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Topics - vince94

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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 / 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.

Newcomer's Board / Lazy Shell Palette Corruption
« on: January 23, 2015, 09:54:15 pm »
I'm using Lazy Shell ( to tweak Super Mario RPG dialogue and item text, and this keeps happening over and over again.
Something in the editor seems to be changing the World Map Overlay palette (and the menu cursor palette too) into some kind of corrupt brown mess:

Since the glitch pops back up every single time I go into Lazy Shell to change something, I imported the original palettes from a vanilla ROM and made myself a simple IPS patch for when this inevitably happens in the future.
Is anybody else encountering this weirdness?

Newcomer's Board / Editing the End Credits in Super Mario 2
« on: May 14, 2014, 08:58:35 pm »
I'm making a hack of Mario 2, and I'd like to fix some typos ("Clawglip" to "Clawgrip," "Hoopstar" to "Hoopster," and the Birdo/Ostro mix-up).
I made this table from examining the PPU when the end credits roll:

However, when I search for stuff with the table file loaded into WindHex, the search fails.
Does anyone know how this text is stored?

Newcomer's Board / Weird font in a GBC game
« on: August 23, 2013, 12:01:35 pm »
I'm pretty used to using YY-CHR, but I ran into this while trying to rip the font from LoZ: Oracle of Ages.

It definitely doesn't look like this in-game. How can I properly access it?

Newcomer's Board / Trouble with Cartographer and Earthbound Zero
« on: April 26, 2013, 10:38:08 am »
     So I'm using this awesome retro RPG's ample free text space to flesh out the story and make the text sound more natural. I've learned how to manually change pointer table values, but when I repoint a string to the end of the text bank, the old string is still in the original position. Atlas re-pointing everything automatically would probably save loads of space by avoiding this situation.
     Here's the problem I'm running into with Cartographer. The very first pointer in the pointer table ("00 00 [end]") points to some text that was probably only used when the game was being debugged: "System Error!!!"
The pointers are stored like "XX XX [end] XX XX [end] XX XX [end] XX XX [end]." However, 00 is also the value the game uses for [end], and there are several parts of the pointer table that are just a bunch of 00's. The upshot of this is that Cartographer is interpreting these "[end] [end] [end] [end] [end] [end] [end]" parts as real pointers, resulting in loads of System Error'ses in the script file. Is there anything I can do about this?

Script Help and Language Discussion / Quick character help
« on: November 18, 2012, 11:33:16 pm »
I am looking at Zerd no Densetsu, a japan-only gameboy game, and these are the characters for the text.

Could somebody type them out so I can set them to a table file?

Newcomer's Board / The Search for Cavespeak
« on: October 22, 2012, 07:56:53 pm »
Hi! I'm thinking of doing a translation hack of Zerd no Densetsu, which looks like a cool Gameboy RPG that people haven't worked on yet. Of course, eventually I'll need to ask somebody how to dump all of the Japanese text so I can translate it, but this question is about Relative Searching in Windhex. In TLP, I copied alphabet tiles from Link's Awakening on top of the Japanese symbols (backing up the original of course). This generated cavespeak, which then I tried to use in Relative Searching. However, it can never find anything unless it's less than 5 characters long, and then it's wrong. Do you think I entered the alphabet tiles in the wrong order? Is there a more logical way to make table files than random relative searching? Thanks!

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