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Please chime in on a proposed restructuring of the ROM hacking sections.
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SecretChao428
Posted on 04-30-09 09:22 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 106153


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I think given the many problems and downfalls this board has had, I am back, but sort of fimilar in terms of romhacking, but also I know one or 2 of you guys while lerking at Romhacking.net, but lets hope this board won't die off again.

SecretChao428
Posted on 04-30-09 09:31 AM, in Few Questions, some might be long... Link | Quote | ID: 106154


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But I'll try to make this clear if I can,

1, inthe latest version of Smile(Super Metroid Editor), I am receiving an error after opening a file that has a following run-time error of #380, is there a chance it might be due to a mis-match with a file that is not regonizing because I have the .NET Framework 2.0 installed, and it might not be compatable in rendering the program?

2, do you guys know anything about the Large Font Compression that uses an RLE Base Fixed-Width format that Dragon Quest 5, 6, and 3 currently use as a format(supposely it is in RAW form), and is there a way to decompress it via Lunar Compress, or will it have to be done all manually?

and 3, I herd rumors of a new Zelda 3 Editor called Black Magic, but do not know if there is going to be a release soon given the outdated Hyrule Magic Editor is buggy and stuff?

SecretChao428
Posted on 05-01-09 02:13 AM, in Few Questions, some might be long... Link | Quote | ID: 106186


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Posted by MathOnNapkins
3. Yeah I'm developing Black Magic still. I'm trying to get a release out in the next month or two but I don't have a super supply of free time right now. However, the editor will mostly feature Overworld editing, as writing the dungeon editor really made me mad, so I'm pretty much avoiding it until Overworld editing is fully done.


Alright, it is just that I needed to know if also the expansion also means expanding addional graphics for the soon to be working dungeon editor including adding offsets that were previously blank?

SecretChao428
Posted on 05-02-09 11:02 PM, in Few Questions, some might be long... Link | Quote | ID: 106368


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Posted by MathOnNapkins
Well... if by adding offsets that were previously blank, you mean will rom expansion be supported, then the answer is yes.

As far as graphics expansion goes, I've not really worked out the details yet, unfortunately. I can rip all the graphics out of the game, but I haven't bothered to figure out a nice scheme to put all the edited graphics back in the game.

Oh and.... lol @ "soon to be working dungeon editor"

*sigh*
Well take your time, besides I think I am not all that big on adding new graphics but modifing the blank and duplicate graphic offsets that are usless and making them useful, as well as expanding the second data block dungeon area to 512 rooms, but as I said, take your time.

SecretChao428
Posted on 05-03-09 03:12 AM, in Few Questions, some might be long... (rev. 2 of 05-03-09 03:16 AM) Link | Quote | ID: 106380


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Posted by MathOnNapkins
Wait wha...

512 rooms? You're going to have to explain that to me. The limit on rooms in the ROM is 320 dungeon rooms, but only 296 were used in the original game. There's ways you could use more if you were really in need but you'd have to learn how to code some ASM to do that.
Well also in the expanded rom would help, since I think the expanded part of the editor would be the overworld only, seeing it is important I guess than the dungeon part.

SecretChao428
Posted on 05-13-09 09:50 AM, in Sim City, SNES Link | Quote | ID: 106899


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Well seeing this site relys on Zelda, Mario, and Mega Man games, there was a question awhile back about Sim City SNES over at romhacking.net, and the subject is modification to the land value diamond that is programmed to the game, and I know there is a way to move it and add higher values block by block in active ram, but expansion of the diamond seems to be hard to find and maybe hard coded in compression, by any chance has any one taking notes that the data maybe in the LZ5 compression like with the block data used in the gifts and map creation data, just wondering?

SecretChao428
Posted on 05-15-09 08:20 AM, in Sim City, SNES (rev. 2 of 05-15-09 08:25 AM) Link | Quote | ID: 106958


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Posted by DiscoPeach
Ahhhh... SimCity... now that takes me back...

I think I read somewhere about someone tinkering around with some hex in order to better control events and some reactions in the game (as well as the zone pricing, etc). You should google that shit!
Only there was that much infomation, because I Have been wondering if the the data that is programmed into the other parts where it is compressed in LZ5, which requires ASM and then hex edit from there, besides I have taken the liberty to tinker with the gift data and there is a mess load of kludge data, and that may require adding a header to use those blocks to work around it, as well as weeding the non shared data.

SecretChao428
Posted on 05-16-09 09:01 PM, in Sim City, SNES Link | Quote | ID: 107006


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Posted by Ailure
The Simcity source code been opensourced too, so if you're thinking about doing fairly extensive hacking of the game you might want to go straight as well for the PC game.

