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Romhacking => Personal Projects => Topic started by: SomeOldGuy on November 02, 2019, 05:54:49 pm

Title: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 02, 2019, 05:54:49 pm
Hey Everybody! I'm working on a project to improve the graphics from the old NES RoboCop game and could use some help.  I'm trying to use redrawn sprites from the Arcade game but need to add tiles so the sprites show up correctly in my NES version.  You can see in the second image that robocop's elbow and back foot are cut off and ED-209 is gonna need a ton of work.  Any talented coders out there willing to help me take on this challenge?  ;D

The Patch

Newest: https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file (https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file)

Old: https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file         

Original NES 

(https://images2.imgbox.com/ff/c8/LTITHA4a_o.jpg)

My Version

(https://images2.imgbox.com/ea/27/uee8PXYn_o.jpg)

(https://images2.imgbox.com/31/7a/V77qJ64D_o.jpg)

(https://images2.imgbox.com/cc/3d/lpYnYzUE_o.jpg)

(https://images2.imgbox.com/85/71/k2zO1OKR_o.png)


Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 03, 2019, 06:59:03 am
Amazing project, I have no knowledge to help but there are several experts here who could help you, for example the user Vasil who develops the incredible UMK3 port of Nes in MMC5, I could contact him in this link by private message:

https://www.romhacking.net/hacks/4052/ (https://www.romhacking.net/hacks/4052/)



I think the project should be developed in MMC5 will get much more space and can add more colors and tiles so the sprites from the redrawn sprites of the arcade :thumbsup:

Good luck with the project is great. :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 03, 2019, 06:31:23 pm
Thanks cartridge_rom for the kind words and support!  ;D  If you think your friend Vasil would be willing to help, please contact him and let him know about the project.   
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on November 03, 2019, 07:39:48 pm
Yes! Yes! yes! The Robocop arcade sprite is one of my favorite sprites of all-time, and i was really disappointed when none of the ports tried to adapt it.
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 04, 2019, 01:00:54 pm
SomeOldGuy It's done

Good luck with the project, we will continue here the progress.

note:
you value releasing a demo later or releasing complete
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 04, 2019, 02:13:17 pm
Are there any comparison images we can look at without having to download and patch the rom? :P
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 04, 2019, 08:23:23 pm
Glad someone out there shares my sentiment jimstrom.  I was pretty disappointed when I got this game as a kid too, which is why I'm attempting this.  Seriously, how do you screw up RoboCop? 

cartridge_rom, got the message, thanks!  If you guys want to see what I've been up to, I have no problem releasing a W.I.P. version of the patch.  Let me know.

ShadowOne333, I'll work on another image hosting solution.  I would use imgur but they want my phone number in order to register, so that's not gonna work.  Do you have any suggestions?  It's not the best solution but for now google drive it is.  Do the links work?

If I get some time this week I'll try to make a GIF to show how RoboCop and ED-209 should look in game.  Stay tuned!  ;D   
Title: Re: NES RoboCop with Arcade sprites
Post by: Psyklax on November 05, 2019, 02:05:42 am
Are there any comparison images we can look at without having to download and patch the rom? :P

Those links aren't patches, they're pictures. The OP has just drawn some pictures, no hacking has occurred thus far.

I suppose since nobody else has offered to do it yet, I could put the graphics in myself. I'll have to look in the ROM to see how tricky it is, though.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 05, 2019, 07:31:18 am
Psyklax, I'll take all the help I can get but those are screen shots of the original and patch running in Mesen.  Much work has occurred, especially figuring out the scrambled mess that made up the title screen.  ;D

November 05, 2019, 07:01:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope this works guys. ;D

Check out the patch here
https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file (https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file)
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 06, 2019, 01:39:54 pm
Great start the game gains quality with your work. :thumbsup:

some impressions of the demo / work in progress

- Do the enemies look like children in proportion to Robocop, can sprites be enlarged or improved?
- Value adding the history / intro of the arcade or any of the arcade screens.
- The images of the Nes version are very funny between phases can be changed to other arcade statics, such as the
  example image
(https://www.romsformame.com/obrazky/robocop2.jpg)
- Value improving phases or sprite buildings
- Change the color of robocop sequences to gray and remove blue

greetings and thanks for the demo of the project :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 06, 2019, 06:49:19 pm
Thanks cartridge_rom!   :beer:  I'll try to change as much of the graphics as I can, and yeah, the bad guys are way too small.  I would love to make this into a port of the arcade game but that would require a coder and someone to do the sound/music.  Anybody willing to help???   

Title: Re: NES RoboCop with Arcade sprites
Post by: Psyklax on November 07, 2019, 05:42:19 am
Psyklax, I'll take all the help I can get but those are screen shots of the original and patch running in Mesen.  Much work has occurred, especially figuring out the scrambled mess that made up the title screen.  ;D

Let me clarify: ShadowOne333 asked if there were any pictures to look at instead of a patch, and I explained that the links you provided were indeed of pictures, not patches. I then (incorrectly) assumed that no hacking had been done thus far since your opening post didn't mention it, and you asked if "talented coders" could help. Hope that clears up the confusion.
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 08, 2019, 05:34:42 pm
I comment as curiosity and data
new Robocop arcade sprites could be applied to the Robocop vs Terminator game not released

apart from the poops of the virgin titles ... they say that it is the "best Robocop" of Nes in playability, but very poor graphically with small sprites and with a good history.

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 08, 2019, 06:09:39 pm
Psyklax, Thanks for the reply.  I should have been more clear in my initial post.  Let me know if you still want to help.

cartridge_rom, Good question, I would have to take a look at the rom.  I imagine that it would be possible though.
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on November 09, 2019, 11:02:55 am
Some awesome shit man!  Loved and hated this game as a kid :P
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 10, 2019, 03:28:10 pm
Thanks Sinis ;D

An animation of what the ED-209 fight could look like.
(https://images2.imgbox.com/50/f4/y0rDSZId_o.gif)
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on November 10, 2019, 11:12:11 pm
It looks great! Would it be possible for you to attach a screenshot without filters to better appreciate the robot's ED-209? :thumbsup:

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 11, 2019, 04:33:57 pm
Thanks sics! :beer:  The screenshot from the previous post is an animation created to show how I want ED-209 to look in game.  It was blown up 200% to make it easier to see but also made it look blurry (see actual size below).  I haven't been able to figure out how to put this animation into the game yet but am trying to work through it. 

As far as I can tell ED-209 is made up of 8 separate background images for his legs, 2 for the main body, and sprites for the arm/cannon.  Do you guys know of a program that would allow me manipulate these backgrounds and reposition the cannon sprites?

(https://images2.imgbox.com/b6/c5/WA90dfPi_o.gif)             

November 17, 2019, 06:55:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Everybody!

Did a little work on the firing range bonus stage (still WIP) trying to make it look more like the arcade version and altered some palettes, most text in game is now green.

(https://images2.imgbox.com/7e/40/DMGGp9KI_o.jpg)

If you want to check it out, get the New Patch here:
http://www.mediafire.com/file/dd3yos5b5noctvv/RoboCop_%2528USA%2529_Edit_2.ips/file (http://www.mediafire.com/file/dd3yos5b5noctvv/RoboCop_%2528USA%2529_Edit_2.ips/file)

By the way, have any of you ran into a situation where you change a palettes colors in the rom via hex editor and it reverts back to the original colors in the game?  For example, if you change Robocop's palette, the first time he gets hit he reverts back to his original colors.  Very frustrating for us beginners! :banghead: Is there a tutorial about getting around this that y'all can point me to?

