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Messages - pinkpuff

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1
ROM Hacking Discussion / Re: Jeopardy text encoding?
« on: October 18, 2013, 05:27:23 am »
Indeed. This information is known by someone for sure.

I know what huffman coding is. If I knew where the text started, or where the huffman code table was stored (or otherwise knew what the table values are) then I could probably decipher the rest from that.

2
ROM Hacking Discussion / Jeopardy text encoding?
« on: October 17, 2013, 04:55:22 pm »
I thought it would be interesting to make a hack of Jeopardy with new clues and categories and such. However when I tried to find the existing ones in the ROM, the usual techniques (relative search, etc) didn't seem to work. I think the text might be compressed somehow.

I know at least one Jeopardy hack exists which has text changes, the "Battletoads Edition", so I know this information is able to be tracked down somehow, but I lack experience in this aspect of hacking.

Any help of any kind would be greatly appreciated. Thanks!

3
It turns out I fixed it in the meantime and my solution was basically the same idea.

I wasn't sure if fooling around with the LoadClass routine would mess up something else, like the actual battle sprites or something, so I looked for some code in that bank that I could cut, and found it in the form of the palette cycling (there was a surprising amount of code dedicated to that and all it did was slow the gameplay down). Essentially, killed two birds with one stone!

Anyway I made my own subroutine that was more or less a copy of LoadClass except it only loaded a single row of battle graphics, then called it for each job, resulting in the first row of all 12 jobs being loaded next to each other. I also modified the job rotating routine to only move by one row instead of two when changing jobs in the party creation menu, and that did the trick. It looks perfect now.

Huge thanks to everyone for their help! Ever since I began experimenting with the 12-job setup I was always disappointed that the character select graphics wouldn't work out of the gate, and I was always sad that I never had the skills to really deal with it myself, and was always apologizing for how it looked and how it was only that screen that looked bad. Now it looks great, and seamless! No more apologizing necessary. I'm still gonna give the game another once-over to clean up any other possible cosmetic / minor details and then release the new patch hopefully soon.

4
I'm at school at the moment so I can't test it right away, but thanks for the help; knowing where the routine is located is at least a start.

I guess what I would want ideally is to have it so that instead of loading the graphics for "all" six jobs and changing what graphics are being pointed to when you cycle through the jobs, it would instead only load the graphics for four jobs: the jobs currently being displayed corresponding to the currently selected job for each character, and each character would always point to the same "slot", but the graphics in that slot would be loaded instead of changing the pointer.

Not sure if I explained that very clearly but hopefully you get what I mean; if I have time later I'll try to explain a bit better.

Anyway if worst comes to worst I suppose I can just get it to load blanks instead of the character graphics... that should do the trick for not displaying them at all.

EDIT: Incidentally, I found the routine that handles the party creation screen in that disassembly that Lenophis linked to. It's in bank_0E.asm, but sadly the routine for loading sprites appears to be in bank_0F.asm, so I assume that means I can't just get it to load new graphics on a keypress... however I did manage to get it to stop displaying the character graphics altogether.

EDIT 2: The class change routine is in this bank though... Since such a thing never happens in this hack I wonder if that can be turned into something useful and called from the party generation routine?

5
My hack of FF1, Final Fantasy Negative One, is something I'm mostly satisfied with on a gameplay level but it is in need of a little polish.

Of particular concern is the character selection / party creation screen. FF -1 allows selection of 12 base jobs but no job change. When creating your party, the first six jobs appear normally, however the other six, while their job names appear correctly, their sprites appear either as a glitched up mess, or a messed up palette swap of a different job.

Normally I wouldn't be so concerned about it except that this is basically the first thing the player is exposed to, and if they haven't read any documentation, the messed up glitchy graphics they are presented with right off the bat is not a very good first impression. Even if they're fine throughout the rest of the game, I'm sure there are or will be people who will just simply be put off right away without giving it a chance, and I can't really blame them. If I stumbled across a hack somewhere and it looked like that first going off, I'd probably be quick to move along to something else myself.

I have no idea how to fix this or even go about looking for how to fix it and was hoping to be able to draw on some of the expertise that exists in this community. If having the graphics display correctly is not possible or not reasonable, then having no graphics at all (simply having it list the job names) would also be acceptable.

