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Romhacking => ROM Hacking Discussion => Topic started by: Fire-WSP on March 19, 2018, 10:19:14 pm

Title: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 19, 2018, 10:19:14 pm
I am working on a uncut hack for Wolfenstein3D on the SNES.
The goal is to restore the stuff which was censored because of Nintendo's guidelines back then.
Somebody else did somesthing similar for the wall textures already but there he just scaled the GFX down to 32x32.

In the original Game and in that hack, lots of the wall textures are poorly scaled.
Since they are just 32x32 they need some optimazion too.
I reworked the sprites and cleaned the pixels.
Here is a example:
(https://img1.picload.org/image/dacalpia/wolftexturessnes.png)

Replacing the wall textures in the game is no problem. I use TileMolester.
They can be found at offset 0x020000 8Bit linear 2Dimensional
For the Palette I am using a zsnes save state.

The walls are already in the game.
Titlescreen and other ingame screns are also no problem.
The problem are the Sprites for the enemies and some other stuff.
I want to replace them with the sprites from the beta version because they are completely uncut
in there except for the dog/rat.

Sprites start at Offset 0x030000
With Tilemolester I can recognize them and see parts of them clearly
when set to 8Bit linear 2Dimensional. I dont think there is any compression.
But I can not get a clear picture. 8bit linear is propably the wrong format.
I tried others but that did not work either.
Can anybody point me in the right direction?

Thanks

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: sluffy on March 19, 2018, 11:37:49 pm
All I can think atm is that they're packed funny. Meaning per row or columns. Data interleaved with 8-bpp graphics. Probably need a tool to get at them correctly.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 20, 2018, 01:15:20 am
That's really cool that you're going to make a uncensored hack for the SNES port of Wolfenstein 3D.

You did a great job on decensoring those wall tiles, they came out great.

You can try using the YY-CHR tool to check out the sprites.

The next stuff you should do is:

Replace the rat enemy with the original dog enemy.
Restore Hitler's mustache & gory death.
Switch the music tracks of the first two levels around.
Replace the voice tracks of both the enemies & the bosses with the ones from the Jaguar port.
Restore the blood back to the enemies, the bosses & some of the decorations.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 20, 2018, 06:38:59 am
All I can think atm is that they're packed funny. Meaning per row or columns.
Data interleaved with 8-bpp graphics. Probably need a tool to get at them correctly.

Yes it seems so. The info I got from the guy who made the the phyton extractor told me,
that the GFX inside the SNES rom is basically the same way stored like in the VGA version.
Here is that extractor script:
https://github.com/adambiser/snes-wolf3d-extractor

It was done for the PC Wolf3D community to exctract all the content from a SNES rom.
It works with SNES US/JP/EU and both beta versions without problems.
It extracts everything including sound and music but both will be converted on the fly to wav.
So that WAV part is not helpful for us.
Also it extracts the map files but converts them to the PC version format.
So with the extracted material you can directly put everything in the PC version
and play the SNES version on the PC.

But this tool was not made for any console hacking in mind.
It is one way only. There is no way to put the stuff back in the rom with it
and the autor of this tool has no time for it.

The tool is good but for the wall textures for example it is not necessary needed.
for that Tilemolester is very good.

Here is the code part for how the script is extracting the GFX and Sprites:
https://github.com/adambiser/snes-wolf3d-extractor/blob/master/extractor/roms/wolfenstein_3d.py
The sprite stuff starts at line 160 or so.

I can do all the GFX stuff but I do not have the skillz for a tool or own script to put the stuff back.
I would like to ask for help here.

That's really cool that you're going to make a uncensored hack for the SNES port of Wolfenstein 3D.
You did a great job on decensoring those wall tiles, they came out great.
You can try using the YY-CHR tool to check out the sprites.
The next stuff you should do is:
Replace the rat enemy with the original dog enemy.
Restore Hitler's mustache & gory death.
Switch the music tracks of the first two levels around.
Replace the voice tracks of both the enemies & the bosses with the ones from the Jaguar port.
Restore the blood back to the enemies, the bosses & some of the decorations.

Thanks. :)
I have already most of your points on my list and even a few more.
My brother is a real WOlf3D crack. He pointed me already to all the things that should be done ^^

There is however one problem with the Wall Tiles I saw already.
In the snes game the wall sprites are often mirrored for some reasons I dont know.
With the original censored GFX this does not matter but if you put in the correct
uncut GFX, it can look very weired if symbols appears mirrored.
This is something to look into.

In general it seems that this game uses fancy storing but no compression
With the tool source infos above maybe somebody with coding or scripting
skillz can whip up some code/script?

GFX wise it is not a big thing but it stays or falls with the ability to touch the sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 20, 2018, 07:53:11 am
You're welcome, I'm glad that you like all the stuff from my list and you had most of them in your list.

One thing I forgot to add on there is you should change H.P. & Shot back to being called Health & Ammo on the HUD once again, like it was in the prototype version, including it will make it look more like the PC HUD.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 20, 2018, 07:57:55 am
Yep, that is on the list.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 20, 2018, 08:12:36 am
Alright, that's cool to hear.

Including you should also change all the mission briefing scripts to the ones from the Jaguar port as well.

My theory on why it mirrors the tiles is maybe it's a mode 7 thing, but I'm not sure.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 20, 2018, 08:40:16 am
Thanks for the suggestions. We will come to this eventually but first I want to clarify the sprite stuff.
A proper uncut hack makes no sense if we can not touch them ;)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: sluffy on March 20, 2018, 08:53:28 am
a6054 = hud sprites, plus weapons
4-bpp planar composite, 1-dimensional


Jumping back on Canoe so won't spend much on this.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 20, 2018, 10:01:00 am
Sprites start at Offset 0x030000
With Tilemolester I can recognize them and see parts of them clearly
when set to 8Bit linear 2Dimensional. I dont think there is any compression.
But I can not get a clear picture. 8bit linear is propably the wrong format.
I tried others but that did not work either.
Can anybody point me in the right direction?

I'm surprised that you can see something ... the internal format is quite complicated:
Code: [Select]
    def load(self, rom):
        self._load_palette(rom)
        rom.seek(self.offset)
        """Loads and converts sprite data into pixel data."""
        pixels = [[self._transparency_color_index for x in range(self._width)] for y in range(self._height)]
        page_offset = (self.offset & 0xffff0000)
        pixel_x = (self._width - self._column_count) / 2
        for line in range(self._column_count):
            rom.seek(self.offset + line * 2)
            line_offset = page_offset + rom.read_ushort()
            while True:
                rom.seek(line_offset)
                line_offset += 6
                top_y = rom.read_ushort()
                if top_y == 0xffff:
                    break
                top_y >>= 1
                bottom_y = rom.read_ushort() / 2
                pixel_offset = rom.read_ushort()
                rom.seek(page_offset + pixel_offset + top_y)
                for y in range(top_y, bottom_y):
                    pixels[y - 1][pixel_x] = rom.read_ubyte()
            pixel_x += 1
        self._pixels = pixels

Now I don't know Python, but from what I understood:
- the sprites are help by columns, rather regular by rows
- for each column you read start and end index
- weird addressing: page_offset = (self.offset & 0xffff0000) ... why use only upper nibble from the offset?
- marker for end: if top_y == 0xffff: break
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: zstandig on March 20, 2018, 03:39:32 pm
Have you checked the prototype?  That one had some uncensored stuff.

https://tcrf.net/Proto:Wolfenstein_3D_(SNES) (https://tcrf.net/Proto:Wolfenstein_3D_(SNES))
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 20, 2018, 04:15:09 pm
Have you checked the prototype?  That one had some uncensored stuff.

https://tcrf.net/Proto:Wolfenstein_3D_(SNES) (https://tcrf.net/Proto:Wolfenstein_3D_(SNES))

That is from where we will take the sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 20, 2018, 07:38:10 pm
Fire-WSP, I tried to see walls in Tilemolester, but couldn't. Could you tell me exactly what adress and settings you use? (maybe a screenshot too)
Also if you can share a screenshot of what you see as sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 20, 2018, 11:54:05 pm
Here is a quick video on how you can find the wall tiles and also what we can see from the sprites.
https://www.dropbox.com/s/p0jdby5wamy7yt1/W3DTiles.mov?dl=0 (https://www.dropbox.com/s/p0jdby5wamy7yt1/W3DTiles.mov?dl=0)

I have now finished all the Wall Tiles and put them into the rom.
I make a IPS file later and put a link here.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 21, 2018, 11:07:43 am
Great, worked as charm, Thank you very much!

As a token of appreciation, I did some digging based on the export tool you shared, so I will share my results, might be helpful for you:
 - You will need this tool: Visual SAK (http://www.romhacking.net/forum/index.php?topic=25707.0)
 - Get this file: Wolfenstein 3D.vsk (https://drive.google.com/file/d/1r59qng2byNG3aYxYDdfRbP1mWIC6sD3v/view?usp=sharing)

In order to view what I found, first start the tool, open Wolfenstein 3D (USA) ROM and then open Wolfenstein 3d.vsk  :beer:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on March 21, 2018, 11:19:56 am
I gotta say I'm very excited about this project.
The SNES version always got the backlash because of the awful censorship that Nintendo did during the NES/SNES times.
It's amazing to hear that people are working on restoring the uncensored material to the SNES ROM. :)

SCD's suggestions are also very good, if they can be implemented we will have the closest thing to one of the best ports of Wolfenstein 3D on a console (that's not the 3DO version lol).

Though, I'd be happy if we get the uncensored sprites and putting the right music tracks and levels in the correct order will do it for me :P
Restoring the Soldier's German quotes would be a cherry on top of the cake and a milestone if it can be done.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 21, 2018, 01:02:51 pm
@Squall_FF8
I just tried your tool. Works out great. Cool program.
Just this "button 2" makes some fancy stuff. Getting a Access Violation.

Saving everything into a file to open it later again is cool.
With TileMolester I always need to do everything again and sometimes this sucks.
As a suggestion, it is cool to always see the correct palette from the game on the right side.
It would be very helpful if that palette could be saved to a 8bit indexed png file to always work
in the correct palette space for the GFX.
The Status Bar for example is using the full Pal of the game and it would be nice to have
that pal as a clean picture.






Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 21, 2018, 01:30:29 pm
@Squall_FF8
I just tried your tool. Works out great. Cool program.
Just this "button 2" makes some fancy stuff. Getting a Access Violation.
Thank you very much! It is still WIP. I forgot to remove the last experiments I've done trough "Button 2", sorry  :-[

Quote
Saving everything into a file to open it later again is cool.
With TileMolester I always need to do everything again and sometimes this sucks.
Yes 'saving' and 'naming' GFX was one of the main goals. This allow continuation of your work rather always start from scratch.

Quote
As a suggestion, it is cool to always see the correct palette from the game on the right side.
It would be very helpful if that palette could be saved to a 8bit indexed png file to always work
in the correct palette space for the GFX.
The Status Bar for example is using the full Pal of the game and it would be nice to have
that pal as a clean picture.
Thank you for the suggestion! I'm planning on saving/loading the palette in a number of popular formats (Windows Pal, Ace,...). On top of that each GFX holds its own palette. Currently you can load a palette from the ROM, as far as you know the address.

One trick - since most of the GFX use the same palette, you may copy the ROM address from 'Status Bar' and then just paste on every GFX that need same palette and click 'Load Palette'  :thumbsup:

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: John Enigma on March 21, 2018, 02:16:17 pm
This project looks cool, @Fire-WSP.

Do you think you can do an "Uncut" hack for DOOM for SNES in the future as well?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 21, 2018, 07:33:29 pm
Okay guys, here is my first patch for you to try.
https://www.dropbox.com/s/s8flsw7b1xrf5xv/Wolf3D%28USNTSC%29WallsUncut.zip?dl=0 (https://www.dropbox.com/s/s8flsw7b1xrf5xv/Wolf3D%28USNTSC%29WallsUncut.zip?dl=0)

Use this on the latest NoIntro US rom of Wolfenstein3D.
This replaces all the censored Walls.
Most textures have been cleaned up and optimized for a 32x32 resolution.

Next I want to clean up the Mission Briefing picture. The original picture is in a bad quality with a automated pixel patern for reducing colors. Very ugly.

Also now would be the perfect time for a Sprite ex/importer  ;D

@John Enigma I don't know yet if I would touch it. Also it is Super FX. Could be much more complicated.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 21, 2018, 10:23:45 pm
I checked out the patch, the wall textures came out great, you did a great job on them.

I forgot to mention another thing that needs to be restored, one of the treasure items got censored, replace the scepter with the original cross item.

I was reminded that it got censored after checking out the patch.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 22, 2018, 07:45:55 am
Thanks :)
Yeah that is on the ToDO lits but it belongs to the Sprites we can not touch yet. Same goes for Music/Sounds btw.
As long as we have no proper tool for that job I try to modify the stuff which is possible without.

What I do not plan in terms of uncut is replacing the current Title music with the Horst Wessel Lied from the PC version.
I think that is not really needed.

March 22, 2018, 10:54:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is a new version of the patch.
The words "Ammo" and "Health" in the status bar have been restored.
https://www.dropbox.com/s/7228u9kqx2l1azq/Wolf3D%28USNTSC%29Uncut0.2.zip?dl=0

I also looked into the text.
I can change the text but it still creates text formations errors on the Mission Briefing.
Need to find out why.
About the text, has somebody the mission briefing texts from Jaguar version?
Screenshots from the Mission briefing screens are enough.

Also I tried a crude way to copy the uncut sprite data from the beta 2 over to the final version.
Didn't worked but that was expected.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Asaki on March 24, 2018, 07:23:38 am
There is however one problem with the Wall Tiles I saw already.
In the snes game the wall sprites are often mirrored for some reasons I dont know.

It was something that id changed in their engines. I know the Quake engine works that way, pretty sure the DOOM engine has it also, and the SNES/Mac/Jag/3DO Wolf3D is said to use a different BSP format that is closer to the DOOM engine.

The only purpose it serves, that I know of, is that it makes doors automatically mirrored on both sides. Perhaps its true purpose has something to do with speed optimizations, I have no idea.

Hmm, the Jaguar version doesn't have mirrored textures, though.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 24, 2018, 11:27:30 am
About the text, has somebody the mission briefing texts from Jaguar version?
Screenshots from the Mission briefing screens are enough.

Here's screenshots of all the mission briefing screens from the Jaguar port to help you:

Mission 1:
(http://www.bwass.org/bucket/Mission01.png)
Mission 2:
(http://www.bwass.org/bucket/Mission2.png)
Mission 3:
(http://www.bwass.org/bucket/Mission3.png)
Mission 4:
(http://www.bwass.org/bucket/Mission4.png)
Mission 5:
(http://www.bwass.org/bucket/Mission5.png)
Mission 6:
(http://www.bwass.org/bucket/Mission6.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 26, 2018, 09:20:25 am
@SCD
very cool, thanks!
Now we have the uncensored text aswell.
I also was able to source the sound clips from the Jaguar version.
Basically we have now all assets together for an proper Uncut hack.

A couple of days ago I was looking into the text changes.
The text is plain text directly visible with a hex editor.
There are also a few control bits.
Probem is, when I changed the text the whole text formatation got messed up.
There is something I haven't seen yet. Maybe somebody could have a look at that.

The offset for the text can be found here aswell
as all other offsets for each sprite, sound or picture.
https://www.dropbox.com/s/c6qq0wrk08e0b6t/Offsets_Wolf3DUSA.txt?dl=0 (https://www.dropbox.com/s/c6qq0wrk08e0b6t/Offsets_Wolf3DUSA.txt?dl=0)
https://www.dropbox.com/s/teeu6z4lwddbo23/Offsets_Wolf3D_Beta2.txt?dl=0 (https://www.dropbox.com/s/teeu6z4lwddbo23/Offsets_Wolf3D_Beta2.txt?dl=0)

With the provided offsets I was able to copy a bit GFX over for the brown soldier and got this:
(https://image.ibb.co/n0Dq9n/littlebit.png)
Unfortunately after this it crashed.
With a proper tool or script, a change should be possible.

Since we need technical help here, I also postet in the Help Ads Section but no luck so far :(
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 26, 2018, 10:38:11 am
You're welcome, I'm glad that I helped you on that.

I made a spritesheet of the PC German Shepard with the frames to replace the rat with to help you:
(http://www.bwass.org/bucket/Dog.png)

Another thing that needs to be decensor is Dr. Schabbs's clothes, they're suppose to be cover with blood like in the PC version.

I know how you feel, I have several ads in the Help Wanted Ads section that I'm still waiting for a reply on. It takes time, but someone will reply to your ad soon.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 26, 2018, 11:43:01 am
Yeah those are needed. This is not in the Beta versions.
But bloddy Schabbs is. For 98% of the sprites we really just need a way to swap them over from the beta2.
I have checked the rom.
The sprites always start from offset 0x030000 in both versions.
But the lenght of the sprites area is slightly longer for the beta.
So a simple rip of the area from the beta inserted into the final is not working.

Regarding the Sounds. They are not in the beta roms.
That means we would need to convert the material I have from the Jag version
into proper format and needs hacked into the game. I have no technical lead on this.

Optional:
Since the rats are a SNES unique enemey it would be cool to let it in the game in addition to the dogs.
The rats are actually fit into the Schabbs and Übermutant levels as sort of experiments.
But for extra content we propably would need extra space.
Also this is not part of a clean Uncut hack which has the priority.
I just hope that a tool here could also open the door for a little modding in general.


