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Main - ROM Hacking - [NDS] Problem with a graphic New thread | New reply


TheKiller
Posted on 09-03-10 01:00 PM Link | Quote | ID: 135273

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Hello! First of all, I'm TheKiller, from spain. Nice to meet you, guys!

Well, I've got a problem with a graphic like the title said. When I was doing proofs with Trauma Center 2 (I'm translating this game with some friends in Spanish), I delete ALL files of data folder, except 0174 (the graphic file), and I compiled the ROM with ndstool.exe. (Yeah, I use a very weird method, but it works! lol). After that, I loaded it with No$GBA emulator, and it shows this:

http://i31.tinypic.com/6gzj0j.png

You can see the graphic, but it needs its correct palette. With this method, I supposed that 01F4 makes reference to the main graphic of the game. (If I delete this file, the game didn't show anything).

And, when I insert the file 01F5, the graphic looks good. (Obviously, it's the palette of 01F4 file):

http://i26.tinypic.com/11ruhkw.png

With CrystalTile2, I can extract the .pal file of 01F5, but the problem is with 01F4 file. I can't see anything with TileMolester and CrystalTile2 (loading the palette, in all codecs...) I think that 01F4 graphic is compressed, because if I do an uncompressed ram dump with NO$GBA, I can see the graphic. Unfortunately, I'm not very experienced in graphic topics , so I hope that someone give me a hand!

The two files : http://www.megaupload.com/?d=WUSWM2BB

Thanks in advanced, and sorry for my bad english.

Mega-Mario
Posted on 09-03-10 02:34 PM Link | Quote | ID: 135274

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Out of curiosity, I looked at that graphics file... here's what I could find so far.

The graphics file (1F4) is split into 3 sections. First, a 16-bytes header:
OffsetSizeDescription
0x004 bytes?
0x042 bytesAbsolute offset to section 2 (tilemap)
0x062 bytesSize of section 2 in bytes
0x082 bytesAbsolute offset to section 3 (tileset)
0x0A2 bytesSize of section 3 in bytes
0x0C4 byteszero


Next, sections 2 and 3 are a tilemap and a tileset, respectively. Formats of those are explained in GBATek... (note, the tilemap and tileset are referred to as 'screen data' and 'character data' respectively).

Now, I don't have this game, and barely ever do hacking stuff, so I can't tell about the specifics of the game... hoping this helps though

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TheKiller
Posted on 09-03-10 04:41 PM Link | Quote | ID: 135278

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Thanks for your reply, Mega-Mario!

In other graphic files of this game, 0x0C indicate the position of the palette (there are some files like 01F4 that have its palette into the graphic file, in the end), and 0x00 indicate the x flip and y flip (I'm not sure xD)

And about tilemap and tileset... In what page can I obtain more information? In GBATek I haven't found anything (maybe I haven't search correctly...) This graphic is very difficult for my knowledges, so all information you can give me will be very useful!

Greetings, and thanks again!

Mega-Mario
Posted on 09-03-10 05:15 PM Link | Quote | ID: 135279

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http://www.daftcode.net/gbatek/gba#lcdvramoverview

Scroll down more, the four parts about LCD VRAM are about the background graphics formats, and the stuff about LCD OBJ is about sprites...

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TheKiller
Posted on 09-04-10 12:13 AM Link | Quote | ID: 135286

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Thanks, but this links has information that I know before (tile number, horizontal/vertical flip...) xD

If someone knows how can I see this f****** graphic, please post it here, I really need it T_T

Greetings.

Main - ROM Hacking - [NDS] Problem with a graphic New thread | New reply

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