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Jonesy47
Posted on 09-01-14 12:12 AM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158041


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Ok, so I've been asking around on a bunch of romhacking forums and decided that, after lurking for a while, to present the question here also considering I havent recieved much of a response. My idea is to simply replace the Kiddy Kong sprite with Donkey Kong's sprites.

The one response I got (on dkcatlas) told me I would need to do this manually with a hex editor, lots of pointer calculation, and intermediate asm knowledge. This is actually very helpful but at the same time, not helpful. It's like someone asking what a book means and someone answering "learn how to read". The answer is just too broad and nonspecific for me to know where to start.

I know how to use hex editors, have hacked a few nes games and I'm not quite ready to jump full on into asm yet but, what would be a good place to start with pointer calculation? I know what pointers are but how do I use this information to my benefit? Could anyone recommend a good tutorial or learning aid on this one that would help me with editing the graphics in DKC3? oh, and thanks for even reading this!

Jonesy47
Posted on 09-01-14 05:18 AM, in Donkey Kong Country 3 Player Character Editing (rev. 3 of 09-01-14 05:23 AM) Link | Quote | ID: 158053


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No rain here. I was completely prepared for this sort of response. In fact, I'm glad you outlined it like you have. It gives me what I was hoping, ie, a good place to start.

Concerning this:
Posted by shanem
EDIT: I think by pointer calculation they meant either absolute addressing or high low pointer addresses. I highly doubt the compression routine would have a checksum of some sort. These change depending on where the code/data in question is located. So there is nothing really to "calculate" unless you already know where the code is (in this case, you don't).


The advice I got was this, from Mattrizzle at dkc atlas (seemingly the only guy attempting high level hacking on the Donkey Kong Country Games):

"There are no relevant utilities for the Donkey Kong Country games, so you'll have to resort to hex editing. Lots of pointer calculation is needed, as well as an intermediate knowledge of 65c816 assembly.

***Insert elaboration here***"

I know, I would assume there would be nothing as simple as pointer calcuation involved in hacking Donkey Kong Country games but the man has also been able to do quite a bit of magic with, I assume, the same methods.

Look at this work:





He had to add a lot of code for hit boxes and what not (since dixie is such a different size) but I assume I wouldn't have to add QUITE as much (still maybe/probably still a fair amount).

Anyways, so i should get to reading up on snes programming.

Also, as far as finding pointers, can I do that through corruption or is it something much more complicated in this case? If so, I would also be interested in what that process may be known as.

I am super willing to learn and put in a lot of time to figure this type of thing out, I just never know where to start and it almost seems like I'm going in circles, romhacking wise. I dont know what I'm doing so I jump into hexediting tutorials (the beginning) and I never get to that "next level". Thank you for the suggestions and if you ever have any other suggestions that you maybe think of later, feel free to continue adding possible things a begginner (me) would need to learn first before getting to coding asm. I assume coding asm is kind of the last, most complicated thing I can do, hackwise.
probably wrong there, too...oh well, Thanks for the response, shanem!

Jonesy47
Posted on 09-01-14 07:10 AM, in Donkey Kong Country 3 Player Character Editing (rev. 2 of 09-01-14 07:15 AM) Link | Quote | ID: 158057


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Thank you, dude! You've given me a good amount to chew on! I will post my progress (if I ever make any) as it occurs but yeah, this is a great starting point! This is very, VERY helpful! I...now venture forth on a journey for knowledge, god help me...

edit: Im probably gonna sound dumb here...but what's a simulator? Im trying google and its not popping up with anything...

Jonesy47
Posted on 09-01-14 07:53 AM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158059


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Awesome. Thanks again!

