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Please chime in on a proposed restructuring of the ROM hacking sections.
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snarfblam
Posted on 04-17-13 10:58 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153729


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Great stuff! Good to hear an update, too. Love the new sword mechanics. That new link sprite is also pretty spiffy.

snarfblam
Posted on 04-26-13 10:58 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 153769


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If you have documentation for the level data format, I can probably get a basic level editor (or anything else that needs editing) going.

snarfblam
Posted on 05-18-13 06:51 PM, in The Great Gatsby Game NES... Link | Quote | ID: 153930


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Like a lot of books, I read it in high school and didn't really get anything out of it, but read it several years later and really appreciated it. As I played the game I did get the impression that the cut scenes would make no sense to someone who had not read it. Anyways, fun little game, short as it is.

snarfblam
Posted on 05-20-13 11:42 PM, in Zelda Title Link | Quote | ID: 153959


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If you're looking to edit the story text, you'll probably want to be able to change the color of the text too (so you don't have random letters in green or red). This data is stored separately. IIRC, it's stored as a complete 64-byte attribute table.

Let me know if you need a hand, but I know it's documented somewhere.

snarfblam
Posted on 05-23-13 02:22 AM, in Zelda Title (rev. 3 of 05-23-13 02:24 AM) Link | Quote | ID: 153976


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Posted by Chaobomr
I'm thinking there's some compression going on


Definitely no compression. It occurs to me now that the normal text table isn't going to cut it. The story text is stored in a tile map that also includes graphics, namely the plantyness around the story. E2 and E3 are the horizontal bits, E4 and E5 are the vertical bits, and E6 is used for the corners. F8 is used for the quotes, and goes on the line ABOVE the text the quotes surround. And all those extra spaces are used to layout the text. If you added something like this to the table file...

E2 = [
E3 = ]
E4 = ~
E5 = =
E6 = %
F8 = _


...and dumped the text and wrapped every 32 characters and used a monospace font, you would end up with something like this

%~= THE LEGEND OF ZELDA =~=%
[ ]
] MANY YEARS AGO PRINCE [
[ _ _ ]
] DARKNESS GANNON STOLE [


As for the colors, I don't know how much you know about ROM hacking, but I'll try.

The colors of the text are stored in a 64-byte block found at $1A82B in the ROM (it is raw attribute data). If you open the rom in FCEUX, open the hex editor, pull up the ROM (under the "View" menu), and go to $1A82B, you can start playing around with the values. After changing the values, reset the ROM and you'll see the changes take effect.

Changing the text to all white would be easy (changing certain bytes to 00). If you want to do your own custom "highlighting", well, even thought I understand attribute data perfectly well in theory, trying to manipulate it by hand gives me one hell of a headache.

snarfblam
Posted on 05-24-13 12:11 AM, in Zelda Title Link | Quote | ID: 153987


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Posted by Data Crystal

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 10 (16 decimal).


That ROM map does not include the iNES header. Accounting for the header, $1A81B + $10 = $1A82B

snarfblam
Posted on 05-25-13 12:48 AM, in Zelda Title Link | Quote | ID: 153994


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Posted by snarfblam
Posted by Data Crystal

Offsets are from the beginning of the ROM. To get the offset from the beginning of an iNES (.nes) file, add 10 (16 decimal).




snarfblam
Posted on 05-29-13 12:53 AM, in Why? Link | Quote | ID: 154019


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Why not?

snarfblam
Posted on 05-31-13 12:41 AM, in Endline Link | Quote | ID: 154028


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Depends on the utility. They don't all necessarily agree 100% on how to deal with table files. In a hex editor, I would just use some other unused char, maybe a backslash. For a dumper/inserter, check the documentation.

snarfblam
Posted on 06-08-13 02:09 AM, in Expanding a ROM that has more than 16K PRG-ROM? Link | Quote | ID: 154059


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This depends largely on the mapper. You also need to consider the structure of the ROM: many games have CHR ROM after the PRG ROM. If you name the specific game you want to expand, it's easier to give an exact answer.

With MMC1 and UxROM (and others) the last bank is typically fixed.
I expanded Metroid from 8 banks to 16. This necessitated copying bank 7 in the original to bank F in the expanded ROM. The result was that banks 0-6 were unmodified, 7-E were mine to use as I saw fit, and F became the fixed bank. With a game like SMB, you also need to make sure the CHR ROM stays at the end. That means that the last 8kb from the original ROM needs to be moved to the end of the expanded ROM.

snarfblam
Posted on 07-08-13 11:39 PM, in Zelda PPU Link | Quote | ID: 154262


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Posted by infidelity
You cant use tlp for zelda 1, because the gfx
within the rom are compressed. Thats why it looks like shit.


Are you sure? Because I'm pretty sure the graphics are just offset (meaning they don't fall on $10-byte boundaries). In TLP go to where the graphics are and hit the + and - keys, which will adjust the tiles 1 byte at a time. When you get it right, the tiles should clear up. They still won't be too neatly organized, though.

snarfblam
Posted on 07-18-13 10:58 PM, in How to read Contra(U)'s graphics? Link | Quote | ID: 154347


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The problem you're having is that graphic editors tend to assume that graphics are aligned on 16-byte boundaries (e.g. tiles start at $9210, $9220, $9230, etc), but for many games this isn't necessarily true. The graphics you're looking at are off by 2 bytes ($9212, $9222, $9232, etc). You need to use the "+" and "-" buttons to adjust the view. Using a better palette helps, too.


snarfblam
Posted on 07-24-13 10:43 PM, in Who has the Red Falcon Download link? Link | Quote | ID: 154401


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Are you looking for Trax's hack or the level editor?

You can get the latest demo of the hack (levels 1-6) on RHDN. http://www.romhacking.net/forum/index.php/topic,16715.0.html

As for the editor, I don't know if it's available, but you can contact Trax on RHDN.

snarfblam
Posted on 09-20-13 11:50 PM, in Need answers from those familiar with the combo dungeon system, with The Legend Link | Quote | ID: 154811


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I can look into this if you want. The dungeon layout engine is very similar to that of the overworld, and I'm sure it can be greatly expanded (many more TSAs and columns, but increasing the number of screens would require relocating some data to new tables) without replacing the whole layout system. It shouldn't be too difficult. However, I'm a bit busy this weekend, and still getting situated with my new computer after the old one died on me. There may be someone else who is already more familiar or has more time to look at it, but when I have a chance, if this still needs to be addressed, I'd be happy to help.
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