News: 11 March 2016 - Forum Rules, Mobile Version
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Personal Projects / Re: PS1 tools
« Last post by Mugi on February 19, 2018, 05:30:27 am »
Oh sure, show of with your fancy-schmancy new PS2 generation tools! ;D
You also have to be careful about preserving the VRAM coordinates.

meanwhile...



 ;D ;D ;D
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FF6 update, or why FF7 is being postponed. Does anyone in Japan speak English? What does the word "final" mean?
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Considering you're adding a fake compression it would take significantly longer to load and decompress bigger data rather than load roughly half the size and perform decompression from memory. You would almost never find small data with compression on top because it would be pointless / counterproductive; given how slow seek is most games would gather as much data as possible to load in one read pass, hence why it's always better to compress as intended.
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Just make sure you don't make a fake compressor that actually inserts literal data with flags set to 0 or you will end up having making the game load quite slowly (i.e. compression is used to really decrease load time, not as an anti modification protection like many usually point out).
I know that's certainly true with large data chunks like images, but is it really significant for text? I mean 1x CD speed is something like 100,000 letters per second isn't it?
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News Submissions / Re: ROM Hacks: Super Mario Land 2 DX released!
« Last post by togemet2 on February 19, 2018, 03:45:25 am »
I'm a little late to the party, but I also would like to know how exactly this was achieved. It would be amazing to see other GameBoy games look this spectacular in color! Thank you so much for making this. As soon as I was sent it last month, I was in love.  ;D
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Gaming Discussion / Re: Nintendo Labo
« Last post by togemet2 on February 19, 2018, 03:41:14 am »
This sort-of sounds like a good idea, but at the same time it sort of doesn't. If I had it, I wouldn't even know where I would store these. So I'm probably going to be passing on this one.  ::)
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It's definitively LZS with 1 byte flags and 2 byte pairs, no encryption involved at all or otherwise you wouldn't be able to read a thing. What you need to know is if uses the decompression buffer as a lookup or a ring buffer of 4KB. If it writes two bytes at different locations it's definitively using a ring buffer. There are plenty de/compressors with sources out there, it shouldn't take long to recreate for this game in particular (mind you, I've been recycling the same compression code for years with minor tweaks and it ends up working for most LZS variants). Just make sure you don't make a fake compressor that actually inserts literal data with flags set to 0 or you will end up having making the game load quite slowly (i.e. compression is used to really decrease load time, not as an anti modification protection like many usually point out).
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Personal Projects / Re: PS1 tools
« Last post by weissvulf on February 19, 2018, 03:30:30 am »
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it's not a big deal for me though since i have the ps2 edition of imagestudio with actual tim/tm2 support
Oh sure, show of with your fancy-schmancy new PS2 generation tools! ;D

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And how did you find out that there are 104 of them, each 32 bytes? I mean, there must of been some logic behind finding this specific info.
Other than 24bit, all TIMs use 16bit color. Indexed images still use 16bit color in their palettes.

That means each color entry in a palette is 2bytes long (aka 16bits). So a 16 color TIM has 32 bytes per CLUT (aka 0x20). For 256 colors, that's 512 bytes per CLUT (aka 0x100). In Tomb Raider, the block of CLUTs is separated from other stuff by a field of 00s, so it's easy to measure its total size of 0x2080. Divide that by 0x20 per CLUT = 0x104. Incidentally, there was a typo earlier. The block of CLUTs actually begins at 0xC44b8.

As far as knowing that CLUT1 went with texture1, that was an educated guess. Games are assembled by computers and computers usually do things in a patterned way.

As far as how to find the CLUT block to begin with, I looked a the VRAM and saw what looked like the CLUT block. They're almost always stored near the image data in a file, so I just scanned before and after the image data using nana, and saw the same 'shape' as in VRAM.
Spoiler:

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How do you inject new CLUTs into a TIM?
A 16 color TIM header looks like the picture below. I just copied the entire chunk of CLUTs from Level1 and inserted it over the original single CLUT. Then edited the other values to match the new CLUT size and count.
Spoiler:
You may know the PS1 is 'little endian' meaning the byte order is reversed, so 0x104 CLUTs x 0x20 bytes each = 0x2080. Reversed and +0xC = 0x208C. Number of CLUTs = 0x104, reversed is 0x0401.

Another useful trick, since indexed palettes are identical in format to a 16bit TIM, you can extract/insert them with RAWtoTIM as a 16bit TIM. The 'number of colors' becomes width, and 'number of CLUTs' becomes height. Because the tool wasn't specifically designed for this, you may lose the 'transparency', but most TIMs don't use this feature anyways.
Spoiler:

Quote
Also, how do you cycle through all the different CLUTs in Jasc Paint Shop Pro 9 (if it is even possible)?
Unfortunately the plugin doesn't support cycling through CLUTs. You also have to be careful about preserving the VRAM coordinates. One way to simplify this is to use RAWtoTIM to extract a TIM from the TIM. It sounds silly, but will leave all the header data intact since it only inserts the image data.
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Hotfix One is now out, and available for download here. This release contains two new soundtracks to pull music from, a new recommended selection of music, and the ability to automatically apply RodimusPrimal et al's Ted Woolsey Uncensored Patch, Madsiur's Music Player Patch (Dancing Mad version), and edale2's Cut Songs Restoration, all as part of the installer.

This release would not have been possible without the help of RodimusPrimal, Madsiur, edale2, or ChrystalChameleon (youtube here). Thank you to everyone for your help.
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ROM Hacking Discussion / Re: (PSX - Aconcagua) Can't figure out how compressed text works
« Last post by Vehek on February 19, 2018, 02:52:49 am »
I should have just said it was an LZ variant. I posted those notes because I thought they would be recognized as the key details that need to be tweaked in an LZSS decoder.

On another topic, I've tried opening the game's STR files with some STR players, but none of them can open them. I don't even see a header in them, if there's supposed to be one. Part of this translation would be adding English subtitles to the few Spanish lines in the cutscenes, so I'm gonna have to figure these out too.

I did a lot of research into the subtitles (which are stored in the STR files), but don't know enough about CD reads to understand how it knows where to look for the parts it loads.
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