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Main - ROM Hacking - Metroid Fusion Sprite Hacking New thread | New reply

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O-X
Posted on 08-03-10 05:59 PM Link | Quote | ID: 133776


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Im curoius to ask, and if it has already been asked i apologize, has anyone ever attempted to hack samus's sprites in metroid fusion? like for example, replace samus's fusion suit sprites with her original(SA-X) suit sprites.

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boingboingsplat
Posted on 08-03-10 06:15 PM Link | Quote | ID: 133778


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Posted by O-X
Im curoius to ask, and if it has already been asked i apologize, has anyone ever attempted to hack samus's sprites in metroid fusion? like for example, replace samus's fusion suit sprites with her original(SA-X) suit sprites.

I'm sure it wouldn't be too difficult, as it's just be a graphics change, provided you have graphics that fit in the same space.

However, there wouldn't be much use to other than to make a novelty "Look Samus has her regular suit in Fusion!" hack. If you were to make a more extensive hack, then Zero Mission is both more flexible and has Samus' regular suit.

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Naulahauta
Posted on 08-03-10 06:31 PM Link | Quote | ID: 133780


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I've hacked Metroid Fusion's Samus sprites before. They're overly complex (Think Super Metroid's Samus sprites but even more difficult) to hack in one go.
What I'm saying that you can edit Samus' sprites very easily, but to get anything 'bigger' done, you're gonna need time and patience.

Enemies and other sprites are a different thing though. I made a guide back a year ago how to rip sprites from Metroid fusion, but you can edit them just as easy. It's a bit outdated guide but it serves as help I guess.

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O-X
Posted on 08-03-10 06:40 PM Link | Quote | ID: 133781


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So is it possible to to fit entire sprites? im using the nlz gba to edit the sprites so far, and some pieces i couldnt fit so the sprite appears to be cutted at some parts especially at the top. is there an easier way to edit the sprites with a lil more ease?

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Naulahauta
Posted on 08-03-10 07:13 PM Link | Quote | ID: 133784


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Observe Samus' Sprites: They begin at 0x002B505A.


On the left, you see the original ROM. On the right, there's a new file I made to which I pasted a chunk of Samus' sprites. You can assemble the first five tiles to make out the first 'real' sprite.


Then, you must shift the adress by two bytes. This will garble the sprite you just assembled a bit, but also make the assembling of the other sprite possible.


On this final issue I copied the latter sprite and shifted the address back two bytes to 'fix' the first sprite. I then pasted the latter sprite next to it. Now we have assembled our very first sprite. That's a big job for one sprite, and just to top it off, they're in pieces. And she's missing her gun. That's also a separate sprite. Stored elsewhere.



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O-X
Posted on 08-03-10 08:10 PM (rev. 5 of 08-19-10 06:04 PM) Link | Quote | ID: 133790


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so it mainly involves shifting the bytes around in order to fit the missing pieces. rit? btw how do u post pics on here? so this way i can show you what pieces the sprites missing.
EDIT:

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Kawa
Posted on 08-03-10 08:13 PM Link | Quote | ID: 133791


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[img]URL to image[/img]


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O-X
Posted on 08-05-10 04:18 PM Link | Quote | ID: 133890


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I actually found something new while editing the sprites. i noticed there are some pixels that act as a placement mechanism for the body parts. when i change the pixels to a different color, the body parts shift to a differnt spot, if i can do it correctly, i might be able to fit the missing pieces and have a completed sprite.

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Kawa
Posted on 08-05-10 06:26 PM Link | Quote | ID: 133902


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...that... is very interesting.

Mostly because these are 4bpp images, so you'd have to do a fair amount of bit math to determine where that specific color is - and just a little less if your positioning is on a 2:1 ratio.

I mean, I can imagine those pixels being artistic guides, but to actually use them... just blows my mind, man.

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Naulahauta
Posted on 08-05-10 06:43 PM Link | Quote | ID: 133903


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Where are these pixels (bytes, whatever) located?

