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Messages - vince94

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Programming / Re: Learning how to make a map editor
« on: January 22, 2020, 11:47:17 am »
Which language/GUI library would you recommend for this kind of project? The previous attempt I linked to in the OP was written in C++, but the closest experience I've had to that is C#.

Programming / Re: Learning how to make a map editor
« on: January 21, 2020, 09:04:31 pm »
Yeah, I had GUI coding in mind. I love the look of this web-based editor! Yup, EbProjEd is one of the awful Java ones, heh.
There's a tileset + eight-tile chunk editor (also collision), and a map editor where you can place those chunks, add doors, enemy groups, NPCs, and event hotspots. Everything's extracted from the ROM and stored as special text files, which the map editor reads. (For example, here's a tileset)
The person who made the original is still active in the chat, so I can ask him how the data is stored. I'm just not sure how I'd would go about making a new interface for editing them.

Programming / Learning how to make a map editor
« on: January 17, 2020, 10:05:00 am »
I've been using CoilSnake to do EarthBound hacking-related things for a few years now, and the included map editor was written a decade or so ago (when the community's main programmer was in high school iirc), and they're kinda ashamed of the code and would rather it remained private/off GitHub. There was an attempt to make a better one, but it hasn't been worked on in a few years due to lack of interest.
So, how does one start learning how to make a map editor/tile editor? I've done some pointer table-related things in the past, but never anything that involves drawing graphics in a window.

ROM Hacking Discussion / Re: Widescreen SNES needs hackers
« on: May 17, 2019, 06:42:04 pm »
I tried it on an EarthBound hack I'm working on, and it's especially bad with map tiles. I wonder if anything can be done to the game to make this not happen

Personal Projects / Re: Final Fantasy IV - Music Editor (SPC)
« on: March 12, 2018, 09:06:19 pm »
I just saw a link to this on Twitter. In case this is still being worked on, I think a good goal would be to get the interface looking like either this or (in a perfect world) OpenMPT. (hopefully you'll be able to make sense out of how this is coded. it's based around N-SPC, so the codes/parameters are different than Square's music data format, but this is essentially a game-specific SPC tracker.)
I'm not sure how to use the INI file in the OP, but here's hoping someone continues developing this in the future!

News Submissions / Re: ROM Hacks: Final Fantasy V - GBA Script Port
« on: October 08, 2017, 08:50:04 pm »
Hearing the amazing soundtrack in its non-butchered form! (Though the GBA restoration patch by Bregalad is wonderful too)
I've actually been working on something like this via Kruptar, I had no idea about the text editor! Definitely going to try this out.
EDIT: All right, first impressions - there are a few inaccuracies with the font ripped from EarthBound - the uppercase I, and lowercase i and l characters have serifs while the rest of the letters don't. Other than that, it looks great!

ROM Hacking Discussion / Re: Make NEW music for SMB3 (How do I?)
« on: May 24, 2016, 11:18:01 pm »
Well, I don't have experience with disassemblies at all, but I have used EBMusEd, which is a music editor for EarthBound (a game that uses N-SPC). It has different hex codes for channel volume, note lengths, looping patterns, and stuff like that. I imagine SMB3 uses something similar, but with completely different codes corresponding to those things...and there wouldn't be a dedicated music editor like I'm used to, just straight-up hex :(

ROM Hacking Discussion / Re: Make NEW music for SMB3 (How do I?)
« on: May 24, 2016, 09:13:04 pm »
I've done music hacking with the N-SPC engine, but I've always wanted to work out how SMB3's music engine worked because in the Airship Theme, the note lengths for the first few DPCM samples (the Tom Tom drums) are too long! Compare the original version to the SNES remake.

I'm not too fond of "Demon King," like, Ganon and his minions don't canonically come from hell or anything.

I was joking. :p
Although, I didn't notice the different sword sprite.
It's all good! :)
Awesome job you guys are doing. :)
I'm not part of this project at all, but I just thought I'd post stuff from my old attempt to try and help. I got sidetracked and stopped working on it a while ago, heh.

I wouldn't change such an iconic line! That screenshot was from further along in the game, where you can get a sword upgrade if you have a certain number of hearts.
I started a second file to see what I have him say:

I just found this project/thread, but I've been working on something similar for quite a while! You seem to be farther ahead than I ever got, though, so I just thought I'd post this stuff:

I wrote this tutorial on Data Crystal back in 2013 (I think? It was my first year of college) based on what I learned while making this new story text. Feel free to recreate it if you want!

