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Topics - shadowman357

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Newcomer's Board / How to start editing graphics with compression?
« on: November 18, 2012, 01:29:43 pm »
Hey all

I'm working on a complete Robotrek SNES hard type hack and could use some tips for getting into graphics editing.  Opening the ROM in Tile Layer or Tile Molester shows mainly gibberish with an occasional recognizable tile so I'm guessing the graphics are compressed.  Searching the utilities it appears most decompression tools are game-specific.

Any help to get started on graphics is much appreciated.  I've completed most of the rebalance editing so if I can get graphics figured out I'll be close to a finished project.

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I'm looking at starting my first serious project, a hack of Robotrek for the good ol snes. Mostly I want to accomplish a rebalance: weapon power, enemy Hp, robot stats ect.  Maybe add an extra weapon or two but in general not a whole lot of graphical changes.

I have programming experience with c, c++, basic, matlab, so hopefully I'm not in too far over my head.

I've done plenty of reading already and have been able to make some graphical and text edits using wind hex (although it's been hard to get much graphics outside of the garbled mess).

What I'm trying to figure out next is how to actually get into the code itself. I've read a few docs on assembly language I'm just not sure how to proceed from here.

Any help or direction would be appreciated.

April 24, 2012, 12:47:07 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So, I've dumped the ROM using Tracer - but line after line of code doesn't help me out.   :banghead:

Now I'm using SNES9x debugger to attempt and figure out where and what the game is executing.  (Am I on the right path here?)

Since I'm interested in changing weapon strengths, I went to the equipment screen which shows the current power of equipped items.  I tried changing an item and stepping through frames at a time to see what lines of code are being executed.  I get a couple of REP #$20 and some JMP $8BFB43[$8B:FB43] but not much else.

Is there a way to make the 9X debugger log all processing lines as opposed to hitting a button and trying to step through them?


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