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 26, 2019, 10:00:10 pm
Hey Everybody!

Did a little more work this past week, get the new patch here: http://www.mediafire.com/file/rv2u53y3xetxfgw/RoboCop_%2528USA%2529_Edit_3.ips/file (http://www.mediafire.com/file/rv2u53y3xetxfgw/RoboCop_%2528USA%2529_Edit_3.ips/file)

The bonus stage is still WIP but coming along. 
(https://images2.imgbox.com/a6/63/5bj8KE6a_o.jpg)

Also replaced the Mossberg 500 Bullpup in the HUD with a Tec-9.
(https://images2.imgbox.com/f2/39/h4VXv3dF_o.jpg)
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 27, 2019, 02:48:25 am
Quote
If you change Robocop's palette, the first time he gets hit he reverts back to his original colors.

There must be another original palette somewhere else as well, which is used after being hit
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 27, 2019, 05:47:31 pm
Cyneprepou4uk, do you have any idea where I might need to look?  Using FCEUX, I looked up Robocop's palette (0F 0F 1C 3C) and found matches at 000080, 002080, 004080, 006080, 008080, and 00A080.  I then changed the palette to 0F 00 10 20 in all six locations and it still didn't work.  :o
 
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 27, 2019, 09:53:36 pm
In case of taking damage, your game manually writes color bytes, instead of reading them from a common palettes table.

https://imgur.com/a/wxEZtQT
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on November 28, 2019, 04:47:39 am
Hi! You are doing a great job! I congratulate you! Your work is progressing very well! Although it is a demo it looks great! I wanted to share your idea, is to give the first level boss a more human look, since he looks very robotic! 2nd Robocop when taking a step with his right leg, this in turn looks very wide (thick) when fully stretched, it seems as if he was wearing pants. 3rd The way Robocop enters the rooms, it seems like he was dancing! I know you do the work on the basis of the Arcade version, but it would also be excellent to make sprite improvements to the same NES version as leaving the way to shoot by extending the arm! Making two versions of your work would not be bad at all! There are also some small details as the robocop sprite looks shortened on the sides, it looks the same when you go up or down stairs, I know they are polishing details! The difficulty feels somewhat more difficult that is very good! Another point is that you be more professional and eliminate the rudeness (Mayor) "Marica, Fuck yeah"  :thumbsup: :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 28, 2019, 08:27:03 pm
Cyneprepou4uk, I see what you mean, thank you for looking into that issue.  Is there an easy way to make the game write the color bytes I want it to?  There are a few more palettes that I think may work in the same way.  For example: 1. the cross hairs on the bonus stage and 2. the flashing pink text on the "congratulations" screen following the bonus stage (must shoot 30 or more targets to trigger this).  Robocop's palette I can live with, the pink font not so much. ;D

edwinmusic, Thanks for the reply!  Your post brought a big smile to my face because it confirmed that people are taking notice of the little changes I've been making all along. ;D  These are silly references that I put in the game to amuse myself, it helps to keep from getting bored.  I do agree that there should be a more "professional" kid friendly version though.  It shouldn't be too difficult to maintain a kid friendly and adults only version.  Did you notice on the start up screen that the game was rated M for Mature?  ;)

Regarding the enemies, I'll definitely get around to them and will put the first boss on the top of my list, but Robocop and ED-209 are my priorities.  If I can only make them look the way I want in-game, I'd call the mod a success, everything else is just a bonus. As for the other changes you mentioned, I can make Robocop thinner and have him extend his shooting arm but that will come after I finish the game I've envisioned. I hope you can understand my point of view.       

Cheers everybody!  Enjoy the game, and to all the Americans out there, Happy Turkey Day! :beer:

 
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 28, 2019, 09:16:25 pm
Quote
Is there an easy way to make the game write the color bytes I want it to?

Changing those 3 bytes sounds easy enough.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 28, 2019, 11:26:09 pm


edwinmusic, As promised, here's a patch with foul language removed - Rated E for Everybody.  ;D

http://www.mediafire.com/file/at46udo6h2qkg37/RoboCop_%2528USA%2529_-_E_-_Edit.ips/file (http://www.mediafire.com/file/at46udo6h2qkg37/RoboCop_%2528USA%2529_-_E_-_Edit.ips/file)

Cyneprepou4uk, You wouldn't happen to know someone that writes NES hacking tutorials that could show me how to do this, would you?  ;)









Title: Re: NES RoboCop with Arcade sprites
Post by: Queue on November 29, 2019, 12:17:07 am
In his debugger pictures, do you see the following?
Code: [Select]
07:E30D: A9 10   LDA #$10
07:E30F: 85 34   STA $34
07:E311: A9 38   LDA #$38
07:E313: 85 35   STA $35
07:E315: A9 30   LDA #$30
07:E317: 85 36   STA $36
and
Code: [Select]
07:E9EF: A9 0F   LDA #$0F
07:E9F1: 85 34   STA $34
07:E9F3: A9 1C   LDA #$1C
07:E9F5: 85 35   STA $35
07:E9F7: A9 3C   LDA #$3C
07:E9F9: 85 36   STA $36
The values on the left are the addresses for the code, followed by the literal bytes that make up the code, then the human-readable (dis)assembly, and it's the LDA #$?? values you want to change. You should recognize the second set of values at least (0F 1C 3C).

If nothing else, you could use that data as a guide for what to search for to change:
A9 0F 85 34 A9 1C 85 35 A9 3C 85 36
and change the 0F, 1C and 3C to the colors you want (and likewise for the first set of code that sets the damaged colors, where you'd instead be replacing 10, 38 and 30).
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 29, 2019, 11:20:54 am
That worked! ;D  Robocop is now grey!  Thank you Cyneprepou4uk for finding the solution and Queue for showing me how to implement it!  :beer: :beer: 

Which one do you think looks better, blue or grey?
(https://images2.imgbox.com/55/dc/rV9medDY_o.jpg) (https://images2.imgbox.com/ea/27/uee8PXYn_o.jpg)

Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 29, 2019, 02:17:38 pm

Grey is very better like Power Arcade  :beer:

great work :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Metalwario64 on November 29, 2019, 05:59:04 pm
Grey works better for Robocop 1, and for 2 blue works better since his armor had a blue tint in that one.
Title: hi! Again! :) NES RoboCop with Arcade sprites
Post by: edwinmusic on November 30, 2019, 09:00:29 am
Hi, Thank you for taking my opinions into account, I congratulate you again for your advances in the game, With respect to the size of robocop, its height is robust and it is fine, it only needs changes in its lower parts of the legs when it is walking. Also when Robocop is covered, his hands look very dark and perish that they wear black gloves! Patient patience is key to a good job and you are doing very well!  :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on December 01, 2019, 02:29:31 pm
 Have you thought about harness the background color to draw ED-209 as in the original version?

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlgcrb-76b360ad-2ae3-414a-8837-3393df52613e.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsZ2NyYi03NmIzNjBhZC0yYWUzLTQxNGEtODgzNy0zMzkzZGY1MjYxM2UucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.p4IeLotKEc4OUn-CHSceX6kMKYLio9c4Fawuymmk8jc)
Click to enlarge.

 About the colors I think it highlights more blue palette :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 01, 2019, 06:18:42 pm
Thanks to Cyneprepou4uk and Queue, Robocop is now grey!  ;D New patches below.

