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Main - Posts by lytron |
lytron |
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Micro-Goomba Level: 9 Posts: 1/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Hello board!
Is it just me, my computer and/or my ROM, or is it not possible to load and save with the editor at the moment? |
lytron |
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Micro-Goomba Level: 9 Posts: 2/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Hey Otrebla2!
It's weird. I thought I wrote a second message here yesterday... possibly you prevent doubleposts here or so. I saved it, I made another mistake: I didn't use the US-ROM. I can load the German ROM, yet the program's titlebar still states that No Project is loaded. I can save the project (no reaction of the program in any way), close it, but I can't load the project. The program simply does nothing when I choose one of these projects; of course, they are not listed on the Recent-Projects-List, too. Now that I use the US-ROM everything's fine. When I removed half of a song's channel's notes (in a German-ROM-Project), saved it and left the program, I could not load it, but the SOM-file has grown for about 20kb. So it *kinda* saves. It's an interesting behaviour, but it's nothing that has to be fixed very soon. There are plenty more other features that are more important, and the official German translation is somewhat infamous by the way, so it's better for everyone if the German hackers use the English ROM. Besides from that, is there any documentary or tutorial to this program? I know how I can edit songs and maps, but I don't get how to distinguish which door on the map is which, where it leads and how to edit it, for example. |
lytron |
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Micro-Goomba Level: 9 Posts: 3/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Hello Moppy,
can we support you with bug tracking, or are you totally aware of the reasons some of the major bugs and simply had not the time to fix them? One thing I found out was: If I place a tile in the black space outside of the actual map, it seems like I break some of the real program code. I tested it this way: I edited a bit in the map where you get the sword, exported it, set one tile "off the map" and exported it again. In the second file, the sound is broken(!). The samples in various musics don't work correctly; the sound effects sound properly. Another thing... how's it coming that each edited file is one Megabyte bigger? Looking at them with a hexeditor, a lot of it is unused, so I guess you always add this much so you have always enough additional memory "on stock", right? It seems like there are about 100 - 200 kb filled with new content when I edit anything in the ROM. Don't get me wrong, I'm just curious! Thanks for starting this project! Don't give up! We all look forward to each of your next builts! EDIT (04/27/13): Always crashes when a ROM gets exported and song playback gets started. |
lytron |
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Micro-Goomba Level: 9 Posts: 4/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Hello, welcome, and thanks for this thing!
I wrote something like this a few days ago in German for another board, I always wanted to translate it and post it here... your post was the final motivation. How do I get to the Sound Editor? - Download the program. - Download FMOD. - Rip the ROM with your copy station off the US-Game. - Click in the program on File --> New Project. - Pick the ROM. - Pick a Project Name. - Click on Songs (A). Where can I let a song play Green Play Button (C). How do I change a song? Up-and-Down-Buttons right to the left of the Green Play Button (C). How do I change a note? - Click on the note (B). - Change the values (F): From up to down: Note pitch, Length, Octave. - Click "Change" (H). Otherwise the changes will get lost. How do I add a note? - Click on the note (B) which shall be behind the new note. - Choose "00 - B3: Note" (J). - Click "Insert" (I). What are the gray pillars in the upper window? Settings: - Yellow rectangle: Pan. - Orange pillar: Volume. - Blue diamond: Channel sample. - Orange Crisscross: Unknown, estimated as trembolo How do I add an effect? Like you add notes, but you choose a different entry in the list (J) instead. |
lytron |
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Micro-Goomba Level: 9 Posts: 5/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Two answers from my side.
Posted by Popoie As you know, the German/EU ROM doesn't work, atm, so I guess the solution is: Stick to the US! Posted by Popoie I think it is ZSNES. ZSNES accepts a lot of things that don't work on real hardware, and so, if it runs on any emulator, it will be ZSNES. BUT, as I mentioned, ZSNES runs a lot of stuff impossible on real hardware, you should definitely use another Emulator for testing, like BSNES/Higan. That one emulates the hardware most correctly and so you have a ninety-nine percently chance that, if your ROM works properly there, gamers all around the globe can enjoy your hack on a flashcard or as a repro. |
lytron |
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Micro-Goomba Level: 9 Posts: 6/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
... what are you doing?
