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Messages - Sup_vic

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ROM Hacking Discussion / Tilemap Hacking
« on: October 27, 2015, 02:19:50 pm »
I finally found Mina's tilemap from Castlevania Aria of Sorrow. But the game appears to use a strange system. It turns ou the game grabs a bunch of 8x8 tiles and makes one huge 32x32 and then proceeds to make a puzzle out of it. LOL

you can clearly see here that the game makes:
00 01 02
04 05 06
08 07 03

but if you look in here:

this is mina's actual spritesheet with 8x8 tiles and not big 32x32 chunks.

The hightlighted area below is probably all of her tilemap

if you look at the exact line where here code starts there is 5f5a68, what is this adress? Is it the tilemap call? I looked at it in gba graphics editor and it's compressed data.

So, out of all this information I just gave you, I have some questions.
1 - Is there a program that can read the tileset together with the tilemap so I can maybe edit all of the sprite like a normal tileset would be?
2 - If not, is there a way that I can still edit her but with another method?
3 - any idea why the 32x32 chunks?

ROM Hacking Discussion / Re: Tile Setting
« on: October 25, 2015, 12:56:52 pm »
So there is no tool that reads it? Well, guess it's a bad day to know nothing about creating software.

ROM Hacking Discussion / Re: Tile Setting
« on: October 25, 2015, 09:56:30 am »
Well that might take a while but I'll try it. In pokemon the tilemap adress is always next to the graphics adress, but I look in here and it seems that there is nothing to the side of mina's portrait adress, so I'll probably have to find it by faith LOL

I got it! It's 505340 for the graphics and 50e7b4 for the tilemap BUT the program crashes when I try to load the tilemap, what program do you use to read tilemaps in tilesets?

ROM Hacking Discussion / Re: Tile Setting
« on: October 24, 2015, 03:53:28 pm »
I feel really stupid, but if understand it correctly I get the adress from a breakpoint right after the image appears, right? it will be in one of the registers. But WHERE do I put that adress to see the tiles correctly?

I know it must be really stressful to deal with someone who is new to this, but know I'm actually trying to understand.
1 - Tilemap is obviously something that places all the tiles from the tileset. Is it easy to find the  tilemap adress EVEN in a lz compressed rom? if so, is it around the registers when you set a breakpoint or will I have to search for it in a hex editor using a register entry?
2 - Even if I get that adress, where do I use it? Is there a tile editor program that you can place a tileset and use this adress to make it right?

EDIT: I got a program that can read tilemaps, it's called NTME. But now I need to know how to get the right tilemap adress...

ROM Hacking Discussion / Gba Text Space
« on: October 23, 2015, 11:33:24 am »
First of all, I know this is probably really easy, since every single translation ever uses this, but I had a hard time finding content about this, made I didn't use good tags.

Example: If I open a rom in a hex editor and eventually find some texts I can change them, of course, but I can only use the same space that was before. I need a some noob explaining on how to "enlarge" this space so I don't have to change "sonic" for another five letter word, for example.

note: I read something about pointers but I couldn't understand it on my own.
note2: gba rom hacking is basically pokemon for google. LOL

ROM Hacking Discussion / Re: Tile Setting
« on: October 23, 2015, 10:15:22 am »
I found a tutorial that involves getting the tilemap adress that is called in the swi BUT it didn't work because AoS is lz compressed. How would I get the tile map adress from a compressed game?

ROM Hacking Discussion / Re: Tile Setting
« on: October 22, 2015, 10:35:21 am »
Oh, so correct me if I'm wrong, I'll need to use and editor that has an arranger and grab tile by tile to adjust it, is that it?

ROM Hacking Discussion / Re: Tile Setting
« on: October 21, 2015, 01:19:08 pm »
Oh, I see. But does it mean I can't see figure one as I see figure two?

I'm guessing they compressed the big images like this, cause the logo, the konami logo and their faces are all like this... Is this because I got the wrong adress or they will always be like this? I think there must be a workaround cause I've seen translations from other games that editted big logos compressed just as these.

ROM Hacking Discussion / Re: Tile Setting
« on: October 21, 2015, 10:25:58 am »
I hate to bother you but:

1 - by align the adress you mean using +, -, arrow keys and all to adjust it on tile molester or do you mean finding a different adress like 654450 for example?

2 - a tile mapped image? I'm familiar with aligning it in tile molester until it's adjusted but this one does not seem to do that, so that means it's a different type of compression? it seems the tiles are all in a random order and are called together only in the game, is that what you meant?

sorry for the possible noob questions, I swear I try my best to understand things. (btw that tutorial you gave me for vba sdl is amazing and helped me a lot)

ROM Hacking Discussion / Tile Setting
« on: October 20, 2015, 08:02:42 pm »
I've been hacking Aria of Sorrow (gba) for a time now, but sometimes I come across tiles that are like this:

The left one is the title screen of the game and the right one is the konami logo from the intro.
Let's take the konami symbol for example, its adress is 505340 and I extracted it just like I did with others but he seems to never get organized. I tried looking him up on vba's tile viewer and it's strange in there too. I wanted to know if you guys can come up with a way for it to show up normal in tile molester or if he was coded this way (which I find hard to believe)

ROM Hacking Discussion / Re: Dumping Codes/GBA
« on: October 20, 2015, 10:55:05 am »
Yes! This will help a lot, man!

