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Messages - Reaper Man

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1
ROM Hacking Discussion / Re: Battletoads and graphics
« on: February 21, 2012, 04:43:00 pm »
No, I have not. Tell me your e-mail address by personal message.

Well, that certainly helped, thank you.

Unfortunately, it only covers the last couple of banks of the ROM (intro/cutscene data).

Now I just need to find the level/sprite CHR data, is anyone could possibly help with that.

February 26, 2012, 04:16:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, I suppose I'm on my own at this point? :|

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ROM Hacking Discussion / Re: Battletoads and graphics
« on: February 21, 2012, 02:44:31 am »
Yes, I made it in 2007. It can edit the game text (with russian letters only). And graphics with tile maps. No sprites.
I can give you the source code. It have no comments in it, but have all addresses of editable data. And have decompression and compression functions.
Program is made in Delphi 7.

If you could post the source, that would be great.

Would you by any chance have the info for the other graphics locations laying around?

3
ROM Hacking Discussion / Re: Battletoads and graphics
« on: February 21, 2012, 02:32:23 am »


Oh... oh wow.  Did you make this?  Would you be able to provide me with the documentation on where everything is located?  I would greatly appreciate it.

4
ROM Hacking Discussion / Re: Battletoads and graphics
« on: February 20, 2012, 10:07:34 pm »
If a tile viewer can't show you anything coherent at all, then it means the graphics data is compressed, and possibly scattered throughout the ROM. You have to find the compression scheme and where the data is fetched from, which means you have to understand ASM. In a debugger, setting a breakpoint on write between 0 and 2000 in PPU RAM will give you a hint as to where and how the data is being read and decompressed...

I have dealt with compressed graphics a few times, including with Contra and Micro Machines. Although some patterns are recurrent between games, there's no universal method. In Contra, the graphics are split into indexed chunks, each of which have a specific address and bank number. The compression scheme is a mix of literal strings and LRE sequences...

I see some coherency, but there are some areas that show obvious compression.  What I'm trying to figure out is, are there any chunks of data that ARE incoherent via tile viewer.
Sadly, my NES debugging skills are nil, as 6502 ASM makes my brain hurt.

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ROM Hacking Discussion / Battletoads and graphics
« on: February 20, 2012, 07:04:54 pm »
Hey guys, you probably remember me from such videos as "Brad Corrupts" and well, that's probably all you know me from (okay, and I'm the Admin of the ever so dying Zophar's Domain, but I try not to talk about that place much anymore)

Anyway, my next project will be Battletoads, and all I have to say at RARE at this point is, FUCK YOU.

So, I'm making a thread basically asking for help. This is what I'm looking for. I'm looking for the offsets of all graphics tile data, compressed and uncompressed. The uncompressed stuff should be pretty easy, but I don't know what methods they used for compressing the graphics. My main method of finding such data is by using a tile viewer, but if it's compressed in such a way that it's indistinguishable from other data, there will be no way to find it.

Sadly, I was able to find little to no research done on Battletoads (except for a text compression thread at nesdev. That's some great stuff, and I got to learn huffman compression, which is awesome.) and I'm hoping someone out here might have poked around in the ROM a bit and would have some notes to share.

If not, I'm hoping someone here can help me in finding all the CHR data myself. I believe the ROM is split into 8 32k banks (given the info from the text compression is correct) but I don't really know how said banks are utilized, and my 6502/NES ASM skills are near nonexistent (although I have ASM experience in other architectures)

Anyway, any help at all would be greatly appreciated.

(also, my apologies if this is in the wrong forum)

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ROM Hacking Discussion / Re: Legend of Zelda... compressed graphics?
« on: February 22, 2011, 01:19:52 pm »
Ah, so that's what it is.  I guess I could corrupt that too, but it probably won't do too much.

As for the disassembly, I won't need it for what I'm doing.  Thanks anyway.

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ROM Hacking Discussion / Re: Legend of Zelda... compressed graphics?
« on: February 22, 2011, 07:07:28 am »
Yeah I saw that, but the ROM map looks a bit incomplete.

I'm probably going to open the ROM up again and compare addresses and see if the locations I'm wondering about are defined in the map.

February 22, 2011, 07:56:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I took another look.  Apparently, LoZ has some really fucking strange graphics offsets which to me looked like some odd compression, as my graphics viewer wasn't aligned.

What still puzzles me is what the hell is the data located around 0x1C000?  Anyone know?

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ROM Hacking Discussion / Re: Legend of Zelda... compressed graphics?
« on: February 22, 2011, 06:30:26 am »
sounds great, cept for the fact that said document is for A Link to the Past, and not for the original NES game.

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ROM Hacking Discussion / Legend of Zelda... compressed graphics?
« on: February 22, 2011, 05:19:28 am »
Okay, so I've looked at the LoZ rom and I can't help but notice that there are what looks to be RLE encoded graphics tiles, but I could be wrong.  Is there a complete map of where the graphics are in this game?  I kinda need to know for my rom corruption project.

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ROM Hacking Discussion / Re: LZR Compression on PSOne game
« on: February 22, 2011, 05:17:14 am »
Have you considered setting a breakpoint at the beginning of the file and tracing the assembly code?

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Edit: Forget it. Just use SNESGT or BSNES. I'm converting, I will never use ZSNES again. I'm tired of all the game-specific bugs.

Actually, don't count ZSNES out just yet.  Its next release will feature a new core that'll be a lot more accurate. (hopefully) :3

12
The stars are a bit too "cut off" from the background. It looks... cropped.

Perhaps if you made the stars taper off instead of just stopping abruptly at the image border, it'll help.

13
Personal Projects / Re: Rules
« on: March 04, 2008, 09:43:20 pm »
What? Posts per thread is not limited... If you made a mistake and mean to say something else, I can probably already say no. Increasing topics per page or posts per page will increase database load for each page load. That's something that can't be afforded at this time.

yeah I meant posts per page... 15 is annoyingly small.

Then again, this is coming from someone who likes to jack it up to like, 99.

14
Personal Projects / Re: Rules
« on: March 03, 2008, 03:29:03 pm »
No, there is no user option for this. This is set by the Admin.

that's what I figured...

then could you set posts per thread higher pls? :3

15
Newcomer's Board / Re: Introduction Topic
« on: March 03, 2008, 01:03:05 am »
welcome the 3 of you, since it seems as though everyone else here is too lazy to say it ;p

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News Submissions / Re: ROM Hacks: Willow SRAM Hack
« on: March 01, 2008, 10:01:53 pm »
you know, that's pretty ingenious.
I'm also betting that you probably could do the same thing with other password using games as well with enough work.

Hell, it could be the beginning of a while new genre of rom hacking. :>

17
News Submissions / Re: Translations: Bongo` is back!
« on: February 25, 2008, 09:34:33 pm »
but wouldn't that be a dollar for each person?  I don't think there are any hitmen that charge only a buck per hit. ;p

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http://tasvideos.org/Movies-SNES.html ::)

yeah yeah I know, and I'm forced to use it from time to time because of it, but I could never get it to run smoothly, unless I gave it very specific settings.  It's a real pain in the ass. ;/

I didn't use SNES9x for years, mostly as a moral thing after hacking their site, then on Gideon Zhi's recommendation, I tried it and came to realize that ZSNES's GUI sucks more ass than a professional ass sucker.

Buh? Really? What's so bad abot the GUI?  I happen to like it.

19
in a world.... where white hadn't been invented...

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News Submissions / Re: Translations: Bongo` is back!
« on: February 20, 2008, 08:24:23 pm »
honestly, while reading the thread I thought you fingered a minor... then I remembered that was Pachuka.

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