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SourceSeeker
Posted on 08-11-12 04:59 PM, in Hey Mop, Ur SoM Editor, Map Colors prob (rev. 2 of 08-11-12 05:00 PM) Link | Quote | ID: 151990

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I wanted to use your editor for some Secret of Mana maps.
I'm working on a Tower Defense Map in Warcraft 3 and need as much Texture Rips as possible.
But when I use your editor (somedit0107) and skip through the Composite Maps often there are ugly shadows which doesn't belong in there!
Example: Map 151 (Turas Castle)
The Towers have black pixels on the right side.
When I play there with ZSNES 1.51, the towers have no black pixels, they have different grey colors!

Hope you can fix this soon, or at least you can tell, how can I rip the Textures myself.
I tried a cheat, a wallhack:
P1: 7EE00BFF
P2: 7EE20BFF
P3: 7EE40BFF
But in the map Turas Castle it just wont work, Im stuck, while at other maps it works quit good!

Thanks for you work so far & kind regars!

Manu

SourceSeeker
Posted on 06-08-13 01:43 PM, in Possible to get exact animation times? Link | Quote | ID: 154061

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I trying to rip the waterfall from SoM. So far it works quite good, although I have look through every single frame (77 pngs) and cut out changing tiles. In addition I added the number frames between each tile change, so that I get proportions for later timing (as a simple example for gif-animation). Now I noted that this way isn't very accurate. Some tile animations where I'm rather sure they skip on a fixed amount of time each tile, seldom have 3 frames and msot of the times 4 frames. Even after 2 complete loops, the frame numbers doesnt have the same proportion like before. So where the two tiles between it needed 3 frames, now have 4 frames in the 2nd loop. So this confirms my assumption.

Now, is there a way to get proper animation times instead of counting inaccurate frame numbers?
Fast help would be very nice, as I'm continue working out the animations with counting frames which is really annoying...

SourceSeeker
Posted on 06-08-13 10:53 PM, in Possible to get exact animation times? Link | Quote | ID: 154066

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Cool!

Thanks so far for your replies Otrebla & Xeruss!

In the meantime I registered at 'http://www.romhacking.net' & used their chat function to have a little talk to some pros as I think now after the chat. 'Henke37' tried to explain me some things on how to get to the frame counts in the rom, but I understood almost nothing (talking about rom hacking I'm a bloody beginner). Nevertheless I realized that the latest 'ZSnes' (1.51) is from the year 2007, while the latest 'Snes9x' is from 2011!! So my new attempt is to try using the 'Snes9x' and hoping that the frame counts will be more accurate. I went to place of action where the sprites/objects are located I want to rip. Then in Snes9x you can also use 1-5 to toggle visibility of layers, nice! Then I used another integrated function to create an uncompressed avi-file. I recorded 4 secs, which were about 150 MB and had enough frames, because of the 50 FPS of SoM. Then I used Adobe After Effects to get every frame as a png. And this is where I'm again now. I have to compare every frame and count the frames till an animation changes. After that I will compare those results with the results from the Zsnes. Let's see if sth changed If not, my last try for the next time would be a 3rd comparison to 'BSnes'.

@ Otrebla2
1st I have to clearify sth. It is my mistake, because I didn't explained it with more detail, but I don't even try to rip the big waterfall in the beginning of the SoM, but later one of the waterfalls in the ... (hehe in german its called "Elfenteich") ah! found it! 'Gaia'sNavel'.
Yes, I already use the nifty functions with hiding layer through 1-5 or 6(?).
For the next tip I thank you (F1 & the menu)! I already fotgot about this function!! Right, I will have a look on that again, this was helpful.

@ Xeruss
Sounds very interesting, but I already tried a few things and only with minor success. I downlaoded vSnes and tried some palettes, but serious? I just clicked on any buttons without knowing what to do...
A direct rip would be awesome, but also impossible for me atm

SourceSeeker
Posted on 12-30-13 05:26 AM, in Possible to get exact animation times? (rev. 8 of 12-31-13 06:14 AM) Link | Quote | ID: 155321

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Hi again!

It took me the rest half of the year, but now Im wiser
I wrote a JavaFX project to crop and compare all those images I talked about earlier in post #4. Right now I wasnt sure what the right FPS of Secret of Mana is. But if ZSNES doesnt lie, then the english version of Secret of Mana has 60 FPS, while the german version has 50 FPS. Well, I will just accept then if you dont correct me...
So, I dumped an uncompressed video, recording a waterfall in Gaia's Navel (/Elfenteich) for about 9 seconds. As it was the english version with 60 FPS I got 566 PNGs through the help of Adobe After Effects. So whats the exact playtime? (98 bytes collapsed: )
Thanks to the tool I wrote, I made a discovery I wouldnt have made without it (because of the pain in the ass from making it manually). The waterfall uses 8 different pictures until the animation loop begins again. Before I had the tool I always stopped there or at least in the end of the 2nd loop. Now I can just pan through all those picture changes thanks to the automatically generated HTML. 1st I thought: "oh no, there is still no pattern in the animation times ".
But then!
I made a test which just came to my mind. I laughed because I still had to take a paper and a pencil to write sth down although I have written a tool for half a year *g
Now what I did was, I made 8 columns representing the 8 different textures. And then I wrote down the number of frames for every texture until I stopped at the 9th row. -No, there was no specific reason why I stopped at the 9th line, it was just the notepad which was covered.
So, here is what I got:

Wew... This div-table is a pain in the a*s!
...3 hours later... (when using a HTML [table] everything is f*cked up )
Done!
Well, nevermind, at least a nice result =)
So, can you see the pattern?
Okay, I also colorize it for you!
...30 min later...
Done!

