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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 241/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Check these offset notes.
As for extracting and reinserting graphics, you'll need the addresses in these notes as well as Lunar Compress. |
Stifu |
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Cobrat Level: 56 Posts: 242/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I just downloaded and opened the file, and it works for me... The file should be 38.8 KB. |
Stifu |
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Cobrat Level: 56 Posts: 243/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Due to the fact I can download and open the file just fine, I doubt it's a problem with the download... More like a problem with your PC reading chm files, or the way I compiled it.
Anyway, I just uploaded the sources (HTML) of the document, so that should work fine no matter what. Just load index.html. http://stifu.free.fr/dl/temp/smk_offsets.rar |
Stifu |
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Cobrat Level: 56 Posts: 244/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Dan: the author of Make recently added support for the US ROM. (http://www.dirty.plus.com/MAKE/MAKEUS0071.zip)
Besides, note that I haven't given up on my own editor, and hope to have something to show sooner rather than later... I'll also need your help again at some point, of course. |
Stifu |
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Cobrat Level: 56 Posts: 245/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
For the record, Midwife figured it out and solved the problem.
There's still one last problem standing, though: decompressing "badly-built" data (blocks that aren't properly delimited with an FF). |
Stifu |
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Cobrat Level: 56 Posts: 246/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Stupid question, as I'm out of touch with the ROM hacking community: has some kind of replacement for Lunar Compress showed up at all lately?
I'm asking because I was considering reusing our compression/decompression code of Epic Edit to make an open-source alternative to Lunar Compress (but which would only support one type of compression for now)... and which would actually have a GUI, so no command line needed. |
Stifu |
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Cobrat Level: 56 Posts: 247/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Assuming people care in the first place. :p |
Stifu |
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Cobrat Level: 56 Posts: 248/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Huh, that was random.
I'm still in touch with Don Miguel. |
Stifu |
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Cobrat Level: 56 Posts: 249/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks, MoN.
Actually, we implemented 2 types of compression, the first one being the one referred to as LZ or Lunar Compression (according to this page), used in other Nintendo games (including a Link to the Past). The second one is specifically for SMK tracks, and I don't know if it's used anywhere else. A few little questions, though: Where can I find this library by Disch? Is it open source? Finally, do you know how well it compresses data compared to Lunar Compress (which also compresses better than the original games)? If not, I'll find out... |
Stifu |
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Cobrat Level: 56 Posts: 250/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Ugh, download link is dead. I'll look for it later then, at least I have the name now.
Thanks for your help. Edit: but the second link works fine, so whatever. |
Stifu |
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Cobrat Level: 56 Posts: 251/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
"I really want attention, but since I have no talent and couldn't do something good to save my life, I think I'll just try to do something else, like a funny/shocking/extreme game or whatever"
Reading this thread was bothersome, much like previous threads by Jomb (not that I remembered his name). Seriously, I hope you guys are still prepubescent. |
Stifu |
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Cobrat Level: 56 Posts: 252/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
DahrkDaiz: I don't mean to derail this thread, but since I'm also doing my SMK editor in C#, I'm wondering how you handle the map/gfx display part.
Personally, I display graphics in a Panel, and went for an unsafe Bitmap class, considering the default one is much too slow. That greatly improved performances. However, I can't get double buffering to work properly (as I still got some nasty flickering), no matter how many different methods I tried (Transparent BackColor, SetStyle, DoubleBuffered = true, etc)... Overriding OnPaintBackground is the only thing that worked easily and nicely, but the display is still not perfect. And making a class that inherits from Panel sucks, as that totally prevents me from going into design mode again. Any tips? |
Stifu |
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Cobrat Level: 56 Posts: 253/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
DD: alright, thanks for the info. Yeah, I also left OnPaintBackground empty. What we do is similar enough...
So you don't double buffer... Are your bitmaps in 24bpp as well? I also forgot to mention I'm using GDI... I'm working on a DirectX mode, but it's not usable yet. |
Stifu |
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Cobrat Level: 56 Posts: 254/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Well, it'll be open source, right? So people will be able to add music editing if they really want to... |
Stifu |
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Cobrat Level: 56 Posts: 255/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Arbe Really? Actually, I have trouble finding any post-2000 hacks here. (And even Super Smash Bros is pre-2000...) Solid 2D games are more "timeless" than early 3D ones... |
Stifu |
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Cobrat Level: 56 Posts: 256/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I think Mono should work, but only if DD's code doesn't rely on Windows-only stuff, like GDI or DirectX (although I just read about DirectX supposedly working on Mac...).
We've thought about that for Epic Edit, and started working on implementing several graphics APIs... |
Stifu |
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Cobrat Level: 56 Posts: 257/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Very nice, DahrkDaiz.
Is the spin roll move still a bit buggy? It seems to fail breaking bricks half the time. |
Stifu |
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Cobrat Level: 56 Posts: 258/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Streets of Rage 2/3 and Seiken Densetsu 2/3.
But I most likely won't do any work on any of them, life is just too short. I'd rather make games or other things from scratch. Hacking isn't very rewarding. |
Stifu |
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Cobrat Level: 56 Posts: 259/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
A little Epic Edit screenshot:
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Stifu |
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Cobrat Level: 56 Posts: 260/666 EXP: 1361984 Next: 36192 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Nice. My SMK editor can basically only change tiles, in comparison. :p |
Main - Posts by Stifu |
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