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justin3009
Posted on 11-13-12 02:38 AM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152846


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Yep that would be bank 00!

justin3009
Posted on 11-13-12 09:31 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152849


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Jesus, you're doing a lot more with that type of aspect then I'll ever do for awhile xD; The best I can do is just re-code a few things and improve it or expand upon it, but not to something that extent. Then again, anything with backgrounds, VRAM and such I tend to avoid as there's not much help in that aspect from what I've seen.

justin3009
Posted on 11-13-12 11:24 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152851


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Most, if not all SNES games have some sort of graphics compression going on.

The X series definitely compresses all their tilesets along with most of the menu tiles and such. I really haven't seen a game yet though that leaves all their tiles decompressed, though I think Tales of Phantasia may have a couple like that and I think Breath of Fire 2 does as well, but certainly not all of them.

justin3009
Posted on 11-14-12 02:18 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152854


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YYCHR or Tile Molester are usually the recommendations I'd go with for Tile Viewing. I'm more of a Tile Molester user in general though. At least there's a couple tools he'll know for that.

There's also SNESPAL for palettes and such.

justin3009
Posted on 11-14-12 08:50 PM, in Questions Regarding Rom Hacking On The Super Nintendo Link | Quote | ID: 152856


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Fonts are generally 1bpp or 2bpp.

Everything else tends to use the 4bpp one. I'd say the exact name but I do not have my computer in front of me at the moment.

justin3009
Posted on 11-23-12 02:30 AM, in Super Bomberman 4 or 5 Sprite Editing Link | Quote | ID: 152893


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SNESPal is your best bet. It's tedious but it does the job well.

justin3009
Posted on 01-10-13 05:03 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 01-10-13 02:44 PM) Link | Quote | ID: 153251


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http://www.youtube.com/watch?v=uDtwcZVI30Y&feature=youtu.be - Tales of Phantasia voice replacement test.

Hienrenkyaku being replaced by three other test voices just to show case that it's possible.

justin3009
Posted on 01-18-13 12:53 AM, in Legend of Zelda - Prophet of Chaos Link | Quote | ID: 153301


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Gosh this is absolutely gorgeous. I am seriously in love with your work on this

justin3009
Posted on 06-13-13 04:46 AM, in Possible to get exact animation times? Link | Quote | ID: 154093


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Any graphic on screen I think is loaded decompressed in a savestate. On tile animation, it may just be quick palette swaps if not, a general rule is that the frames needed are already on screen, they just get loaded at different times.

justin3009
Posted on 08-27-13 07:48 AM, in Breaking the level cap over 30. Make it public! (rev. 2 of 08-27-13 07:48 AM) Link | Quote | ID: 154672


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If there's a level cap of 30, then that basically means you'd have to find all the hard-coded checks for level 30 and extend them to a higher cap (Probably a single byte change). Depending on how the game reads the data, it could be incredibly easy to fix or incredibly difficult. I'm pretty much guessing it'd be a simple task though I'm not sure how leveling up would work. That may have to be changed.

justin3009
Posted on 09-03-13 06:05 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154714


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A basic hex editor like Translhextion or anything won't help you understand the code. You'd have to use a debugger to actually get an idea on what the code means.

bSNES and Geiger's SNES9X Debugger are two of 'the' best debuggers available for the SNES.

If that's all there is to it, then it's just a matter of changing where to read the tables from and expanding them while figuring out the other hard-coded checks (IF there are anymore). Not really 'difficult' but rather tedious from the sounds of it.

justin3009
Posted on 09-19-13 09:41 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154801


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Just saw your update. I'll have to replay a little bit to understand what you mean, but if I can, I can try to get a disassembly log and figure out what's up if needed. (That's if it's actually WANTED)

justin3009
Posted on 09-22-13 09:10 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154818


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I have NO clue if this makes everything work, but I definitely found something. It's comparing the level to a hard-coded value. Once you hit a certain level, it stops showing the messages and such on purpose. (Not sure if it's because you don't NEED anything anymore or what)

