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Messages - RetroNova10

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1
ROM Hacking Discussion / Re: Zelda Marrige Proposal
« on: April 15, 2018, 08:27:36 am »
I'd be more than happy to give you the info/help you complete this. It's actually fairly easy (at least I think so), you just simply need the right information. This is a wonderful thing that you want to do!

2
ROM Hacking Discussion / Re: Zelda NES Hacking Questions
« on: April 15, 2018, 01:38:47 am »
Wow. This was so incredibly helpful! I'm still a little fuzzy on the concept. I hadn't realized that the values in the HEX that are normally viewed as hexadecimal actually have to be thought of as binary in order to format them correctly (unless I'm totally wrong). Is there some kind of list of tile ID's that I could use when creating columns? Additionally, what exactly are the pointers, and how are they used?

Thank you SO much!

3
ROM Hacking Discussion / Re: Zelda NES Hacking Questions
« on: April 12, 2018, 10:27:56 pm »
Thanks a lot for the info, Trax! I still don't understand how column definitions work, could you give a more descriptive explanation?

4
Looking great! Maybe once this game is finished, I'll finally have played Journey to Silius (well, a hack of it at least).

5
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Tell me what combo you'd like to change I can try to find it in hex then tell u what to edit.

Do you know how the formatting of each column works? The post that you referenced doesn't make sense to me for some reason.

6
Yeah, I've read that post. However, I still haven't been able to figure it out. Granted, I haven't spend that much time on it. I'm gonna continue looking into it.

7
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Hey Retro if you need any help with your hack I would love to help!

Actually, do you have any knowledge of combo/column editing in Zelda 1?

8
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Dude I'm the best with palettes! Just get fceux 2.2.3 go to ppu viewer, then edit them by searching up their palettes in the emulator.

What he said. Use FCEUX, go to the area that you want to change the palette of, hover your cursor over the 4-color-palette that you want to change, search (Ctrl+F) for those 4 HEX values in the Hex Editor of FCEUX, then change them to what you want.



There are the various HEX values for the colors.

Sometimes the game "won't let you" change the palettes of parts of the game. An example of this is on the Zelda 1 title screen. This is because the palette is constantly being updated and changed to different palettes. Luckily, you can find this rapid-fire updating in HEX! Usually the palette-switching will exclude the first color (since it's 95% of the time black, or whatever color the sky/default background is). However, make sure to keep in mind that changing one palette might unexpectedly change the colors of other parts of the game. (Like how the red palette and blue palette for the overworld monsters in Zelda 1 is shared with the red and blue tunic respectively, among other examples). If (in the example of Zelda 1) you need the tunics to change color but not the monsters (or visa versa), you can change the palette assignment. Sometimes there are documents listing these palette assignments on websites (like Data Crystal). If not, you'll have to do it the hard way, searching through the HEX by hand.

9


So aesthetic!

I have recently begun work on this ROM hack; it will be an attempt at completing the trilogy of NES Zelda games.



There is some of the art so far. There's a lot more in the hack at the moment, but I decided to only show this much for now. The terrain tiles look especially good, but you'll have to wait for that  ;). Some of the art is taken from other games/sprite-or-tile packs, some of which have been modified.

I hope to release more content progress soon, so let me know what you think. Thanks for reading!

April 09, 2018, 04:33:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
UPDATE:



The title screen is implemented now! I had to mess around some with the locations of tiles, and had to use part of the sword to barely finish the N in "GANON", but it's done! I might change it up to be a bit more original, but I like how it looks for now.

10
ROM Hacking Discussion / Re: NES Tile/Sprite Editing Questions
« on: April 08, 2018, 11:52:41 pm »
Thank you! At last I can modify sprites and tiles.

11
ROM Hacking Discussion / NES Tile/Sprite Editing Questions
« on: April 08, 2018, 11:04:43 pm »
So, after looking at several NES ROM's, I've found it rather difficult to edit sprites and tiles, since they all look rather similar when 8x8. I've tried using multiple programs to attempt to arrange them (such as YY-CHR, with the 16x16 arrangement view), but this doesn't always help. For example, editing Zelda (NES)'s title screen is rather tedious from my experience, since many of the tiles look nearly identical. Additionally, other tiles/sprites from this game have an odd line on the bottom-most pixel row.

My question: is there any emulator out there that allows you to identify exact locations (in the ROM) of sprites/tiles currently displayed. If not, what is the very best way of going about doing this? FCEUX tells you ID's of tiles/sprites, but only in the PPU, not the ROM (where you, from my understanding, have to actually edit them).

12
ROM Hacking Discussion / Re: Zelda NES Hacking Questions
« on: April 05, 2018, 10:22:31 pm »
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cool, i like the idea of finishing out a NES Zelda "trilogy

Legend of Zelda
Adventures of Link
Return of Ganon

Certainly! That was my intent. I've always wanted it to be a complete, trilogy, and the very satisfying consistent naming style really works.

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would be cool if it could have both styles from 1 & 2 (overworld and dungeons like 1 AND sidescrolling caves/areas and towns like 2)

Oh man. I wish I had enough experience, knowledge, and skill with NES hacking to accomplish that! I guess I always could do what the Bow and other items' rooms did, where it made it look like a side scroller... Now that I think about it, I'm definitely going to consider it!

April 07, 2018, 11:41:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Thank you so much for this useful information!

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(IDs #$00-0F)
What are the different kinds of intractability? (and what value defines each one?)

April 08, 2018, 01:14:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Additionally, why do sprites seem to be offset, not being contained into one 8x8 tile?


13
Looking pretty neato! I like most of the art changes, and for some reason the rocks and such look much more 3D here than in the original Zelda (NES). Did you make the title screen? It looks really cool.

