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Main - ROM Hacking - Possible Mega Man X editor New thread | New reply


smkdan
Posted on 01-20-09 12:47 PM Link | Quote | ID: 99120


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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
Posted on 01-20-09 05:11 PM (rev. 2 of 01-20-09 11:41 PM) Link | Quote | ID: 99133


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You should probably see this thread.
It's the only real info found on MMX, but I've heard there's a MMX3 editor done as well.

see below

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RT-55J
Posted on 01-20-09 11:04 PM Link | Quote | ID: 99155

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Here's a better thread.

smkdan
Posted on 01-21-09 03:13 AM (rev. 2 of 01-21-09 12:31 PM) Link | Quote | ID: 99164


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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
Posted on 01-21-09 05:48 PM Link | Quote | ID: 99190


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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
Posted on 01-21-09 08:30 PM Link | Quote | ID: 99197


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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
Posted on 01-22-09 09:58 AM Link | Quote | ID: 99219


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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
Posted on 01-22-09 04:01 PM Link | Quote | ID: 99222


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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
Posted on 01-22-09 05:07 PM Link | Quote | ID: 99224


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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
Posted on 01-22-09 06:14 PM Link | Quote | ID: 99225


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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
Posted on 01-22-09 06:45 PM Link | Quote | ID: 99226


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Posted by koala_knight
Doesn't make sense to me that they'd need compression on a system that much higher capacity everything.

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
Posted on 01-22-09 08:36 PM Link | Quote | ID: 99229


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Ah! I had forgotten about the retarded-ness of the cart era.

smkdan
Posted on 01-24-09 07:51 AM Link | Quote | ID: 99326


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^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
Posted on 01-25-09 04:16 PM Link | Quote | ID: 99433


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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
Posted on 01-25-09 08:52 PM Link | Quote | ID: 99455


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Awesome stuff smkdan!

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Why are you reading this? My post is up there^

Raccoon Sam
Posted on 01-25-09 09:25 PM Link | Quote | ID: 99459


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Posted by ShadowTails
Awesome stuff smkdan!

Couldn't agree more!


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Main - ROM Hacking - Possible Mega Man X editor New thread | New reply

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