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Messages - tryphon

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1
Gaming Discussion / Re: Origin of video game character's name
« on: October 02, 2016, 10:53:39 am »
Concerning Castlevania and the name Belmont, it is certainly not a French name, because its katakana transcription is "berumondo", whereas in French, the final -t of Belmont is not pronounced and it would certainly be written as "berumon".

I wonder if Belmont isn't rather a bad transcription of "Belmondo", which would rather sound Italian, and which incidently is also the name of one of the most well known worldwide French actor (Jean-Paul Belmondo, of Italian descent), quite popular in Japan, since the character of Space Adventure Cobra was designed upon him...

2
Programming / Re: Just Discovered Lua Scripting, WOW!
« on: September 27, 2016, 01:52:04 pm »
Thank you very much. I use Gens on a daily basis and never dared to use Lua. It may be tile for a try !

3
Programming / Re: Just Discovered Lua Scripting, WOW!
« on: September 26, 2016, 05:55:34 pm »
Is there some tuto for Lua scripting in GENS ?

4
Gaming Discussion / Re: Games with save importing for sequels
« on: September 20, 2016, 05:24:59 pm »
Phantasy Star Generations 2 requires a save of a complete game of Phantasy Star Generations 1 to unlock Nei resurrection.

5
Newcomer's Board / Re: ASM: What did I do wrong?
« on: July 21, 2016, 03:54:20 am »
No. If you use an assembler, you don't have to specify if the jump is s, w or l. That's the job of the assembler to do that.

Also you must use labels, what you don't seem to do...

6
Newcomer's Board / Re: ASM: What did I do wrong?
« on: July 20, 2016, 04:21:18 pm »
The s is for short. You can use it only when the jump address is in the range-128, 127. Your assembler should have issued an error. But do you only use an assembler ?

7
This is indeed very surprising. The MD color scheme is indeed :

Code: [Select]
0000BBB0 GGG0RRR0
(or is it the contrary ? I never know)

I suppose all the 0s are in fact ignored, but never tried (and anyway, an emulator isn't the good place for that). Could the useless bits be used by the engine to determine some special effect to do with these colors (cycling for example) ? You should study the code that reads the ROM to check what it does before sending the value in CRAM.

I know that Gamegear has 4096 colors (yes, more than MD, whereas it's just a portable SMS), using the color scheme
Code: [Select]
0000BBBB GGGGRRRR, but it doesn't have any sense here. A forum where your question could have more success is http://gendev.spritesmind.net/forum/

8
Newcomer's Board / Re: 68k asm: Breakpoints/Debugging Genesis/MD
« on: July 14, 2016, 04:09:19 am »
GENS has no problem with FFxxxx.

Anyway, MD addresses are 24 bits.

9
Newcomer's Board / Re: 68k asm: Breakpoints/Debugging Genesis/MD
« on: July 13, 2016, 07:02:45 pm »
STARWIN is right : the savestate IS NOT the RAM. It contains a copy of the RAM, but doesn't start with it. It also contains many other things, such as register values, VRAM, VDP registers values, and other.

You can consult the .gsx specifications, but you can also use gens-r57shell (or tracer) hex viewer.

If I have time, I'll have a closer look tomorrow...

10
Programming / Re: Tracking Where to Write Tiles In VRAM
« on: July 12, 2016, 06:33:25 pm »
Once it renders them, they're rendered

Quoted for posterity  :)

11
Newcomer's Board / Re: 68k asm: Breakpoints/Debugging Genesis/MD
« on: July 12, 2016, 06:23:55 pm »
IIRC, RegenD has a bug for breakpoints on RAM writes.

I never had problem with Gens_r57shell_mod_r665 available on this site (but it lacks a feature Exodus has : break on registers values).

RAM in MD always starts by FF...., so your breakpoint must be on FF2BC4 (2BC4 without FF is an offset in ROM).

Which ROM of ShadowRun do you use ? Could you provide a Gens savestate just before the shoot on the ennemy ?

12
Many ports work like that : they have the original files only for data, and use their own code. For example Princess Crown for PSP.

13
I'd like to give the Genesis version of "Raiden" a facelift. It's a very good port in terms of content and gameplay, even featuring an extra stage, but the graphics look poor and unoptimized, e.g. stage 2 wastes 3 blue tones on a roof you barely see, but uses only one blue tone for water, which you see almost all the time. A simple color edit can't fix stuff like this, the artwork needs to be redrawn.

I've done large scale graphic edits before (Twin Cobra, Truxton, Splatterhouse 2) , figured out how the pointer system works, currently working on two more games with the same method, but this one uses an undocumented compression scheme. Anybody willing to have a look at the compression?

I find this interesting and may be able to help you. Unfortunately I have absolutely no time for that right now and for some months to come. If you're still interested and noone proposed help until then, PM me every 6 months :)

14
ROM Hacking Discussion / Re: Landstalker sprites unpack [Genesis]
« on: July 02, 2016, 08:22:12 am »
Everything's possible but it may be hard (maybe the plane size was meant to be this high, so it would require to hack many parts of the code).

Also, the programmers certainly had a good reason to do that, for example performances issues.

15
Normally rest of the discussion will mainly be in private, but for the sake of recording, I'm writing my finds on the game in datacrystal.

16
OK.They are likely different problems. I'll start by the title screen. It's indeed compressed and I think I found the decompression routine. I'm studying it, it can take some time.

17
ROM Hacking Discussion / Re: Landstalker sprites unpack [Genesis]
« on: June 29, 2016, 05:26:47 pm »
More detailled answer.

0) You need another version of GENS (there are plenty of them). My favourite is r57shell mod you can find on this site (Utilities, on your left)

2) With GENS r57shell mod, use "Tools/Hex Editor", then select "Region/CRAM". You'll end with a tiny hex dump :



Each palette codes 16 colors, a color is coded by 2 bytes (format : 0000bbb0 ggg0rrr0 where bbb, ggg, rrr are the amount of blue, green, red respectively) , so bytes from offset 00 to 1F are palette 0 (red), from 20 to 3D are palette 1 (green), etc.

In the "Tools/VDP Sprites" you can highlight each sprite one after another until youu find Nigel, in my capture it's sprites 16 and 17 (but ithey are reordered each frame). You can see that it used palette 2.



So you select some bytes in the hex dumper from offset 40 and select "Edit/Copy Numbers" (for example, I just copied : 00000CCC082404AE0048002408880444)

Then you open your favourite hex editor (because GENS' one doesn't have a search), mine is HxD and you look for these values (you can insert spaces to make it clearer : 00 00 0C CC 08 24 04 AE 00 48 00 24 08 88 04 44). I found two places in ROM (0x901C, 0xFB32).

18
OKay, I'll see what I can do.

I need you be more precise. What do you want exactly ? Can you provide screenshots and savestates (GENS format) just before the text / gfx you want to decompress ?

19
ROM Hacking Discussion / Re: Landstalker sprites unpack [Genesis]
« on: June 29, 2016, 12:19:51 pm »
You can do it in Tile Molester (don't know about others, I rarely use a tile editor program).

The first step is to get the palette data. Using Gens and Sprite Viewer, you can see that Nigel uses palette 2. Using Hex Editor on CRAM, you get the palette 2 data at offset 40 - 60. Then you make a search in the ROM and find that this palette data is stored at 0xFB32 (and maybe elsewhere but that's not the point here).

In Tile Molester, you go to palette, import from this file, enter the offset FB32, be sure to select Motorola Byte Order and Genesis format (9bit RGB) et voilĂ  !

20
If nobody contacted you, I may be of some help. Is it the case ?

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