Rated E for Everybody
http://www.mediafire.com/file/cjek746b4c7b65o/RoboCop_%2528USA%2529_Edit_4_-_E.ips/file (http://www.mediafire.com/file/cjek746b4c7b65o/RoboCop_%2528USA%2529_Edit_4_-_E.ips/file)

Rated M for Mature
http://www.mediafire.com/file/s0dmdje6xmun4d6/RoboCop_%2528USA%2529_Edit_4_-_M.ips/file (http://www.mediafire.com/file/s0dmdje6xmun4d6/RoboCop_%2528USA%2529_Edit_4_-_M.ips/file)


cartridge_rom and Metalwario64, thank you both for your input.  I like both versions, so I'll release the final edit in both color palettes.  Seeing the pictures side by side, I agree with sics, the blue pops more.  ;D

edwinmusic, I did a little work on the blocking pose (when pressing the select button) that you mentioned.  I think you can see his hands a little more clearly now.  Let me know what you think.  ;D

Wow! sics, that looks AMAZING! :thumbsup:  That took a lot of work and I really appreciate you taking the time away from your own project to help me with mine.  Sonic looks awesome and I cant wait to play it one day.  ;D  No, I hadn't considered using the background color when drawing ED-209, great idea.  Would you mind giving me some tips on how you create your backgrounds?     

Changes in this patch:

Grey Robocop, Texture on the ceiling of the bonus stage, various other text and graphics changes.

Title: Re: NES RoboCop with Arcade sprites
Post by: SuperStarFox on December 02, 2019, 10:15:05 pm
I Really Like How You Make This Rom-Hack Look Just Like The Arcade Version! Keep It Up... You're Doing Great!  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on December 03, 2019, 03:19:11 am
"I had to kill Data East because they made a mistake! Now it's time to erase that mistake. I had to kill Data East because they made a mistake! Now it's time to erase that mistake. I had to kill Data East because they made a --"

You get the idea :D Nice work so far... The gameplay can be kind of clunky tho, and I wish it had more music from the film itself. NES games' music is limited enough as it is, games that only have one or two tracks can be competent but totally bland. Wolverine, for example.

I know it do what it do, just throwing ideas into a hat here...
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on December 03, 2019, 09:11:01 pm
There is no secret to do this, it is only a question of being persevering, for example in adapting to ED-209, I made 35 attempts before deciding which would be the best method to edit it.

When it comes to smaller graphics, what I do is work without restrictions, and then adapt them to the style I need.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0iu-3be06a15-641b-44f2-9e5c-30ee1d343e90.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBpdS0zYmUwNmExNS02NDFiLTQ0ZjItOWU1Yy0zMGVlMWQzNDNlOTAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.389BX2kZtShQqom5RZ6NCHt6qSKBBhA2ErIqdSjWTJQ)

Sometimes I draw sprites much larger than necessary to better understand the structure I want to represent.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0di-20e23033-2974-4ef1-9184-af6a13ea3aed.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBkaS0yMGUyMzAzMy0yOTc0LTRlZjEtOTE4NC1hZjZhMTNlYTNhZWQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.1huR5aNZrtnCe4fBwwzOD1oZYX4avzkpgdBbTXT8wRk)

But always the biggest challenge is the reduction of colors, personally I like to do it manually, to get the best results.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0cr-afe562e2-9a39-45d4-8ea1-48b9f5aae339.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBjci1hZmU1NjJlMi05YTM5LTQ1ZDQtOGVhMS00OGI5ZjVhYWUzMzkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.5_EiyC608kj6drrJcwRGvLxdrpdO_csQu2lo7dAnU3I)

But luckily there are also automatic methods that are very effective. Firework MX and Color Cuantizer are the best tools for this purpose.

Take for example again ED-209, to speed up that work, I did the following.

I sought to create a range of colors higher than necessary, in this case with 5 colors seemed sufficient to me.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0db-087afc83-9e07-42fd-bcfe-18578c6abf52.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBkYi0wODdhZmM4My05ZTA3LTQyZmQtYmNmZS0xODU3OGM2YWJmNTIuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Rf8u-y7ZypCuhfTyG0gqV-MOAzR8S7ZlKe1wrjvrHAA)

After this save three versions:

One as a reference with the 5 colors and then another 2 with a range of 4 colors, where in one remove the darkest and another instead the lighter color.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0cw-e35dcf22-1c91-4e37-befd-0128069ccd76.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBjdy1lMzVkY2YyMi0xYzkxLTRlMzctYmVmZC0wMTI4MDY5Y2NkNzYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.4FweCbOXkM-aMYLknA_cDl6pyixYMPMhrV05jQnekO8)

Then I loaded these images to Photoshop and matched their colors using a unique palette for both images.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlk200-ae5b0165-88ea-4dde-8689-a5c55f4e6c0c.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsazIwMC1hZTViMDE2NS04OGVhLTRkZGUtODY4OS1hNWM1NWY0ZTZjMGMuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.C1Hj_v3PlXFuB7hjLjE1z5x1RWhURVQfB4qxH9vAPO8)

In this way later I made a single image from the two files, with the help of the reference.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlk1zw-4cd1a993-3c8a-495e-b396-c2f526dab52e.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsazF6dy00Y2QxYTk5My0zYzhhLTQ5NWUtYjM5Ni1jMmY1MjZkYWI1MmUuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.WnZ-tkN-JMxi_mH1e15RIeltlYJtEwwew46yveQMKMw)
(This work is done with much more care)

Quote
Other useful programs:
 ImageResizer-r129: It allows you to resize images with all existing methods of interpretation.
 Rotsprite: It serves to rotate objects in a unique way.
 Tiled: Its uses are almost endless.
 PhotoScape + DoubleKiller: It is the best way to detect repeated graphics.

 ● With the PhotoScape Cutter tool, you can split a tab into 8x8 graphics, then with DoubleKiller delete the repeated sprites and then with the Mural tool (also from PhotoScape) reassemble the image.
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on December 06, 2019, 07:27:55 am
Hi!! I apologize for not answering you before. I had previously tested the demo on an "Android Tablet" and the screen was scared and for that reason I saw Robocop's legs wide I could test the demo on a CTR TV and found the detail that you see well but you have to give them some definition, they look somewhat distorted when walking. With respect to the hands when tanning, they were very good. I don't know if you could give them a somewhat gray tone to test how they would look! ;) and another detail is when Robocop is covered, some sprites of his legs disappear ... also improve the side sprites that are lost, his shoulders etc. It would also be good to focus the words on the "Game Over" It is still a Demo and you will gradually improve it!... :thumbsup: :thumbsup: ;) ;)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 06, 2019, 06:52:49 pm
Thanks SuperStarFox, I'm trying! Hopefully I can get the game to at least look good. ;D

Spooniest,  HAHAHAHAHA :laugh:  That line is perfect!  I'm trying to make it fit in the game now!  As for the controls and music/sound, I agree %100, I just don't have the skill set to improve them.  I'll keep working on the visuals though.  If you have any more suggestions, please share 'em!  ;D

(https://images2.imgbox.com/0f/92/CfNlMrZh_o.jpg)

sics, again, Thank You!  I really appreciate you sharing your knowledge with me.  I'm going to try out your method this weekend when I have more time!  :thumbsup:

edwinmusic, The missing sprites that you mention are one of my main challenges.  There is plenty of space in CHR to draw them but I need someone to show me how to manipulate the game's code so that the missing sprite is drawn on screen and completes the image.  I hope that makes sense.  ;D

Does anybody have a tutorial on how to add sprites to a character in-game?  Also, a tutorial about editing the horizontal/vertical coordinates of where the sprites are drawn on screen would be extremely helpful.  ;D   



Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 06, 2019, 07:24:27 pm
Since you don't know nes assembly, these tutorials (if they exist) won't help you.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 06, 2019, 10:12:32 pm
It sounds like you're saying I need a partner Cyneprepou4uk.  Do you want to help me transform this mediocre game into something great?   ;D





Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on December 09, 2019, 05:18:44 pm
(https://images2.imgbox.com/0f/92/CfNlMrZh_o.jpg)

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

Ohohohohohohoho

I was just goofing around, I didn't think you'd actually bother to do anything with it. :D Also, yeah, you don't see a lot of improvements to controls/gameplay and the like, that takes hard coding stuff that you can't simply hex edit in, it's kind of a pain to do. And of course, music is something only very few people know how to make for a NES game, so far as I know.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 11, 2019, 07:44:47 pm
Spooniest, There's no way I couldn't use your line, it's too perfect!  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 21, 2019, 07:51:40 pm
Hey Everybody!