$C2/2CE5 A6 EE       LDX $EE    [$00:00EE]   A:00F5 X:0000 Y:0002 P:envmxdIzC
$C2/2CE7 E2 20 SEP #$20 A:00F5 X:2C00 Y:0002 P:envmxdIzC
$C2/2CE9 BF 60 00 40 LDA $400060,x[$40:2C60] A:00F5 X:2C00 Y:0002 P:envMxdIzC
$C2/2CED C7 EA CMP [$EA] [$F5:A0CD] A:0009 X:2C00 Y:0002 P:envMxdIzC
$C2/2CEF C2 20 REP #$20 A:0009 X:2C00 Y:0002 P:eNvMxdIzc
$C2/2CF1 10 0B BPL $0B [$2CFE] A:0009 X:2C00 Y:0002 P:eNvmxdIzc


NOP all of that out with 'EA' then where '10 0B' is, change it to 'C2 20'. The message should display no matter what level you are now *I THINK*

justin3009
Posted on 09-23-13 07:38 PM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154823


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As flat hex and not using whatever type of ROM it is:

22CE5 is the address

justin3009
Posted on 10-19-13 05:47 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 154932


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No problem! Glad to have helped.

justin3009
Posted on 11-01-13 07:45 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 11-03-13 06:26 PM) Link | Quote | ID: 155006


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Took a test whack at some voice labeling and what not. Imported Dorne's PSP JP voices into the SNES version of Star Ocean.

Star Ocean Beta SFX/Voice Compendium - Trying to work on a full blown compendium of SFX/Voice data on Star Ocean.

As you can see, I've got most of the layout ideas ready. HOPEFULLY this will help people dive more into fandubbing this game whenever they want to.

Edit:

- Not much but this was seriously a pain in the butt. It works for the most part.

This is Dorne from the SNES version of Star Ocean using 'Kuuhazan' or 'Air Slash'. It seems character skills are based off of their animations and then load a separate 'spell' to display the attack. Being that, Kuuhazan was animation #22 on Ratix, which is now the same value for Dorne as well.

The skill does launch, it hits, it works. There's two bugs right now that I'm trying to work out:

1. No MP is used. Not sure what or how the MP condition is called yet.
2. No voice in-game. I have a couple of test voices created for him and ready to be imported, just have to get the code to load the proper location.

After that, I'll probably upload a small test video to show case it.

I figured that since I can't really add Eres as a full PC due to space limitations, might as well give Dorne a few skills with-in the limits I have in-case someone decides to hack him into the party for a playthrough.

justin3009
Posted on 11-09-13 12:44 AM, in Breaking the level cap over 30. Make it public! Link | Quote | ID: 155051


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Do you happen to have a savestate or a SRM file to fighting Smithy? It'd be wonderful to have so I can trace WHY it's doing so specifically for him.

justin3009
Posted on 01-19-14 01:33 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 155482


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Fun little test with some boredom on the side.

justin3009
Posted on 01-26-14 12:11 AM, in Tales of Phantasia Item Descriptions VWF? Link | Quote | ID: 155532


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I've been going through the game all over again and trying to find ways to improve code and such, of course, I hit a nice snag AGAIN with the VWF.

I've noticed in many other games that the Item Descriptions, if they're VWF'd, are ridiculously lightning fast. Tales of Phantasia (Star Ocean as well) suffer from a horrifying amount of lag when switching items. If you remove the entirety of the code to load the descriptions then it's FASTER but not smooth as butter like other games.

Would anyone know anything about the VWF in this game and what'd cause it? If not, if I'm able to label most of the code, would I be able to get some help on figuring out why it's so slow?

justin3009
Posted on 02-08-14 09:56 PM, in Mega Man X1 Hacking! Link | Quote | ID: 155656


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He's actually refused to open source it once because he believed his code was too messy. He hasn't worked on it for awhile either as he's doing various other things.

I wouldn't count on any X editor happening from him for ages, if ever again.
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Main - Posts by justin3009

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