Although I admit that amongst the "Simcity orginal" games, the SNES version is the most enjoyable one. Plus there wouldn't be a spirit of hacking when you're using the source code directly.
Well I guess that this thread is getting quite a bit of replies, I figure that a editor would be possible, but I also wonder if there is a way to modify the font with a VWF for the 8x8 characters alot more room can be saved, when I have the VWF used in the, Voice, budget, stats screens besides using the micro fonts and all that, plus modifications to the unused gift data that is just block kludge data, modifications to the land value data, and even customize the 999 maps(and use the islands to create lakes in the center or coastlines, that would change the aspect of the game.

SecretChao428
Posted on 05-18-09 05:26 AM, in Sim City, SNES Link | Quote | ID: 107092


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So, would everyone agree that making an editor maybe possible given the already understood LZ5 data that we can work with for the SNES version?

SecretChao428
Posted on 05-19-09 02:46 AM, in Sim City, SNES Link | Quote | ID: 107224


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Posted by roxahris
No, he didn't say anything about remaking the PC version; he still, I think, wants to hack the SNES version.


Correct, besides I have managed to get to editing the grounds of the game and finding out what to touch and not to touch.

SecretChao428
Posted on 05-22-09 06:25 PM, in Compression types used in games Link | Quote | ID: 107450


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I know this place tends to stick to compressions such as LZ 1 and LZ 2, but I wanted to know if the data in SMW that uses RLE 1 also is used such as graphic data Fonts that use the format for fixed width compression?(used in Tetris Attack and Dragon Quest 5, 6, and 3r)

SecretChao428
Posted on 05-23-09 12:13 AM, in Compression types used in games Link | Quote | ID: 107466


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Posted by MathOnNapkins
What exactly do you mean by fixed width compression?
Fonts that do not use any form of VWF code in the game, while Fixed Width uses 1 size only per character, and uses RLE compression to save space instead of VWFs that has to use uncompressed characters.

SecretChao428
Posted on 05-23-09 01:07 PM, in Compression types used in games Link | Quote | ID: 107484


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Posted by Sukasa
VWF can also use compressed characters, if the proper handling code is included to process them when uncompressed.
Well I just wanted to know that if the compression in a 1BPP font of the 4 games are using the LC_RLE 1 format just in case if that is the correct type?

SecretChao428
Posted on 05-24-09 02:51 AM, in Compression types used in games (rev. 2 of 05-24-09 02:53 AM) Link | Quote | ID: 107514


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Posted by Kawa
Frankly, I'd think it'd just be bitpacked.

To demonstrate:

That's Pokémon Red's font in the native mode for the original Gameboy, 2 bits per pixel. You can make out the font on the top half, and notice that you can only see every other letter.


That's the same data seen as one bit per pixel. Now it's the bottom half that's messed up. If you squint, you can make out the border in the last few tiles.

The GBA version does the same thing, but from four to two instead. My point here is that bitpacking is a fairly common trick, but it's not compression per se since there's no data "left out" like with RLE, LZ, Huffman...
The if this board had image attachments for this, I would add an image of the compression method that is used just for those games, given that if I had posted a image of this fixed width format, then we would get the idea of it, also the NDS NFTR files will use similar formats and use the RLE encoding if anyone has played a game that uses a format for it, but the image text you are showing is using a GB to NES based factor, but when I get back home and get a Photobucket, I will post the character file that contains this method I am try to explain a bit more clearly.

SecretChao428
Posted on 05-25-09 09:22 PM, in SMILE 2.10, VB App Error 380 Link | Quote | ID: 107576


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Well I am receiving a Visual Basic Applacation error 380 after loading the rom, I need to know if it is an OS issue or I have to scrap the entire 200 byte header that might be causing the error, I just wanted to know on it.

SecretChao428
Posted on 05-27-09 05:45 AM, in SMILE 2.10, VB App Error 380 Link | Quote | ID: 107662


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Posted by Kawa
Error 380, "Invalid property value".

I'd say scrap the header.


Tested it, even with a fresh rom, no good, still getting the error 380, guessing it maybe related to rendering C files that maybe mismatched if it is causing it, and well I read it that it could be that many of the C files used in later programs like this tend to have problems after Windows has updated specific files for security reasons due to exploits in the code, that could be the reason of it.

I am using Windows 2000 SP4 BTW.

SecretChao428
Posted on 05-27-09 06:00 AM, in Compression types used in games Link | Quote | ID: 107664


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Just to be sure that anyone here would know about it, here is what I am talking about in example of this RLE compression with fonts,



I hope this will open many eyes to the idea of what compression is used.

SecretChao428
Posted on 05-28-09 11:07 PM, in SMILE 2.10, VB App Error 380 Link | Quote | ID: 107748


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Posted by Kawa
That does not make sense.

You read something about C files. SMILE is a Visual Basic application. Its source is not in C files.


Well does the program need a file called MSMASK32.OCX to run or cover that error?

Or would I have to scrap my OS because of compatablity problems to it?

SecretChao428
Posted on 05-29-09 12:54 PM, in Compression types used in games Link | Quote | ID: 107765


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Posted by CKY-9K
I was wondering the same thing about Wario Land 2?


Guess we are only talking about what is not compressed and just use the basic format change.

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