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Kawa
Posted on 08-05-10 07:15 PM Link | Quote | ID: 133905


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WAIT! I GOT IT!

Those lines that make every other part slightly offset from earlier in that screenshot, could those be not graphics at all but in fact the positioning info? That'd make sense.

When you said "there are some pixels that act as a placement mechanism" I assumed you meant "in the actual sprites themselves", completely forgetting that the image data shifts around. I've seen something similar in Mega Man Zero.

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Naulahauta
Posted on 08-05-10 07:40 PM Link | Quote | ID: 133906


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Yeah, I see what you mean.
There are five tiles that look normal in Samus' first sprite.
Then, at 0x2B50FA there are two bytes, 04 02.
Then, at 0x2B50FC the second sprite begins.

Editing these values result in placement changes.

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Kawa
Posted on 08-05-10 08:04 PM Link | Quote | ID: 133910


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As they did in Mega Man Zero.

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O-X
Posted on 08-05-10 09:03 PM Link | Quote | ID: 133917


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Posted by Naulahauta
Yeah, I see what you mean.
There are five tiles that look normal in Samus' first sprite.
Then, at 0x2B50FA there are two bytes, 04 02.
Then, at 0x2B50FC the second sprite begins.

Editing these values result in placement changes.

yea. if done properly, i might fit a full working sprite with no mising pixels.

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Kawa
Posted on 08-05-10 09:17 PM Link | Quote | ID: 133919


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Y'know, I have a small library to let my C# apps draw 4bpp GBA tiles... if somebody were to figure out the format of these positioning bytes (which are not "pixels", since they're not graphic data), something could be created.

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O-X
Posted on 08-05-10 09:20 PM (rev. 3 of 08-05-10 09:21 PM) Link | Quote | ID: 133921


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what does it look like?

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Kawa
Posted on 08-05-10 09:21 PM Link | Quote | ID: 133922


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It's a library. It doesn't look like anything.

On the source level, it looks like something I'd write

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Naulahauta
Posted on 08-05-10 11:51 PM (rev. 3 of 08-06-10 02:54 AM) Link | Quote | ID: 133929


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I love threads like this.
I see myself, after thirty pages and a working editor looking back on these few first posts, shedding a tear and lighting a cigar.

EDIT: NO I WAS WRONG.
Those two bytes, I've edited them. They have (to my knowledge) nothing to do with position. I was able to produce results like this.

02 02:


0F 02:


00 00:


14 12:


F4 F2:


FF FF:



EDIT EDIT:
Okay, head over to 0x2BD0E8. A byte stream begins. 58502B08FA502B085EC12B0803000000
Chopped that down a bit, and we get

58 50 2B 08
FA 50 2B 08
5E C1 2B 08
03 00 00 00

swap dem bytes

(08) 0x2B5058
(08) 0x2B50FA
(08) 0x2BC15E
(00) 0x000003

Looks like pointers ma'am.

So what IS at those pointers, you ask?
0x2B5058: 03 02
0x2B50FA: 04 02
0x2BC15E: 04 00

And what does this all mean?
No idea!
But I'm on it.

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O-X
Posted on 08-06-10 05:00 PM (rev. 2 of 08-10-10 04:17 PM) Link | Quote | ID: 133966


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Il mess with the bytes as soon as i finish changing samus's sprites. if we can fiqure out to work this bytes probably, we might end up futhuring the potential of sprite editing
EDIT: on second thought, maybe Il try it out, imma mix the colors up and see what results i can get.

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O-X
Posted on 09-16-10 08:57 PM (rev. 2 of 09-16-10 08:58 PM) Link | Quote | ID: 135788


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well, after a few weeks of being sidetrackd, i finally got myself bac on track working on this sprite hack, guess il use this thread as a journal for my progress...

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Main - ROM Hacking - Metroid Fusion Sprite Hacking New thread | New reply

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