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Messages - Raccoon Sam

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1
ROM Hacking Discussion / Re: Sutte Hakkun stuff
« on: November 12, 2017, 10:17:05 am »
I'm not particularly proud of the code but here's the tool I used for my decompression: https://www.dropbox.com/s/kx9vgvkasm7vb9w/unpakkun_v2.py?dl=0

NOTICE:
• It's super verbose if you set the debugmode flag to True. Might help.
• It gives you everything out.
• The filenames are the entry headers (i.e. 775-25EBE8-427A-427A-0.bin, five parts; index, offset, outsize, insize, compressed)
• It can't recompress files.
• There's no prompts, so by default you must have an unheadered Sutte Hakkun ROM in the same folder  you run the script in and it must be named sh.smc

More in-depth explanation at jul

2
ROM Hacking Discussion / Sutte Hakkun stuff
« on: November 08, 2017, 04:27:24 am »
I released a translation patch just now and during the hacking process I ran into a hueg pointer array. More or less copypasta from the jul thread:

The array is $3EA0 bytes big ($10 bytes per entry so 1002 entries in total) and it's located at 0x30BFE. A similar array is present in other games in the Sutte Hakkun series (the several Satellaview versions). It is as follows:

pp pp pp pp dsize csize cflag uu uu uu uu uu uu
00 4C CC 00 00 40 C9 12 01 00 FF FF FF FF FF FF


Where
pp = pointer to data
dsize = decompressed size
csize = compressed size
cflag = is the data compressed?
uu = unused
(dsize and csize are the same if cflag is 0)

I checked out every pointer and the data they point to. Frankly, the ROM hacking implications here are absolutely amazing. You might already realise that this massive array is essentially a file lookup table and it encompasses the whole (rest of the) ROM; everything from 0x34A9E to 0x300000 (pretty much everything except the game code, some smaller stuff and the player graphics). A Table Of Contents, if you will.

After extracting the compressed and uncompressed files and having a look at them, I was even more impressed – everything is super neat. Things are in a very logical order, even the level format can be understood by a baby, tilemaps are clean, graphics pages value readability over minimising tile redundancy... and everything is its own file. Every stage, every physmap, every tilemap, every palette, every graphics page. Additionally, the ROM is huge so there's lots of free space at the end of the ROM anyway.
Alas, although I know Python, I don't think I know if well enough to author a real editor. I did make a level visualiser (binary to TMX) to help understand what's going on:


Is anyone interested in hacking the game(s)? I've never seen anything like this (a single pointer array that lists 99% of the game content in a neat manner) in a ROM before.

3
Help Wanted Ads / Re: LZSS compressor needed
« on: June 26, 2017, 04:26:32 pm »
wow, that was insanely fast
Your code is accurate and elegant, thank you so much!

EDIT: you might want to submit this, if you feel like it. After all, this is the first real toolset for Pocky & Rocky.

4
Help Wanted Ads / LZSS compressor needed
« on: June 26, 2017, 09:00:24 am »
Please help, I'm willing to pay a few bucks.  :-\

The decompression method for Pocky & Rocky was spec'd some time ago and some pseudocode/disassembly got pushed to GitHub too.
I already wrote a decompressor because that's pretty easy and it works alright but I now need a compressor so I can do some insertion too instead of just extraction.
My Python/C skills just aren't enough for the job so I need your help.

The format is explained in the /vr/ thread much better (if you can read the github code, that gives a good idea too I guess) but here's a quick visualisation I made. The LZSS'd data in ROM is the top field and the decompressed data in RAM is the bottom field.


The format is straightforward and decompressing it is easy peasy, but I can't wrap my head around how to make a compressor. Especially the pseudo-RLE shown in the green compress word is giving me headache.

For convenience, I've attached a compressed file and its corresponding decompressed file.
https://drive.google.com/drive/folders/0B4uCvH_ooCHfZmpOU25JcUM3LTQ?usp=sharing

bonus info:
I'm having a wedding party thing the 19th of August and to keep the kids (well, any guest who likes video games I guess) busy, we've set up a SNES with an Everdrive on it. Because Pocky bears a striking resemblance to my wife and Rocky to our fat dog, we thought it would be fitting to have a simple graphics-/dialogue rom hack of Pocky & Rocky. I can decompress data but getting it back in is impossible for the time being so I thought you guys might be able to help.  :beer:

5
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 08, 2017, 03:29:15 am »
The second one looks the best imo.
I'd also change the bubble to something like in SMW, though. Transparent fill and white stroke.

6
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: May 31, 2017, 02:09:17 am »
I saw this earlier on /vr/ and I think it looks extremely good. SML2 is my favourite Mario game and I'm happy to see it getting some love.
The 'DX' in the title screen seems a bit too humble, though. Otherwise insanely good job.  :beer:

7
Personal Projects / Re: yrtnuoC gnoK yeknoD
« on: May 06, 2017, 12:59:50 pm »
Sorry for the double post, but the link has been fixed now :-[

8
Personal Projects / yrtnuoC gnoK yeknoD
« on: April 28, 2017, 10:52:02 am »
Download here: ckd.ips
The patch is for an unheadered US 1.0 ROM.