A different question but since you seem to know a bit about this, do you know how to find an objects palette and change it? I know it's possible I just never saw anyone talking about it.

ROM Hacking Discussion / Re: Dumping Codes/GBA
« on: October 20, 2015, 09:14:48 am »
Thanks, man! I'll be messing around with vba sdl h till I get something! Thanks a lot!

ROM Hacking Discussion / Re: Dumping Codes/GBA
« on: October 20, 2015, 08:25:51 am »
I see... so I probably will have to learn what everything means before even trying that for myself.

By the way, do you have any idea if there is a way to set breakpoints in vba? I use it to grab the palettes and no$gba to set the breakpoint but something tells me that a program so full of options as vba should have something like that around.

ROM Hacking Discussion / Re: Dumping Codes/GBA
« on: October 19, 2015, 05:55:18 pm »
Thanks for the fast reply! Yes, i've been trying to hack Castlevania AoS for some time.
Right now the method I'm using to get the graphics is setting a breakpoint and getting graphics from the adressess that come up. But I started to think about the actual game code like changing how high will the character jump and things like that. In that Cv:HoD example I told you before the author of the hack made megaman be controlled by inputting an ingame code, meaning he messed a bit with the games code for that to happen. I'm really new to this stuff and I have a lot of questions but I'm trying my best to understand what you told me now.

So I use a disassembler to gather the code? How do I find the bit where the code for a jump is, for example? I would have to jump and see where the game calls it? Sorry for the possibly dumb question.

ROM Hacking Discussion / Dumping Codes/GBA
« on: October 19, 2015, 05:24:05 pm »
Is there a way to dump code lines from a gba game? I've seen people put megaman on Castlevania HoD so I guess they coded him in it, but in the hex editor the only thing that shows up are texts. Any ideas?

ROM Hacking Discussion / Re: GBA LZ77 hacking
« on: October 18, 2015, 04:25:43 pm »
really? I have it but it comes with no tutorials on how to use it, can you give me a walk throughtout the process you'd have to make?

ROM Hacking Discussion / GBA LZ77 hacking
« on: October 18, 2015, 02:35:28 pm »
I used to talk to Spikeman in here, but I've never seen him online again and he never replied to me anymore, but I learned a great deal with him while we tried to decompress Castlevania Aria of sorrow's graphics. But there are a lot of things I'm still missing about this deal and I hope some of you may help me out a little bit.

I'm using nogba debugger for the adresses, vba to get the pal and GBADecmp to decompress the data from the adresses.

1- We gathered that the game is lz77 compressed, there is no way I can decompress ALL graphic files at once and them compress them again, right?
2 - I'd like for one of you to try this with me. I wanted to grab the name of the game that appears as a graphic in the main menu. I tried a lot of times using spikeman's method (,15727.0/nowap.html) but I couldn't. If one of you guys can get this done and explain to me how I'd be really thankful.

ROM Hacking Discussion / Re: Hacking Castlevania Aria of Sorrow
« on: June 11, 2014, 09:16:22 pm »
Hey, I'm back. Took me a good year, but now I'm back in the game. So I started trying to find the best way to find and edit the textures that I want. I'll give you an example: I wanna change the zombie. Ok, what do I do exactly to find his code line so I can decompress it? I tried using no$gba debugger version but I'll need some help with it...

ROM Hacking Discussion / Re: Hacking Castlevania Aria of Sorrow
« on: January 23, 2013, 12:25:27 pm »
Oh man... I'm trying to learn how to work with these programs now. It's amazing that you got the zombie and its palette out of the game, I tried that for so much time! Ok, so I have two questions for you.
1 - Why  [81CBF8C+4] = 860B5E8?
2 - How do I get the palette for the enemies in VBA and import it to tile molester?
I think I got the palette in VBA, it's a .pal file, right? But I don't know how to select it on tile molester.
Also, do you have any idea why I can't scroll the pixels with + and - ? They are a little scrambled.

ROM Hacking Discussion / Re: Hacking Castlevania Aria of Sorrow
« on: January 22, 2013, 10:11:12 am »
Cool! You found Soma's face, that's nice!
I tried using GBADecmp but it gave me a comdlg32.ocx error. I downloaded the file and it worked. So I tried to see the bat tile set but to no avail. I tried the zombie and it also didn't work. When I tried the Soma one, it worked. So I don't know why, but when I tried the two enemies it gives me this error: Run-time error '9': Subscript out of range.
Any idea of what that means? I'll try to do what you told me about getting the data adress of some enemies.

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