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[Graphics] Brain lord (SNES) illuminate dark rooms

Started by ZoroarkGX, April 01, 2023, 09:11:23 AM

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ZoroarkGX

Hello, in the game Brain Lord for the SNES there are several dark rooms, some of them can be illuminated using in-game items, some can't, some are just using a filter and some are just like that by default, I'd like to get these rooms illuminated, either by removing a filter or changing the graphics of the tiles or something

I don't know how to do that kind of stuff so I would love some help, If you would like to help please note that I using the Japanese version of the game

this could be usefull but I can't quiet understand it https://tcrf.net/Notes:Brain_Lord

Thank you!

ZoroarkGX

I'm still trying to figure it out myself, I found that it might be a piece of code that tells the game to swap pallets after the room it's loaded on screen, I'm trying to avoid that to happen but still not successful

Cyneprepou4uk

In bsnes plus emulator open Tools -> Debugger. Then inside Debugger open S-PPU -> Palette viewer, set Auto update checkmark. Also in Debugger open Tools -> Memory Editor -> S-PPU CGRAM, set Auto update checkmark. Watch where colors are changing in Palette viewer, find their values in Memory Editor and search inside ROM, try to change them.

ZoroarkGX

Quote from: Cyneprepou4uk on April 04, 2023, 12:12:44 PMIn bsnes plus emulator open Tools -> Debugger. Then inside Debugger open S-PPU -> Palette viewer, set Auto update checkmark. Also in Debugger open Tools -> Memory Editor -> S-PPU CGRAM, set Auto update checkmark. Watch where colors are changing in Palette viewer, find their values in Memory Editor and search inside ROM, try to change them.

Thanks for the help, it seems like a useful memory editor and palette viewer, however as I'm using bizhawk and I already have a savestate there it might be difficult for me to check if it actually works, the dark rooms I'm talking about are almost at the end of the game, I've been trying to make progress with bizhawk and YY-CHR to find a solution, I found textures and stuff and how they change, I could actually freeze the entire map using the hex editor, but it seems that the dark rooms are not actually dark at first, there might be a piece of code that tells the game to swap the entire room to look dark, the whole palette changes in just 1 frame and I don't know how to prevent that.

I might be asking too much but could you help me? I can send you all files, configurations, and my TAS project so you can frame advance and all that

Cyneprepou4uk

#4
I'm not proficient enough with SNES hacking.

You can try to convert your save files for another emulator. You'll probably only need to copy RAM state, the rest shouldn't matter much. Make sure both saves are approximately the same, like being inside a room or something.

tacoschip

#5
Quote from: ZoroarkGX on April 05, 2023, 09:34:17 AMI might be asking too much but could you help me? I can send you all files, configurations, and my TAS project so you can frame advance and all that

How far in the Japan game are these dark rooms? Loading a sram file into a debugger sounds only way to go, or lots of time-saving cheat codes.


EDIT:
Save file here. Go into the hole at bottom-right of town.
https://retromaggedon.com/index.php/brain-lord-snes9x-saves/

And we get a terribly annoying dark room with a red overlay. Problem is that it's using some subscreen subtraction color math and I don't know what to do with this yet. Which means I'll look for some room flag and ignore it or disable the effect entirely.

Testing..

tacoschip

Platinum Dungeon looks like this:



This is for USA code.
$C8/C708 E2 20       SEP #$20                A:55C6 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0222 VC:047 FC:34 I:00


$C8/C70A A9 FF       LDA #$FF                A:55C6 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0246 VC:047 FC:34 I:00
==> 00
$C8/C70C 8D A1 03    STA $03A1  [$00:03A1]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0264 VC:047 FC:34 I:00


$C8/C70F A9 02       LDA #$02                A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0296 VC:047 FC:34 I:00
==> 00
$C8/C711 8D 30 21    STA $2130  [$00:2130]   A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0314 VC:047 FC:34 I:00
$C8/C714 8D CB 03    STA $03CB  [$00:03CB]   A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0344 VC:047 FC:34 I:00


$C8/C717 A9 82       LDA #$82                A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0376 VC:047 FC:34 I:00
==> 93
$C8/C719 8D 31 21    STA $2131  [$00:2131]   A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0394 VC:047 FC:34 I:00
$C8/C71C 8D CC 03    STA $03CC  [$00:03CC]   A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0424 VC:047 FC:34 I:00


$C8/C71F A9 06       LDA #$06                A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0456 VC:047 FC:34 I:00
==> 15
$C8/C721 8D 2C 21    STA $212C  [$00:212C]   A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0474 VC:047 FC:34 I:00
$C8/C724 8D C2 03    STA $03C2  [$00:03C2]   A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0504 VC:047 FC:34 I:00


