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Main - Posts by Trax |
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Yellow Stalfos Level: 71 Posts: 981/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Hmmm, I'm perplex. Super Mario Bros. (JU) [!].nes has no trailer, a length of A010 bytes, and virtually no free space at all... |
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Yellow Stalfos Level: 71 Posts: 982/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
At first, in Ruto (Japanese version on the right): Then, someone in Mido says: Go back to Error in Ruto: That's it. Nothing more... |
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Yellow Stalfos Level: 71 Posts: 983/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
There is multi-leveled humor involved, obviously... |
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Yellow Stalfos Level: 71 Posts: 984/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Yeah, it's in the code. It basically checks if the screen is 3F, then 55, and if it is, jumps to another routine...
Did you at least try to put 77 instead of 55 and check the results? 77 is the code for the screen you begin on... |
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Yellow Stalfos Level: 71 Posts: 985/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Some news about this game, for those interested. I finally clocked and found that row types are 12 tiles wide, and not 6. So a track part is 12x12 tiles. Each part has 12 row codes. The complete set of 55 track parts of the Jeeps courses is displayed here:
Again, colors are arbitrary. Color mappings are defined in the same data blocks as track parts row definitions. Each data block is 0x16 bytes. The first C bytes are for the row codes, and the remaining is for color mappings. Each quarter of a track part can be divided into 9 squares (2x2 tiles), each of these have their color coded with 2 bits of a byte. So there's actually 9 bytes used for color mapping, so I have no idea about the last byte... Got all that? Some track configurations were found as well, so the editor may become basically functional pretty soon. Stay tuned... |
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Yellow Stalfos Level: 71 Posts: 986/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Yes, as predicted, it is very easy to map the tracks and display them in a matrix. One byte = one track part. All tracks are the same size, i.e. 0x400 bytes, 0x20 rows of 0x20 bytes. The first Jeeps track takes less than 25% of the grid, the rest is just floor tiles. There's potential for very cool courses here...
So that's the result so far: Jeeps 1 Track Anyone knows this game? Monologuing is no fun... Mah... Stay tuned, anyway... |
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Yellow Stalfos Level: 71 Posts: 987/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
This "onchi" music alteration is really getting on my nerves... |
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Yellow Stalfos Level: 71 Posts: 988/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
I am a politician, and will always be... |
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Yellow Stalfos Level: 71 Posts: 989/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Update! Colors are now mapped correctly. The track parts are 12x12 tiles. Each block that defines the 12 row types also have data for palette mappings. Just like any background tiles, it's 2 bits for a group of 4 tiles.
12 X 12 = 144 tiles 144 / 4 = 36 groups of 4 tiles 36 / 4 = 9 bytes 9 bytes are needed to map a track part. The editor is becoming more functional, with a brush selection matrix: Editor with Jeeps 1 Track And an option to export an entire track to an image file. I trimmed the extra floor tiles in these pictures: Jeeps 1 Track Jeeps 2 Track Jeeps 3 Track That's it for now. Any questions? |
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Yellow Stalfos Level: 71 Posts: 990/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Yes, it's for Mac OS X, you can tell by the style of the window... |
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Yellow Stalfos Level: 71 Posts: 991/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
The chances that I'd give any thought about Windows programming is almost zero. I have no knowledge of Windows-based APIs, and I don't want to spend time learning any of them. There are plenty of good Windows programmers out there. However, I don't mind giving any source code or ROM offsets to anyone asking for it... |
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Yellow Stalfos Level: 71 Posts: 992/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
For some reason, I'm working on a Zelda 1 editor. Nothing to shout on the roofs, but still...
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Yellow Stalfos Level: 71 Posts: 993/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Yeah, I thought about it a few times, and indeed, the column layout is an handicap when it comes to map design. Assuming a theoretical worst-case scenario, without compression, the Overworld as we know it would take 5800 bytes, which is quite a lot more than a full 4000 bytes bank...
11 * 16 * 8 * 16 = 22528 (5800 in hex) I'll take a look at the code and see how it could be done... |
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Yellow Stalfos Level: 71 Posts: 994/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
To answer Optomon, yes, there are a few Zelda 1 editors out there, but I wanted to make one for Mac OS X. And if there are some features lacking from the other editors, I'll try to implement them in my own...
As for the compression of the Overworld, I plan to conduct various tests to see what kind of compression would be the most appropriate, and the ressources needed to do so... Another wild thing I imagined is a free-roaming Zelda 1 engine. You keep the screens as they are for the data structure, but in the game, everything scrolls continuously. You never "hit the side of the screen" to move to the other. That would be cool, but I don't think I have the necessary knowledge to achieve that. Not right now, at least... |
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Yellow Stalfos Level: 71 Posts: 995/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Don't use MediaFire for file upload...
This site will rape your browser with ads... |
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Yellow Stalfos Level: 71 Posts: 997/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
As usual, Optomon, very nice graphics...
And my Zelda 1 editor gets more features... |
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Yellow Stalfos Level: 71 Posts: 998/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
So the intro screen will become a playable area? |
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Yellow Stalfos Level: 71 Posts: 999/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
I'm wondering again WHY people still insist in using browser-raping sites like MegaUpload, while there are more efficient and free services out there, including this forum upload section.
EDIT: okay, this is ALMOST fun. I mean, this is ridiculous. For most of the levels, I died in the first 3 screens. Places with unavoidable traps or enemies, rate of being hit is higher, enemy HP is higher, spikes avoided using pixel-jumping, etc... I mean, in Gemini Man stage, you meet with Proto Man, he destroys the thing there, you jump in and... you die. At this point, if the game was a real cartridge, it would have been promptly destroyed... |
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Yellow Stalfos Level: 71 Posts: 1001/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
At last some good news about the editor. I disassembled quite a lot of the ROM, and got many tables deciphered. The computer cars AI is now displayable, the editing will be done eventually. Each tile has a matrix of 6x6 arrows that tells the computer cars in which direction to steer. Direction codes are 4 bits, so 0-F. You get the whole circle with 16 directions...
In the Track Configuration tables (0x400 bytes each), the Tile Codes are defined by bits 0-5, so 0-3F. Bit 6 denotes a 180 degree rotation for each arrow. Note that it's not the arrow's position that changes. Each arrow is rotated and/or transformed individually... Elsewhere in the ROM, there's a transformation equivalence table, that tells what direction code becomes what. You can flip the arrows in any of the four basic planes, i.e., horizontal mirror, vertical mirror, and both diagonal mirrors. That's what Bit 7 is for. Bit 7 means, apply a transformation in this table. Which one? This is defined in yet another table where a 2 Bits code defines what transformation should be done to the Tile's arrows. You can then add the 180 degrees rotation to that with Bit 6. Confused? If you need more info or explanations, email me... Here's what the editor looks like now: The colors overlay is a legend to get an idea of the Tile's attributes. Red = 40 (180 degrees rotation only) Green = 80 (Tile-specific transformation only) Blue = C0 (Tile-specific transformation + 180 degrees rotation) As for the source code, it's as usual. If someone really wants to make a port of some kind or just start working on his own editor, just let me know personally. Also, it would be wise to at least wait until the editor is minimally functional, which is not the case, yet. Stuff is displayed, tiles can be edited, but nothing can be saved... |
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Yellow Stalfos Level: 71 Posts: 1002/1145 EXP: 3035871 Next: 131243 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
My favorite color is blue... No, YELLOW !!! |
Main - Posts by Trax |
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