Thanks.

6
Front Page News / Re: Utilities: FF4kster v0.4
« on: August 31, 2013, 02:02:41 pm »
That's a good idea! I might just do exactly that.

7
Front Page News / Re: Utilities: FF4kster v0.4
« on: August 31, 2013, 12:04:56 pm »
No it has not, and probably will not be for quite some time.

Currently, only FF2US v1.1 roms, either clean or modified only by FF4kster are known to be safe. Graphic editing is also safe (mostly) and certain patches are known to work. Any patch or editor that either expands the rom or moves data or code to other locations is definitely not safe.

8
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: May 25, 2013, 10:00:37 am »
Message log for Shin Zelda Densetsu:

Code: [Select]
Starting FCEUX 2.1.5...
Loading /media/My Passport/Games/Nes/Hacks/Shin Zelda Densetsu/Shin Zelda Densetsu.nes...

08134ce0 PRG ROM:    8 x 16KiB
 CHR ROM:    0 x  8KiB
 ROM CRC32:  0x36e9fe23
 ROM MD5:  0xab315a5aadb666b6958fa4b21e47de7d
 Mapper #:  1
 Mapper name: MMC1
 Mirroring: Vertical
 Battery-backed: No
 Trained: No

Initializing video... Video Mode: 512 x 448 x 32 bpp
Loading SDL sound with pulse driver...

Message log for Legend of Zelda:

Code: [Select]
Loading /media/My Passport/Games/Nes/Legend of Zelda.nes...

08134ce0 PRG ROM:    8 x 16KiB
 CHR ROM:    0 x  8KiB
 ROM CRC32:  0x3fe272fb
 ROM MD5:  0xd9a1631d5c32d35594b9484862a26cba
 Mapper #:  1
 Mapper name: MMC1
 Mirroring: Vertical
 Battery-backed: No
 Trained: No
The iNES header contains incorrect information.  For now, the information will be corrected in RAM.  The battery-backed bit should be set. 

Initializing video... Video Mode: 512 x 448 x 32 bpp
Loading SDL sound with pulse driver...

So it looks as though you're right about the header being the issue... odd though that it knows to automatically fix it for the original rom but not for the hack.

EDIT: Changed the battery-backed bit in the header. Everything works correctly now. Thanks for your help!

9
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: May 23, 2013, 07:40:40 pm »
Shin Zelda Densetsu doesn't seem to save for me. If I die and choose "save", I can continue from that save as long as I don't power off, but if I turn off the game and come back to it later, the save is gone.

10
Front Page News / Re: Utilities: FF4kster v0.3
« on: March 15, 2013, 05:52:20 am »
No, it assumes all the text starts where it normally does.

11
Front Page News / Re: Utilities: FF4kster v0.2
« on: January 28, 2013, 10:27:45 am »
No, I'm afraid it doesn't. The length can vary within certain limits but it assumes all the text banks start where they normally do, and assumes item names are their regular lengths.

12
Personal Projects / Re: Blaster Master Editor
« on: August 08, 2011, 10:56:56 am »
How do you move the doors (the exits to other levels or to overhead areas) and/or change where the doors lead? Or is that even possible?

13
Find the routine that sets the PPU pointer and it should prove a trivial fix.

Awesome, thanks! Though, finding routines like that is a bit above my level at this point (to do the fixes above I was just copying byte changes specified in the text file into a hex editor).

Anyone have any advice on how to go about finding this routine? Or perhaps can point me to a good tutorial or something?

Thanks

14
Hello,

I've been following the directions in FF.txt in this archive that describe what to change to enable characters to have 5-letter names. Everything works fine except that when you use a tent, potion, cure spell, or other such action that brings up the horizontally oriented menu allowing you to select a party member, their names each have an extra space, causing the text to overflow onto the next line.

Here is a screenshot to illustrate:


Does anyone know what I have to do to remedy this situation? Thanks.

15
ROM Hacking Discussion / Re: Teenage Mutant Ninja nes Turtles level editor
« on: November 28, 2010, 01:12:41 pm »
How do you delete an enemy?

EDIT: It's Ctrl-RightClick. It took a while to figure that out by trial and error. It would have been nice if it were in the documentation somewhere.

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