I've been trying to educate myself on how NES sprites work and could use some help.  Forgive me if I use terms incorrectly as I'm still learning. 

Looking at the picture posted below, you can see that the first frame of Robocop's walking animation (left hand side) uses 8 sprites.  If I move sprite 5 up so that it's on the same plane as sprites 1 and 2, then shift sprites 6 through 8 back a few pixels so they line up properly with sprites 3 and 4, I can ALMOST get a complete image of the Arcade version of Robocop without adding any extra sprites.

(https://images2.imgbox.com/aa/97/FgeQ7Rrl_o.jpg)   

My first question, can someone please show me how to find Robocop's sprite attributes so I can make the changes described above?

My second question, is there a way to add the extra sprite needed to complete the image? 

Any help you guys could provide would be greatly appreciated!  ;D





Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 21, 2019, 08:18:46 pm
Usually sprite attributes are located in RAM at $0200-$02FF. If you get rid of enemies on the screen and move your player, you can easily see his sprites starting from $0200. If you set write breakpoints, you can find where these bytes are taken from. Better set breakpoints to tile number attributes because it's likely should be written "as is" unlike coordinates and flipping, which makes it easier to find.

To add more sprites to an animation, you need to move animation's data to some free space, then add more sprite data and change pointers to that data since you have moved it somewhere else.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 24, 2019, 02:41:36 pm
Cyneprepou4uk, the rom has been Nflated ( Thanks KingMike! ) from 256KB to 512KB.  Would it be a good idea to start fresh, move all of Robocop's redrawn sprites to the newly created extra space, and change the pointers/sprite data?     





Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 24, 2019, 03:14:09 pm
Maybe
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 24, 2019, 03:48:41 pm
Maybe

This makes me think I'm on the right track.  ;D

Here's the Nflated Patch
http://www.mediafire.com/file/ipq1msufxht0wbl/RoboCop_Nflated.ips/file (http://www.mediafire.com/file/ipq1msufxht0wbl/RoboCop_Nflated.ips/file)

You can use yychr to see how the sprites should look in-game.
(https://images2.imgbox.com/38/c5/wiKiQT9g_o.jpg)

December 28, 2019, 12:50:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Cyneprepou4uk,  I took a look at the NES Memory address you told me about ($0200-$02FF) and I think I'm getting a better understanding of sprite attributes. ;D

If you look at the picture below, starting at $0200:
70 = Byte 0, the y-axis
41 = Byte 1, the tile index number
00 = Byte 2, the sprite's attributes - 40 flips the sprite horizontal, 80 vertical, C0 both horizontal & vertical
28 = Byte 3, the x-axis 

Using this info I was able to draw a complete Robocop on the screen in-game!  Of course when I moved him, his sprites went back to normal.

(https://images2.imgbox.com/4b/e9/WLaP0tay_o.jpg)     

So I'm trying to do what you instructed and create some breakpoints (breakpoints, breakpoints, breakpoints) ;)  but I'm not quite sure I'm doing it correctly.  Will you give me a little more guidance? 

(https://images2.imgbox.com/b2/ec/NgLuAXgO_o.jpg)



                                                                                         ;D








December 29, 2019, 05:59:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)



Hey Guys! 

Can somebody out there tell me if I have these breakpoints set up correctly and if so, what they're telling me?   ;D

(https://images2.imgbox.com/d8/3d/WdOa3pNX_o.gif)








Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 31, 2019, 07:20:25 pm

Hey Everybody!

Check out my final patch of the year below:
http://www.mediafire.com/file/dxb8cvrs6m184mv/RoboCop_-_New_Years_Edit.ips/file (http://www.mediafire.com/file/dxb8cvrs6m184mv/RoboCop_-_New_Years_Edit.ips/file)

I finally figured out how to edit the targets on the bonus stage!  It looks much more like the arcade version now.  There are a few tweaks here and there but the bonus stage is pretty much complete.  ;D

(https://images2.imgbox.com/34/fd/LyF83ObH_o.jpg)

And I had to add Spoonies quote cause it's awesome!  ;D

(https://images2.imgbox.com/99/19/r1FYPNLu_o.jpg)

Happy New Year Y'all!  :beer:

Old Guy


;D




Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 31, 2019, 09:38:07 pm
Quote
Can somebody out there tell me if I have these breakpoints set up correctly and if so, what they're telling me?

Write breakpoint gets hit when something is trying to be written into that address.

Breakpoints are correct, but you don't need so many, usually a single one will do if you choose it right.

Forget about $C03E routine, it clears sprite memory before re-setting sprites. Concentrate on other breakpoint hits and see where byte is read from before writing to addresses of breakpoints.

To get you started:
LDA - load byte from somewhere into register A
STA - set byte from register A into address

Read manuals about 6502 opcodes and addressing modes
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 03, 2020, 11:01:22 pm
Cyneprepou4uk, as always, thank you for your guidance!  ;D  I've downloaded the “MCS 6500 Microcomputer Family Programming Manual” and will look for other reference material when I have more free time.

I discovered where Robocop's sprites are in the ROM a few days ago and have been busy shifting them around like I mentioned in the previous post. 

Many of the animation frames have enough sprites (or an extra) and have been fixed.  Some, like his walking frames, require an extra sprite or two.  If you look at the ROM, his first frame (the walking frame pictured in the previous post) starts at E0B8 and goes to E0D7.  Then the same frame is drawn in reverse from E0D9 to E0F8.  There is a byte, 7F (E0D8), that separates the frame and its reverse image.

Oddly, starting at E0FE, this first frame and its reverse are repeated.  Robocop's second walking frame starts at E144.  Was this a mistake, and more importantly, can I steal these 16 sprites to use in other frames that need them?     

Between unique frames, say walking frame 1 and walking frame 2, is also the 7F byte but it's followed by 4 additional bytes.  In this case they are 34 81 4D 81.  Is this the pointer information?  It seems like 7F tells the game to stop drawing the sprites.  What are the other 4 bytes telling the game?  Is it telling the game which bank to pull the sprites from?  Do you need 4 bytes for that or does it mean more?  Can someone please explain what these bytes are used for?  Can I manipulate them to steal the extra sprites I need and finally fix Robocop?










Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on January 04, 2020, 02:07:46 am
Not sure about your manual. I used this one (https://www.zophar.net/documents/6502/6502-txt.html) when I was a noob.

Your game has 2 sets of sprite data for both directions independently. You can re-use any sprite data you want for another animation.

What makes you think those 4 bytes are important anyway? Don't go crazy about every byte you see. Use Code/Data Logger.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 14, 2020, 09:22:41 pm
Hey Everybody!  ;D

Got a HUGE update for y'all this week!   