I can't wait until this releases! Keep up the good work.

14
ROM Hacking Discussion / Re: Journey to Silius Utilities?
« on: April 04, 2018, 10:57:57 am »
Mmm... Journey to Silius has such good music...


Ahem.

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How would one study the rom to edit?

I'd recommend acquiring the Fceux emulator. It has a number of useful tools for those trying to hack or observe games' memory. When it comes to editing levels, this is entirely dependent on the game. However, I'd start with somehow finding the micros' "id"s (16x16 images made up of 8x8 images, which you can view in the PPU Viewer, and see their "id") and then searching (Ctrl+F in the Hex Editor. Oh, and make sure to do View>ROM File) for suspected patterns of said micros.

I search around on a few different NES wikis for information on Silius, but there isn't much out there, which is certainly unfortunate for you.

Good luck in your hacking!

15
ROM Hacking Discussion / Re: Zelda NES Hacking Questions
« on: April 04, 2018, 10:36:50 am »
Thank you so much for the extensive response!

Quote
Some possible ways of finding it:
- Check a wiki or something (like DataCrystal).  LoZ is a pretty popular game so this information may have been found already.
- Use a file corrupter:  You can use the PPU viewer in FCEUX to see which tile number represents the 8x8 portion of a sprite.  Corrupt the ROM to change occurances of that byte to something else and narrow down which byte is the byte you're looking for.
- Do a back-trace and examine the assembly to see where it's getting the data from.  LoZ uses the $02xx page in memory to store its OAM, so watch [interesting] writes to that range to see where it's getting the values from.
Yeah, I've been using the FCEUX PPU viewer and hex editor to change palettes.

I have actually been to the Zelda NES's site on DataCrystal, but I had never checked any of the useful sub-pages relating to it, such as https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:ROM_map and https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:Character_Palette_Assignments.

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Somewhere in the ROM is some kind of data structure that indicates which 8x8 tiles are used to construct the full sprite (as well as the coordinates to draw them relative to the sprite position).
Isn't this called T(ile)S(quaroid)A(ssembler)? I guess I'll have to do some research on this. I've been looking around the DataCrystal Zelda page, and it seems like the following addresses could contain it?

I've been trying to find the location of the TSA stuff, but to no avail. It's a pity that the handy (yet very specific) information needed to accomplish these isn't out there, or at least isn't very easily obtainable. I'm sure there are a few people out there, who have experience with Zelda memory, that would be able to help more thoroughly.

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Do you mean 8x8 pixel tiles? Or "map tiles"  (floor, sand, statue, block, etc)
I meant 8x8 pixel tiles (I can't recall the exact term for them, assuming there is one).

About the "increase palettes", (sorry, I wasn't very clear about what I meant) I was talking about having overworld rooms that had more palette sprite variety than simply the outer border and inner palette regions. For example, in The Legend of Link hack, there are often single tiles within the room that uses a palette unlike the inner and border palette regions.

And, seeing as there is unused memory, I'm guessing I can simply modify the data nearby to the 8x8 tiles using TileMolester or TileLayerPro and add more, then using the "id" of those tiles in the room layout definitions. Although, I guess that would require me to assign palettes to them, which shouldn't be too tricky. (this should be useful: https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:Character_Palette_Assignments)

There was something else I had intended to add to this reply, although I've forgotten now. Hopefully it'll turn up. Again, thanks for reading!

16
ROM Hacking Discussion / Zelda NES Hacking Questions
« on: April 03, 2018, 07:40:16 pm »
To start off, I'll say that I have little to no experience with asm, but I do generally understand the basics of it (how it implements different commands and such). I also am quite lacking when it comes to knowledge of NES hardware and software as well. I do know Java, however, and have worked in a few other languages as well, so I have a sense of how software works and everything of that nature.

I'm generally more focused on game design. I really want to make a more artistically-interesting Zelda hack with different areas (dungeons and overworld), because I love working within limitations (I've made custom content for Banjo-Kazooie and DOOM II).


So, I drew several tiles and began drawing over those in the ROM. However, I had forgotten that many 16x16 sprites reuse 8x8 tiles as to save memory.


So I'm curious: how can I disable this tile reusing, so that I can have the freedom of allowing sprites to be more uniquely drawn?

I'm thinking one part of the solution might require ROM expansion, and, if not, I'm assuming the following question's solution will...

How can I increase the number of possible tiles (and possibly increase variation of palettes used for tiles within one room)?


On another note, here's the planned look of the title screen, and mockup concept of the box art (just for fun. I haven't gotten around to writing "Return" in the proper handwritten font yet)  ;).




Thanks for reading!

17
Newcomer's Board / Re: S.M.I.L.E. - What ROM?!
« on: September 08, 2015, 10:28:26 pm »
So, apparently re-downloading S.M.I.L.E. (I'm really tired of typing all these periods...) there are more files than I used to have.. guess I might have... accidentally deleted some of them...? I don't even know. But anyway, thanks for all your help. It now works!

18
Newcomer's Board / Re: S.M.I.L.E. - What ROM?!
« on: September 07, 2015, 10:48:49 pm »
Didn't work as admin, and the location of it is in a Desktop folder.

19
Newcomer's Board / Re: S.M.I.L.E. - What ROM?!
« on: September 07, 2015, 09:28:08 pm »
Nope - the "Read Only Memory" box is unchecked. Has anyone else here been successful in using S.M.I.L.E.?

20
Newcomer's Board / Re: S.M.I.L.E. - What ROM?!
« on: September 07, 2015, 05:30:03 pm »
Ech... nope. Still doesn't work..

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