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 26, 2018, 02:27:06 pm
Thanks, I'm glad that you like the edited spritesheet that I made. The only thing you need to do is change the colors of its shadow from grey to brown like they did with the other sprites in this port.

Alright, that's good to hear that the bloody clothed Dr. Schabbs sprites are in the beta version.

I like your idea of having both the mutated rat and the German Shepherd be in the same game.

I edited the SNES Hitler sprites to help you:
(http://www.bwass.org/bucket/H1.png)(http://www.bwass.org/bucket/H2.png)

How are you going to restore his gory death from the PC version, because it's eight frames of animation while his SNES death is three frames of animation.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 26, 2018, 04:03:23 pm
Here is a excerpt of uncut material from the beta 2 rom.
(https://image.ibb.co/csWJH7/uncut_sprites.png)
This is supposed to go straight into the final.
Shitler has just 3 death sprites also in the betas
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 26, 2018, 04:42:44 pm
Switch the music tracks of the first two levels around.

I did a little debugging and found how the maps index which song to play. There's control codes mixed in with the song values that tell the game how to copy the data to RAM (see note below), but it's easy enough to swap songs around.

NOTE: The game uses a compression scheme where the value $00 is the flag-byte and the next byte is how many times to write the value $00 to RAM. The rest of the data stream is written as is.

File Offsets:
Code: [Select]
$FD7A2 = Song data ptrs
$FE250 = Map Song IDs

Map Song IDs:
Code: [Select]
+------------+------------+
|  ROM Data  |  RAM Data  |
|  $CF:E250  |  $7E:8AE3  |
+------------+------------+
[02] [00 01] = $0002: Map 1-1
[03] [00 01] = $0003: Map 1-2
[05] [00 01] = $0005: Map 1-B
[01] [00 01] = $0001: Map 2-1
[02] [00 01] = $0002: Map 2-2
[03] [00 01] = $0003: Map 2-3
[05] [00 01] = $0005: Map 2-B
[08] [00 01] = $0008: Map 3-1
[01] [00 01] = $0001: Map 3-2
[02] [00 01] = $0002: Map 3-3
[05] [00 01] = $0005: Map 3-B
[09] [00 01] = $0009: Map 3-S
[01] [00 01] = $0001: Map 4-1
[09] [00 03] = $0009: Map 4-2
             = $0000: Map 4-3
[03] [00 01] = $0003: Map 4-4
[05] [00 01] = $0005: Map 4-B
[07] [00 01] = $0007: Map 5-1
[09] [00 01] = $0009: Map 5-2
[0A] [00 01] = $000A: Map 5-3
[08] [00 03] = $0008: Map 5-4
             = $0000: Map 5-5
[05] [00 01] = $0005: Map 5-B
[01] [00 01] = $0001: Map 6-1
[02] [00 01] = $0002: Map 6-2
[07] [00 03] = $0007: Map 6-3
             = $0000: Map 6-4
[0A] [00 01] = $000A: Map 6-5
[05] [00 01] = $0005: Map 6-B
[09] [00 FF] = $0009: Map 6-S

Misc. Screen Song IDS:
Code: [Select]
$C0/354C [F4 00 00]    PEA $0000  // Title screen (when returning from game over/credits)
$C0/4021 [F4 00 00]    PEA $0000  // Title screen (when returning from game demo)
$C0/4213 [F4 06 00]    PEA $0006  // Mission briefing
$C0/4E0C [F4 04 00]    PEA $0004  // Level complete
$C0/523C [F4 06 00]    PEA $0006  // Final score
$C0/55B1 [F4 0A 00]    PEA $000A  // Credits
$C0/7340 [F4 00 00]    PEA $0000  // Title screen (when booting up)

Song IDs:
Code: [Select]
$00 = Evil Incarnate
$01 = Funkie Colonel Bill
$02 = Funk You
$03 = Get Them Before They Get You
$04 = Roster
$05 = The Ultimate Challenge
$06 = U R A Hero
$07 = Zero Hour
$08 = The SS Are Gonna Get You
$09 = The Nazi Rap
$0A = Tiptoein' Around
$0B = End of Level (UNUSED)

I might take a look at changing the text later...

EDIT:
I got the text pretty much figured out, just need to write a script to make inserting easier (there's a lot of pointers that need updated).
(https://i.imgur.com/xbIk9jl.png)

EDIT 2:
Added offsets for where the game sets song IDs for misc. screens (such as the title, mission briefing, etc.) and updated the info on how data is decompressed to RAM.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 26, 2018, 08:59:47 pm
Wow, very cool! Thanks  :thumbsup:
With that we can do already quite a lot.
So my guess about the text was right. Pointers. I never really understood that topic.  :-\

The music part is also very interesting.


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 27, 2018, 08:05:37 am
Here is a excerpt of uncut material from the beta 2 rom.
(https://image.ibb.co/csWJH7/uncut_sprites.png)
This is supposed to go straight into the final.
Shitler has just 3 death sprites also in the betas
How did you rip these sprites? I thought you can't rip sprites...
Anyway, if you used TileMolester, what settings did you choose?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 27, 2018, 09:14:53 am
Ripping the sprite is no problem.
This is possible with the phyton script you looked at.
It is just not possible to put the content back in the rom yet.

Edit: Also there is no way to see them in TileMolester clearly.
I know where the GFX is but it is scrambled. All I did was replacing this scrampled line of gfx in the final rom to see if it changes anything in general. And yeah it worked... until it crashed :D

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 27, 2018, 09:53:55 am
Ahh too bad, I hoped you found a way in  :laugh:

In around 2 weeks, I will have some spare time, so if nobody has done it, I will take your task. For somebody with Python knowledge that should be easy task, but if is not easy, understanding and explaining how it does it will be enough for me to make a tool for you  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 27, 2018, 12:31:03 pm
I gave the enemies & bosses their correct names in the cast roll.

I'm also fixing up the music track locations as well, I'll be uploading a patch with both of these for you either later today or tommorrow.

I also edit the beta cross sprite to look more like the one from the PC version to help you as well:
(http://www.bwass.org/bucket/Cross.png)

Two other things you should change for your hack:

Replace the cheese with the dog food:
(http://www.bwass.org/bucket/DF.png)

Replace the brick wall in the 3D ball with this Hitler portrait from the Jaguar port:
(http://www.bwass.org/bucket/Ball.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on March 27, 2018, 12:54:39 pm
Oh my...
DarkSamus back with his magic!
Damn dude, I swear, you make wonders.
When you hack and debug stuff, things are for sure looking up for completion.

:D
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: lich on March 27, 2018, 01:40:26 pm
This is too good to be true. More people with knowledge should get involved in this. This is like a nostalgic freight train smashing you right in the head. Looking forward to the final release  :woot!: 
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 27, 2018, 01:55:42 pm
I am happy to see that so many people contributing to this little project.
It looks like we can soon show a proper uncut version and call it a successful community effort.
With the uncut material the game should finally get a better rating :)

@DarkSamus993 very cool stuff.
I would never be able to do that alone.   :thumbsup:
@Squall_FF8 cool, thanks man.
@SCD
The cast roll names are also with pointer stuff?
Thanks for the cross GFX. Cheese should also be replaced, thats right.
About that Shitler face at the start of the Jaguar version.
I find it really ugly. It was post SNES so I am not sure if this was even planned in the SNES version.
Also I know that this picture does exist also in the PC version as a wall texture.
Really, I don't want this in the patch. I see Wold3D as a comic style game and it works well and is fun.
A real picture of that creature makes it somehow much less fun. The SNES always had a certain style and this picture does not fit.
That is just my opinion. But so or so, this texture is already editable in TileMolester without the need for any special tools.
So everybody can change it in way he likes pretty easy :)


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 27, 2018, 02:42:04 pm
Some of the text don't have the pointer stuff on them, because I gave some of text in the title screen a uppercase letter (Example: normal to Normal) and I didn't encounter any problems.

You're welcome, I'm glad you like the edited sprite.

They changed the food for the mutated rat.

Alright, you don't have to add the portrait from the Jaguar port to this port for the 3D ball, it's no big deal.

Another thing you should do is change the color of Trans Grosse's armored suit from brown to green to make him look more like his PC counterpart:
(https://www.spriters-resource.com/resources/sheets/28/30648.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 27, 2018, 03:53:42 pm
Altering the palette in this case would be modding the game.
This patch here should aim for uncut only. This pal actually does not censor anything ^^
But here again, with a import tool, you can then include your
desired changes.

March 27, 2018, 03:56:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
EDIT 2:
Added offsets for where the game sets song IDs for misc. screens (such as the title, mission briefing, etc.) and updated the info on how data is decompressed to RAM.

Almost missed that. Very valuable information!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 27, 2018, 04:44:54 pm
Alright, you can always make it as a optional patch, this way he'll blend in better, because the other enemies & bosses have their PC color palettes.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 27, 2018, 05:08:51 pm
Additional patches are always possible but I like to keep the focus on the actual uncut patch for now.
This is a clear and doable goal, also timewise. What happens next is open. Everybody can continue or build upon it or start new.
This thread here contains a lot of information by now. :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 28, 2018, 12:50:12 am
Actually, I think this hack does need some minor color changes added to it, because I discovered that three other enemies have different colors:

Mutant (Different Colored Uniform) Han Grosse (Greenish Hair) Trans Grosse (Different Colored Armored Suit) Ubermutant (Different Colored Uniform)
(http://www.bwass.org/bucket/Msnes.png)(http://www.bwass.org/bucket/HGsnes.png)(http://www.bwass.org/bucket/TGsnes.png)(http://www.bwass.org/bucket/UMsnes.png)

This is what they're suppose to look like:
(http://www.bwass.org/bucket/Mpc2.png)(http://www.bwass.org/bucket/HGpc.png)(http://www.bwass.org/bucket/TGpc.png)(http://www.bwass.org/bucket/UMpc.png)

Because I think they're color errors in my opinion.

For the Jaguar voices, you should replace "Stop!" & "Halt!" with "Achtung!" & "Schutzstaffel!" and replace "Coming for ya!" with "Guten tag!".

Here's a patch with my minor fixes in it for your hack, I hope you like it: https://www.sendspace.com/file/b7kqtq

Here's what it does:

It gives the enemies & bosses their correct names in the cast roll.
It restores the unused End of Level track for the level complete screen.
It puts the Roster track on the credits screen.
It changes the music tracks on 1-1 (03), 1-2 (02) & 6-S (02), I didn't do all of them, I was going to let you do the rest of them. But if you want me to fix up the rest of them, let me know and I'll fix them for you.
It gives all the lowercase words on the title screen a uppercase letter (Example: "normal" to "Normal").
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 28, 2018, 08:00:22 am
@SCD I am not sure if the palette is a bug. I dont think so.
This is just to big to miss during testing. My guess is that the palette for
this was changed on purpoe for some resons. This VGA Palete is very bright.
That could be a reason that they changed it a bit. Also most people do not use
it but BSNES offers a SNES Color emulation. It could be very well the case that
the original VGA colors just do not look good on the SNES in some cases.
The greenish hair is a indicator. That is palette related. The PAL in wolf 3D on SNES does not have nice yellow colors.
They all tend to go into more green. But if you use that with the Color Emulation on BSNES, the whole picture gets very warm red.
That has also a impact on the colors from the PAL and thewy will appear a bit different on screen.

When doing such a hack, it is also important that everything looks good on real hardware on a real CRT.
Once we have a import tool we can try the VGA palette but I am pretty sure that was done on purpose.

Good work on the music.
Can you please make a list here which Track belongs to which level?
Also what is your reference for that? The PC version?
Thanks  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 28, 2018, 10:49:35 am
Alright, it sounds more like bad color choices by the developer, that's probably what I meant about them being color errors.

I think there's a way to restore the PC colors for those four enemies along with making the yellow color on items & objects less greenish looking without it looking bad on both SNES consoles & emulators.

What you should do is get someone that's good on fixing palettes in SNES games to fix those colors that I mentioned above and test them to make sure they'll look good on SNES consoles & emulators.

Thanks, I'm glad that you like my patch.

Yes, I added track 3 to Map 1-1 & track 2 to Map 6-S because those were the tracks that played in the PC version of those maps. I might try giving the maps the track set up that the Jaguar port had, but it won't be 100% accurate because some of the tracks are not in this port.

DarkSamus993 made a list of the maps with the tracks that played on them in the previous page.

You're welcome, I'm glad that you're letting me help you on your project.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 28, 2018, 11:18:52 am
The Gfx on SNES, MAC, Jaguar are supposed to be. The Console Games are a different Story to PC and i think with the Changes for Example Trans Grosse Color they had in Mind to make the Gfx better. I like the Console GFX by the way a lot more than the VGA Version.

There are also other things that is different from PC: The Tables on Pc are with Chairs on SNES not. The Floor Color on SNES; JAG is brown an all Shadows are Brownlike and all Golden Items are a bit darker on snes.
Maybe some more.

Some new uncut content what is going into the rom.

AmmoBox
https://ibb.co/ih8CfS (https://ibb.co/ih8CfS)

BJ Level Summary Screen
https://ibb.co/fW80Zn (https://ibb.co/fW80Zn)

(Manually Merged Double Post)
There is one Idea, we could let the Rats because they fit relative good to the Console Story where more Mutant stuff is involved. The Rats are also Mutants, in the first beta version the have even green shiny eyes instead red. We could let them in the Game an so we could replace the unnecessary dogfoodbowl with the skeleton from wolf3d pc and the Cheese becomes replaced with a blood stain from wolf3d pc. So it would be possible to drink blood in the snes Version. The rats eat Human meat... a unique uncut version for snes is born^^

tested the Music Fix and so far i like the Changes SCD.
May try to make it like Jaguar music list and yes there is music content missing.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 28, 2018, 11:32:49 am
...
Hmm, the Jaguar version doesn't have mirrored textures, though.

During Gameplay I looked for the mirrored walls.
My guess is that they just didnt care if its mirrored or not.
The original SNES textures also in the beta roms are without symbols. There was no direction required anyway.
I don't think this is about memory or other shortages of the system.
My theory is to open the map and just switch or force the tile into the correct direction and make it permanent.
There are propably control bits available.

This phyton tool can extract the maps from the SNES version already. But the map format in the SNES version is different than in the PC version. So the script is converting the map files on the fly into the pc format. The SNES levels can be opened and played with a PC Wolf3D / Editor. Open one of the maps and see how one of this tiles is set, maybe tells us someting.

In the SNES roms the wall textures are stored mirrored and also turned 90° counter clock wise.
I placed my reworked textures in the same way.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on March 28, 2018, 12:36:51 pm
ShadowOne333 made a list of the maps with the tracks that played on them in the previous page.
I think it was DarkSamus993, not me :p


Its great that the game is taking shape now :D
Finally some redemption for SNES Wolfy.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 28, 2018, 01:40:21 pm
@Shadowhazard

Alright, we can make the VGA colors as a optional patch for this hack.

The new uncut sprites for the Ammo Box & the BJ Level Summary Screen came out great.

We can also make the Mutant Rat & the Cheese as another optional patch for this hack as well.

Thanks for liking my patch, I'll see what I can do on making the track list be more like the one from the Jaguar port, but it's going to be tough because some of the tracks from that port are not in this one.


@ShadowOne333

Yeah I accidentally put your name in my post instead of his, I fixed it, sorry about that.

Do you think you can restore those color palettes that I mentioned in there?

I agree with you, I'm glad this game is going to become what it should had been like.


@Fire-WSP

Maybe another neat idea for your hack is maybe restore the extra rooms that were only in the beta versions of some of the maps back to the final versions of them.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 28, 2018, 04:04:00 pm
BJ Level Summary Screen
https://ibb.co/fW80Zn (https://ibb.co/fW80Zn)

funny that you mention this.
This is something I was working on. My brother told me to check this.
This part is also cut in the SNES version.
The first two frames should have a little blood in the face.
But there is the third picture. In the SNES version we have the thumps up picture.
In the PC version there is the chaingun picture.
For the PC Version this picture uses the head from the HUD with a few changes to the eyes and mouth.
This makes it inconsistent with the head style from the other two frames.
Check this reworked GFX:
(https://image.ibb.co/jkCBPn/uncutintermission.png)
On the bottom left I used a Head from the SNES HUD with a few modifications. This would be the PC counterpart.
This is quite inconsistent with the head style from the other two frames.
The bottom right picture uses a slightly altered head from the original SNES thumps up picture.
I like this more because it keeps the head style with the other two pictures.

I wanted to ask the community which one is better to include but as it is right now, this part can not be uncensored.
I checked and this picture uses only 4bit planar which is only a part of the full palette for the intermission screen.
The palette does not feature any red for blood or yellow for the chaingun.
If we could change it to take full advantage of the palette, it would work and look like my examples.
If not, this can not be modified in a meaningfull way I think.

@SCD
I was thinking about the Ball texture again with the shitler picture.
What I could offer is this:
(https://image.ibb.co/bZsjc7/uncut_ball_texture.png)
This material was in the Mac version stuff so it is original and fits much better with the comic theme.
The original GFX has a blue BG but the contrast is better with red, so it became red.
This could be go straight into the game and fits well with the fish eye optic. I guess the brick wall in the GFX was some kind of censorship since they used that offensive picture in the JAG version.