Get the new patch here:
http://www.mediafire.com/file/nx110ztosi4tiew/RoboCop_-_Edit_6.ips/file

It took a lot of creative sprite shifting but almost all of Robocop's animations have been fixed!  There are some instances (walking up and down stairs) where he still needs an extra sprite or two but he's now mostly complete!  The coolest one has to be the gun twirling animation.  ;D

(https://images2.imgbox.com/91/a6/RvBPwUJx_o.jpg)
(https://images2.imgbox.com/5c/8b/WoCH0fLt_o.jpg)
(https://images2.imgbox.com/3f/bc/mXMrMC7y_o.jpg)
(https://images2.imgbox.com/d6/20/SRqFwDPG_o.jpg)

Try it out, let me know what you think and if you spot any errors that I need to correct.


 ;D

Old Guy











Title: Re: NES RoboCop with Arcade sprites
Post by: sics on January 15, 2020, 06:14:38 pm
It looks amazing, the romhacking needs more people like you :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 16, 2020, 05:40:47 pm
Thanks sics, I respect you as an artist and your praise means a lot to me.  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on January 20, 2020, 01:06:06 pm
So played the patch.  Forgot how shitty of a player I am at this game so can't complement on the ED-209 as I didn't get that far :P


Just a few issues I've ran in to.

(https://i.imgur.com/mDCCFyg.jpg)

Something is going on with his leg while going up.  A sprite missing?


(https://i.imgur.com/2btxbt7.jpg)

Same with here.  Guess this Robocop runs more on air power?  :o



....and lastly, not much of an issue.


(https://i.imgur.com/M1Ff0ME.jpg)

I see on what you did there ;)









Other than that, feels better though THICC.  Very THICC.  That's all I got as I'll try to get to ED-209 and see what's going on there  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Googie on January 20, 2020, 01:36:01 pm
I'm gonna give this a spin right now, been meaning to cause I've been mad busy with other things. I'm a big fan of Robocop, hated the remake though...  :D
Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on January 20, 2020, 06:36:13 pm
Pretty good, but as I said before, I'd kill for a music hack for this game. It's the same theme from Stage 1 through 3, as far as I can tell -_- Yeah, yeah, it's the Robocop music. Again.

Anyhoo. I found this:

(http://i.imgur.com/s78F9PTm.png) (https://imgur.com/s78F9PT)

This happened when I aimed upwards with the submachinegun weapon and fired.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 21, 2020, 09:05:25 pm
Hey Everybody!  ;D

Thanks for trying out the hack guys!  Here's an up date that should fix the issue Spooniest mentioned with the sub machine gun. 

http://www.mediafire.com/file/2tfj7yst8x8f1er/RoboCop_-_Edit_7.ips/file (http://www.mediafire.com/file/2tfj7yst8x8f1er/RoboCop_-_Edit_7.ips/file)

Hey Sin eerrrr Morinis!, yeah, unfortunately those frames you pointed out are going to require an extra sprite or two.  :o  I'm studying up on pointers now and I have a theory on how the game works, but I won't get around to testing it until this weekend.  ::)

As far as ED-209,  he's still gonna need a lot of help.  If you have any thoughts, please let me know.  Once Robocop is 100% fixed (hopefully soon  ;D)  I'll start trying to learn more about meta sprites.


Googie, lemme know what you think!  As a fellow Robocop fan, is there anything that should be added? 


Spoonie! What's up man!  Trust me, I'd kill for a little variety in the stage music too!  Or at the very least a better rendition of the Robocop theme.  Thanks for your input BTW, I think I fixed it!  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: SuperStarFox on February 01, 2020, 12:29:08 am
Question: The Quote "Be Fresh As Heck" (Only Because I Don't Want To Say The Actual Swear Word) Was This Based On The Arcade Game Or Was It Based On The Movie?  :huh:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 01, 2020, 03:59:33 pm
SuperStarFox, It's from Epic Rap Battles of History - RoboCop Vs Terminator ;D

New Patches below!

Blue Version: http://www.mediafire.com/file/llcmsdom93120g6/RoboCop_-_Edit_8_-_Blue.ips/file (http://www.mediafire.com/file/llcmsdom93120g6/RoboCop_-_Edit_8_-_Blue.ips/file)
Grey Version: http://www.mediafire.com/file/2xlulaxv2nu6xf4/RoboCop_-_Edit_8_-_Grey.ips/file (http://www.mediafire.com/file/2xlulaxv2nu6xf4/RoboCop_-_Edit_8_-_Grey.ips/file)

Thanks to Cyneprepou4uk I was able to figure out how the pointers work and steal the sprites I needed. :beer:  The code/data logger is a pretty amazing tool!

Both issues pointed out by Morinis have been fixed.

(https://images2.imgbox.com/18/9d/F9PoFq9r_o.jpg)
(https://images2.imgbox.com/1a/31/S5PQV3Jj_o.jpg)

I think most all of RoboCop's animation frames have been fixed, but haven't thoroughly tested.  At this point I'm satisfied with how he looks and plan to start on ED-209.

Does anyone have any tips on how to tackle him? 
   

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 15, 2020, 08:04:03 pm

Hey Everybody!  ;D

New Patch:
http://www.mediafire.com/file/dlcis7j3tfpjwxf/RoboCop_-Edit_9.ips/file (http://www.mediafire.com/file/dlcis7j3tfpjwxf/RoboCop_-Edit_9.ips/file)

A little progress on ED-209.  His cannon now lines up with his main body a little better.  Now I gotta figure out how to fix the rest of him.  Does anyone know of any tutorials for editing large scrolling bosses?  ;D
   
(https://images2.imgbox.com/80/f0/X61bNXDY_o.jpg)
(https://images2.imgbox.com/8e/e6/kVDgxqxi_o.jpg)
 


Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on February 20, 2020, 02:45:25 pm
Good job!!  :) :) :) ;) ;)
Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on February 22, 2020, 12:59:44 am
Boss amazing work on graphics..now with Mesen I already hacked RoboCop with the movie OST..sounds amazing I might upload a video on YouTube soon...
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 22, 2020, 12:49:09 pm
edwinmusic, thanks for the support!  Did you notice that the first boss has been replaced?  ;D

Kurrono, thanks for the kind words!  I hope you'll post up a link to your video, I'd love to see what you've done.  ;D   

I think I've figured out how the game is drawing ED-209 to the screen (see pic below).  Only 2 of his frames of animation have been reworked though and I don't think I'll have time this weekend to work on him. :(   I'll be sure to post a patch when work on him is a little more complete. 

(https://images2.imgbox.com/d0/93/QjD9tyN3_o.jpg)




Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on February 22, 2020, 02:07:26 pm
This is coming along quite nicely!
Really love the changes made so far :)
I will include this one in my main hacks repertoire for sure!
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on February 22, 2020, 02:55:09 pm
Amazing work here! so pro that DATA EAST couldn't even pull it out itself. :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on February 24, 2020, 07:06:02 am
It's great to see that you're getting your goals, congratulations!!! :laugh:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 29, 2020, 11:43:23 pm
Hey ShadowOne333!  Thanks man, I've been meaning to check out your Zelda Redux hacks.  I think I'll take a break from Robocop tomorrow and play through LoZ!   :)

Noside, yours has to be the best comment yet!  Thanks for that, that's quite a complement!   ;D

Thanks sics!  It's not easy, It keeps throwing new challenges at me, but eventually I'm going to make this game bend to my will!  :laugh:


New Patch:

http://www.mediafire.com/file/xvb0pfchaon9ers/RoboCop_-Edit_10.ips/file (http://www.mediafire.com/file/xvb0pfchaon9ers/RoboCop_-Edit_10.ips/file)


He's still WIP but ED-209 is looking a lot better.