I was greatly inspired by SMILEuser96's Super Metroid Rotation and I've been working on this for some time now. In a nutshell, this hack flips all the levels in Donkey Kong Country horizontally*.
I wrote a set of Python scripts that flip the level layout horizontally, then mirror the camera focal coordinates, then flip the sprite order (excluding the level exit sprite) and subtract their x position values from the level width, and do the same to the levels' banana maps. I had to do some manual work with DKCRE, dkedit and a hex editor... some small parts of the level layouts had to be fixed by hand to make them actually beatable, but otherwise they're pretty much 1:1. What's most affected are the Warp barrels, a few bonus barrels, some ropes and the layout and shooting direction of certain barrels.

I am no longer interested in working on this hack, so if anyone wants to continue, be my guest! As far as I'm aware, only things that aren't done are:
• Map wrap-around isn't working
• Trick Track Trek and Tanked up Trouble are unbeatable
• Temple Tempest Gnawties don't start homing you
• The sprites for bonus walls aren't flipped
• Water levels and Slipslide Ride are unflipped
















Sorry for the huge screenshots.

*) Bonus levels have been left as they were.

9
ROM Hacking Discussion / Re: Donkey Kong Country map screen sprite
« on: March 23, 2017, 11:55:14 am »
It appears that there are no other x/y values – the same coordinate values are used for all ships.
So now everything seems to work perfectly. Thank you again!!

10
ROM Hacking Discussion / Re: Donkey Kong Country map screen sprite
« on: March 21, 2017, 06:06:13 pm »
Cool youre working on hack for this game, do you have used editor for levels?
I've done some small fixes with dkEdit (via WINE) but I've written most of the tools on my own (and used a hex editor a lot) because the level format is dead simple and I only have a Mac and I can't run DKCRE.
I've still got to figure out a few things about the bananas, a certain map screen problem and some stuff about the camera coordinates but you should expect a release in a month or so I guess.

EDIT:
Gah, still a bit lost. Those five byte groups do make the X and Y coordinates of the individual tiles, but they're only single byte and can be from $00 to $FF. I've laid out the coordinate bounds of the tiles in blue and the game map area in white.

Therefore, even if I set the tiles' X to $FF, I can only reach the right edge of the blue area.

I'm not very good with Assembly, so I really don't know what to do. Am I supposed to put a read breakpoint to 0x37FE60 (the first tile's X byte) and ... do something?

11
ROM Hacking Discussion / Re: Donkey Kong Country map screen sprite
« on: March 21, 2017, 03:12:25 am »
Thanks so much!


12
ROM Hacking Discussion / Donkey Kong Country map screen sprite
« on: March 20, 2017, 07:17:26 am »
In Donkey Kong Country, as you progress, the ship of the final boss starts approaching, inching closer to the island with every world you beat. The ship itself is a sprite.

I am working on a hack and this is one of the only few things I can't figure out. How do I change the position (and the graphics/OAM attributes) of these ship sprites?

I can run NO$SNS and Geiger's SNES9X debugger, if that helps.

13
Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: December 18, 2016, 05:41:05 am »
This looks really really good.
Keep up the good work!

14
News Submissions / Re: Utilities: New Utilities Added to the Database
« on: October 20, 2016, 07:08:14 am »
That Python SMB text editor is super sweet.
It doesn't do much, but it edits a well-known game, it's cross-platform and the source code is neat.
Two birds in one stone, I'd say. I'm sure it'll inspire newcomers to both, the world of ROM hacking and programming ROM hacking utilities.  :)

15
Looks fantastic!!
Wouldn't change a thing :) also teamwork woo :beer:

16
SkyeWelse, as I remember it, I worked (for the first and so far only time) in a Anamorphic 2:1 Pixel Aspect Ratio.
I then laid out my text in Gotham Ultra with no anti-alias. With the original Japanese logo next to it, I tried to recreate the dither pattern and used it as my fill pattern. I think I snatched some pattern bits straight out from the original logo.
Once I had a flat text done, I simply 'extruded' it a few pixels to the background.



EDIT: now that I look at it, jeeeez my kerning was way off  :-[

17
Hello and thank you for the kind words.
Of course you may use my title - it would be an honor :)

However, what I did was a quick and dirty mockup in Photoshop. I do not know if it is even compliant with the color/tile/whatever limitations of PC-98.
I don't even have the original PSD file archived anywhere. I just whipped it up and saved a PNG; I never kept the original source file, haha.

But yeah, if you can use that as a base and do any necessary fixes you want, sure thing, go ahead.

18
Personal Projects / Re: Porno-Graphic: Powerful New Tile Editor from BHDN
« on: September 07, 2016, 03:29:49 pm »
This is legitimately the coolest thing I've seen in some time. In fact, I've wished for similar tools for a long time but everything we have so far is hit and miss. Tile Molester is great but only does 8x8 and graphics only. Djinn Tile Mapper is amazing but never works quite right.
I have very high expectations of this.

Is it cross-platform? Does it do 1D and 2D?

19
Have you try Oswan as I mentioned before ? :D
Yeah, but (Richard Bannister's) Oswan, in turn, is unable to map all controls.  :-[

Should've gone with Mednafen (or non-Bannister Oswan via WINE or something) probably but whatever I beat it

20
The newest experimental version of OpenEmu.


... at least I was unable to find a "rotate screen" hotkey  :laugh:

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