Edit:
I have include it in the patch. it looks good on screen.
Will be in the next update.

@DarkSamus993
I have looked at the music stuff.
With your information it is easy to change the music now. Very cool.
But could it be that there is a entry missing for the Misc. Screen Song IDS?
After $C0/523C [F4 06 00]    PEA $0006  // Final score comes the "Meet the cast and it plays $05 = The Ultimate Challenge there.


 
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 28, 2018, 11:29:55 pm
@DarkSamus993
I have looked at the music stuff.
With your information it is easy to change the music now. Very cool.
But could it be that there is a entry missing for the Misc. Screen Song IDS?
After $C0/523C [F4 06 00]    PEA $0006  // Final score comes the "Meet the cast and it plays $05 = The Ultimate Challenge there.

The cast roll takes place on Map 6-B, so it uses whatever song is set for that map, in this case "The Ultimate Challenge".
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 29, 2018, 03:17:30 am
The Replacement for FishEye look is a good choise :)

I have to say SCHEISSE because of the tiny palette for BJ Summary Screen. Its not the End of the World but its nasty Scheiße! (ß = sz sometimes ss) :D
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 29, 2018, 03:48:27 am
I checked and this picture uses only 4bit planar which is only a part of the full palette for the intermission screen.
The palette does not feature any red for blood or yellow for the chaingun.
If you need only 2 colors, that can be relatively easy done:
 - color 7 is used in just 4-5 pixels
 - color 14 is used only for hair on top of the head. You can free that color, by raplacing the top with something close enough (like color 6)
 - color 15 is used for few shades, but can be substituted with color 9
* Colors are numbered from 0 to 15

So with little bit of creativity, you can easily free 3 color slots - red, yellow and XXX  :beer:

(http://www.bwass.org/bucket/VisualSAK - screen3.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 29, 2018, 07:00:23 am
@Fire-WSP

Here's a updated version of my patch with a fixed up music track list for the maps: https://www.sendspace.com/file/lllz37

I couldn't make it like the Jaguar track list, so I kept almost everything how it is, but I made it where the "Funk You" track only plays on the two hidden maps and I replace them on the main maps with different tracks. I hope you like my choices.

I like what you did to the 3D ball, that was a good choice of using that image from the Mac & 3DO ports to replace the brick wall with.

Another thing you should add to your hack is the ability to switch to all the weapons, because I noticed when you get the chain gun, you can't select the knife, the pistol & the machine gun at all.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 29, 2018, 12:19:17 pm
yes i totally agree! switch between all Weapons would be awesome.
Wow Squall_FF8, nice news :)
 
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 29, 2018, 05:59:52 pm
The cast roll takes place on Map 6-B, so it uses whatever song is set for that map, in this case "The Ultimate Challenge".
Ah okay, that makes sense. Thanks
Changing the tracks works without hassle.

@Squall_FF8
I tried and reducing 2 colors works.
But it has impact on the original look of the picture.
Before I am going to change the GFX in that way, I would like to hear some technical stuff first.
The thing is, that the full palette holds exact the colors needed to display it correctly with blood and chaingun.
The actual picture however is just in 4bit 16 colors. This could be because of limitations or they just done it like that for some other reason. Could we give the picture more color space? This would be interesting.

@SCD
For some reason I heard about the weapon change issue already in the past somewhere.
Have you checked the Beta versions? is it the same issue there?
I think that is something to put on the todo list.

Also I will put my latest patch online. I have not so much time right now so I did not merged your stuff so far.
Could you do that?

Here is my latest patch:
https://www.dropbox.com/s/qp7gb26y2yflv65/Wolf3D_UncutV03.zip?dl=0 (https://www.dropbox.com/s/qp7gb26y2yflv65/Wolf3D_UncutV03.zip?dl=0)

NoIntro US Version like always.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 29, 2018, 08:07:59 pm
I made some new changes and merged everything that's been altered by everyone so far (includes source):
https://drive.google.com/open?id=1ZJTGthvC8cpAFHX0hHU1XsB4XSw8twC0

I still need to do some text cleanup (mainly just centering the top and bottom margins on the mission briefs), but at least they are included now.

What's new:
- Expanded the ROM to make room for the larger texts on the mission briefing screens.
- The text is no longer transferred to RAM, and is instead read straight from ROM. The empty block of RAM where text used to be sent to is now used for more text pointers (more room was needed for ptrs since there's more text now).
- All the sprites from the Beta 2 ROM have been ported over (as is since we can't import new sprites yet).
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 29, 2018, 08:13:22 pm
@Squall_FF8
I tried and reducing 2 colors works.
But it has impact on the original look of the picture.
Before I am going to change the GFX in that way, I would like to hear some technical stuff first.
The thing is, that the full palette holds exact the colors needed to display it correctly with chaingun.
The actual picture however is just in 4bit 16 colors. This could be because of limitations or they just done it like that for some other reason. Could we give the picture more color space? This would be interesting.
Unfortunately the change 4bpp -> 8bpp would require deep knowledge on the game. And even if you know the detail probably addition ASM will be needed. On top of that as 8bpp you will need additional space to hold. That by itself make an avalanche of things that need to be done :(

That's is the reason I proposed to use 2 of the least used colors. Sure the 2 colors will impact the picture. That's why the picture needs to be reworked to use 13 colors instead of 15.
I almost forgot: I had some spare time today, so I was able to visualize Sprites!!! :crazy:
I made a special version of Visual SAK for you, with extra buttons so you can check all Sprites (around 170):
 - Download the special version  (https://drive.google.com/open?id=1gIvXERdUL6pl7webiLBrX9uC_BywaHMD)
 - Open Wolf3d ROM
 - Add $20000 as address, choose 8bpp(PC) as template
 - Use $0A3B54 as palette address and load it
 - click only 1 time on "List"
 - after that you may preview all Sprites with buttons >> / <<

(http://www.bwass.org/bucket/Visual SAK - 4.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 29, 2018, 09:28:08 pm
@DarkSamus993
Wow, now I am impressed.
I just tried the patch and it looks very cool.
Awesome work!

How did you got the beta 2 sprites transfered over?
Also to what size has the rom be expanded? I had a feeling that this could be needed just not so early.
In this regard it would be interesting to know, why there is a lot of content missing from the PC version.
I think I fully understand why the wall textures are just 32x32. Fitting all this 64x64 Sprites plus wall textures
into Vram could be hard. That could explain, why there are wall texture variations are missing.
But for some Sprites I guess it was the lack of Cartridge space.
Otherwise they could have fit in more bosses. Same could be true for the music and sound.
Could that be a correct assumption, or are there technical details I miss?

Edit: I had a look at the asm file. I do not understand much of that ASM stuff but that is very clean documenation in there.

@@Squall_FF8
cool, so your programm can now also read that weired format in the rom?
Great, with the offset list it should be possible to enter them all in your swiss army knife :)
Now with the new patch even more interesting ^^

Okay as far as I can see there are the following things left to do for the pure uncut:

Check propblem with mirrored wall textures
Uncensor Ammo Clip
Uncensor Ammo Crate
Uncensor Cross Item (is also cut in beta)
Replace Rats with Dogs + sounds
Replace Cheese
Replace bowl
Add skeleton to the cage
Check intermission picture for palette improvement and or uncensor
final text changes
Check the proplem with not be able to switch guns when having the chain gun
Change/add several voices like (Guten Tag)
Add Umlaut Ü for Übermutant and ö für Grösse
Need to check if its Grösse or Größe (That is actually a difference XD )
Testing

Most stuff in this list concerns the Sprites.
As DarkSamus pointed out already, Sprites can not be importetd yet.
Sound stuff is propably not very easy.
Also we would need to know what kind of format it is and so on.

There is still some stuff to do but thanks to Dark Samus we got a very big
step closer to have it done in a vey good way.

Thank you very much everybody.



Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 29, 2018, 11:25:04 pm
How did you got the beta 2 sprites transfered over?
I just copied the sprite data and pasted it over the sprites in the final version. I moved sprite 169 to a different location (there was some freespace left within the sprite data) so it could all fit in the same space. Then I just updated the pointers that link to that data (since the beta started at the same offset, I was able to copy all that data and only had to change the one ptr to sprite 169).

Also to what size has the rom be expanded? I had a feeling that this could be needed just not so early.
I expanded it to 12 Mbits (1.5 MB). There wasn't much in the way of large contiguous chunks of freespace, and I figured we'll probably be needing it anyway if we want to add new content. It might be possible to squeeze the larger texts in without expanding the ROM if I split them up. I just did it like this for now since it makes things easier (I can always go back and split things if we end up not needing the expanded space).

In this regard it would be interesting to know, why there is a lot of content missing from the PC version.
I think I fully understand why the wall textures are just 32x32. Fitting all this 64x64 Sprites plus wall textures into Vram could be hard. That could explain, why there are wall texture variations are missing.
But for some Sprites I guess it was the lack of Cartridge space.
Otherwise they could have fit in more bosses. Same could be true for the music and sound.
Could that be a correct assumption, or are there technical details I miss?
Sounds about right, larger ROM = larger expense.

Check the proplem with not be able to switch guns when having the chain gun
I'll take a look at this.

Change/add several voices like (Guten Tag)
I'll look into this if someone can get me the sound files (preferable in WAV format). From prior experience working with other SNES games, it should be a matter of converting it to a BRR sample and then sending it to the SPU with the other samples and the data/ptrs for how to play it (correct pitch and all that). It'll take some research on the format the game uses to store SFX playback data, but it might be doable. This is of course assuming there is even room in ARAM for more sound data.

Speaking of sound, would anyone be interested in me adding MSU-1 music streaming capabilities? I've done a few (currently unreleased) projects prior, so I already know how to program for it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on March 30, 2018, 12:20:18 am
@DarkSamus993:

I think these should serve the purpose for the voice clips:
https://forum.zdoom.org/viewtopic.php?f=37&t=46658

Other options:

https://www.sounds-resource.com/pc_computer/wolfenstein3d/sound/1443/


Let me know if you need something else and I'll get to it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 30, 2018, 02:54:57 am
https://ibb.co/cYK9vS

https://ibb.co/nCVch7

Cage and Ammoclip

The Cross we can use from SCD he uncensored it already :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 30, 2018, 03:33:05 am
I think we might be using the voice tracks from the Jaguar port.

I found all the ones that we need for the enemies & the bosses, you can get them here: https://www.sendspace.com/file/nvxfku

Another thing we should do is give BJ's HUD a darker hair tone, so it'll match the one from his level complete portrait.

Here's a edit that I did as a example:
(http://www.bwass.org/bucket/HUD.png)

We should also make his sleeves that appear when you use either the knife or the pistol more grayish looking, to match the ones from his level complete portrait as well.

We can also make this as another optional patch as well.

I fixed up the new Mission Briefing texts from the latest version of the uncut patch a bit, I got rid of all the double spaces and I also fixed a spelling error as well. You can get the updated patch here: https://www.sendspace.com/file/b9362w
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 30, 2018, 03:36:53 am
I found out that a lot of the Boss Sprites in beta and final are not completed by Id.
The Shadows they cast are brown and changes to grey. Death Knight is complete but all other bosses not.
We could correct that ^^
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 30, 2018, 06:02:23 am
Gatling Gun item:  https://ibb.co/iGeUen (https://ibb.co/iGeUen)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 30, 2018, 07:20:38 am
@DarkSamus

thanks for the explaination.
I actually tried to copy the section starting from 0x030000 over myself.
But since the file in the beta was a lillte bigger and I have no clue about pointers and stuff, this was doomed to fail :D
Nice to see it work now.

I think we can keep the expanded rom since people here are interested in mofifiy the game more than just a plain uncut hack I intened :)
Would it make sense and/or help to expand it to full 16Mbit? I dont know if 12Mbit could make any trouble with emualtors like canoe?

Also thanks for looking into the gun problem. that would be one more issue gone from the list.
 
Regarding the MSU.
It is funny you came up with this.
My brother sended me some links to orchestrated Wof3D Music the other day.
After that I walked the dog and on the way I thought well a MSU hack would be a nice option.
Since I have no clue how to do such a hack and I need to rely much on the community in terms of deeper hacking,
I didnt wanted to bring it up yet.
Mut yes, I would support a MSU hack.
I have never looked closer to the MSU stuff, I just know that it makes it possible to play PCM files instead of the games music.
What else does it do?

But since MSU is not real uncut related and also MSU does not work on every device/Emu, it should serve as a additional patch for those who want to use it. Will be for sure a very cool feature. I wont stop you. About the music PCMs, Can they be exchanged by the user or do we need to find fitting music for it already?
Offtopic: Jurassic Park SNES needs also MSU :)

Also since you mentioned there was a bit room left for additional GFX. Do we have space to add a few 8x8 letter with Umlauts?
I checked the Fonts in the game and there are signs like brackets and stuff and it seems that most of that is not used in the game.
I just could redraw a few of them to be a Umlaut like Ü, ü, Ö, ö, Ä, ä, ß
It would be easy to do but it is also a bit messy. It would be more professionel to add in additional signs to choose from.

Regarding the sound files.
ShadowOne and SCD gave already the correct links.
But for the pure uncut hack I am looking for just a few changes /additions if it is even possible.
I have a list for possible changes but first it would make sense to see what can be done for the sounds in general.

@SCD
You have a lot of ideas and want to try out stuff. I really don't want to stop you. ^^
However, most of the stuff you mentined in your last post are actually not really uncut related.
It would change the appearance of the game and would be modding.
The two spaces for example in the text was done for a reason. I want to keep that in the pure uncut.

Same goes for the BJ hair. In regards of this, please try the game with BSNES, Color Emulation on and Scanlines added.
It gets like 1 or 2 tones darker with that. I am not sure if you want it even darker. Since this game was designed for a system running on a CRT we should not give to much attention to the standard poppy bright VGA emulation output.

Your ideas go more towards a SNES/PC conversation hack in general. I am sure a lot of people are interested in playing this so I think it would make sense to split the current patch and have a SNES/PC conversation hack stand alone curated by you. Some feature will be present in both versions, some just in one or the other. What do you think?

I also have a few ideas for cool additions in a SNES/PC conversation hack.
In the case that we can add new sprites or manipulate them or even add new Levels/Episodes, I would like to bring Gretel Grosse in the game and give her a 3 Level Episode after the Übermutant. But she would get new unique sprites and not just a pink version of Hans.

Also like Shadowhazard said already, it would be nice to keep the rats.
I would like to keep both, Dogs and Rats in the game because they make both sense if you place them correctly.
In the first SNES level for example the rats make no sense. This is not about Bio Weapons or Experiments there.
But later with Schabbs and the Übermutant, they make very well sense and are cool.

Also with additional rom space it should be possible to add different mission briefing screens. Right now we have only one. He speaks always to the President and that makes not much sense. So he is flying always back to the US, gets orders and flys back to Germany, not very efficient XD The PC has some material for this I think.

There is a lot of stuff possible but this also depends on how much time people can or are willing to spend on it.
That is why I try to keep it comprehensible for now. With having it a bit organized, chances are higher to get more help when needed :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 30, 2018, 10:10:41 am
Thanks, I'm glad that you like my ideas.

Alright, I understand that you want your hack to look good on certain devices, I'm cool with that, it's no big deal.

I'm glad to hear that my PC color idea with all the stuff that I mentioned in my previous posts is going to be added as a optional color patch for it.

Alright, it's no big deal, I just thought it's looks better without the double spaces, the spelling error that I fixed is "offocer" to "officer" in the 5th Mission Briefing.

Maybe another neat optional patch idea is one that will give B.J. his PC head & weapon sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on March 30, 2018, 03:18:22 pm
https://ibb.co/i5e8qS (https://ibb.co/i5e8qS)

the Backpack and ammo belt from the beta1
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 30, 2018, 06:28:15 pm
I had to fix a few wall textures. They are now final.
Here is the updated version.
https://www.dropbox.com/s/cytxrd7klbi2ngf/Wolf3-D_uncut_v5.zip?dl=0 (https://www.dropbox.com/s/cytxrd7klbi2ngf/Wolf3-D_uncut_v5.zip?dl=0)

This patch only adds the wall texture fixes to the V4.
The textbug found by SCD is not fixed in it.
Since DarkSamus said there is still something to do for him on the text, I left it in.

Edit1:
My brother just contacted me and told me that there is a serious bug in the Trans Grosse Level.
Trans appears in a room where he is not supposed to be and then the game is crashing.
He tried the v5 on the SNES Mini Classic so it was with canoe.
I am a little bit short with time right now and can not test this.
@SCD do you have a bit time to check this out and make a video?
Propably best to test on BSNES/Higan

We propably need a few more good testers.


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on March 31, 2018, 12:50:24 am
I checked out the patch, Trans Grosse was in the right room & in the right spot, but if you go to the other room with the rocket launcher before the big room with all those guards, the game will freeze.

Something similar like that happened in V4 of this patch, in Mission 2-1, if you try going into the secret room next to the exit, the game will freeze.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 31, 2018, 01:30:40 am
Got weapon switching working: https://www.youtube.com/watch?v=olsp-gFqc4c

I completely scrapped the old routine and coded this from scratch. Now as long as you have collected a weapon and have ammo for it you can freely switch to it. The only oddity right now is the knife is still displaying the previous weapon's ammo count, so I'll see if I can fix that.