(https://images2.imgbox.com/17/d1/YX6AqYHF_o.jpg)


Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on March 25, 2020, 12:28:55 am
Promise is a promise about Robocop-mesen with custom music like snes msu1
chack it out SomeOLdGUy...

https://www.youtube.com/watch?v=keESnjaVm38&feature=youtu.be
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on March 26, 2020, 11:12:09 am
That's AWESOME Kurrono!  Great job!   :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on March 26, 2020, 04:56:39 pm
Boss is there no way you can add jump feature to Robocop?
that will need some assembly hacking i know.. i dont have knowlwdge to do that..

only music area
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on March 31, 2020, 11:10:39 pm
Kurrono, I'm sure there's a way to add a jump feature but I don't know how to code (yet), so I can't do it myself ((yet))!  Maybe if we eliminated Robocop's block capability?  This makes the game way too easy anyway. We could use this space for code to make Robocop jump.... or since the ROM has been expanded, make the program JMP to another area in ROM where there is more space for code?  I plan to study 6502 though, so who knows. ;D

Here's what I've been working on recently.

Get the latest patch here: http://www.mediafire.com/file/0fdd1kvxeau9opr/RoboCop__-_Edit_11.ips/file (http://www.mediafire.com/file/0fdd1kvxeau9opr/RoboCop__-_Edit_11.ips/file)

(https://images2.imgbox.com/ee/d0/ECAHPolA_o.jpg)

This is my first draft redraw of the first stage.  It's not arcade perfect but I think it's pretty close for a NES port.  Check it out and let me know what y'all think!

            OldGuy

             ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on April 01, 2020, 12:06:35 am
Definitely an improvement  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on April 30, 2020, 08:23:51 pm
Hey Everybody!

Hope y'll are well.  Check out the newest patch below.

http://www.mediafire.com/file/ea4huat3qb0gbew/RoboCop_-_Edit_12.ips/file (http://www.mediafire.com/file/ea4huat3qb0gbew/RoboCop_-_Edit_12.ips/file) 


Level 1 "second draft" redraw ( still WIP )

(https://images2.imgbox.com/df/09/Z1M6FYX4_o.jpg) 

-Added more detail/texture/color to the background.
-Changed the placement of some enemies.
-Fixed the first bosses palette.  He no longer has red/blue skin.
-Other minor graphics/palette changes.
 

(https://images2.imgbox.com/5b/a3/RtsUMfZW_o.jpg) 

Changed ED-209's Palette to match the .gif on the first page of the post.  He still needs a ton of work.  Anybody out there willing to help with coding?  ;D

If y'all have any critiques, suggestions, etc., let me know!

Thanks

Old Guy

    ;D 
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on May 08, 2020, 05:42:40 pm
Hey Everybody!

Did a little work on ED-209 this week, he's looking alot better.  ;D

Patch:  http://www.mediafire.com/file/jp4zgnfc0tsg138/RoboCop_-_Edit_13.ips/file (http://www.mediafire.com/file/jp4zgnfc0tsg138/RoboCop_-_Edit_13.ips/file)

I think I have a better understanding of how he's animated and was able to get rid of most artifacts that were showing up on the screen.  The next challenge is to figure out how to change the order in which his frames are animated.  Check out the video below.  If you want to help let me know!  ;D

https://youtu.be/uRq6I2B2S38 (https://youtu.be/uRq6I2B2S38)   

Also in this patch, was working on eliminating the time limit for each level.  Just don't see the point so I disable the counter and removed the batteries that the player would normally collect.  Now I need to figure out how to edit the HUD.  :o

By the way, does anyone have any ideas how to reposition the floating bottle in the pic?  It's kinda useless where its at.
 
(https://images2.imgbox.com/38/7f/X587cHM2_o.jpg)




Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on July 18, 2020, 04:33:26 pm
Hey Guys!

Working on Level 2!

If y'all want the patch, let me know  ;D  !!!!!



 (https://images2.imgbox.com/d9/83/Ksq1WzeP_o.jpg)
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on July 18, 2020, 05:17:00 pm
It looks awesome, such an improvement to the game!
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on July 23, 2020, 04:50:45 pm
It seems more and more like a Sunsoft game! :beer:

About HUD, maybe this information can help you :thumbsup: 0x001851A

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de1vubu-2965d35b-ceb2-4c5c-a45c-e4d0eb85d175.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTF2dWJ1LTI5NjVkMzViLWNlYjItNGM1Yy1hNDVjLWU0ZDBlYjg1ZDE3NS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.W9IO9mlra8KW1y8k-_8b2WGjb7d7WpasH3RwUP8Hh-w)

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 05, 2020, 10:18:52 pm

Hey Jimstrom!  Thanks man, I'm doin my best! ;D

Hey Sics!  I took a little break from working on the HUD but you may have just inspired me to take another look at it this weekend.  I always appreciate your help/guidance, thank you!  :beer:

...and this is what I've been working on recently, redrawing some of the enemy sprites.  This one now looks less like a child and more like a commando.

(https://images2.imgbox.com/2d/06/LnyaTyNW_o.jpg)

Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on August 06, 2020, 12:04:26 pm
This last update was very good, congratulations! :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 13, 2020, 10:07:34 pm
Thanks Xander max  ;D

How's work on your Mighty Street Fighter hack going?  I'm really looking forward to that one!

Been working on Robocop's cutscenes lately.
(https://images2.imgbox.com/a0/82/xOgmLO5V_o.png)

The original scene from the game has a lot more text compared to mine, so after my text has completed writing to the screen the text sound effect keeps playing.  Does anybody have any advice on how I might be able to fix this? 

Also, does anyone know how to change the duration of time each scene is displayed on screen?

Old Guy

    ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on August 13, 2020, 10:15:20 pm
There should be some control byte at the end of the text to tell the game to stop writting. I presume you just replaced unused text with spaces.

Search for a duration counter in ram and change the value that gets written there. Code can be found with a write breakpoint.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 13, 2020, 11:52:03 pm
Well, this is the hex for the screen I want to edit.  My game on the left, original on the right.

(https://images2.imgbox.com/d2/2c/Bc1SyBkv_o.png)

...and this is what I've been able to figure out so far.

FF – I thought signaled the start of a new screen followed by screen coordinates.  This doesn't seem to be the case though.  For example at 0x00115b – the “Prime Directives” text doesn't show up on it's own screen.

FE - Starts a new line of text, again followed by screen coordinates.

7F - tells the game to stop drawing sprites but I don't see a byte here to stop drawing text.  The last line of text seems to be followed by FF except for the example above.  I tried writing FF at 0x001151 and it didn't do anything, the sound keeps playing.   

I'm not sure what the bytes from 0x000fb7 – 0x000ff9 are.  Duration counter data?
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on August 14, 2020, 01:29:07 am
Are you familiar with pointers and such, SomeOldGuy?

It's neat to see you trying to figure out how the TBL and the control codes work for the game, but for actual new and larger text, you might require reporting the text itself.

If you don't know how, I could try helping out there.
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on August 14, 2020, 12:21:31 pm
Thanks Xander max  ;D

How's work on your Mighty Street Fighter hack going?  I'm really looking forward to that one!


Old Guy

    ;D

Thank you for your interest!  The Hack is a little slow, it was testing other concepts and working with creativity in an uncompromising way in several hacks at the same time.  Take a look, I did a lot of things but they are all at an early stage. www.youtube.com/channel/UCdGHNhopquBMifjhdNSWQTA
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 14, 2020, 01:04:29 pm
Hey Shadow!

Feel free to correct me, but this is how I understand pointers.

