't like reinventing the wheel or anything. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 581/672 EXP: 1379300 Next: 18876 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
It's the only real info found on MMX, but I've heard there's a MMX3 editor done as well. see below ____________________ |
RT-55J |
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Armor Guardian Level: 81 Posts: 934/1562 EXP: 4886627 Next: 106222 Since: 02-23-07 From: Wild Side Arcade Last post: 307 days Last view: 48 days |
Here's a better thread. |
smkdan |
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Ninji Level: 36 Posts: 192/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
thanks for the links. i recognize the bio thread although i already have that code and a bunch of other disassembled chunks in my notes. the sonicretro linkwas pretty interesting i'll definitely get some use out of those ram addresses. MMX3 *does* have an editor but it's borderline unusable it's on RHDN. i'll mess around with a basic level viewer now.
edit: yeah there's not much to see but it's the first screen of the possible editor. all it does is load level data (which I can only assume is done correctly) and displays one screen in those blocks, i'm guessing i'm looking at part of a bridge. screens are 256x256 in size and there's going to be a table somewhere that defines what screens go where to compose a level. level palettes are stored very simply although sprite palettes not so much. next goal is to try to display graphics, i know where all the data and pointers are but nothing about the compression. to make sure i even have the level data sorted out correctly i'll make it draw levels from a premade GFX file dumped from a savestate since I want to get to GFX compression later on and just make sure the level data is being read right. |
mickevincent |
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Leever Level: 32 Posts: 22/193 EXP: 205896 Next: 546 Since: 02-26-08 Last post: 3351 days Last view: 964 days |
Very ineresing i think! I have never realy understood why there isn't any MMX editor yet. Will you possibly make the MMX editor that will be able to compete with Phanophobias MM 3-6 editor? I hope so! |
kuja killer |
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Level: 55 Posts: 81/628 EXP: 1243218 Next: 70971 Since: 03-20-07 From: Lake Havasu City, Arizona Last post: 275 days Last view: 16 hours |
i would looove to see any megaman X editor. It sure sounds to me like there's defintely enough data based on Goldz findings throughout that message board thread on the sonic retro website, maybe not for designing levels yet on how to load them, but most anything else though. |
smkdan |
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Ninji Level: 36 Posts: 193/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
you won't see anything for editing X2 or X3 from me unless i really get sucked into it. i should follow through with this one i hope.
i got screen viewing in there (sort of, no GFX compression uncovered yet). the crap on the last 32 pixels is because that portion of the screen is not viewable on the SNES. hit a major snag on the second one though, the game swaps in banks of graphics and updates palette on the fly as you progress through the level and this tileset i'm rendering from is from the very start of the level so that's going to make things a bit awkward. i'm guessing there's an array somewhere in ROM that decides whether a palette or tile chunk should be uploaded during gameplay for a given screen but that might take a while considering this is only day #3 since i started poking around the ROM. right now the program just lets you browse the screens that compose level 1 it's a long way off to even viewing it correctly. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 259/384 EXP: 590923 Next: 20362 Since: 06-01-07 From: Miami Last post: 4119 days Last view: 4106 days |
Damn! Awesome job so far! I'm looking forward to seeing where this goes.
Perhaps one day I'll use it to make a port of Maverick Hunter X to SNES. |
smkdan |
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Ninji Level: 36 Posts: 194/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
thanks. made some more progress but the game stores its data in a bizarre way it will make things more complicated when it comes around to saving that's for sure. the screen arrangements are compressed for whatever reason; they're only 128 bytes long.
http://img237.imageshack.us/img237/5876/level0eo5.png 8192x1024 (fairly sure i got the metrics right) shot of level 1. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 260/384 EXP: 590923 Next: 20362 Since: 06-01-07 From: Miami Last post: 4119 days Last view: 4106 days |
Is it just me or does it seem like most developers that went from NES to SNES started doing all kinds of crazy-ass compression? Doesn't make sense to me that they'd need compression on a system that much higher capacity everything. |
Stifu |
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Cobrat Level: 56 Posts: 280/666 EXP: 1360576 Next: 37600 Since: 02-22-07 Last post: 679 days Last view: 301 days |
Posted by koala_knight The way I see it: the SNES has more horse power to decompress stuff faster, and compression can also be a way to protect your games from being pirated. Also: production costs. Even if you could fit an uncompressed game on a cart, like say a 16-meg cart, it'd probably be cheaper to compress the game and put it in a 8-meg cart, for example. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 262/384 EXP: 590923 Next: 20362 Since: 06-01-07 From: Miami Last post: 4119 days Last view: 4106 days |
Ah! I had forgotten about the retarded-ness of the cart era. |
smkdan |
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Ninji Level: 36 Posts: 195/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
^compression is really only for production costs, anti-piracy included things like checking for the right amount of SRAM, the region of the system and for earthbound's case also cehcking to see if anti-piracy routines themselves have been tampered with.
bit of progress: correct tile viewing for graphics that get swapped in based on checkpoints: http://img339.imageshack.us/img339/9751/54256495vf5.png http://img102.imageshack.us/img102/4407/33796753om5.png you can preview the level appearance based on whatever point. it does the same thing for palettes which needs to be sorted but i don't care all these hardcoded level conditionals i see tied to the graphics routines, i never feel like catering to those. the editor will eventually have: -sprite editing (when i disassemble the relevant bits...) -screen editing / screen arranging -checkpoint editing -scroll data editing (hope this isn't a pain to find) don't expect much in the way of graphics editing for a while. so you'll be able to make a decent hack at the very least. i'm going to bump up the size to 3MB (double the ROM size) and repoint compressed data / level layouts there so each level will potentially be as expansive as any other. |
smkdan |
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Ninji Level: 36 Posts: 196/238 EXP: 288495 Next: 19615 Since: 05-26-07 Last post: 4056 days Last view: 4005 days |
got in previewing for palette and tileset changes but i assumed wrong on where the data comes from (source is only partly correct). it sort of works though, here's launch octopus in the first area of the level and towards the end of the level.
http://img220.imageshack.us/img220/9740/level1pb2.png http://img299.imageshack.us/img299/5392/level1bzi2.png these buildings are using the right tiles too bad about the palette http://img220.imageshack.us/img220/67/level0wn9.png time i have to work on this is going to be slashed fairly soon so it's probably not going to contain stuff beyond the essentials. |
Zycor |
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Ninji Level: 36 Posts: 196/237 EXP: 286655 Next: 21455 Since: 05-27-07 Last post: 4821 days Last view: 4766 days |
Awesome stuff smkdan! ____________________ Why are you reading this? My post is up there^ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 590/672 EXP: 1379300 Next: 18876 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
Posted by ShadowTails Couldn't agree more! ____________________ |
Main - ROM Hacking - Possible Mega Man X editor | New thread | New reply |
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