I checked out the patch, Trans Grosse was in the right room & in the right spot, but if you go to the other room with the rocket launcher before the big room with all those guards, the game will freeze.

Something similar like that happened in V4 of this patch, in Mission 2-1, if you try going into the secret room next to the exit, the game will freeze.
Pretty sure I know what's causing the crash (sprite 169 - either it's pointer is wrong or where I moved it to is not working out). I'll get it fixed while I work on merging the new stuff.

I think we can keep the expanded rom since people here are interested in mofifiy the game more than just a plain uncut hack I intened :)
Would it make sense and/or help to expand it to full 16Mbit? I dont know if 12Mbit could make any trouble with emualtors like canoe?
I was just inserting the shortest amount of freespace since I don't know how much we'll need yet. It can easily be expanded further.

I have never looked closer to the MSU stuff, I just know that it makes it possible to play PCM files instead of the games music.
What else does it do?
It's basically more RAM that you can use anyway you want. For instance, you can use it to play FMVs. I'll admit though, my experience is limited to using it for audio streaming.

But since MSU is not real uncut related and also MSU does not work on every device/Emu, it should serve as a additional patch for those who want to use it. Will be for sure a very cool feature. I wont stop you. About the music PCMs, Can they be exchanged by the user or do we need to find fitting music for it already?
They can be exchanged as long as the tracks are named properly (if a track is missing I program it to default to the original SNES music). Of course it's good form to have at least one audio pack prepared for the user to download and then they can replace the tracks with different ones if they prefer.

Also since you mentioned there was a bit room left for additional GFX. Do we have space to add a few 8x8 letter with Umlauts?
I checked the Fonts in the game and there are signs like brackets and stuff and it seems that most of that is not used in the game.
I just could redraw a few of them to be a Umlaut like Ü, ü, Ö, ö, Ä, ä, ß
It would be easy to do but it is also a bit messy. It would be more professionel to add in additional signs to choose from.
It probably could be done. I'd have to tell the game to load the font to an earlier address in VRAM to account for the added tiles. I'll look into it once I finish merging the latest changes into my source.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Asaki on March 31, 2018, 01:46:27 am
Actually, I think this hack does need some minor color changes added to it, because I discovered that three other enemies have different colors:

Mutant (Different Colored Uniform) Han Grosse (Greenish Hair) Trans Grosse (Different Colored Armored Suit) Ubermutant (Different Colored Uniform)

This was probably intentional. In the PC version, episode 2 has a lot of green walls and hanging vines, so they probably wanted the Mutants to stand out a little better.

My guess is that they just didnt care if its mirrored or not.
The original SNES textures also in the beta roms are without symbols. There was no direction required anyway.
I don't think this is about memory or other shortages of the system.
My theory is to open the map and just switch or force the tile into the correct direction and make it permanent.
There are propably control bits available.

I think you'll find that any faces that are pointed towards a certain axis will have mirrored textures on them. I know in Quake, it's -X and +Y.

March 31, 2018, 02:09:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I made a special version of Visual SAK for you, with extra buttons so you can check all Sprites (around 170):

I think your program needs a slight tweak, since extra pixels are getting drawn at the very bottom of each sprite. You can even see it in your screenshot, where some of his coat and skin are getting drawn at the bottom of his shadow.

Edit: I'm looking at the armor, comparing it to the original PC version, and it looks like at each run of compressed blank space, at the very beginning of the blank space, it's also duplicating the color that should be at the end of the space. And then that extra row at the bottom shouldn't even be there, it's saving the graphic as 64x65.

Funny that even one single pixel of blank space gets compressed =) Whoops.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on March 31, 2018, 04:25:09 am
I think your program needs a slight tweak, since extra pixels are getting drawn at the very bottom of each sprite. You can even see it in your screenshot, where some of his coat and skin are getting drawn at the bottom of his shadow.

Edit: I'm looking at the armor, comparing it to the original PC version, and it looks like at each run of compressed blank space, at the very beginning of the blank space, it's also duplicating the color that should be at the end of the space. And then that extra row at the bottom shouldn't even be there, it's saving the graphic as 64x65.

Funny that even one single pixel of blank space gets compressed =) Whoops.
Whoah Asaki excellent observations!!! I will be glad to hear your observations and suggestions on the tool in general (not specific to Wolf 3D)

Here is the problem:
Code: [Select]
for y in range(top_y, bottom_y):This is in Python. Now I know nothing about Python, but my guess is: this loop include both boundaries (TopY, BottomY). The problem is that the data gives me values that are 0 to 64. It should be 0 to 63 or 1 to 64 ... To include all that I added an extra row, that is why the picture is actually 64x65 instead of 64x64.

Do you guys know why we get extra 1 value (0..64)? Is that a bug? If not what values are supposed to have 0..63 or 1..64?

March 31, 2018, 05:03:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
OK mystery solved  :beer:

I don't care how it is in Python, but it seems the right boundary of  the loop should not be used. So values are 0..63. That fixes the strange 'noise' in the graphics.
Also there were strange transparency ... it seems color index of 255 is used as transparent instead of SNES PPU one - 0. Now Black is black, not transparent as it was  :laugh:

Thank you Asaki for sharing your observations! I sensed that something is wrong but didn't know what to expect so couldn't see the difference.

Here is the revised version: Download (https://drive.google.com/open?id=1r59qng2byNG3aYxYDdfRbP1mWIC6sD3v)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 31, 2018, 12:00:21 pm
Got weapon switching working: https://www.youtube.com/watch?v=olsp-gFqc4c

I completely scrapped the old routine and coded this from scratch. Now as long as you have collected a weapon and have ammo for it you can freely switch to it. The only oddity right now is the knife is still displaying the previous weapon's ammo count, so I'll see if I can fix that.

That was fast! Nice. I think this alone is a good improvement for the game.

Quote
Pretty sure I know what's causing the crash (sprite 169 - either it's pointer is wrong or where I moved it to is not working out). I'll get it fixed while I work on merging the new stuff.

I was not really worried about this. You talked about pointers. There is always the chance to miss one.
Bugs are a normal thing, they happen, that is why I proposed testing ;)

Quote
I was just inserting the shortest amount of freespace since I don't know how much we'll need yet. It can easily be expanded further.
Okay, so no problem here.  :thumbsup:

Quote
It's basically more RAM that you can use anyway you want. For instance, you can use it to play FMVs. I'll admit though, my experience is limited to using it for audio streaming.
They can be exchanged as long as the tracks are named properly (if a track is missing I program it to default to the original SNES music). Of course it's good form to have at least one audio pack prepared for the user to download and then they can replace the tracks with different ones if they prefer.
Interesting to hear about the FMVs. But I think to remember the Road Racing Game portet by D4s.
that was also MSU, just forgot about it. Okay so Basically MSU is the never relesed CD drive in form of a theoretical extra chip.
I wonder if it would work as real thing.
Anyway. I believe, for our Wolf3D hack we only need music streaming anyway.
(and for the proposed Jurassic Park its the same. The biggest problem for me is the music in this game. it is so not JP like often.)
We could pack the Wolf3D PC music as standard in it or something else. I am sure we will get some good suggestions here.

Quote
It probably could be done. I'd have to tell the game to load the font to an earlier address in VRAM to account for the added tiles. I'll look into it once I finish merging the latest changes into my source.
Cool, proper Umlauts :D

Edit: Btw, if I read it right, the beta sprite part is bigger than in the final version because of one sprite.
What is the additional sprite in that beta?

@Squall_FF8
Cool, nice to see your programm progressing  :thumbsup:
I still have visitors here but will check it out as soon as I can.

@SCD
Thanks for testing  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on March 31, 2018, 07:41:13 pm
I updated weapon switching so the knife no longer displays the previous weapon's ammo count: https://www.youtube.com/watch?v=iA489UtufFY
I was debating whether to have it display "0" or to not show the counter at all. I went with the later, but I can change it if people would prefer the other way.

Now to finish compiling the recent changes and release a new patch.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on March 31, 2018, 07:59:53 pm
I checked your video and I think that looks very good. Knife without numbers is good.
The only more logical sign would be the unlimited sign but this is not in the game.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Asaki on April 01, 2018, 01:15:19 am
Here is the revised version: Download (https://drive.google.com/open?id=1r59qng2byNG3aYxYDdfRbP1mWIC6sD3v)

Looks much better now =)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 01, 2018, 05:29:01 am
At all. Please observe the Video.
https://www.youtube.com/watch?v=1wbMcOp8to0 (https://www.youtube.com/watch?v=1wbMcOp8to0)

The guy uses the chaingun and suddenly the rotation is going faster so the the gun is like the popcornmachine on pc. Maybe some Action Replay stuff? I do not know this feature and i played the orginal pal version as kid.

This fast function is kind of cool.

Ok, puzzle solved just emulated and played some parts double speed...

But, the Chaingun on Snes is slow compared to other ports. As Suggestion to the Weaponswitch funktion, could we increase a bit the speed  of the gun with the sideeffect that it wastes more ammo. So the Player is forced to switch to lighter guns. We have 299 Ammo that is way more than on pc :) And it think the weapon lock in the basic game was because of the slow chaingun. Slow and ammo saving but powerfull compared to other ports with a fast not ammo friendly and powerfull chaingun
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 02, 2018, 01:44:50 am
Got the next version ready (includes source): https://drive.google.com/open?id=1it0CBn8xqbDDh-NIpl9Qb_zJDrFS7SeZ

Changes:
- Updated the wall textures.
- Allows switching freely between any weapon as long it's collected & has ammo.
- Disabled auto weapon switching when picking up ammo/weapons.
- Fixed a typo on the #05 mission briefing screen.
- Fixed the game crashing bug on certain levels (see below).

The reason the game was crashing was because I had only updated the pointer that links to the start of sprite #169, and had forgotten to update all the pointers that make up the graphics compression format the sprites use. This was only needed for sprite #169 (rocket ammo crate), since it no longer shares the same offset as in the 2nd beta (from which all the data had been copied over from).

I haven't had time to fix the text top/bottom margins on the mission briefing screens yet, but perhaps in the next update that can be changed.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 02, 2018, 03:26:54 am
Looks much better now =)
Not without your help  :thumbsup:

@DarkSamus993
Since now with the expansion, Sprites were moved to a different location, is it enough to change the starting address from $30000 to the new location? Have you changed the address of the table that points them?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 02, 2018, 06:43:09 am
Testet the new version and its very cool :)

Weaponswitch: it is possible to make the weaponswitch feature like in Doom for Snes?
If you pick up a stronger weapon that it will be used immediately. However, if you already own this weapon, it will only count as ammo. if you are out of ammo and run around with the knife and collect new ammo of a type then it shoud jump automatically to the strongest weapon of the ammo type you have.
Otherwise the big smile of BJ when you pick up a chaingun makes less sense^^


Stalking around with the knife is funny, it could be a bit faster if possible or it could make more damage. The Undead Soldiers for example, you cannot prevent them from attacking by stabbing them. So in later levels the Knife dosent save your life at the moment, it never does on snes but if it would more powerfull than it would help. The stronger knife should not work on bosses, at least only as usual. Even if it would have more power it would not possible to make the game end with it

The Machingun and Chaingun also a bit faster if possible.  cosmetically and sound faster and functionally just a bit more damage at least for the machinegun.

I think this changes would make the gameplay more fluent but not easy. Difficult will remain original snes.

Sometimes I have the feeling that the opponents can shoot through half-open doors or around the corner through the wall.  >:( thats a thing on what we could keep an eye.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 02, 2018, 11:19:07 am
@DarkSamus993
Since now with the expansion, Sprites were moved to a different location, is it enough to change the starting address from $30000 to the new location? Have you changed the address of the table that points them?
Sprites can be moved to anywhere in the rom. The ptr table that links to them all is still at the same address (0xFDA6E - add 0x30000 to each ptr for true address). It's also "zero" compressed as it gets loaded and read from RAM.

The data transferred to RAM at bootup starts at 0x0FC002 - 0x0FFF42, with the preceding 2 bytes indicating when to stop reading data.
Code: [Select]
00FDB9 JSR $FED0     [00FED0] A:0FFA X:0000 Y:D0F9 S:0FFF D:0000 DB:00 nvmxdIzc  // entry point

// "Zero" decompression routine
00FED0 LDA #$0000             A:0FFA X:0000 Y:D0F9 S:0FFD D:0000 DB:00 nvmxdIzc
00FED3 TCD                    A:0000 X:0000 Y:D0F9 S:0FFD D:0000 DB:00 nvmxdIZc
00FED4 PEA $0FC0              A:0000 X:0000 Y:D0F9 S:0FFD D:0000 DB:00 nvmxdIZc
00FED7 PLB                    A:0000 X:0000 Y:D0F9 S:0FFB D:0000 DB:00 nvmxdIZc
00FED8 PLB                    A:0000 X:0000 Y:D0F9 S:0FFC D:0000 DB:C0 NvmxdIzc
00FED9 LDA $0FC000   [0FC000] A:0000 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F nvmxdIzc  // load # of reads
00FEDD CLC                    A:EC61 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F NvmxdIzc
00FEDE ADC #$1000             A:EC61 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F NvmxdIzc
00FEE1 STA $02       [000002] A:FC61 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F NvmxdIzc
00FEE3 SEP #$20               A:FC61 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F NvmxdIzc
00FEE5 LDY #$C002             A:FC61 X:0000 Y:D0F9 S:0FFD D:0000 DB:0F NvMxdIzc
00FEE8 LDX #$0000             A:FC61 X:0000 Y:C002 S:0FFD D:0000 DB:0F NvMxdIzc
00FEEB LDA $0000,y   [0FC002] A:FC61 X:0000 Y:C002 S:0FFD D:0000 DB:0F nvMxdIZc
00FEEE BEQ $FEF8     [00FEF8] A:FC00 X:0000 Y:C002 S:0FFD D:0000 DB:0F nvMxdIZc  // if $00, get length...
00FEF0 STA $7E1000,x [7E1007] A:FCFF X:0007 Y:C004 S:0FFD D:0000 DB:0F NvMxdIzc  // else, write as is...
00FEF4 INX                    A:FC12 X:0043 Y:C05E S:0FFD D:0000 DB:0F nvMxdIzc
00FEF5 JMP $FF09     [00FF09] A:FC12 X:0044 Y:C05E S:0FFD D:0000 DB:0F nvMxdIzc

00FEF8 INY                    A:FC00 X:0000 Y:C002 S:0FFD D:0000 DB:0F nvMxdIZc
00FEF9 LDA $0000,y   [0FC003] A:FC00 X:0000 Y:C003 S:0FFD D:0000 DB:0F NvMxdIzc  // load length byte
00FEFC STA $00       [000000] A:FC07 X:0000 Y:C003 S:0FFD D:0000 DB:0F nvMxdIzc
00FEFE LDA #$00               A:FC07 X:0000 Y:C003 S:0FFD D:0000 DB:0F nvMxdIzc
00FF00 STA $7E1000,x [7E1000] A:FC00 X:0000 Y:C003 S:0FFD D:0000 DB:0F nvMxdIZc
00FF04 INX                    A:FC00 X:0000 Y:C003 S:0FFD D:0000 DB:0F nvMxdIZc
00FF05 DEC $00       [000000] A:FC00 X:0001 Y:C003 S:0FFD D:0000 DB:0F nvMxdIzc
00FF07 BNE $FF00     [00FF00] A:FC00 X:0001 Y:C003 S:0FFD D:0000 DB:0F nvMxdIzc  // if not done, loop...
00FF09 INY                    A:FC00 X:0007 Y:C003 S:0FFD D:0000 DB:0F nvMxdIZc
00FF0A CPX $02       [000002] A:FC00 X:0007 Y:C004 S:0FFD D:0000 DB:0F NvMxdIzc 
00FF0C BCC $FEEB     [00FEEB] A:FC00 X:0007 Y:C004 S:0FFD D:0000 DB:0F nvMxdIzc  // if not end of data, loop...
00FF0E PEA $007E              A:FC00 X:FC61 Y:FF43 S:0FFD D:0000 DB:0F nvMxdIZC
00FF11 PLB                    A:FC00 X:FC61 Y:FF43 S:0FFB D:0000 DB:0F nvMxdIZC
00FF12 PLP                    A:FC00 X:FC61 Y:FF43 S:0FFC D:0000 DB:7E nvMxdIzC
00FF13 REP #$20               A:FC00 X:FC61 Y:FF43 S:0FFD D:0000 DB:7E nvmxdizc
00FF15 RTS                    A:FC00 X:FC61 Y:FF43 S:0FFD D:0000 DB:7E nvmxdizc  // exit routine
With the added room from expanding the rom, we could store this data as uncompressed to make editing things easier (or at the very least, make a tool to decompress/compress it). It's a very simple routine to modify to make all data read as uncompressed.

@Shadowhazard
I'll look into your suggestions, can't promise they'll be merged into the main branch (it is Fire-WSP's project, so he gets the final say), but I can start with at least seeing what's possible. As for the weapon switching, I could make it more like Doom. I'll see what others think first.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 02, 2018, 02:46:55 pm
Sorry, I am a little late to the party. Internet failure for several hours.
Was not able to test the new patch yet but will do after this post.

