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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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Metal Knuckles
Posted on 02-08-08 03:51 AM Link | Quote | ID: 76704


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In layman's terms?

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Ailure
Posted on 02-08-08 03:53 AM Link | Quote | ID: 76705

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Means that it would interpret the scripting (well, probably more like bytecode) used in the GBA and DS Phoenix games.



Just my guess.

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Kawa
Posted on 02-08-08 04:34 PM Link | Quote | ID: 76756


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Posted by Ailure
Means that it would interpret the scripting (well, probably more like bytecode) used in the GBA and DS Phoenix games.
Nope.

It means that the exact same script data and interpreter is used for SDL, DS and GBA versions of OpenPhoenix itself.

I hardly know the original.

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Googie
Posted on 02-09-08 05:45 AM (rev. 2 of 02-09-08 02:08 PM) Link | Quote | ID: 76798


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I'm in the hacking mood right now, so here's some pics of my Lolo 2 hack... ^^'







I'm up to editing the 5th. floor atm.

And here's a before & after pic of the title screen...


Original title screen...


Just a few graphic & palette changes, stay tuned...

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smkdan
Posted on 02-09-08 01:47 PM (rev. 2 of 02-09-08 01:52 PM) Link | Quote | ID: 76812


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http://img113.imageshack.us/img113/9980/lolpb1.png

I started this a few weeks ago. I finished (most of) reprogramming parts of the ROM and I'm trying to piece together the editor end of it. It's horrifically trashy but I do have a working track viewer for now.

Googie
Posted on 02-09-08 02:19 PM Link | Quote | ID: 76814


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Nice, F-Zero was one of the first games I bought back in the SNES days, not to mention I played to it death lol! But yeah that pic is pretty cool, keep doin your thing smkdan...

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ghettoyouth
Posted on 02-09-08 02:38 PM Link | Quote | ID: 76815


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Posted by Googie





looks way better than the original one Oo

boingboingsplat
Posted on 02-09-08 04:17 PM Link | Quote | ID: 76817


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I think those clouds on the title screen would looks better if the highlight was white instead of yellow.

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Ailure
Posted on 02-09-08 05:22 PM Link | Quote | ID: 76819

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Yeah, change the clouds outlines to white (or lightgray maybe) and you're good to go. Yellow just looks strange. oO

Kawa: Ah, I see. I googled for openPhoenix and didn't find much so I thought it was something you started on your own...

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Reini
Posted on 02-09-08 07:21 PM Link | Quote | ID: 76847


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Posted by smkdan
http://img113.imageshack.us/img113/9980/lolpb1.png

I started this a few weeks ago. I finished (most of) reprogramming parts of the ROM and I'm trying to piece together the editor end of it. It's horrifically trashy but I do have a working track viewer for now.


That's a SNES F-ZERO Editor? Like it.

Heian
Posted on 02-09-08 07:52 PM (rev. 2 of 02-09-08 08:33 PM) Link | Quote | ID: 76848


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SMKDAN!!

If you ever need someone to, like, have your children or something, you just give me a buzz, y'know?

(Edit: And here's a project of mine that's still just getting off the ground... "Baseball Stars 1908". Recently I got a new cell phone -- the Sharp 704i -- with a really nice number font and wanted to get it into a game. The rom-hacking bug, always lurking within, began to strengthen, and thus began an attempt to commemorate the Chicago Cubs' second world championship year in a Baseball Stars hack.)


Legomen
Posted on 02-09-08 11:46 PM Link | Quote | ID: 76856


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Posted by Googie



Just a few graphic & palette changes, stay tuned...


wait.. How you edit text? Hex editor or something?

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Googie
Posted on 02-10-08 01:51 AM Link | Quote | ID: 76862


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Thanks for the comments fellas, yeah I did the white outline but I didn't wanna conflict with the white words so I used the light gray like Ailure suggested, good looking out Ailure.

Legomen: Yeah I used a hex editor called Translhextion.

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smkdan
Posted on 02-10-08 03:43 AM Link | Quote | ID: 76887


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Heian / Reini / Googie: Thanks for the comments. And that's right Reini.

http://img201.imageshack.us/img201/5947/dw1tl7.png
http://img216.imageshack.us/img216/968/whiteland1and2gm6.png

2 other tracks in 0.25x zoom. Last pics until I make a thread or something.



Raccoon Sam
Posted on 02-10-08 01:52 PM Link | Quote | ID: 77013


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That looks beautiful, smkdan..! You're also nearing your spectacular 100 posts.
Is the Enemy A.I as complicated as in Mario Kart?

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Heian
Posted on 02-10-08 04:26 PM Link | Quote | ID: 77039


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SMKDan, that looks amazing -- to finally be able to edit F-Zero would be a dream come true. Will your editor be compatible with BS F-Zero 2 also? That game might be more fun to hack, because (1) the four cars are more evenly matched than the original's and (2) are less familiar, and (3) there are only five or so tracks; perfect for a solo or two-person hack effort.

I made some new palettes and fonts for the original long ago:



Fire Field was going to be a stark gray lunar surface called "Clavius Base". This game really re-uses a lot of graphics and doesn't give you much to work with. I'm amazed how the designers got such a good game into so little space.

smkdan
Posted on 02-11-08 08:29 AM (rev. 2 of 02-11-08 08:30 AM) Link | Quote | ID: 77292


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Raccoon Sam: I haven't seen SMK's AI beyond the checkpoints, but here you have checkpoints and a few other tables for the AI (speed / angle, 4 of these presumably one for each main rival + drones) and a special table to determine branches in the path and also something related to the rival cars. I'll have an path editor on the first release, but it most likely won't be as comprehensive as I hope. The main motivation is that it destroys collision if the paths aren't set correctly.

Heian: I have not touched BS F-Zero 2 in terms of hacking, so I don't know how similar they are. For (1), I have the physics in one of my documents which includes from memory:

-Slipping threshold
-Acceleration
-Top speed
-Amount of slip (high for the fox, virtually nothing for the stingray)

I have shield info in there somewhere too. BS F-Zero 2 might come after all the primary stuff.

As far as gfx goes, I made 15 seperate entries for each track which means palettes, tilesets, names, music etc. can be uniquely assigned for each track. For tracks like whiteland and silence I just duplicated the tracks so they can be edited seperately. The ROM is initially expanded to 2MB to accomodate the uncompressed and extra data.

Heian
Posted on 02-11-08 10:16 PM Link | Quote | ID: 77362


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Smkdan, this sounds great! Do you have a link to the physics documents? The speeds, acceleration, etc. were also complete mysteries back then.

Here's a very old thread featuring various discoveries, if you want to give it a bump (your project probably warrants one):

http://acmlm.no-ip.org/board/thread.php?id=1550&page=1

That larger ROM size should help a lot. IIRC, the game uses one set of 256 tiles for the background (horizon) graphics. Did you get around that somehow?

Being able to edit things at the 2x2 "macro-tile" level should really work well. The way Maximum Velocity did things, we were stuck trying to get 8x8-tile panels to sit next to each other, and it was impossible. (Guy Perfect did some amazing work decompressing them, though.)

F-Zero mania is back!

RDOG
Posted on 02-14-08 10:58 PM Link | Quote | ID: 77820

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How does this look?

Ailure
Posted on 02-15-08 12:41 AM Link | Quote | ID: 77828

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There's something off the way you dithered the underground "ground". Besides there's a visible grid pattern on it as well...

Otherwise it looks good.

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