I
II
III
IV
V
VI
VII
VIII
1
9
1
8
2
8
1
9
1
9
1
9
1
8
2
8
1
9
1
9
1
9
1
8
2
8
1
9
1
9
1
9
1
8
2
8
1
9
1
8
1
9
1
8
2
8
1
9
1
8
1
9
1
8
2
8
1
9
1
9
1
9
1
8
2
8
1
9
1
9
1
9



I didnt expect such a result! So the solution is that we have 8 different textures, but 10 different animation times. I always thought that the animation times are bound to the textures, but if this result is right, then bam! Textures and animation times are NOT coupled tightly, they can change over time! This is totally new for me, dont know whether you already knew this. But that must be the reason why I often found no pattern when I searched for it manually.

Long enough post, let me hear your opinion!

EDIT:
Shit! Now that I took a closer look at the table I can see that the pattern is broken at the 5th line... Oh nooo...

EDIT2:
Some good news and some less well, good 1st:
I havent yet told, how I got the uncompressed AVI, did I?
So, still using good old ZSNES. After dumping a "rawvideo.bin" I always used a tool called "ZRAW" from RealRPGer. As I have the german and the english version of Secret of Mana and realized that ZSNES tells me, that the german version has 50 FPS while the english one has 60 FPS (in ZSNES go to "MISC" > "MISC KEYS" > "DISPLAY FPS" > and assign a key), it was strange that the final uncompressed AVIs always showed 60 FPS, even when the input came from the german version with 50 FPS. And thats the crunchpoint! I think that ZRAW is the guilty one. I dont wanne blame ZRAW, quite the opposite, infact it delivers perfect uncompressed readable AVI video data, but it seems to have some weaknesses in terms of FPS-detection/conversion.
Now after some google I came across another tool for "rawvideo.bin"-conversion: AviSynth. Again I recorded a video in ZSNES of the english version of Secret of Mana, dumped it as "rawvideo.bin" and used an AVS-script to add the BIN-file to VirtualDub. In the AVS-script I used "AssumeFPS("ntsc_double")" as the tutorial suggested. From VirtualDub I saved the video as an AVI. Then used Adobe After Effects to extract all frames as PNGs (After Effects detected the frame rate as 59,94 FPS). In the last step I used my JavaFX-tool and got a new animation times table with some gratifying informations
I didnt even have to write it down, although for the first numbers I did it. But then on the 2nd loop I stopped writing and just scrolling through the generated list. Finally sth usable! The frame counts for the 8 different texture frames just were repeatingly 1 and 7. Just 1 and 7, not one break in the pattern throughout all 1035 frames!
So that was the good news! I will keep using AviSynth now for BIN-conversion to be able to get the right animation times.
Now the other news:
Yea, it would have been to easy if this would have been the final solution
Seems that another glitch rises again! While the animation timings seems solved, I realize that the recorded part of the waterfall in Gaia's Navel (/Elfenteich) in the bottom left corner where the water splashes makes further problems. My texture rips from ZRAW differ from the rips from AviSynth, meaning that the water splashes are still 100% identical, but the part of the waterfall in the background has different frames. I will have to make further tests to see whether this is a problem with ZRAW, with the different FPS-versions of Secret of Mana or just some loosely connection between the waterfall animation and the splash animation.
Okay, back! =)
Result: No problem with ZRAW and no problem with the different FPS versions! I ripped the waterfall part twice in the english 60 FPS version with AviSynth. Before the 2nd rip I closed ZSNES and restarted it. The water splashes again are 100% identical in both animation tables, but the falling water from the waterfall has another timing between them. This leads to the assumption, that the waterfall consists of different animation sprites with random start times. The falling water has its own animation timing and the water splashes has its own animation timing and both timings have a random start. So, a perfect rip would be a rip of just the water splashes and a rip of just the falling water. But that again seems hard work: 8 textures have to be customized for dividing the water splashes from the falling water. The hard part is to find out what pixels belong to the splashes and what pixels belong to the water...
Okay, back to the salt mines!
So long!

EDIT3:
I would like to upload the waterfall the way i divided it up for detected animations, but I dont know how to attach images easily...
There is a link to "Uploader" in the top of the website, but when I try to upload sth (after I logged in again) it says:
"You lack power to upload here."
Pity!

Main - Posts by SourceSeeker

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