@DarkSamus993 @Squall_FF8
I would opt for packing all the sprites uncompressed into the rom.
This way we don't need a seperate programm to import/export it.
There are people who would like to mod the game more than I intend to.
Making the sprites directly accessible will help everybody in the end.
Be able to touch the sprite is vital.
This way we only need TileMolester or similar to make changes.
(Zelda64 is doing the same. The debug rom is uncompressed while the final is compressed)
I understand why they tried to save as much rom space as possible. Cartridges were expensive.
This won't matter today at all. If we need 16Mbit or 32Mbit for it, so be it.
I dont know how complicated this is for you but it sounds like a bigger procedure. We should test the game
very good to spot any possible problem.

How is the game loading the sprites?
will it load everything it needs for a level in ram before starting the level or is it loading stuff likes sprites only on demand?

I will also look into @Shadowhazard's suggestions.

Nice to see the project progressing.
Thanks everybody!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 02, 2018, 04:20:20 pm
How is the game loading the sprites?
will it load everything it needs for a level in ram before starting the level or is it loading stuff likes sprites only on demand?
The game has a frame buffer in RAM ($7F2000 - $7F42FF) where it generates what is to be seen on screen (textures, sprites). Sprites are decompressed into this frame buffer and then the whole thing is uploaded to VRAM for the game to display it. It's a pretty interesting process.

Here's two examples of the frame buffer:
(https://i.imgur.com/9x4z7XS.png)

I can work on disassembling the routine for sprites (I have some notes already), and if storing sprites uncompressed would even be possible. Let's see what Squall_FF8 thinks, his tool may eventually support importing sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 02, 2018, 06:24:02 pm
@DarkSamus993 @Squall_FF8
I would opt for packing all the sprites uncompressed into the rom.
This way we don't need a seperate programm to import/export it.
There are people who would like to mod the game more than I intend to.
Making the sprites directly accessible will help everybody in the end.
Be able to touch the sprite is vital.
This way we only need TileMolester or similar to make changes.
I totally agree with you. Storing the sprites uncompressed will solve plenty of problems, without creating new ones (at least I cant think of any)

Sprites are decompressed into this frame buffer and then the whole thing is uploaded to VRAM for the game to display it. It's a pretty interesting process.
Yes its called 'double buffering' and is widely used in PC world even today. Actually in Version 3 of my tool I use it to make thing pleasant for the eye  :laugh:

Quote
... and if storing sprites uncompressed would even be possible. Let's see what Squall_FF8 thinks, his tool may eventually support importing sprites.
Sure I can do import, but if sprites are uncompressed, this will not be necessary. You can set the uncompressed sprites to start at specific address, reserve the necessary space (fill with 0 if you wish) and then in already available editing tools the Sprites could be edited and re-inserted (imported).
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 02, 2018, 06:52:14 pm
Alright, sounds like we're in agreement then. I'll see what I can come up with. I'm thinking I might be able to just hook into the wall/floor texture loading routine since it is already capable of loading uncompressed graphics.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 02, 2018, 07:03:28 pm
Okay, I have checked out the weapon switching.
This is a bit more complex it seems.
Your code works well, but it takes away a few important original features.
The original system is made so, that you always have the best possible weapon on screen automaticially.
In the unpatched game, if you start a new game, you have only the Handgun. You can not switch to the Knife
The knife is the last resourt if you are out of ammo. It is actually not there to be a full weapon. It is to weak.
in its current state. You can not make a play through with the knife like in resident evil.
That is why you can not choose it manually.

Also Handgun, Sturmgewehr and Chaingun is the same type of Weapon and use the same type of Ammo.
If you collect a new weapon like the Sturmgewehr in the first Level, the game switches directly
to the new and more powerful weapon. And you can not go back. Its like a permanent upgrade of the weapon type.
You can also say he throws the old weapon away and takes the new one.
If you have the Chain Gun for example and you are depleating your ammo,
the game switches to the knife (when there is no Flame Thrower and/or the Rocket Launcher in your arsenal).
If you now collect new ammo for the weapons, the game is directly switching back from the knife
to the Chain Gun.

If you have the Chain and find the Flame Thrower or the Rocket Launcher, it switches
to them but also enables weapon manual switching because you need to use them more carefully
There is less available ammo for them.

If you have the Flame Thrower and/or the Rocket Launcher in your arsenal already
and you depleating your ammo for the chain gun it won't switch to the knife but
instead to the Flame Thrower or the Rocket Launcher. It seems it switches
in this case to the next more powerful weapon available.

If you have wasted all your ammo for all weapons, the switches to the knife until you
found ammo for either the Guns, the flame thrower or the Rocket Launcher.

So switching through all weapons is actually not a feature of the game.
If we do that, it needs to be optional without changing the original way you collect guns.

In the V6 patch manual weapons switching is now a must.
I actually forgot to switch and was
playing until the end of level 2 just with the Handgun XD
In its current state the weapon change hack is not usable in the pure uncut.
But it could be very interesting for future haks since this alters the gameplay quite a bit.
It makes the game harder aswell since you need to take care about your weapon.

I want to propose something for the weapon switching. This is an improvement also for the Uncut.
The unpatched game uses Select for weapon switching.
This is not the best choice.
Most people use the left thumb to control the D-Pad and Select.
So if you switch the weapons, you can not walk for a moment.

The game uses X and Y for fast run. It is quite pointless to use two
buttons for that.
I would instead use X button for weapon change.
We could use only X and disable Select or we use both so that
Select switches back and X forth.

@DarkSamus993
Thanks for the explaination of the sprites.
Okay, lets wait for Squall_FF8s feedback :)
Edit: his feedback was faster than my post :D
Okay, lets see.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 02, 2018, 07:38:03 pm
Alright, sounds like we're in agreement then. I'll see what I can come up with. I'm thinking I might be able to just hook into the wall/floor texture loading routine since it is already capable of loading uncompressed graphics.
Yeah it should be similar to the walls, except:
 - Sprites were held as 8bpp bitmap (linear), while Wall are 4x4 tiles (32x32 pixels).
 - Walls have internal size of 32x32 pixels, while Sprites are 64x64 pixels.
 - Walls have 'normal' and 'dimmed' version.
 - Walls are rotated at 90 degree

These old engines uses variations of what is called 'ray-cast' - the buffer is assemble by columns. Maybe that's why the walls are 90 degree rotated. Sprites are stored in 'compressed' variant by columns too. We might need to rotate our sprites at 90 degree too.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 02, 2018, 08:31:06 pm
Yeah it should be similar to the walls, except:
 - Sprites were held as 8bpp bitmap (linear), while Wall are 4x4 tiles (32x32 pixels).
 - Walls have internal size of 32x32 pixels, while Sprites are 64x64 pixels.
 - Walls have 'normal' and 'dimmed' version.
 - Walls are rotated at 90 degree

These old engines uses variations of what is called 'ray-cast' - the buffer is assemble by columns. Maybe that's why the walls are 90 degree rotated. Sprites are stored in 'compressed' variant by columns too. We might need to rotate our sprites at 90 degree too.

as far as I know, the walls are rotated 90° counter clockwise and I think the are mirrored compared to the pc version walls.
I have made my wall textures in the same way.
From what I can see, the Sprites are in the same way stored.
Its actually like the frame buffer pictures above.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 03, 2018, 06:13:39 am
When 'compressed', Sprites were stored by columns, but that hardly could be called 'orientation'. Since we all want uncompressed, they should be stored rotated 90 degree, similar to Walls.

Technically speaking rotating an image to 90 degree, guarantee that columns of the image are stored consequently in the memory - easy to implement, fast speed in ray-casting (rendering the "3d" column by column). The orientation (clockwise or counter) is determined by how you render the image (left to right/right to left and/or how the buffer is transferred in VRAM.

But don't worry, you don't need to understand above info in order to make the hack. Most important is DarkSamus993 to find the routine that draws a wall. In best case he will able to use it without modification or writing a new one.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 04, 2018, 05:07:01 pm
https://ibb.co/iPodzx (https://ibb.co/iPodzx)

All Sprites cleaned and done. :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 05, 2018, 01:51:37 am
Just wanted to say I'm still working on analyzing the old sprite routine. There's just a few things left to understand about how it scales the sprites, and then I can start coding the new routine. I also got the uncompressed sprites inserted into the ROM, all ready to go.

I should also mention that the wall texture loading routine is not going to be able to handle the sprites. This is due to sprites now having transparency to account for and that wall textures are 32x32 and sprites are 64x64.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 05, 2018, 04:35:34 am
Quote
Just wanted to say I'm still working on analyzing the old sprite routine
If old routine scale the sprites after they were 'decompressed', then you don't need a new routine, you already have it, just relocate the pointer to a ROM address (or copy a sprite from the ROM to where in RAM the routine expect to be).

Quote
I should also mention that the wall texture loading routine is not going to be able to handle the sprites. This is due to sprites now having transparency to account for and that wall textures are 32x32 and sprites are 64x64.
I already told you about the dimension, but you could copy the whole routine and change the dimension. Now, transparency is a different thing. What will happen if you use the the transparent color index on a wall?

DarkSamus993, could you post here the disassembly of the old sprite routine?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 05, 2018, 05:26:20 am
I checked out the latest patch, I noticed when you pick up the machine gun, it doesn't automatically select it for you, is there a way to fix this?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 05, 2018, 06:30:29 am
@SCD

this is the new manual weapon select function.
It is not yet finished.
DarkSamus993 is working on the new Sprite Function at the moment.
It looks like we should have editable sprites quite soon.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 05, 2018, 11:57:46 am
If old routine scale the sprites after they were 'decompressed', then you don't need a new routine, you already have it, just relocate the pointer to a ROM address (or copy a sprite from the ROM to where in RAM the routine expect to be).
The sprites are scaled as it is being decompressed, and written directly into the frame buffer. This means it will read and print the same column of pixels multiple times to make sprites larger. Here's an example:
(https://i.imgur.com/X1CplfX.png)

I already told you about the dimension, but you could copy the whole routine and change the dimension. Now, transparency is a different thing. What will happen if you use the the transparent color index on a wall?
Sprites and walls do not have transparency, any color used will be printed to the screen. The frame buffer is used as a Mode 7 background image (so it uses all 256 colors). Technically, these are the only sprites on screen:
(https://i.imgur.com/iqTmQb1.png)
I'll have to code a check for the transparent color and tell the game not to print it to the frame buffer.

DarkSamus993, could you post here the disassembly of the old sprite routine?
Here's my notes on the routine so far: https://pastebin.com/z0M44NAc
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 05, 2018, 12:30:42 pm
Although I'm not a coder but still that is very interesting.

Here is a thing what i have in mind for later.
When Bj gets hit you see it on his face. But they made it so that bj gets bleeding very late 30% i guess.
It would be cool if we change that. He start bleeding at 50% the and Dead is dead.
Dont know if the orginal setting is also a censor enchancment but i never liked it.

Here is a Example how Gretel Grösse could look on snes^^
https://ibb.co/dfJT1c

Status Faces:
https://ibb.co/bYPSux
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 05, 2018, 09:24:22 pm
@Fire-WSP

Alright, I knew the new weapon system was added to the hack, but I didn't know it still needs some tweaks. Sorry about that.

@Shadowhazard

That's a neat rendition of how Gretle Grosse would look like if she was in this port that you made.

That is neat idea to add a set of faces for BJ when he hits 70% of his health bar, but I don't think there's room for it.

I don't think the original setting is a censor enhancement, I think they set it up like that because of cartridge space.

Another neat idea for this hack is maybe add the PC status bar faces to it, I found these from a sprite sheet in the ZDoom forums:
(http://www.bwass.org/bucket/BJ.png)

Including give the exclusive SNES items PC style colors for the optional PC VGA color patch, I also found these in the ZDoom forums as well:
(http://i.imgur.com/KusMqBY.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 06, 2018, 02:52:40 am
to put more face in game would be cool but basicliy not possible because the pc and jaguar faces have other or less colors. the two faces i changed are there that BJ can show some teeth like in all other versions.
On snes he never shows teeth, i think that was to aggessive for nintendo :D
The other face are to much work to make them fit to snes version. I wanted to keep the Sprites as untouched as possible otherwise it would be my mod creation.

BUT...there is one face i would like to see in the snes version and this face would be not to hard to alter so it doesent loose its orginal form.
The face when the player shots rapid fire, changes to an angry face like in doom. This animation of bj is only in the jaguar version. This animation could play on snes when the player uses the chaingun or machinegun 2-3sec permanent fire.
A second face what would be portable is the zombie deadface when you get killed by Dr.Schabbs. After my Daywork i will try to convert it maybe we can also build it in later

For the my left picture for example i only had to copy and paste the Mouth from jag to snes sprite that was all. The right one with the shadow is to snes unique to change also the left bloody picture below. I tried but i had to change a lot to look really cool. It looked cool but i scrapped that.



Its very interesting they animated every Detail in Jaguar version. Bj can smile even he is almost dead...an how this looks :D

@scd when your pc version moddificaion is ready i will have a look because i want to know how the sprites look in game with those colors. But you wont get all colores in, you can test it. chose one snes sprite and put the similar pc sprite in. Do it quick with paint and you will see a lot of colors are not there. thats why gretel looks like this. She was basicly a mess after converting to snes colors...i had to change a lot.
All this green in those Weapons and Ammo you wont get it in the game without palette change.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 06, 2018, 05:12:52 am
I took a closer look at your edited version of the SNES status bar faces, you did a good job on adding more detail stuff to them.

You mean these ones:
(http://www.bwass.org/bucket/STFKILL0.png)(http://www.bwass.org/bucket/STFKILL4.png)(http://www.bwass.org/bucket/MB.png)

I don't how to add sprites into the game, but I am experimenting on the colors, so far I made the Mutant look more like his PC counterpart:
(http://www.bwass.org/bucket/M6.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 06, 2018, 09:23:23 am
@DarkSamus993
very exciting stuff as usual.
Since you posted the picture with the HUD content and the font, I made the Umlauts really quick.
GFX for it is here:
https://www.dropbox.com/s/xpaoanc6xfb60bz/Umlauts.png?dl=0
I also did a unlimited sign, for the knife in case it can be implemented.

Also I wonder, what GFX artifacts is the stuff you can see between Item and the Mouse cursor?

@SCD well technicially you dont need to redraw any sprites.
In the SNES version and in the PC version the sprites are 64x64.
The SNES PAL is a little different than the PC PAL.
So before anything can be done on the SNES/PC conversation version, you need to adjust the PAL.
Then you can directly copy and paste the PC sprites.
The PC version has more sprites for the characters so that needs to be reduced.
But all in all, once we can touch the sprites and if somebody can adjust the PAL for you,
it is just a copy and paste job. (assuming to work with Tilemolester for example)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on April 06, 2018, 03:20:34 pm
Damn this is looking so good.
I can't wait to give the final product a try :D

One thing I noticed is that Wolfensnes has some changes from the original DOS one, most importantly, level layouts.
How much does it vary from the original in terms of level layout?
Is it an entirely different version of the original when it comes to the levels? Or does it have some in common with the DOS one?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 06, 2018, 03:21:30 pm
Snes BJ Zombie: if possible, this has to be the dead face when bj gets killed by Dr.Schabbs only.

Orginal Id Mac/Snes Version
https://ibb.co/huRYmc


Snes BJ Angry Face: Use rapid fire and he gets angry^^
https://ibb.co/kXgUsH

Snes BJ Angry Face and half dead:
https://ibb.co/ettnwc

Snes BJ Smile but half dead:
https://ibb.co/jjApsH

Snes God Mode:
https://ibb.co/cmDaXH
https://ibb.co/nnDnex

When Bj gets hit/hurt hard:
https://ibb.co/cxLWpx

Ok there are all Sprites and they fit to each other.

the two mac sprites(hurt hard and zombie) i just scaled them down 50% an i got the perfect snes quality.
So it would be possible to get the middle position when he looks directly to the player.
But the question is its possible to build them in and that they work like they supposed to be.
Would be a huge + to the game because you have maximum interaction with BJ.
 

The Console Levels are different mostly smaller but i like them more. They mixed wolf3d and spear levels and made some changes on it.
For some reason the snes version has more atmospere for me. This brown floor looks so much better than on pc/mac that light grey.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 06, 2018, 11:27:34 pm
@Fire-WSP

Alright, because I remember that adding new sprites is a little tough, because you got to make sure they will work correctly with the right color palettes.

@Shadowhazard

Those are cool custom sprites that you made, they came out great.

I'm not going to be able to make the optional PC color patch, because the sprites that I want to change their colors on share colors with other sprites, sorry about this.

So the only way to make this work is we have to give certain sprites their own set of palettes, I don't know if it's possible or not.

I might go back and change the locations of the music tracks again.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 07, 2018, 04:17:53 am
custom is not really correct^^. i did nothing special, mostly copy and paste between snes,jaguar,mac sprites and a little bit PC. But converting the PC stuff is a mess.
And converting/scaling the mac sprites was the same thing that the ID Artist did i found out. The side face sprites and the functionality are exclusive to Snes so the ID Artist had to draw these extra from the mac sprites as base. The Mac version has only the three basic movements eye left, right and middle. Also the mac version has the animation when BJ gets hurt hard and the ZombieBJ.

The jaguar version has ALL Faces they exist even the snes faces(altered with theet) but the color palette is the same as PC so its hard to work with and you can clearly see they tried to give the jaguar version everything what other versions lacked.