Jonesy47
Posted on 09-01-14 10:58 PM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158070


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Will do! You've done me a massive solid on this one and I hope any and all knowledge I acquire can be applied to help contribute to the awesome romhacking scenes I'm such a fan of. I have had many ideas for many years so, If i can actually figure shit out, you may see quite a lot of activity from me in the future. *FINGERS CROSSED on that one*

Jonesy47
Posted on 09-03-14 06:41 AM, in Donkey Kong Country 3 Player Character Editing (rev. 2 of 09-03-14 06:42 AM) Link | Quote | ID: 158097


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Sooooo, if Donkey Kong Coutnry 3 isn't compressed, what's to stop me from editing each of Kiddy's 8x8 tiles into a Donkey Kong tile? Is there a reason why I couldn't?

I am also currently too useless to decypher the offset data you posted...*hangs head in shame*

So far, just looking around in the rom with vsnes, I can now view Kiddy's sprite in Vram and it tells me the tiles location. I STILL cant find a single 8x8 in yychr but, if it's possible, I'll find them. Any more info on how Donkey Kong Country 3 works would be helpful and amazing.

Oh, and thanks for all the info, even if you can't shed anymore light on the subject.

back to 6502 assembly training...

Jonesy47
Posted on 09-04-14 06:39 AM, in Donkey Kong Country 3 Player Character Editing (rev. 2 of 09-04-14 06:51 AM) Link | Quote | ID: 158112


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Well, I found Kiddy Kong, but it won't do me any good, In my stupid mind, even if offset in a weird way, I imagined a big 32x32 block I could edit. HA! Its the most efficient layout 0f 8x8 tiles possible, so essentially, the only way my attempt would work would be if Donkey Kong had the same exact size and animations as Kiddy and he does not.

The only way I could think to do this would be to write asm that hijacks Kiddy's sprite routine after I had identified said routine.

So yeah. Back to asm learnin.
Thanks for all the help, yous guys!

EDIT: FINALLY got around to skilldrick's tutorial and its AWESOME. I can't believe how well this is finally clicking...thanks a lot Shanem!! If anything, I'll at least be able to start completing my nes ideas if I can get this down.

Jonesy47
Posted on 09-04-14 07:05 AM, in Donkey Kong Country 3 Player Character Editing Link | Quote | ID: 158114


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I think it's gotta be the javasimulator its got. I've read tons about asm but it never clicked. Now, all of that stuff I read a LOOONG time ago is suddenly coming ever so slightly into view each exercise I complete.

This is awesome and should be stickied on every rom hacking site. It's easily the best learning tool for ASM I have ever run into on the world wide web. Good stuff!

Jonesy47
Posted on 03-08-15 09:20 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159656


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Wow....this is too cool...
A ten year old version of me would have sold his entire game collection at one point for this on a cartridge.

I love your intro (what is that bg music from? A wii menu or something? SOOO familiar...).

I love how you fixed the .unl dump's problems (something that has bothered me for a god ten years at least now)

Everything is amazing.

Two things I would add (if at all possible)

1. It's already been mentioned, but the ability to back out to the game selection menu.

2. SRAM support.

Neither of these two things being absent cheapen this experience tho. GREAT work.


Jonesy47
Posted on 03-11-15 12:34 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159664


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Smb special was a Hudson made version of smb for Japanese PCs and it was horrible. Later, someone made it into an nes hack of smb 1 (and it works much better as a game that way) but I dont really think it has a place in this collection. At that point, where would you draw the line? There's all night Nippon smb, doki doki panic, the Mario world nes hack...its probably better just to leave this collection with the games the original all-stars had for consistency sake (and also infidelity's sake lol). Honesty, it not hard to load up a different game seperately anyways.

Jonesy47
Posted on 04-30-15 11:07 PM, in My Next Project: Super Mario Bros. 2 - Special Edition Link | Quote | ID: 160030


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Wow! Another great hack idea!!!
Lately, If I see a thread authored by you or infidelity, I am automatically excited!
Saves are always welcome and 2p mario usa is something I never even realized I wanted until now. Keep up the good work, retrorain!

Oh, and offtopic, but are you generally for or against people sharing ideas for hacks with you?

Main - Posts by Jonesy47

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