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Main - Posts by snarfblam |
snarfblam |
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Tektite Level: 18 Posts: 41/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Great stuff! Good to hear an update, too. Love the new sword mechanics. That new link sprite is also pretty spiffy. |
snarfblam |
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Tektite Level: 18 Posts: 42/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 43/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 44/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 45/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Posted by Chaobomr 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...
...and dumped the text and wrapped every 32 characters and used a monospace font, you would end up with something like this
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 |
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Tektite Level: 18 Posts: 46/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Posted by Data Crystal That ROM map does not include the iNES header. Accounting for the header, $1A81B + $10 = $1A82B |
snarfblam |
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Tektite Level: 18 Posts: 47/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Posted by snarfblamPosted by Data Crystal |
snarfblam |
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Tektite Level: 18 Posts: 48/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Why not? |
snarfblam |
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Tektite Level: 18 Posts: 49/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 50/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 51/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
Posted by infidelity 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 |
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Tektite Level: 18 Posts: 52/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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.
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snarfblam |
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Tektite Level: 18 Posts: 53/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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 |
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Tektite Level: 18 Posts: 54/54 EXP: 26433 Next: 3464 Since: 03-10-12 Last post: 3877 days Last view: 2827 days |
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. |
Main - Posts by snarfblam |
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