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Topics - Drenn

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Personal Projects / Oracle of Ages VWF Edition
« on: May 13, 2016, 03:55:11 pm »
Obviously inspired by LADX VWF Edition, this hack uses the same font for Oracle of Ages. The font in this game wasn't as terrible as in Link's Awakening, but it still looks a lot nicer and more compact.

Download it at the Project Page, or view the Source Code.

Now I know what you're thinking. "What about Seasons?" Well, this was done using my Oracle of Ages disassembly, for which an equivalent doesn't exist yet for Seasons. In the future I hope to merge a Seasons disassembly into it. For now, though, Seasons will wait.

Comparison to original:
Spoiler:
   

More screenshots:
Spoiler:
   

   

   


Older images:


   

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Personal Projects / Lynna Lab - Oracle of Ages editor + disassembly
« on: May 27, 2015, 03:08:49 pm »
This is a project I'm working on in 2 parts. The first part is intended to be a full disassembly for Oracle of Ages: https://github.com/Drenn1/ages-disasm

The second part is a level editor written in mono/C#/Gtk, which works by editing files from this disassembly, called Lynna Lab: https://github.com/Drenn1/LynnaLab

Seasons support is one of my long-term goals, but I think that will be easier to add after the Ages disassembly has matured quite a bit more.

At this time, the disassembly is very unix/linux-centric and will probably be difficult to compile on windows systems, though it should be possible if wla-dx is compiled under cygwin. I don't really plan on making things more user-friendly until everything stabilizes a bit more. Although once it has, expect to see more rom hacks from me. I'm still probably going to do a Master Quest version of Ages.

Quote from: Original Post
What the title said. My grand ultimate plot is to make a level editor which works by editing files from this disassembly. But that's a ways off. Another part of my ultimate plot is to add seasons support as well, but, baby steps. I have a lot to do with ages first.

The main cool thing I've done so far is added the ability to edit compressed graphics. And now I'm working on extracting the text. Since there's much work to be done, I guess I'm posting this half to show off, and half on the hope I may find some more helping hands.

This was very much inspired by the pokered disassembly, shoutouts to iimarckus ;)

Source

3
Personal Projects / The Legend of Zelda: Kaizo of Ages
« on: April 28, 2015, 12:57:34 am »
This is pretty much what you would expect - Oracle of Ages, Kaizo Edition. For those who don't know, Kaizo hacks are meant to be extremely difficult in nature. I don't think this is as hard as those Mario hacks, but I hope it provides a challenge to those who've played through Ages already.

At least, that's the ultimate goal. Right now all I have to offer is a demo going up to the end of the first dungeon. Although it's only the first dungeon, I've put a lot of work into it... especially into the boss. :)

The patch should be applied to a clean US rom. And, for anyone curious, I've also uploaded the source for my custom scripts and assembly hacks to github. The rest was done via ZOLE (zelda oracles level editor).

Download

Source






4
ROM Hacking Discussion / Pokemon Red Full Color Hack
« on: June 20, 2013, 05:14:49 pm »
It's hard for me to believe, but it's only been just over a month since I told FroggestSpirit I wanted to try finishing his Pokemon Red color hack. It's basically done now. There are a few minor anomalies I'll try to fix sometime, but it's nothing to hinder the experience, as far as I know. But don't use VBA... use VBA-M at least.







There's not much to say that hasn't been said at skeetendo or on the project page.

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ROM Hacking Discussion / Pokemon TCG2 Debug Menu
« on: January 20, 2013, 11:57:27 am »
UPDATE: Here are some game genie codes.

Enable Boot debug menu:
  BE0-37B-08C
In-game debug menu: (replaces "coins" in regular menu)
  418-50B-91B
  508-4FB-800
  048-4EB-F76
Shinario menu: (replaces "status" in regular menu)
  116-0BB-F7A
  A86-0CB-91C
  496-0DB-E63
  C96-0EB-5D5

In-game debug menu: (replaces entire regular menu - it's recommended to use the other code instead)
  411-B1B-F77
  501-B0B-2A3



This game has practically been translated twice and people found some debug text, but it looks like I'm the first to figure out how to trigger it. I searched for the text index of some debug text, where I found it in a format I couldn't identify - but next to several other indices of debug text. After some more poking around I found that the structure was very similar to the structure used by menu text. Once I figured out the starting offset of that structure I found the code that uses it - again very similar to the code which displays the menu. I replaced the "display menu" call with a "display debug menu" call, and there it was!

It looks like there's still some debug text which isn't in that menu. Maybe there's 2 debug menus like in the first game. I'll look into it some more.

Just replace byte 0xc1b0 with 0x50 and 0xc1b1 with 0x41. Press start in-game and the debug menu will pop up.

6
ROM Hacking Discussion / Pokemon Trading Card Game 2 Hacks
« on: January 10, 2013, 09:32:41 pm »
I'll turn this into a general thread for my hacks of the ptcg2.

Here you can download a mini-patch which makes card-pop exclusive cards available in booster packs.

ORIGINAL POST

I can't even remember why I decided to do this, but I ended up making a surprisingly decent system to make new cards (not replacements) for the translated Pokemon TCG 2. So here's Missingno:



His pokemon power needed custom code. I originally based it off of the Pokemon Trader card, but I needed to dissect Computer Search and Dark Dragonite's "summon minions" power as well.



I don't know if he'll work properly when a computer uses him... I suspect not.

He should be in the "premier" booster pack. I'm pretty sure he can show up in it (let me know if you can confirm that!) but this gameshark code will give you 4 missingnos: 0004bea2 (you might have to restart the game with the code on.)

The missingno patch can be downloaded here. It should be applied over the translated rom (Artemis251's translation).

Here is a link to my sources. It can be used to add more cards (or edit existing ones) if you can wrap your head around it...

7
Personal Projects / Wario Land 3 level editor
« on: June 11, 2012, 08:52:49 am »
Download at the Project Page

I'm writing a level editor for Wario Land 3 in java. It's functional enough to make respectable level hacks. It has been tested on windows and linux, and it should have few problems running on other java-supported systems. I would appreciate feedback on this project, since I've never made a utility of this scale before.

Here's some proof you can make an okay hack:





Video

8
Programming / Managing rom's free space
« on: May 12, 2012, 09:29:44 am »
So, I'm coding a level editor for Wario Land 3. I've been looking into some hacking utilities to find some insight as to how rom hacking utilities manage their free space. Currently I write everything back to where it came from, which tends to corrupt things.

I could search the rom for long sequences of 0xff (which, in wario land 3, is blank memory). Something could go wrong with this approach, i.e. maybe some data will end with 0xff to be followed by free space. Then my program would see all of that as free space. Lunar Magic apparently uses this method, but it also uses RATS (Rom Allocation Tag System) which protects inserted data containing sequences of zeroes from being overwritten. This may not be necessary since Wario Land uses 0xff as free space instead of 0x00, and long strings of 0xff within data seems less likely. Even if I did this, I don't know how to guarantee that the original data remains uncorrupted.

Or I could expand the rom to 4 megs and have my way with the extra space. But this is a bit inefficient for my style, and some data is picky about where it's located.

I'm wondering what the best way to do this is? Are there any improvements I could make to the simple search I suggested above, or is there another method I haven't thought of?

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