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Main - Posts by smkdan |
smkdan |
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Ninji Level: 36 Posts: 41/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
His tileset collection download seems to be broken. I'd really like to have a look at those, so did anyone grab a copy before it went down? |
smkdan |
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Ninji Level: 36 Posts: 42/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Are there any problems with DLL? It looks reasonably flexible in the usage manual, although I've never used the DLL myself.
I didn't have a close look at kart's compression, I'll have a look now. It seems to use the same compression for everything. |
smkdan |
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Ninji Level: 36 Posts: 43/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
I wrote these notes from watching the game decompress a palette. I know Lunar Compress uses the same format for decompressing lots of stuff (4?). If I got my terminology is right, LZ and RLE stuff is in there.
http://smkdan.eludevisibility.org/smk.html#Compression The stuff it's doing with the checkpoints is really irritating to follow for me, so unless you have someone else on the case you can forget it for a while. |
smkdan |
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Ninji Level: 36 Posts: 44/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Looks like you have it sorted out pretty well.
As mentioned before, advanced tile arrangement utilities would be great. Like arranging these 4x4 tile panels and constructing larger objects which could be copied in chunks to the main map and be saved or later use. Trackdes suffers so much from having a simple 8x8 tile picker since you have to do an awful lot of messing around to see what tiles fit with the others. Making a smooth curve complete with rumble strip is a real chore. |
smkdan |
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Ninji Level: 36 Posts: 45/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
It looks like the tiles are laid out like this then.
ppppvhcc cccccccc palette, flip/mirror and character index. NES tilemaps are stored with the plaette info seperate and just had a single byte for the tile. GBA has all the info and the tile index sharing 2 bytes each. You won't find them searching for the character index alone. |
smkdan |
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Ninji Level: 36 Posts: 46/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Can't boil it down to seeing it clearly from nybbles / single hex digits alone. Arrange the 16 bits to how you see fit and convert it to hex. There's your 'translation'. Providing the game sends the tilemap data straight from rom to vram, the byte order is reversed.
If I have a tile with palette 3, flipping and no mirroring and the tile reference was 25 I'd have: ppppvhcc cccccccc 00111000 00011001 3819 hex, reversed order (1938) if stored plainly in ROM. There's 10bits of 'c' so 1024 unique tiles can be indexed. |
smkdan |
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Ninji Level: 36 Posts: 47/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
I only really have two questions now: one, are the indexs relative to the image, such as the first tile of the first row is 00/01, or could it be more obscure?
The character indexes are relative to whatever location of vram the game designates to store the tiles. The sequence they appear on screen in doesn't affect it. I don't understand how that taken apart can mean there's the third pallete being used with a vertical flip, and with the tile in question at 25. All I can do really is take that and actually ocnvert it to hex, and not die in the process ._.;; ppppvhcc cccccccc 00111000 00011001 0011 = 3 ppppvhcc cccccccc 00111000 00011001 1 = yes for flip ppppvhcc cccccccc 00111000 00011001 0 = no for mirror ppppvhcc cccccccc 00111000 00011001 00000011001 = 25 for tile index |
smkdan |
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Ninji Level: 36 Posts: 48/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Nice hack. First SMW hack I've actually progressed through in a while, but I'm stuck at this fellow.
Can't stomp it, and when I absorb the fire orb it doesn't really change anything. No, I don't know Japanese so that possible hint just before the fight won't help me. |
smkdan |
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Ninji Level: 36 Posts: 49/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Thanks Celice. I got the switch palace and all was well. |
smkdan |
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Ninji Level: 36 Posts: 50/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Posted by Craig341 It's only the next level and I need more assistance... I knew something was up when the horrible stutter came up. I've got back / forth however many screens. I don't what the hell I'm doing. |
smkdan |
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Ninji Level: 36 Posts: 51/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
That's the one...
I suppose I'm approaching the end (that castle named 'End'). It was a fun ride. |
smkdan |
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Ninji Level: 36 Posts: 52/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
I'd go with either SNES Sprite or Object. I suppose Object / OBJ is the correct technical term (the offical docs use those terms afterall), but they both do an OK job of getting across the point that they're sprites drawn by the SNES. |
smkdan |
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Ninji Level: 36 Posts: 53/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
I think I'm suppose to find another power, but I don't have a clue where to find it.
Spoiler:
I picked up Super Fire or whatever it was called from level 3 and have 4 keys. In level 3, there's a spike floor that only small mario can fit through. With super mario and a run up I can do an invincibility run to get to the pipe at the end, but very soon after there's a jump that's seemingly impossible... Very nice hack by the way. I left it alone to do other stuff but now it's really got my interest. |
smkdan |
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Ninji Level: 36 Posts: 54/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Thanks for the tip. I found an area only accessible now, but I didn't find what I was after.
Spoiler:
I came to 1 solid brick wall which I could work through, which I worked through to find another wall with 3 bouncy goombas in it. Then I found myself in the same place a pipe would get me to. On another occassion, I broke through a wall leading to a room wtih a red koopa on a pipe with a '!' block that you're forced into as you cross the pit. I felt sure I'd get the mystery item on one of those. |
smkdan |
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Ninji Level: 36 Posts: 55/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
There's no way the cpu held back yoshi from being on the NES. I'd guess it would be the sprite limits that mappers can't work their way around. It's 8 on a line before the NES starting dropping them or the game used flickering to get around that. SNES has 34 (?) per line in comparison before they're dropped from display. Gradius 3 is the only game I can think of that pushed past that limit.
You only need an enemy or two to see the artifacts. |
smkdan |
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Ninji Level: 36 Posts: 56/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
The suicide intro was pretty corny but still, a nice touch. Personally, this is the best SMW hack experience I've had in a real long time, if not ever. I was always itching to find out what gimmicks were in store next, or what bosses were lined up (K Rool and Dumb Drum were great).
One thing's eating me up though. Where's the secret exit in the Haunted Hall stage? The one in the haunted library without the pirate chasing you. I never found the on / off block to deactivate the blocks and it's such a linear stage... |
smkdan |
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Ninji Level: 36 Posts: 57/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Paintshop tells me there's 2 versions of .GIF (version 87a and version 89a). Maybe it only wants to work with one of them?
I haven't used pic2snes, but I can point you to 2 utilities that worked without much trouble. Pcx2snesWin and a similar command line version. |
smkdan |
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Ninji Level: 36 Posts: 58/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
The DOS version caused me no troubles. Except one of the features doesn't work right. It never did anything malicious anyway. pcx2snesWin is made by a different author and it's been doing its job just fine for me. |
smkdan |
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Ninji Level: 36 Posts: 59/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
Posted by Bit-Blade Is that because of the mappers or something that makes 68k code easier to read? I haven't read much about it, just that it's a pretty beefy processor. |
smkdan |
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Ninji Level: 36 Posts: 60/238 EXP: 289156 Next: 18954 Since: 05-26-07 Last post: 4084 days Last view: 4033 days |
ZSNES has a debugger? I don't know what you mean by changing the 'RAM map' in order to change the ROM contents.
Megaman's palette is at 2B300-2B31F for a headered ROM if that's what you're after. |
Main - Posts by smkdan |
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