Hope we can give the snes version a similar treatment when it comes to the faces. Iam fine with it when we dont implement the middle eye position just try to put the extra faces in and that they work like they supposed to be :)
@DarkSamus993 hope you like the idea and that its possible to do :) FireWSP has no Problem with my Idea.

Ok here is BJ half dead and hurt hard
https://ibb.co/eQQkhH

this Stuff when he gets a critical hit^^

last picture :)

at moment i test wolf3d on snes mini and i found out that when Bj is below 30% his face is injured but he dosent move his eyes anymore but the sprites are orginal there for. instead the game chooses one of them when you get down below 30% and then you die and get the dead pic or you get health...could it be that they forgot something in the code that the eye movement is corrupted in the bloody faces?

When he gets hit from the side he also looks very long in that direction before he continues his eye routine. In this time it could happen anything specialy in hard mode which i test/play :)

About the Idea with the weapons, and give them more power. I think its not necessary but increase the fire rate for the machine gun so that it fires two bullets when you press one time on the button and the chain gun 3 bullets....if possible.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 07, 2018, 01:29:05 pm
@DarkSamus993 hope you like the idea and that its possible to do :) FireWSP has no Problem with my Idea.

It is not on me to approve something or not.
We collect ideas and material for possible extra stuff which could be cool to have.
But this all depends on what is possible in the end and what not.
Right now the main focus lies on the clean Uncut version hack.
I am very happy with what was archived already.
Everything what was done openend the way for general modding of he game.
So all in good time.
DarkSamus993 has to spend the most work on it right now.
ASM is not an easy task and the reverse engineering of the routines and so on aswell.
So lets focus on the main goal for now. Then we can go from there.

@Shadowhazard
The heads are cool. That could be a nice addition to the game.
The qustion is, if this is possible.
DarkSamus993 showed in an earlier post two pictures. The PAL and what is technicially on screen.
This is HUD GFX and the faces. Therefore this has to be loaded in ram (vram?) at any time.
If you want to add more faces, you need more memory somewhere.
If the memory is already very tight, there is maybe no chance to fit that in.
If it is just a matter of more cartridge space, it is more likely possible.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 07, 2018, 06:32:10 pm
Small update: I pretty much understand how the old sprite routine operates now. I just need to finish working out the logic for loading as uncompressed, then I can actually start programming it.

The heads are cool. That could be a nice addition to the game. The qustion is, if this is possible.
If there is not enough room in VRAM to have all the faces loaded at once, then what would have to be done is load them dynamically either from ROM or RAM (in other words, they'd have to be swapped into VRAM as needed). Since the game expects the face graphics to already be loaded, the routine for switching faces would have to be modified to also upload new data to VRAM. It should technically be possible, it just means more time spent disassembling the old routines and coding new ones. I'm willing to look into it though.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 08, 2018, 08:31:57 am
Maybe a new mission screen.
https://ibb.co/kQsq1c

Idea is to use the old one as introduction screen as normal when you start a game and as end screen when you killed Hitler like in Spear of destiny after killing angel of death.
The new one is for killing a boss an go to the next mission.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 08, 2018, 10:59:09 am
It just occurred to me, we totally could make the wall textures 64x64 now that I know how that routine functions as well (pretty much the same as the sprite routine, just with half the writes).

If someone wants to provide the 64x64 wall textures (or I could just make temporary replacements), I can code them into the game with the uncompressed sprites. The only concern is possible slowdown from the bigger workload, though I'm sure having the wall textures be 32x32 was intended more as a space saving measure than a lag reduction method. I guess we'll find out...
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 08, 2018, 11:58:38 am
I can make a texture pak to try that out. When do you need this?
I am open to try this out. Curious how it would look and if it works good.
But if it impacts the game in a negative way or changes the total athmosphere of the game,
I would not use it in the uncut. However, a bit more detail for the walls could be good.
Lets try and see. ^^


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on April 08, 2018, 12:10:49 pm
It just occurred to me, we totally could make the wall textures 64x64 now that I know how that routine functions as well (pretty much the same as the sprite routine, just with half the writes).

If someone wants to provide the 64x64 wall textures (or I could just make temporary replacements), I can code them into the game with the uncompressed sprites. The only concern is possible slowdown from the bigger workload, though I'm sure having the wall textures be 32x32 was intended more as a space saving measure than a lag reduction method. I guess we'll find out...

How's this for the wall textures?

(http://files.gamebanana.com/img/ss/textures/53d092db6a389.jpg)

(http://files.gamebanana.com/img/ss/textures/53d092de83ec4.jpg)

They're all 64x64, and I think these should pretty much cover the whole wall textures. Let me know if you still need more.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 08, 2018, 12:14:33 pm
Yes I also will use the PC version Textures and also Mac Verison textures but the SNES PAL is a little different so I want to convert them nice and clean.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 08, 2018, 01:17:39 pm
Would be cool but i think this will produce frame problems in later levels. the death knight level for example is on some places low on frames already.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 08, 2018, 06:19:46 pm
Okay guys, since there is a general interest in modding the game, I have converted all available sprites from the PC (including Spear) and also from the Mac version, so that they all share the SNES palette now.
On many sprites and walls you won't notice a change but it is there.
Mostly the textures got a bit darker on the Snes but there are also entire colors missing.

@DarkSamus993
the PNGs are indexed with the SNES pal.
You just need to copy whatever wall or sprite you need for testing.

here are the links:

https://www.dropbox.com/s/ulwto9l2ojni5nm/Wolf3DPCSprites_SNESPAL.png?dl=0
https://www.dropbox.com/s/253ao4tecbwrukw/Wolf3DMAC_SNESPAL.png?dl=0


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: releasethedogs on April 09, 2018, 12:33:24 am
just so you know the Mac version is based on the Jaguar version and has sprites from that version. There is an editor that is freeware now called wolfedit.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 09, 2018, 12:18:43 pm
If there is not enough room in VRAM to have all the faces loaded at once, then what would have to be done is load them dynamically either from ROM or RAM (in other words, they'd have to be swapped into VRAM as needed). Since the game expects the face graphics to already be loaded, the routine for switching faces would have to be modified to also upload new data to VRAM. It should technically be possible, it just means more time spent disassembling the old routines and coding new ones. I'm willing to look into it though.

Dynamic loading, nice. It would make sense.
I mean, we have the material for a few more face expressions, and they are in the same style as the ones on the SNES.
Also that Zombi face when hit by Schabbs is cool i think and it also make sense. That is something I would put in the pure uncut.
He uses needles as a weapon. Since needles are also used for using drugs, it could have been cut by Nintendo guidlines.
Also the game has a button combo to use the god mode. There is also a face for that.
Could be a fun thing.

Regarding he 64x64 wall textures, I was playing the first level a bit yesterday and watched the soldiers a bit. This sprites are also 64x64 but the still look quite rough compared to the pc version. I think that could be because the SNES mode7 is quite rough and the snes resolution for this game is very low. I think the 64x64 textures will give us more deatil but still will look quite blocky. Maybe the Cartridge costs outwighted the a bit better looking textures, if it is not a performance thing afterall. But the cool thing is, it seems we are abaout to find out  :thumbsup:



Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 10, 2018, 03:50:48 am
Hi guys!
I was away last couple of days because it was the Easter season and we had long holiday :)
I'm glad things are going well and there are plenty of artist willing to help!

Small update: I pretty much understand how the old sprite routine operates now. I just need to finish
It is interesting to me how you handle the transparency. With 'compressed' Sprites the transparency was side effect. Now you will have to dedicate a color that will be considered a transparent. SNES hardware uses color 0 for that, but PC extraction tool uses color 255
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 10, 2018, 11:00:41 am
It is interesting to me how you handle the transparency. With 'compressed' Sprites the transparency was side effect. Now you will have to dedicate a color that will be considered a transparent. SNES hardware uses color 0 for that, but PC extraction tool uses color 255
There are 85 different write subroutines that are used to scale the sprites (yes, that's really how they programmed it). They tell the game how many times to print the same pixel and then the main routine checks to see if it needs to print the same column of pixels again, which results in all the different sprite sizes.

Here's one example:
Code: [Select]
Scale_71:
    lda $0013,y
    jsr WritePixel_02
    lda $0014,y
    jsr WritePixel_03
    lda $0015,y
    jsr WritePixel_03
    lda $0016,y
    jsr WritePixel_03
    lda $0017,y
    jsr WritePixel_04
    lda $0018,y
    jsr WritePixel_03
    lda $0019,y
    jsr WritePixel_03
    lda $001A,y
    jsr WritePixel_03
    lda $001B,y
    jsr WritePixel_03
    lda $001C,y
    jsr WritePixel_03
    lda $001D,y
    jsr WritePixel_04
    lda $001E,y
    jsr WritePixel_03
    lda $001F,y
    jsr WritePixel_03
    lda $0020,y
    jsr WritePixel_03
    lda $0021,y
    jsr WritePixel_03
    lda $0022,y
    jsr WritePixel_04
    lda $0023,y
    jsr WritePixel_03
    lda $0024,y
    jsr WritePixel_03
    lda $0025,y
    jsr WritePixel_03
    lda $0026,y
    jsr WritePixel_03
    lda $0027,y
    jsr WritePixel_03
    lda $0028,y
    jsr WritePixel_04
    lda $0029,y
    jsr WritePixel_03
    lda $002A,y
    jsr WritePixel_03
    lda $002B,y
    jsr WritePixel_03
    lda $002C,y
    jsr WritePixel_02
    rts
The game used to store pixels directly since it didn't need to handle transparency (it just fetched the correct coordinates), so I made 4 subroutines to handle the writes so transparency can be checked for.

They use very simple logic: if opaque write to frame buffer; if transparent don't write to frame buffer and increase the write address. $2180 = WRAM Data Register, $2181 = WRAM Address Register.
Code: [Select]
WritePixel_01:
cmp $FF
beq .Transparent
.Opaque:
sta $80
rts
.Transparent:
inc $81
rts


WritePixel_02:
cmp $FF
beq .Transparent
.Opaque:
sta $80
sta $80
rts
.Transparent:
inc $81
inc $81
rts


WritePixel_03:
cmp $FF
beq .Transparent
.Opaque:
sta $80
sta $80
sta $80
rts
.Transparent:
inc $81
inc $81
inc $81
rts


WritePixel_04:
cmp $FF
beq .Transparent
.Opaque:
sta $80
sta $80
sta $80
sta $80
rts
.Transparent:
inc $81
inc $81
inc $81
inc $81
rts

Now I just need to finish coding the main routine which tells the game which graphics and scaling code to use. It's coming along nicely, I might even be able to finish it today. There's still pointers to update and bug testing to do, but maybe I'll have something to release soon.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 10, 2018, 03:56:35 pm
Awesome! Cant wait to try it out :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 10, 2018, 05:33:13 pm
Code: [Select]
cmp $FFOK so 255 is the transparent color, as it was in the export.
At first I wondered why you need "inc $81", but then I remembered - it is Mode 7 :)

Quote
There are 85 different write subroutines that are used to scale the sprites (yes, that's really how they programmed it).
Only 85?  :laugh:
But seriously, that is for sure the biggest 'loop enrolling' that I have ever seen used. Respect for Wolf3d developers! :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 12, 2018, 08:09:46 am
will be the best wolfenstein 3d port :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 13, 2018, 01:12:09 pm
Since we spoke about the possibility of 64x64 textures.
I just tried the new canoe hack for Jurassic Park. The game has similar 3D parts like Wolfenstein.
I just realized that the wall textures they use there are 64x64.
It gives more detail but in JP it has a quite bad frame rate.
There are two possibilities now.
- The 3D part in JP was poorly coded and therfore we have bad frame rate there
or
- 64x64 will make it slow on the SNES no matter how good the code is.
Lets see how this performs in W3D. DarkSamus will find out :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 14, 2018, 03:21:49 pm
https://ibb.co/j45OGn (https://ibb.co/j45OGn)
https://ibb.co/m45vU7 (https://ibb.co/m45vU7)
https://ibb.co/cYHnbn (https://ibb.co/cYHnbn)
https://ibb.co/dbbfwn (https://ibb.co/dbbfwn)

all cleaned stuff. Hitler has now a propper transparent on his chest not that purple color error.
Standart Soldiers spit Blood instead sweat...all those little things are fixed.

All the Blood and Bones for the Game
https://ibb.co/czVGmn
https://ibb.co/euTQe7
https://ibb.co/eStrK7
https://ibb.co/jyirK7
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 14, 2018, 05:23:05 pm
Ah, you also added the chairs. I wonder why they left that out.
I like the additions.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 15, 2018, 12:26:44 am
This is taking longer than I wanted it to, but it's getting there...

Current state: As you can see, the game is not fetching the correct coordinates to print to the frame buffer. It also doesn't seem to be reading the whole 64x64 sprite yet either. Once I iron out these few wrinkles I'll release a patch for play testing (64x64 wall textures will come later).
(https://i.imgur.com/gmntVPi.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 15, 2018, 04:16:08 am
iam totally fine with it. its more important to get all the uncut Sprites in that game than 64x64 Walls.

Samus, do you need the cleaned sprite files maybe? All i released here are fine but not complete. If you need all files i will upload a zip. :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 15, 2018, 08:54:54 am
(https://i.imgur.com/gmntVPi.png)

Well this is a... a lamp I guess ;D
Seriously, it looks like progress.
It seems you are on the right track and it appears that your modifications
for the transparency color work already. Cool :thumbsup:

When the patch is ready for testing, we propably need a few people for that to cover as much of the game as possible.
The good thing is that the game still includes all the debug functions.
There is god mode, level select and also level skip.
Important is to have all endboss fights tested.
It would also be good if somebody would be able to make a test run on real hardware.
BSNES/Higan is accurate but better save than sorry.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 16, 2018, 04:49:05 pm
https://ibb.co/e5tBP7


i did the bleeder pics from bj. I used the similar mac pics and scaled them. Some parts copy and paste in the snes tiles and this happend.

They took a lot red and orange from the scaled mac pics...its like Nintedo was fine with a bit red pixelation at least. Its a very interesting process how the orginal Artist was forced to reduce the violence bj shows now.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 16, 2018, 11:11:30 pm
Almost there, just got to tweak the horizontal scaling code a little bit more.

NOTE: I disabled transparency for debugging purposes, I'll enable it when I get the scaling perfected.
(https://i.imgur.com/HfCXQox.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 17, 2018, 06:24:34 am
DarkSamus993, your updates are the most anticipated here  :laugh:

Is there something that we can help with?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 17, 2018, 08:41:04 am
Yeah, 100% agree! Very exciting.

@DarkSamus993,
in which format are the sprites now?
8-Bit Linear like the textures?

Also since the sprites are now uncompressed, do we need much more rom space now?



 
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 17, 2018, 04:48:25 pm
Is there something that we can help with?
While I work on the code, you guys can edit the sprites/walls: https://drive.google.com/open?id=1yRrxGGuKQPTQ1rDF7ubqeO7PQ8UWhUnS

You can leave them as PNG for me to insert, or if you want to go the extra mile you can convert them to raw bitmaps (Texture_Sprite.bin and Texture_Wall.bin). I've also included a palette file for use with Tile Molester.

in which format are the sprites now?
8-Bit Linear like the textures?
They're just like the other textures: 8bpp linear, mode 2.

Also since the sprites are now uncompressed, do we need much more rom space now?
I've expanded the ROM to 16 Mbit (2 MB) to make room for the uncompressed sprites & other new content. The sprites (64x64) take up $AA000 bytes and the walls (64x64) take up $40000 bytes.

The sprites I've moved to the expanded space ($D00000), and the walls start at the same offset ($C20000) and just extend further down since all the old sprite data has been removed.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 17, 2018, 04:52:39 pm
Okay, I got the file. I will include the material made by the guys here.
Edit:
here is the texture sprite.bin with the uncut content.
https://www.dropbox.com/s/82mnm3m6zla4vt4/Texture_Sprite.bin.zip?dl=0
Lets see if it works.

The 64x64 walls are almost complete if I saw this right?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 18, 2018, 02:12:16 am
New Content could be the whole Face palette like on jaguar...but...better :laugh:

I would take the time and make them all snes fit but only when everyone agrees and Samus is interested in coding it.
I think this coding will be a lot of lines (if,else and stuff :D)

The Zombieface could be implemented any time because its part of the uncensor stuff and that the bleeding starts sooner (at50% maybe).

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 18, 2018, 05:56:32 pm
Okay, here are the walls:
https://www.dropbox.com/s/72hetxs6k4yzi9e/Texture_Wall.bin.zip?dl=0

A few wall textures are not final but the set is complete.
I just want to wait and see if the 64x64 walls will work in a playable form.
The textures in this file are mostly based upon the PC version but I remade a few snes exclusive textures in 64x64.
The outside Sky and Night for example. They are still WIP.