(https://images2.imgbox.com/44/14/vrgABVAY_o.png)

I believe this is what is referred to as a Pointer table ( 0x00E010 – 0x00E0B3).  These are the pointers for all of Robocop's sprites.



(https://images2.imgbox.com/65/66/p1hhSvWk_o.png)

A4 80 is the pointer for Robocop's first frame of animation.  80 represents 0x00E0, add 10 to A4 and we get 0x00E0B4

81 = 0x00E1, 82 = 0x00E2, etc.



(https://images2.imgbox.com/6a/7d/vkiGFPoB_o.png)

At 0x00E0B4 we have two more pointers, A8 80 and C9 80.

 

(https://images2.imgbox.com/fc/d2/WLcKA2UO_o.png)

A8 80 ( 0x00E0B8 ) is Robocop facing forward and C9 80 ( 0x00E0D9 ) is Robocop facing backwards.

I'm not sure how pointers for the text work in this game.  Any guidance you could provide would be greatly appreciated.  ;D


Dang Xander! You do have alot going on. That Metal Slug hack looks really cool!  :thumbsup:

Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on August 14, 2020, 07:28:21 pm
Oh actually you seem to have quite an understanding of pointers already.
Text pointers usually work in a similar way to that.
2 bytes for each text entry (where the text begins)
Simply locate where a certain text is, and what it's starting address is in the ROM.

Then substract 0x10 and convert it to NES address to find the 2 byte pointer.
Pointers are usuallu within the same bank as well.
If you have doubts, post a pic of the TBL loaded and where a certain text you want to relocate is found at, so I can give you a working example.
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on August 29, 2020, 08:46:45 am
Hey Guys!

Working on Level 2!

If y'all want the patch, let me know  ;D  !!!!!



 (https://images2.imgbox.com/d9/83/Ksq1WzeP_o.jpg)


AWESOMEEEE! GREST!  O' RE AMAZING SOMEAGUYOLD!   :thumbsup: :D
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on October 26, 2020, 05:22:48 am
how is the project going ...? 
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 26, 2020, 06:34:16 pm
Hey cartridge_rom!

I was working on the junkyard stage but don't have much time to dedicate to the project right now.  :-\


(https://images2.imgbox.com/12/43/LkyauEFG_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: verme on October 29, 2020, 10:03:45 am
This is certainly one of the coolest projects in progress!
I wish you luck!
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on October 30, 2020, 05:51:25 pm
Man, this is getting the legit arcade port the NES game deserved, heck, once again, Dataeast couldn't even do it themselves, you guys are awesome!
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 02, 2020, 10:30:56 pm
What a difference a year makes!  Hard to believe it's been that long since the first post. 

Thanks verme and Noside!  I'm trying my best to at least make the game look good!  ;D
 
Check out the latest patch below.  Warning, it's still very much a WIP.
 
 
http://www.mediafire.com/file/br1aa1wtqn1ovbx/RoboCop_-_Edit_14.ips/file (http://www.mediafire.com/file/br1aa1wtqn1ovbx/RoboCop_-_Edit_14.ips/file)


Try it out and let me know what ya think!

Old Guy  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 04, 2020, 04:33:24 pm
I just played the latest patch and is fantastic! I love how everything looks from the enemies, backgrounds and bosses, sorry to sound like a parrot repeating things lol but, this is the Arcade port everyone wanted for the NES, I'm aware this is still a w.i.p but this is awesome! keep up the good work, cheers! :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 07, 2020, 06:55:57 pm

Noside, thanks for the feedback, I really appreciate it!  ;D

Yeah, I wonder why they didn't attempt an arcade port back then.  Obviously the NES is capable and I imagine a proper port would have sold a whole lot more copies than the game they released.  Surely the artist that worked on the game wanted to deliver a good product.  Maybe they just didn't have the time, talent, or tools (Photoshop is a huge help).  Guess we may never know.  I'll keep plugging away at the project as I get free time and maybe one day I can finally deliver the port we wanted as kids!  :beer:


Worked on replacing the flapping lips animation today and went with a static image.  I think it looks better, how about y'all?

(https://images2.imgbox.com/7f/52/lpb3PcYA_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 08, 2020, 02:51:15 pm
Dude, the static image gives the arcade feeling so well, sick! I love it!
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 08, 2020, 05:43:23 pm
Noside, thanks for the feedback, I really appreciate it!  ;D

Yeah, I wonder why they didn't attempt an arcade port back then.  Obviously the NES is capable and I imagine a proper port would have sold a whole lot more copies than the game they released.  Surely the artist that worked on the game wanted to deliver a good product.  Maybe they just didn't have the time, talent, or tools (Photoshop is a huge help).  Guess we may never know.  I'll keep plugging away at the project as I get free time and maybe one day I can finally deliver the port we wanted as kids!  :beer:


Worked on replacing the flapping lips animation today and went with a static image.  I think it looks better, how about y'all?

(https://images2.imgbox.com/7f/52/lpb3PcYA_o.png)

That looks great!
I do have one suggestion though.
Are you still able to use the beige/pink palette from the original cutscene?
Maybe you could play around with the attribute table of that screen to still give Robocop his skin tone for his mouth section, to give it more eye-candy to the scene and still have it be closer to the arcade.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 08, 2020, 08:39:39 pm
I'm glad you like it Noside.  ;D   I'm trying to pack in as much imagery from the arcade game as I can. 

Hey Shadow!  Thanks man, I appreciate it.  ;D  I have been experimenting with tygerbug's method of editing name tables recently, so it may be possible to edit the skin color for his mouth.  I'll see what I can do and report back here, may need to wait on a tutorial by sics though.  It's amazing what those guys have been doing with Street Fighter.  I'd love to know their methods.       
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on November 09, 2020, 07:53:23 pm
I don't think you need to wait for the tutorial, the Robocop screens are handled in a simpler way than the Hummer ones, so distributing its pallets should not be a complicated task.

I will omit how to customize the screens and what is the process to edit the overlay sprite, by time and because surely you handle that information better than me:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8goel-4b8eeba2-d488-4436-aa24-2d6b3334d112.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnb2VsLTRiOGVlYmEyLWQ0ODgtNDQzNi1hYTI0LTJkNmIzMzM0ZDExMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.rhdZfLDXMWkn2FBYpEGw28phzmWztSyRQ__ygkiaIXs)

The first thing you should locate are the palettes, which as a general rule are usually found at the end of the data on each screen and in this case it is not the exception since they are found from 0x05d50:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gne6-5edd7324-ef1c-4807-bd7b-4d1af3870f20.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmU2LTVlZGQ3MzI0LWVmMWMtNDgwNy1iZDdiLTRkMWFmMzg3MGYyMC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Z91Fd6akX3e_irjx_-0jXTVcjSQsTDlqW0MLaketf8Q)
Note: I am not sure I fully cover the palette data, I did it very quickly.