I tested a bit what can be done with the Editor so far and changed a bit of the music: starts here at about 3:07 (The changed hero sprite was not done with the emulator, used MS Paint for drawing, Gimp and pcx2snes for transfering and tilemolester for implementing the sprites and a regular hexeditor for palette changes) It was a bit difficult to do this music edit, because I had to change two notes, test-play it so it won't break the Editor and/or project, save, and then edit the next two notes. It's not much, but probably there can happen more with the next versions. =) Besides that, I did a few mockups out of boredom: Crono (Chrono Trigger) Jake Armitage & Kitsune (Shadowrun) Luke & his daddy Jake Armitage (Shadowrun) and the Ihatovo guy (Ihatovo Monogatari) Luke getting saved by Marty McFly (why not?) Jangadance (Shadowrun), Edgar and Locke (FFVI) That thing brought up the idea of doing this Locke "hack" from the video. ~ Sooo... this is my stuff. What are you doing? =) |
lytron |
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Micro-Goomba Level: 9 Posts: 7/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Posted by Kakoute I would expect severe slowdowns at least. Furthermore, as there would be even more sprites in the same row with the hero, the possibility for sprite-flickering would increase. And I don't know if this would reach the sprite limit on three on three battles... Anyway. Probably the slowdowns could be worked out / worked around if you write a SA-1-chip support. But that would make playing these things on real hardware almost impossible. There are no flashcarts that support SA-1 to my knowledge, and for a repro, you'd have to sacrifice a Yoshi's Island or Super Mario RPG (or, you get a Derby Jockey 2 from some import shop, that would surely be not a loss to mankind; full list of SA-1-supporting games here, if you're interested in this )... Next thing would be: How about the shading? When you call the ring menu, the whole screen turns gray. If you keep it, the other players would get problems to distinguish the enemies from the background. If you turn it off, you cannot distinguish the ring menu icons properly. So I'ld rather say: "Naaah, rather try to turn down the loading time of Seiken Densetsu 3's menu instead". |
lytron |
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Micro-Goomba Level: 9 Posts: 8/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Posted by Kakoute The BG-Gray should be removed easily, compared with the other stuff. Guess it's some kind of HDMA-Color-Math-bla that can be turned off. I don't know if it would be such an improvement, guess would be pretty annoying if a rabite kills me because I'm not fast enough to get a candy before it jumps into me, but that's a matter of taste. |
lytron |
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Micro-Goomba Level: 9 Posts: 9/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Posted by Moppy Great to hear, and great you're back in town. |
lytron |
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Micro-Goomba Level: 9 Posts: 10/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Wowy. Du lernst deutsch? Cool.
The German Translator, Claude M. Moyse, "took some liberties" in translating it. The blacksmith in SoM is called "Berti", for example, in relation to the national soccer team trainer Berti Vogts. Why did Moyse change the name? Well, because, eh, soccer was and is kinda popular in Germany. Why do the Goblins leave when the Hero is in the big pot? They go to watch "Lindenstraße", a German soap opera. No goblin dance at all. Furthermore, there are quite alot of insider jokes and bad puns throughout the game. Everywhere you are welcomed with "Holerö", some greeting he forced to make it public through tons of appearances in all of his translations and his work for the Club Nintendo magazine (Germany's "Nintendo Power"). |
lytron |
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Micro-Goomba Level: 9 Posts: 11/11 EXP: 2308 Next: 854 Since: 04-11-13 Last post: 2559 days Last view: 2300 days |
Hey there,
while waiting for the release of the Seiken Densetsu Collection in June and playing Breath of the Wild, I had the idea for a hack to change the graphics/palettes according to the armor someone is currently wearing. I spent a few hours on this Wednesday, and got at least so far that the colors change when you change the armor, as you can see here: https://www.youtube.com/watch?v=rrOVE7DeKAM Can anybody provide some knowledge about the whole sprite organization thing in SoM? That would be really helpful because then I would not have to work through it by myself. As far as I can tell, there must be a lot of lists that tell the program to build the "animation steps" of the hero out of 8x8px sprites, furthermore there must be a WRAM register where a pointer is stored that tells the program which animation step is to be used. Is it structured that way? Does anybody have so notes on that? Anyone willing to share? |
Main - Posts by lytron |
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