$C8/C727 A9 11       LDA #$11                A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0536 VC:047 FC:34 I:00
==> 00
$C8/C729 8D 2D 21    STA $212D  [$00:212D]   A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0594 VC:047 FC:34 I:00
$C8/C72C 8D C3 03    STA $03C3  [$00:03C3]   A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0624 VC:047 FC:34 I:00


$C8/C72F A9 FF       LDA #$FF                A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0656 VC:047 FC:34 I:00
==> 00

$C8/C731 85 D1       STA $D1    [$00:00D1]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0674 VC:047 FC:34 I:00
$C8/C733 9C AF 03    STZ $03AF  [$00:03AF]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0700 VC:047 FC:34 I:00
$C8/C736 6B          RTL                     A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0732 VC:047 FC:34 I:00

Platinum Dungeon now looks like this:



You'd have to compare with another dark room to see why Light Jade is blocked.

ZoroarkGX

Quote from: tacoschip on April 05, 2023, 08:45:49 PMPlatinum Dungeon looks like this:



This is for USA code.
$C8/C708 E2 20       SEP #$20                A:55C6 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0222 VC:047 FC:34 I:00


$C8/C70A A9 FF       LDA #$FF                A:55C6 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0246 VC:047 FC:34 I:00
==> 00
$C8/C70C 8D A1 03    STA $03A1  [$00:03A1]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0264 VC:047 FC:34 I:00


$C8/C70F A9 02       LDA #$02                A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0296 VC:047 FC:34 I:00
==> 00
$C8/C711 8D 30 21    STA $2130  [$00:2130]   A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0314 VC:047 FC:34 I:00
$C8/C714 8D CB 03    STA $03CB  [$00:03CB]   A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0344 VC:047 FC:34 I:00


$C8/C717 A9 82       LDA #$82                A:5502 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0376 VC:047 FC:34 I:00
==> 93
$C8/C719 8D 31 21    STA $2131  [$00:2131]   A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0394 VC:047 FC:34 I:00
$C8/C71C 8D CC 03    STA $03CC  [$00:03CC]   A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0424 VC:047 FC:34 I:00


$C8/C71F A9 06       LDA #$06                A:5582 X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0456 VC:047 FC:34 I:00
==> 15
$C8/C721 8D 2C 21    STA $212C  [$00:212C]   A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0474 VC:047 FC:34 I:00
$C8/C724 8D C2 03    STA $03C2  [$00:03C2]   A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0504 VC:047 FC:34 I:00


$C8/C727 A9 11       LDA #$11                A:5506 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0536 VC:047 FC:34 I:00
==> 00
$C8/C729 8D 2D 21    STA $212D  [$00:212D]   A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0594 VC:047 FC:34 I:00
$C8/C72C 8D C3 03    STA $03C3  [$00:03C3]   A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0624 VC:047 FC:34 I:00


$C8/C72F A9 FF       LDA #$FF                A:5511 X:0400 Y:0027 D:0000 DB:00 S:02EA P:enVMxdizC HC:0656 VC:047 FC:34 I:00
==> 00

$C8/C731 85 D1       STA $D1    [$00:00D1]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0674 VC:047 FC:34 I:00
$C8/C733 9C AF 03    STZ $03AF  [$00:03AF]   A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0700 VC:047 FC:34 I:00
$C8/C736 6B          RTL                     A:55FF X:0400 Y:0027 D:0000 DB:00 S:02EA P:eNVMxdizC HC:0732 VC:047 FC:34 I:00

Platinum Dungeon now looks like this:



You'd have to compare with another dark room to see why Light Jade is blocked.

thanks, it looks cool to see these areas without that filter, there is a problem tho, I don't understand any of that code or how to apply it, I'm a newbie when it comes to that stuff

btw, this is not actually platinum, it's a wormhole that leads to platinum, platinum is a way bigger dungeon with like 3 or 4 dark rooms, I hope this code works for that too... mmmm as I said before, if I send all the files I'm using could you show me how to do it? I can send that later today

thanks a lot for the effort tho

tacoschip

Quote from: ZoroarkGX on April 06, 2023, 03:13:55 AMplatinum is a way bigger dungeon with like 3 or 4 dark rooms, I hope this code works for that too...