I also have this TXT file that I must have either written or found somewhere.
Code: [Select]
Pointer table is at 4010
The [END] control code can be different, depending on which part of the ROM the text is in.

The [END] control code is [80] --> Offset = Pointer + 4010
[4C][80] to 405C
[77][80] to 4087 << GUINEA PIG POINTER
[A1][80] to 40B1
[B9][80] to 40C9
[E3][80] to 40F3

The [END] control code is [81] --> Offset = Pointer + 4110
[05][81] to 4115
[2D][81] to 413D
[52][81] to 4162
[79][81] to 4189
[97][81] to 41A7
[AE][81] to 41BE
[D2][81] to 41E2
[F8][81] to 4208

The [END] control code is [82] --> Offset = Pointer + 4210
[2C][82] to 423C
[41][82] to 4251
[58][82] to 4268
[7D][82] to 428D
[94][82] to 42A4
[B8][82] to 42C8
[CD][82] to 42DD
[F5][82] to 4305

The [END] control code is [83] --> Offset = Pointer + 4310
[0D][83] to 431D
[4D][83] to 435D
[70][83] to 4380
[9C][83] to 43AC
[C6][83] to 43D6
[F0][83] to 4400

The [END] control code is [84] --> Offset = Pointer + 4410
[1C][84] to 442C
[3F][84] to 444F
[6D][84] to 447D
[90][84] to 44A0
[B8][84] to 44C8
[E3][84] to 44F3

The [END] control code is [85] --> Offset = Pointer + 4510
[0E][85] to 451E
[26][85] to 4536
[53][85] to 4563
[68][85] to 4578
[7E][85] to 458E

EDIT: Here's another screenshot. This is where I was in my last savestate, I was changing this guy's pointer to test out all of the strings.

ROM Hacking Discussion / Mega Man 2 Credits Hacking
« on: March 22, 2016, 11:54:56 am »
I'd like to hack the end credits of Mega Man 2 (located around 024B00) to include everyone's full names, as found here (or at least their actual last names, there are only about 88 unused/free bytes after the last string that I'd be able to take advantage of).
Does anyone know how the text is pointed to, and/or how to find where that data is located?
I've previously done pointer table hacking with EarthBound Beginnings, so I already have a general idea of how these things work. The programmer probably used a slightly different system/technique, though, and the only reason I knew where to find EBB's pointers was because the offset was already listed on Data Crystal.

Somebody should make...JOHN CENA'S PUNCH OUT! *cue theme*
The music arranging and hacking would probably be the hardest part.

Did the fan translation team's script tools ever get released? FF3usME and FF4kster are really popular on here, and Coilsnake dumps EarthBound's script into editable text files that get re-inserted into the ROM, but FF5 doesn't have any tools like that (besides hex editing and manually changing pointers, of course).
I'd love to make a "SNES version with the GBA retranslation" hack. FF3usME allows for a really long script with ROM expansion, I bet it's possible with this game as well!

Personal Projects / Re: The Legend of Zelda Editor - Sword I
« on: March 24, 2015, 11:04:50 pm »
OpenEMU is absolutely incredible (multi-system, too!), though it copies your ROMs into ~/Library/Application Support/OpenEmu/Game Library. If you want to hack a ROM and occasionally open it to playtest your changes, you'd either have to edit the file in that exact path, or delete old, unedited versions of the ROM from the game library and re-import every time.

EDIT: Oooooh, I misunderstood and thought he wanted to know what a good NES emulator for Mac was. Whoops! *headdesk*
Personally, I use Boot Camp to dual boot OS X and Windows 8.

Personal Projects / Re: The Legend of Zelda Editor - Sword I
« on: March 06, 2015, 12:02:00 pm »
I agree with you on the release date thing. Take as much time as you need, the program'll be complete and polished in the end.

I've got an idea. How about completely eliminating the Guardian Acorn drop rates from Link's Awakening? I got the idea from this -

ROM Hacking Discussion / Re: Sound glitches (FF3us)
« on: February 14, 2015, 11:41:52 pm »
Here's what I've gradually figured out about music glitches in the past semester from using hacking tools and SNESMod (see video description) -

Newcomer's Board / Re: Lazy Shell Palette Corruption
« on: February 01, 2015, 02:48:11 pm »
Do the developers of Lazy Shell know about this? :-\
EDIT: ...I guess nobody cares. Oh well!

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