@DarkSamus
there is GFX missing at the end of the texture wall file.
It is not important for the editing as this parts need no edit but I just want
to make sure that the missing GFX is present in the game. :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 19, 2018, 09:45:09 am
there is GFX missing at the end of the texture wall file.
It is not important for the editing as this parts need no edit but I just want
to make sure that the missing GFX is present in the game. :thumbsup:
They're not missing, that's just a quirk with certain codecs in Tile Molester. You just have to pad the file ($200 bytes in this case) so it will display the last row and then delete the padding after you're done editing.
(https://i.imgur.com/PxxYm8A.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 19, 2018, 11:12:03 am
Okay, good to know, thanks.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 19, 2018, 03:03:20 pm
https://ibb.co/cGnH2S

Mission Briefing 1  :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 20, 2018, 12:01:06 am
I finally got scaling working correctly, all output should be identical now. I just need to clean up my code a little bit and then I should be able to release a patch for playtesting sometime tomorrow.

USA:  -->  Uncut:
Spoiler:
(https://i.imgur.com/4gWTXGk.png)

Quick opinion poll: Should I remove the empty space between sprites? My code ignores it anyway, but I also realize without it editing becomes a tiny bit more involved. It's not like we're hurting on space at the moment, but it would optimize the code a little (not having to calculate the 'true' start address of the sprite). This is just something I thought of to save ROM space and a few CPU cycles.
Spoiler:
(https://i.imgur.com/ckvKR3W.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 20, 2018, 12:53:53 am
if you can save something internal do it  :thumbsup:
its good to have a few cycles more.

never checkt the pixel movement of the lamp :D... i did in the beta few mins ago. looks the same as on the pics. good job!

its so cool i play SNES before work like as kid before school...morning first level run :D
i test this only on snes mini with tv filter by the way!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 20, 2018, 03:02:56 am
Excellent work, DarkSamus993! I was holding my breath from posting till you finish it up  :beer:

Quick opinion poll: Should I remove the empty space between sprites? My code ignores it anyway, but I also realize without it editing becomes a tiny bit more involved. It's not like we're hurting on space at the moment, but it would optimize the code a little (not having to calculate the 'true' start address of the sprite). This is just something I thought of to save ROM space and a few CPU cycles.
Yes remove it. In general specialize editors should take care for the heavy lifting when you change something. Besides, the game is heavy enough, so reducing even a cycle for each frame is huge deal.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 20, 2018, 04:31:52 am
I updated the music tracks for the maps: https://www.sendspace.com/file/usr4tp

I changed the track list for the maps back to how it was originally, but I switched the tracks of maps 1-1 & 1-2 around and I also switched the tracks of maps 6-2 & 6-7 around as well.

It's the UncutV6 patch, but with the updated music tracks added to it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 20, 2018, 05:54:32 am
Uh, looking very good.
Yeah, lets remove it.
In this case i think performance is more important than editing comfort.
Looking forward to the test version  :beer:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 21, 2018, 02:22:50 pm
Patch: https://drive.google.com/open?id=178GHx9GBq1kbuxuv8tUNEoJQ78le2w_A

I got some bad news, there is definitely more lag with uncompressed sprites (due to having to loop through more code/data). It was worth a shot, but it seems it isn't going to work out. And if that's any indication, I doubt 64x64 wall textures are going to be possible either due to extra lag (I suppose we won't know until we try, but I wouldn't get my hopes up).

There's two ways to go from here:
1) go back to the way it was with compressed sprites, coordinates, column lengths, etc.
2) same method as #1, but keeping sprites uncompressed.

You might as go with method #1 as it would have the added bonus of saving space, but I'll let you guys decide.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 21, 2018, 04:18:57 pm
@DarkSamus
I just tried the patch and played the first 3 levels.
The lag was not to bad to me but I want to hear also the feedback from the others.
There are people out there who had played the original more than I did.
Also if I recall right, somebody mentioned, that there is quite some lag in the originl game in later levels.
This could be a place to check and see if it is still playable there.


About the 64x64 walls, well with the new information now, I think it would end up like Jurassic Park.
In JP it was no problem because the action was different. I am not sure if we really should try it.
There are a few other cool things to try like a few aditional faces in the HUD, More/different mission briefing screens.
This is propably less risky too.

About your proposed solution:
1) you mean go back to the way it was original?
That would mean we need a tool for decompress and recompress?

2)with uncompressed, would space the only "problem" with that or there are other side effects?
I still think that rom size does not matter that much today. !6Mbit is no problem at all.
I doubt we would hit 32 Mbit and even that would be no problem.

In general, even if there is this lag problem, it was a awesome job! I doubt it was easy in any way.
Thanks for your work on the project!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Gemini on April 21, 2018, 04:28:32 pm
The thing with literal sprites is that rendering them takes way too long, while only dealing with effective pixel writes via tables is muuuuch faster. Instead of using literal sprites, it's best to write a converter, Tile Molester is a not a very practical editor anyway.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 21, 2018, 04:46:20 pm
Also if I recall right, somebody mentioned, that there is quite some lag in the originl game in later levels.
The lag is very noticeable on later levels when there's a bunch of enemies on screen at once.

About the 64x64 walls, well with the new information now, I think it would end up like Jurassic Park.
In JP it was no problem because the action was different. I am not sure if we really should try it.
There are a few other cool things to try like a few aditional faces in the HUD, More/different mission briefing screens.
Yeah, I'm not going to worry about walls right now and instead focus on adding the other features we want.

About your proposed solution:
1) you mean go back to the way it was original?
That would mean we need a tool for decompress and recompress?
Yep, working on one now unless Squall_FF8 beats me to it.

2)with uncompressed, would space the only "problem" with that or there are other side effects?
I still think that rom size does not matter that much today. !6Mbit is no problem at all.
I doubt we would hit 32 Mbit and even that would be no problem.
Functionally it would be the same, it would just eat up more ROM space. But it would be pretty pointless as you would still need a tool to be able to change anything (because all the column data, ptrs, etc. would need updated as well).

The thing with literal sprites is that rendering them takes way too long, while only dealing with effective pixel writes via tables is muuuuch faster.
Yep, I can see why they did it that way now. Even if what I did was a waste of time, at least it was good learning experience.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 21, 2018, 04:53:01 pm
great work! :)

About the lag, compared to the normal version its there and its kind of hard. I think Death Knight Level will be a struggle. I will test this later.

I hope there will be a way dealing with those lags or that we can compress the uncensored sprites in a way.

Putting in the Mac Dogs was a very good choise  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 21, 2018, 05:16:54 pm
The lag is very noticeable on later levels when there's a bunch of enemies on screen at once.
Yeah, I'm not going to worry about walls right now and instead focus on adding the other features we want.
Yep, working on one now unless Squall_FF8 beats me to it.
Functionally it would be the same, it would just eat up more ROM space. But it would be pretty pointless as you would still need a tool to be able to change anything (because all the column data, ptrs, etc. would need updated as well).
Yep, I can see why they did it that way now. Even if what I did was a waste of time, at least it was good learning experience.

I don't think it was a waste of time. It was worth a try and it created lots of new information.
So it will be a tool then. Fine with me. The uncut Sprites looked good in the game.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 22, 2018, 03:35:07 am
I checked out the uncut sprites patch, I also noticed the slowdown when there's a bunch of enemy sprites on screen, including on the cast roll screen as well.

I did noticed two errors that need to be fix:

The Guard Dog is off-centered:
(http://www.bwass.org/bucket/W3DGD.png)

The brown shadow for the dog food is too bright:
(http://www.bwass.org/bucket/W3DDF.png)

The new sprites for the backpack & the ammo box are both cool, but I think the chaingun should be changed back to its original sprite.

Overall the uncut sprites came out great, including it was cool to see my cross sprite in this patch.

Maybe the slowdown will stop if we compress the sprites.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 22, 2018, 07:24:30 am
i will correct that but the chaingun is the same as the one bj holds on the snes titlepic. If also other people share your opinon to have the pc chaingun i will change it back.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 22, 2018, 09:08:41 am
There's two ways to go from here:
1) go back to the way it was with compressed sprites, coordinates, column lengths, etc.
2) same method as #1, but keeping sprites uncompressed
If I understand well, #2 mean keep sprites uncompressed, keep structures for compressing from #1 but instead of pointing to compressed data, point to uncompressed? Is that it?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 22, 2018, 11:41:41 am
I got sprite decompression working, working on the compressor now.
(https://i.imgur.com/bJa6Fml.png)
It also decompresses the 'zero' compressed data at $CFC000 (text, sprite ptrs, etc.) so now that can be freely edited as well. I already have a compressor coded for this type of data (I had needed it previously when working on making sprites load as uncompressed).

If I understand well, #2 mean keep sprites uncompressed, keep structures for compressing from #1 but instead of pointing to compressed data, point to uncompressed? Is that it?
Yep, keep all the pointers and column data but use uncompressed sprites. You would still have to update all the ptrs & column data when something needs changed, so it would just be a waste of space. I don't even know why I mentioned it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 22, 2018, 12:37:03 pm
Yep, keep all the pointers and column data but use uncompressed sprites. You would still have to update all the ptrs & column data when something needs changed, so it would just be a waste of space. I don't even know why I mentioned it.
Actually its not that bad as it may looks. As we talked space is not a factor (for now). The only downside is that it needs a tool to make the pointer/column info. But if we fall back to the origin, the compressing tools should do that, so no extra work and we still have the benefit of editing sprites with external editor.

If you continue at the same direction, instead of making an external tool for the tables, the game can create that on the fly as a part of initialization code, but that would require some RAM space, so ... probably not :(

I got sprite decompression working, working on the compressor now.
Woah you are fast :) I also have decompression working :P

I don't think it was a waste of time. It was worth a try and it created lots of new information.
I second that  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 22, 2018, 03:22:50 pm
Woah you are fast :) I also have decompression working :P

Yeah he is but you have it working too :D
Well it seems we should have a tool quite soon ;)
The game should be quite editable this way and also opens the door for more modding.

Now that the Sprites are no problem anymore,
I would like to list the following things, which would be cool to have in
the Uncut Hack and conclude the hack with it:

- a few additional pictures for the HUD Like Zombie BJ or God Mode. Shadowhazard made some.
- the possibility to display a different background picture at the Mission briefing for each episode.
- check why walls are mirrored and see if that can be changed for a few walls with specific symbols
- check the Picture of BJ in the Level / Episode result screen and see if we can give it more colors
  to add the blood and chaingun picture. The player will most likely finish a episode or the game
  with the chain gun since the player can not change the gun back to pisol by original design.
  So That Picture at the end would make sense.
- adding the Umlauts ÄÖÜ and ß for text
- adding the unlimited sign for the knife in the HUD
- add the dog enemy as a additional enemy and keep the rat in the game for the later levels with experiments
- Check if we can change or add voices for the endboss guys /Dog/Rat
- This is a longshot but add back Gretel Grosse and give her a new short episode for her revenge attemp on BJ.
EDIT: forgot this:
- Rename the difficulty Levels Easy, Normal, Hard to the names from the PC version like "Don't hurt me.".

Propably not everything will doable but I just wanted it to bring it on the table for dicussion.

@SCD
I actually like the new chain gun gfx because it fits much better to the chain gun on screen.
Would like to keep it.

Shadowhazard fixed a few sprites. The developers of the game left in a few wild pixels here and there.
It is mostly the pink color they used as transparency color on the pc. They must have forgot.
Will include the fixes once the tool is ready.

The weapon change hack was not mentioned above. It was not that important to me
because the game works without it good also. We could check again at the end?



Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 22, 2018, 04:44:33 pm
The Ideas sounds good.

I have an ad idea to the dogs and to some wall textures.
The snes version features only a few walls and only one version of it.
For Example the Cage (orginal without skeleton) Idea is to give the game a rougelike feature. everytime you start a NEW game some walls could be different. The same with the Dogs/rats or even the doberman watchdogs from those spear of destiny return to danger games.
its no must have its just an idea :)

Weaponswitch would be nice because this orginal solution makes a feel of not full control but with free switch it would be perfect.

about the Faces, i try to get all faces snes ready.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 23, 2018, 05:15:04 am
@Fire-WSP

Alright, it's no big deal, we can always make a optional patch that would keep the original chaingun sprite intact.

Another wall texture that should be edit is add the skeleton to the cell door texture like the one from the PC version:
(http://www.bwass.org/bucket/W3DCD.png)

Including add dots on both the top & the bottom parts of the metal wall texture to make it more like its PC counterpart as well:
(http://www.bwass.org/bucket/W3DM.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 23, 2018, 12:24:15 pm
the skeleton wall is already in, but its very pixelated and there is no way to make it better. firewsp did it and i tried also and came to the same result. but i like it.

April 23, 2018, 12:31:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
scd, do it if you like. scale those metalwall spites down and see if it works with skrews. when its look good why not. but i think there is not enough space for the skrews on 32x32.

https://ibb.co/nbrXRx
the orginal snes tile, it has the skrews already
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 24, 2018, 12:43:41 am
Alright, that's good to hear that the skeleton has been restored back to the cell wall texture.

About the screws, I wasn't talking about the ones that appear on both sides of it, I was talking about the ones that go across on the top & bottom parts of it.

Here's my edit of the SNES metal wall texture with the screws restored back to it:
(http://www.bwass.org/bucket/W3DML.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 26, 2018, 07:27:13 am
How are you guys?  :laugh:

@Fire-WSP, what is the last decision on where are going and what needs to be done?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 26, 2018, 09:06:05 am
Just wanted to pop in to say that the compression code is almost complete now. I've been busy this week and haven't had much time to work on it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 26, 2018, 09:38:42 am
Ah cool. Will it be a Windows programm?

@Squall, I made a post a couple of days ago with a list of possible stuff which could be done.
Some of it is kind of important. The sound for the Rat/Dog for example. The final SNES version of the game has this squeek sound when they die. That would be quite strange with the dog XD
The Wall mirroring is also an interesting topic.

Other stuff like the additional faces will actually expand the main goal a bit but it would be a cool improvement.
However, propably all points in that list involve ASM and this is something I can not do.

I am very grateful for the work DarkSamus993 put into the project so far.
It is up to him to continue his magic after the tool.

My time is also a bit limited but I also work on something for the project.
It is not yet finished. Lets see when I can show something ^^


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 26, 2018, 12:13:47 pm
iam fine and you?
@scd: https://ibb.co/iKBxEH
thats what i can offer you, if it goes in decides fire-wsp
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 26, 2018, 12:17:54 pm
Ah cool. Will it be a Windows program?
I wrote it in C++ as a command line utility (so yes, target platform is Windows).
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 26, 2018, 12:47:19 pm
Mhm I think we will need a Frontend then...

;D Joke of course.
Command line is fine  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on April 26, 2018, 01:41:53 pm
Since there are so many task for ASM, DarkSamus993 it was probably better to leave that utility to me, beside I had already done the half of it  :laugh:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 27, 2018, 02:20:55 am
@Shadowhazard

That edit looks pretty good, I like it.

If you can make the screws look like this, that would be great:
(http://www.bwass.org/bucket/MW.png)

Because they're not suppose to touch the corners of the square.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 27, 2018, 03:56:30 am
ok, its done.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 27, 2018, 09:01:24 am
Cool, that's great to hear. Thanks.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 27, 2018, 04:22:56 pm
https://ibb.co/hioZWx
All BJ Faces done
had to change something on the last pictures when he gets shot left or right. Its more Snes orginal with closed mouth and open.


Overall Picture

https://ibb.co/fXuk4H
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 28, 2018, 01:59:07 am
Those edits came out great, you did a good job on them.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 28, 2018, 06:47:24 am
MP40 and Ammo clip

https://ibb.co/cacX1x
https://ibb.co/cq9drx
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on April 28, 2018, 11:43:17 pm
That's cool that you're adding the Mac/3DO Machine Gun sprite, are you planning to do the same thing to the Flamethrower & the Rocket Launcher?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 29, 2018, 04:05:51 am
the mac/3do/jaguar machine gun, what model is that? looks like a hybrid of a MP40 and a American Gun. on Pc he holds a mp40. I tried to make a propper mp40 model with this Mac/3do/jaguar sprite.

Flamethrower and Rocketlauncher is not on the List because the Flamer on mac/jag has a gasolinetank as backpack but there is already a ammo backpack. and the snes flamer is unique.
Rocketlauncher looks to different for snes but the Rocketcrate with the blue rockets is in.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on April 29, 2018, 05:18:22 am
If you look in the last version with the edited sprites, you can find there a modified rocket launcher already.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on April 29, 2018, 05:35:10 am
had a look in and i dont like it...this Rocketlauncher fits only in the Jaguar version.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on April 30, 2018, 11:43:14 pm
I just need to fix the last couple of kinks in my compression code, but it's working for the most part.
(https://i.imgur.com/4E0rl0H.png)

I'm not going to release the program right away because it'll need some more polish first (such as removing any hard coded settings I used for testing, allowing for better user control over input/output files, etc.) I'll be sure to release a patch for playtesting when I get to that point.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on May 01, 2018, 05:55:05 am
Since this is not a real compression it should be relatively easier:
 1) You start with column 0
 2) if current pixel is transparent you skip all transparent pixels (repeat 2)
 3) if current pixel is non-transparent - you save initial X and find ending X
 4) you do 2-3 until you reach end of the column
 5) move to next column
 6) if it is not the last column goto 2
'compression' finished  :beer:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 01, 2018, 01:49:30 pm
Yes that's essentially how the compression works. My code works in 3 stages:
Code: [Select]
1) calculate number of columns and reserve space for ptr table (column data).
2) generate column data, reserve space for ptr (pixel data), and update ptr table.
3) compress pixel data and update ptr (pixel data) in column data.