In this case, as you can see, I have replaced all the data with $E4:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8goeq-1323db6a-0d59-43ec-b23f-74a10e7a2f56.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnb2VxLTEzMjNkYjZhLTBkNTktNDNlYy1iMjNmLTc0YTEwZTdhMmY1Ni5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.6f7bPu-D4Uxx9hapGNl8SGwF-rhv26r4oSOirjNeoR4)

The information necessary to color 4 independent sectors of the screen is stored in each of these values:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gneg-920f97e8-bb2f-4745-98cb-ef1f62b1cf8a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmVnLTkyMGY5N2U4LWJiMmYtNDc0NS05OGNiLWVmMWY2MmIxY2Y4YS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.vojaMeipLDKQg9kOk9KgFM96xSNerjNUne18HLOcVqI)

Luckily thanks to the NES Palette Table Calculator, there is no longer any need to do the calculations manually, for example, the palette with which I colored this screen is the following:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gne3-a871f859-5add-496a-a0f9-67195e5f6d06.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmUzLWE4NzFmODU5LTVhZGQtNDk2YS1hMGY5LTY3MTk1ZTVmNmQwNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.wjyvjnTE27Z2GGQrX0ltwV57PZZJ1Qc0GfthEbGaTsI)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gs54-26b8df5c-9afb-4087-94bc-44648be11173.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnczU0LTI2YjhkZjVjLTlhZmItNDA4Ny05NGJjLTQ0NjQ4YmUxMTE3My5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.yQGbT30GSWKg3JppokIcPfQF1KbwaJNDNu5hLaw7qsU)
(Distribution of pallets)

On the other hand, the dark gray areas are those that, although they exist, it is not possible to see when running the game, since despite the fact that each screen has a resolution of 256x240 it can only be viewed 256x224.

In addition, the space marked with the question marks is a sector that, although technically it would be reached by the color distribution, this does not exist:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gnea-1e85b306-afd6-49ef-8160-137d50fa0e54.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmVhLTFlODViMzA2LWFmZDYtNDllZi04MTYwLTEzN2Q1MGZhMGU1NC5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.W0gD1LdC1eAUYhrLtEnxzJuldqgdSCq2BJthmm8zsh8)

Also, as you may notice, all the palettes are written in sequence. Knowing all this, it is only a matter of calculating the new color distribution and applying it  :thumbsup:

Edit: Observing the screenshots with the naked eye, I can say that it is more than likely that the color configuration starts from the visible area of the screen and the configuration that I have described responds more to the bad programming of the first bootegles Hummer.
Title: Re: NES RoboCop with Arcade sprites
Post by: CryinOnion on November 10, 2020, 12:26:22 am
Greetings from Barcelona!

You may have to pay a high price for excellence, bro: Your work is SO GOOD that you will probably have to redo ALL the sprites and backgrounds, as there is a strong contrast between what is improved and what is not!

But judging by the passion (and technical skill) shown so far, I think that's a price you'll be glad to pay ;)

Solid candidate to 'Best Hack of the Year'(2020 or 2021, no hurry if the work is still of the same quality).
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 11, 2020, 08:55:33 pm
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)

Shadow, you were absolutely right, the image looks a lot better now using the skin color for his mouth.  Thanks for the suggestion.  :thumbsup:

sics, that was an excellent explanation, thank you.  I think this may open up some possibilities for the other cutscenes.  ;D  Great job on Street Fighter by the way.  Loved the way the title and character select screens came out.  You and Xander max make a good team.

Thanks CryinOnion!  This is definitely a passion project.  I don't mind spending time on it because I'm having fun, I'm sure you can relate.  I'm still amazed that I can edit these old games and play them on my NES. ;D  Can't promise when it will be completed but all sprites and backgrounds will be changed.     
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on November 12, 2020, 06:36:11 am
That is awesome! So much better than the flappy lips animation.
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 12, 2020, 02:32:28 pm
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)

Shadow, you were absolutely right, the image looks a lot better now using the skin color for his mouth.  Thanks for the suggestion.  :thumbsup:

sics, that was an excellent explanation, thank you.  I think this may open up some possibilities for the other cutscenes.  ;D  Great job on Street Fighter by the way.  Loved the way the title and character select screens came out.  You and Xander max make a good team.

Thanks CryinOnion!  This is definitely a passion project.  I don't mind spending time on it because I'm having fun, I'm sure you can relate.  I'm still amazed that I can edit these old games and play them on my NES. ;D  Can't promise when it will be completed but all sprites and backgrounds will be changed.     


That looks incredible!
Great job with the coloring, it came out great!
Now if you want to go the extra mile, you can even repurpose and rework the lips animation for this new one as well :P ahaha
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 14, 2020, 03:04:22 pm
Fantastic work as usual! love it! :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on December 22, 2020, 08:34:45 pm
In his debugger pictures, do you see the following?
Code: [Select]
07:E30D: A9 10   LDA #$10
07:E30F: 85 34   STA $34
07:E311: A9 38   LDA #$38
07:E313: 85 35   STA $35
07:E315: A9 30   LDA #$30
07:E317: 85 36   STA $36
and
Code: [Select]
07:E9EF: A9 0F   LDA #$0F
07:E9F1: 85 34   STA $34
07:E9F3: A9 1C   LDA #$1C
07:E9F5: 85 35   STA $35
07:E9F7: A9 3C   LDA #$3C
07:E9F9: 85 36   STA $36
The values on the left are the addresses for the code, followed by the literal bytes that make up the code, then the human-readable (dis)assembly, and it's the LDA #$?? values you want to change. You should recognize the second set of values at least (0F 1C 3C).

If nothing else, you could use that data as a guide for what to search for to change:
A9 0F 85 34 A9 1C 85 35 A9 3C 85 36
and change the 0F, 1C and 3C to the colors you want (and likewise for the first set of code that sets the damaged colors, where you'd instead be replacing 10, 38 and 30).
I have some games with the same problem, they have different palettes after suffering damage, I understand the explanation, I just couldn't understand how to find the exact location inside the debugger.
For example, where in the Hex editor I find the information that takes me to the E30D address inside the debugger.
Thanks!
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on December 23, 2020, 10:32:23 am
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)




Nicely done!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 23, 2020, 10:57:21 am
how to find the exact location inside the debugger

When breakpoint pauses emulation, right click here
(https://i.imgur.com/fbkixf1.png)

It will open Hex Editor in ROM File view at the wanted location.

Another way is to copy C608, Ctrl + G to it in NES Memory view, right click on the byte, select Go Here In ROM File.
Another way is to set "ROM offsets" checkmark in debugger, manually copy ROM address, then Ctrl + G to it in ROM File.
And one more way is write down several bytes on the left of the instructions, then Ctrl + F them in ROM File.
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on December 23, 2020, 07:45:05 pm
When breakpoint pauses emulation, right click here
(https://i.imgur.com/fbkixf1.png)

It will open Hex Editor in ROM File view at the wanted location.

Another way is to copy C608, Ctrl + G to it in NES Memory view, right click on the byte, select Go Here In ROM File.
Another way is to set "ROM offsets" checkmark in debugger, manually copy ROM address, then Ctrl + G to it in ROM File.
And one more way is write down several bytes on the left of the instructions, then Ctrl + F them in ROM File.
Thank you for sharing your knowledge, I will study a little more about the debugger.  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 17, 2021, 05:00:46 pm
Xander max, did you figure out how to find the palette you were looking for?  If not I can share the process I used (I still haven't figured out break points :banghead:). 

Latest patch below:
https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file (https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file)

All levels have been redrawn but still W.I.P.

(https://images2.imgbox.com/64/cd/NqKACPkL_o.png)

Some enemies have been redrawn.

(https://images2.imgbox.com/27/8b/dgvNVicu_o.png)

...and my new favorite graphic  ;D

(https://images2.imgbox.com/04/b5/BJE89eWv_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on January 17, 2021, 06:45:49 pm
Wait a minute, isn't that Blade from Bad Dudes from the 1st picture? ;D once again, fantastic work and thanks for sharing the latest patch, cheers!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on January 17, 2021, 07:32:43 pm
Nice progress so far!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 18, 2021, 07:22:38 pm
Yep, those are the Bad Dudes!  I was wondering if any one would notice.  ;D

Thanks for the kind words guys!