There's just a few conditions that need tweaked in my code (such as making sure banks are not crossed and anything else that's causing compression to fail), but you can see from the image I posted that it's working otherwise.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 01, 2018, 02:35:16 pm
Looking great!  :beer:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 01, 2018, 10:19:42 pm
Alright, finally got compression making a 1:1 copy. I'll try and have a patch ready for testing soon.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 02, 2018, 03:52:50 pm
Cool, looking forward to the test patch  :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 02, 2018, 11:47:47 pm
I've included the current sprite sheet, please update it with any new graphics that are ready. No updated source yet, I'm still redoing some things.
Download: https://drive.google.com/open?id=1-xNQWINAuw89jrpcycn5hD0xTcMd9muo

Still trying to figure out why the dog is not centered during the credits, but at least everything seems to be working fine otherwise.
(https://i.imgur.com/joK2GVj.png)

The next goal now is to add the new face textures. If I can get that to work, that could free up some space in VRAM for other things. We'll see how that goes...
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 03, 2018, 01:20:13 am
it could be fire-wsp misplaced the dog as sprite itself. since the rats are so fat i had the same problem on a test sprite^^
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on May 03, 2018, 03:47:52 am
I've included the current sprite sheet, please update it with any new graphics that are ready. No updated source yet, I'm still redoing some things.
Download: https://drive.google.com/open?id=1-xNQWINAuw89jrpcycn5hD0xTcMd9muo
Excellent work, DarkSamus993!!!  :thumbsup:

Quote
Still trying to figure out why the dog is not centered during the credits, but at least everything seems to be working fine otherwise.
Do you center the sprite in the 64x64 frame?
 Xo = (Wf - Ws) / 2, where Wf - is the width of the frame 64, Ws - Width of the Sprite, Xo - initial X within the Sprite
So if you have center the Sprite, it is possible the first (or last) columns to be transparent. That will move the whole image left or right.

If you haven't center the Sprite, then, that is the problem :beer:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 03, 2018, 06:28:50 am
Very cool @DarkSamus993!

It is very well possible that this is just a center problem in the Dog GFX.
When I made the GFX, it was in the format of the previous version with the saved space.
My error could have happened there.
DarkSamus propably added the space back so the textures are 64x64 again.
My potential error would be still in there. Propably not a big deal.
 
Once the tool is done, I would like to sit down, check every sprite and PAL again anyway
and finalize the sprites. Shadowhazard also made a few updated sprites which I plan to
include with the tool then.




Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 03, 2018, 11:09:36 am
Turns out the dog is centered, it just looks off because the shadow reaches to the right so much.
(https://i.imgur.com/IniT9Ac.png)

For the mutant rat they centered the sprite over the shadow.
(https://i.imgur.com/qZgO7ET.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 03, 2018, 11:59:05 am
i tested Trans Grosse Level and in the room after the Rocket Launcher there are 5-6 soldiers inside. After i killed them it leaves a frame rate drop around the corpses. I did the same with the version with beta sprites in it and there is no or less frame rate drop as usual.
The framedrop isnt that huge as in the old version but its still there.

EDIT:

Did a new rom and luckily i couldnt recreate the issue!

https://ibb.co/k8ssuS

i added the faces where bj looks directly to the player so the sprite set is now jaguar complete and snes unique.
I found out that the guys from Id changed the sides of the dying pictures and used the middle position als left side, thats also fixed now.

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 03, 2018, 12:57:00 pm
Turns out the dog is centered, it just looks off because the shadow reaches to the right so much.
(https://i.imgur.com/IniT9Ac.png)

For the mutant rat they centered the sprite over the shadow.
(https://i.imgur.com/qZgO7ET.png)

Okay, so it is no bug. That is good.
Maybe I will place the dog over the shadow like the rat.
Like it is now it looks strange. But if I change one frame, I need to change all dog frames.
I put that on my list. When I go over the sprites again, I will check it again.

@Shadowhazard
the BJ GFX looks solid.
Lets see if all that can be fit in there.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: ShadowOne333 on May 03, 2018, 01:24:56 pm
This project is looking better and better with each post.
I am loving the way it is all going :)

Once a patch with all the new sprites and assets put into place is released, I'll give this one a go.
Btw do the latest builds have the music re-arranged already? Or is that separate?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 03, 2018, 01:41:05 pm
Btw do the latest builds have the music re-arranged already? Or is that separate?
The last couple of builds have just been for testing sprites, so not everything was included. I need to reorganize my source code before the music, text, weapon swap, etc. changes are put back in.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on May 03, 2018, 03:14:56 pm
Turns out the dog is centered, it just looks off because the shadow reaches to the right so much.
So last columns were empty (almost)  :laugh:

@Fire-WSP, maybe its time to move this thread from Discussions to Personal Project?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 06, 2018, 03:50:19 am
Mac/Jaguar Fireball for the flamethrower
https://ibb.co/md6UeS
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on May 06, 2018, 07:06:45 am
I made a new wall texture, I changed the dark version of the grey brick wall to have a hole on the bottom of it like that one PC grey brick wall texture:
(http://www.bwass.org/bucket/GBW.png)

Which one do you think will be better for this dark texture, this one or the one version of the grey brick wall that has cracks on it?

I fixed up the lamp objects, I made them look more like their PC counterparts:
(http://www.bwass.org/bucket/CL1.png)(http://www.bwass.org/bucket/CL2.png)(http://www.bwass.org/bucket/L.png)

I also gave Hans Groose his PC chaingun sprites as well:
(http://www.bwass.org/bucket/HGS.png)

They're all using the game's SNES palettes.

What about putting the Guard Dog sprite in this position:
(http://www.bwass.org/bucket/GDF.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 06, 2018, 10:05:53 am
thats done :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 06, 2018, 10:14:04 am
What about putting the Guard Dog sprite in this position:
(http://www.bwass.org/bucket/GDF.png)
I tried that already, but due to the way sprite xPos is calculated it still winds up in the same exact location. This is why the dog will need to be centered over its shadow (and why the developers did the same for the mutant rat).
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 06, 2018, 12:03:13 pm
Yeah, so lets place it in the middle.
Shadowhazard reworked the dogs a bit. he can place it in the middle.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 06, 2018, 03:25:19 pm
its done
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 06, 2018, 10:38:10 pm
I've located all the code hooks for setting BJ's head sprite on the HUD. They're setup in such a way that makes it easy to inject new code. The first order of business is to code the routine to DMA the sprites to VRAM from ROM.

I'll also be able to set it up to check for more health levels too, so it won't be limited to only showing blood when BJ drops to 25HP. We should be able to make full use out of the sheet Shadowhazard has provided:
(https://image.ibb.co/ipyXuS/bj_complete.png)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 07, 2018, 01:13:21 am
would you like to ask you Ghostbusters style "are you a god?"  :laugh:

seriously man you do a great job!

here is the Final sheet, i had to erase some white pixels and i replaced the last hard hit picture with the one from pc so its consistent to the last dead pic. he gets hit hard screams and die thas the idea. on this stage of health a crit hit should kill him
hope you like it.

@DarkSamus, please use this new sheet :)
https://ibb.co/imJ6uS

btw some new uncut content is also ready. like the the real fireball for the Flamethrower and some other stuff what needs testing first if it fits in. A new explsion for bazooka for example. the new one is 10% bigger than the old one but is the same from mac. Stuff for testing with the tool when its ready.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on May 07, 2018, 07:21:38 am
I've located all the code hooks for setting BJ's head sprite on the HUD. They're setup in such a way that makes it easy to inject new code. The first order of business is to code the routine to DMA the sprites to VRAM from ROM.
I have to admit I'm very impressed with the speed you dissect that ROM, excellent work :thumbsup:

So that make me curious - did you do some bank disassembly, or perhaps you found some knowledge over the net, or you did all this on the fly?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 07, 2018, 07:53:31 am
To me it appears he is doing it "on the fly".
Before I started this project, I tried to find all available information about SNES Wolf3D but never came acroos any disassembly information.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 07, 2018, 08:21:41 am
I do it all on the fly. I start with a known value if possible (cheat codes websites can be a good resource), in this case health (because I know that BJ's head changes when his health drops). From there I just use a debugger with breakpoints and trace logs. Like most things it gets easier with experience.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 07, 2018, 10:07:26 am
Yeah, in the end it is all a matter to know and understand where to look and what to change.
But it sounds easier than it is ;)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 07, 2018, 03:14:36 pm
Had to reduce the Face colors from 59 to 16 and it has now 100% snes colors and the third god mode face i forgot ::)

EDIT: thats final

https://ibb.co/ki6rRJ

in the end there where two little errors in the orginal pics, on the left side a darker dot in the face and right one dot in the hair.
you can observe this any time in every version...if you focus on the face its visible

its no more, now i can sleep well again :D

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 07, 2018, 04:41:26 pm
faces look good!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 09, 2018, 12:52:50 am
the new uncut stuff i told about.
also limited to the required colors.

its strange they changed the chaingun on snes a lot

this one here is exactly the Mac version.
https://ibb.co/dkZuoy


Flamethrower with lighning effect
https://ibb.co/ffX3gJ
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 12, 2018, 06:34:12 pm
I was very busy the last days. How is it going with the faces?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 13, 2018, 05:46:49 am
https://ibb.co/iuoVwJ
https://ibb.co/hESOGJ
https://ibb.co/dmwHbJ
https://ibb.co/bUYxbJ
https://ibb.co/he2OGJ
https://ibb.co/hfpg3y
https://ibb.co/dLyxbJ

Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 13, 2018, 10:45:29 am
I was very busy the last days. How is it going with the faces?

I got sidetracked helping someone with another project, but I did get the DMA routine programmed before that. I just need to code the checks for which face to load.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 15, 2018, 04:21:55 am
I'm curious how it will work and look ;D
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 22, 2018, 05:27:58 pm
it has gotten alittle quite in here. Any news for the faces?
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on May 25, 2018, 12:01:18 am
it has gotten alittle quite in here. Any news for the faces?

Apologies for the delay, I've been taking a break from this project to work on some other stuff. I'll try and get back to this shortly (this weekend most likely).
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 28, 2018, 10:52:01 am
 :) cool then we have a propper Wolfenstein on Snes soon. :thumbsup:



Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on May 29, 2018, 02:36:24 pm
Spare time is a bit rare right now but here is something I working on right now.
This will be a proper cover art for the canoe and retro archuser.
This is based upon the PAL Cover but replaces the Vietnam era US. Soldier with the actual BJ.
I was able to find the Artwork which is similar to the one used in the title screen.
The artwork needs to be completed however.

(https://image.ibb.co/mM0Gnd/w3ducanoe.jpg)


Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Shadowhazard on May 29, 2018, 06:22:00 pm
 :thumbsup:
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on May 30, 2018, 02:51:08 am
Awesome custom box art, it came out great.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Squall_FF8 on May 30, 2018, 04:54:49 am
Spare time is a bit rare right now but here is something I working on right now.
This will be a proper cover art for the canoe and retro archuser.
This is based upon the PAL Cover but replaces the Vietnam era US. Soldier with the actual BJ.
I was able to find the Artwork which is similar to the one used in the title screen.
The artwork needs to be completed however.

(https://image.ibb.co/mM0Gnd/w3ducanoe.jpg)
That will be a great for Title screen too (without licence thingy) :)
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Fire-WSP on June 05, 2018, 05:34:36 pm
Yeah but the same picture is in the games title screen.
Just the wall in the back is different and a few minor details.

@DarkSamus
Is it possible to provide the tool for the sprites already?
We could then finalize the sprites until the faces are done.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Polargames on June 10, 2018, 01:18:00 am
Hello, I am sorry to intrude on your post here, but I have a question for anyone that has the know how. I am myself trying to make a hack of wolfenstine as well and the issue that I am having is the hex location of the music. I do not know where to find it. If someone could please help me on it or give me the right direction to go into I will as a way to say thank you, credit you when I am able to get it done. Thank you for taking the time to read my post and again I am sorry for butting in on this post. I hope all of you can forgive me. Thank you and have a great week. :)P.S I cannot wait when this hack gets done, I really like all of the work that everyone has put into it, Looks great :-D
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Q on September 29, 2018, 01:39:36 am
Hey, really nice work on this hack, folks. Not sure if this will be helpful to you, but I just threw together a quick text hack to go with your graphics hack. It changes the mission briefing text and enemy names as follows:

* Staatmeister -> Adolf Hitler/the Fuhrer
* Mechameister - Mecha-Hitler
* Mutant Rat -> Guard Dog
* Master State -> Third Reich
* Elite Guard -> S.S.

Edit: Removed the link, since it's not helpful.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: SCD on September 29, 2018, 01:59:06 am
Someone on here already changed all the mission brief texts to be more like the ones from the Jaguar port a long time ago.

I don't know what happened to this project, me along with other members were working on it, then everything got quiet.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Q on September 29, 2018, 02:03:19 am
Sorry, didn't see that. I didn't read through the whole topic, I just downloaded the most recent patch. Hope it gets finished eventually.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: GyaragaX on September 29, 2018, 02:06:16 pm
I don't know what happened to this project, me along with other members were working on it, then everything got quiet.

I have also been wondering what's going on with this project. It seemed very far along. I tried to post here a while back, offering help, and inquiring about how the music tracks were being handled, but I guess since the thread had been quiet for a while, my message was not approved. I sent everyone who had worked on it a message. Shadowhazard said fireWSP would get in touch, but I never heard back from anyone else.

Anybody with any insight into the current status, if you're alive, would you mind posting an update with where things stand or what needs to be done? I did a couple MSU-1 music packs (https://www.zeldix.net/t1727-wolfenstein-3d), and was able to test out the MSU patch with one of the graphics uncensoring builds, which was pretty rad.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: DarkSamus993 on September 29, 2018, 02:39:54 pm
Things have become stalled due to health issues on my part (I suffer from constant, severe chronic headaches; it's been a life-long problem). I try to work on projects a little at a time when I can, but I've been going through an extra rough time lately and have not been able to work on this (or any of my other projects).

It is my intention to return to this when I am feeling a bit better, but until then I am taking a break to avoid making things worse for myself.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: GyaragaX on September 29, 2018, 02:44:01 pm
Hey, no problem @DarkSamus993. You take care of yourself. That's the most important thing. Thank you for letting us know what's up. Please don't hesitate to ask for any help.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: zstandig on September 30, 2018, 09:12:18 pm
Oh, good I'm glad it isn't abandoned.  I'm looking forward to this
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Q on September 30, 2018, 11:05:42 pm
DarkSamus993: I'm having the opposite issue. I have chronic pain which is currently preventing me from working, which means more time for ROM hacking. I hope you feel better, and I'm looking forward to seeing your work when you're able to finish it.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Polargames on April 10, 2019, 03:01:31 am
Hello, I know this topic has been quite for a while, but I do have some thing for it. Here is the photo that Fire-WSP had made, but said it need to be finished.

(https://i.ibb.co/641mzhy/w3ducanoe.jpg) (https://ibb.co/641mzhy)

I did clean it up a bit and try my best to fix the gun, but its not 100% perfect IMO. I also did remove the logos, but those could easily be put back on. I hope everyone likes it. Also Fire-WSP please do not be mad at me for finishing it. I only did it because I wanted to help, that's all. Full credit still goes to you of course.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Helciu on April 22, 2019, 01:49:18 pm
I'm really glad to see this project is going on! I always wanted to play an uncensored version of the SNES version. Playing this game with the blood and the Nazi symbols make it 10 times better!! I hope we can play the complete version soon. BTW, thanks a lot for working in this project, DarkSamus993, you're awesome!!!
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: GyaragaX on August 14, 2019, 05:23:58 pm
Thought I'd throw a contribution in with an alternative US-based cover art design. The image of BJ Fire-WSP is using in the PAL-based cover comes from the Wolfenstein coverage in the March 1994 issue of Nintendo Power. Upon closer inspection, while similar, it's not the original painting that appears on the title screen. I tried to track down a high quality original image of that work, but the best I could find of the full image was a picture of a t-shirt John Romero sold on ebay that Apogee had made in 1992. So, I worked from that. I worked at print size resolution, but it can easily be reduced for canoe, retroarch, etc. I think it looks quite good scaled down.

(https://i.imgur.com/dTtzJi1.png)

I hope this project comes back from its long hiatus. Been a little under a year since I last checked in. How you doing DarkSamus993? Still planing on returning? There's a lot of good stuff here. I hope to see it finished.
Title: Re: Wolfenstein3D - SNES Uncut hack
Post by: Polargames on August 17, 2019, 08:51:51 pm
Thought I'd throw a contribution in with an alternative US-based cover art design. The image of BJ Fire-WSP is using in the PAL-based cover comes from the Wolfenstein coverage in the March 1994 issue of Nintendo Power. Upon closer inspection, while similar, it's not the original painting that appears on the title screen. I tried to track down a high quality original image of that work, but the best I could find of the full image was a picture of a t-shirt John Romero sold on ebay that Apogee had made in 1992. So, I worked from that. I worked at print size resolution, but it can easily be reduced for canoe, retroarch, etc. I think it looks quite good scaled down.

(https://i.imgur.com/dTtzJi1.png)

I hope this project comes back from its long hiatus. Been a little under a year since I last checked in. How you doing DarkSamus993? Still planing on returning? There's a lot of good stuff here. I hope to see it finished.


Great Job on it GyaragaX. I really like your detail. :-D