Platinum is a (black) palette problem. Room lit up.



https://github.com/tacoschip/tacoschip/raw/8944c345d7c308fc72602a0c2dfd73b384625b6f/dark%20rooms%20filter.txt



Apply this ips patch to both USA or Japan
https://github.com/tacoschip/tacoschip/raw/8944c345d7c308fc72602a0c2dfd73b384625b6f/dark%20rooms.ips

- It will remove filter effects and lighten up eternal darkness rooms

ZoroarkGX

#9
Quote from: tacoschip on April 06, 2023, 11:39:15 AMPlatinum is a (black) palette problem. Room lit up.



https://github.com/tacoschip/tacoschip/raw/8944c345d7c308fc72602a0c2dfd73b384625b6f/dark%20rooms%20filter.txt



Apply this ips patch to both USA or Japan
https://github.com/tacoschip/tacoschip/raw/8944c345d7c308fc72602a0c2dfd73b384625b6f/dark%20rooms.ips

- It will remove filter effects and lighten up eternal darkness rooms

it took me some time to figure out how to patch the rom but it worked, the wormhole looks beatufull, thanks a lot!... platinum looks weird but it's enough for me, I will defenitelly shout you out on my TAS submition to TASvideos when it's done

there are also moving floors in one of the rooms (pitch black rooms with mooving floor... yay) they have different tile sets than the rest of the floor, pretty convenient, too bad it's not clear where the floor it's actually moving, most of it moves just away from the exit so it's not that bad

once again, thank you random guy from the internet, god bless you

tacoschip


ZoroarkGX

Quote from: tacoschip on April 07, 2023, 08:44:15 PMA normal room would look like this


which you can get here
https://github.com/tacoschip/tacoschip/raw/b485e504f44365d31d991c8a9de6a5492b973bc8/dark%20rooms%20-%20bright.ips


and modified code
https://github.com/tacoschip/tacoschip/raw/b485e504f44365d31d991c8a9de6a5492b973bc8/dark%20rooms%20filter.txt

once again thank you

...am I asking too much if I ask you too change the palette for the moving floor as well? I'm not sure if you're actually able to know to which direction it's moving, but there might be some usefull floor for my TAS if they're moving towards the exit

tacoschip

Quote from: ZoroarkGX on April 08, 2023, 05:06:05 AM...am I asking too much if I ask you too change the palette for the moving floor as well? I'm not sure if you're actually able to know to which direction it's moving, but there might be some usefull floor for my TAS if they're moving towards the exit

Tiles are not animated and won't show you which way they move. Read the map and check each tile.
https://gamefaqs.gamespot.com/snes/563527-brain-lord/map/9713?raw=1
(changing the palette offers no help)


Only 1 conveyer belt moves towards land.


The other requires lots of bunny hopping



Moving belts are passable; I was expecting pits.

ZoroarkGX

Quote from: tacoschip on April 08, 2023, 10:40:48 AMTiles are not animated and won't show you which way they move. Read the map and check each tile.
https://gamefaqs.gamespot.com/snes/563527-brain-lord/map/9713?raw=1
(changing the palette offers no help)


Only 1 conveyer belt moves towards land.


The other requires lots of bunny hopping



Moving belts are passable; I was expecting pits.

yeah, it's passable, sorry to bother, I actually knew about this but maybe by looking at the code it was possible to determine which way they were mooving or something, it's kind of not that rewarding considering it's just one room and now with lights on, by looking at your gif it's actually pretty easy to navigate... btw, other moving floors on other areas do have animation.

I can't stretch enough how much thankful I am

if you're not against it I can shout you out on my TAS submition as I said before, and also sharing your patch to anyone interested in it (not many, this is a really obscure game)

ZoroarkGX

Quote from: tacoschip on April 08, 2023, 10:40:48 AMMoving belts are passable; I was expecting pits.

uhhhh something really quick, can you check droog? it's basically the forth dungeon and also have dark rooms, it would be awesome for a future project to see better, I guess you can warp there using a warp gate or hacks pretty easy...

if you thought mooving floor is not that bad, what do you think about dark rooms with random rocks blocking your way?

tacoschip

Quote from: ZoroarkGX on April 08, 2023, 04:44:18 PMif you're not against it I can shout you out on my TAS submition as I said before, and also sharing your patch to anyone interested in it (not many, this is a really obscure game)

Go right ahead. Don't mind at all.


Quote from: ZoroarkGX on April 08, 2023, 04:57:34 PMuhhhh something really quick, can you check droog? it's basically the forth dungeon and also have dark rooms, it would be awesome for a future project to see better, I guess you can warp there using a warp gate or hacks pretty easy...

if you thought mooving floor is not that bad, what do you think about dark rooms with random rocks blocking your way?

Red filter is gone. Bearable because the rocks are partly visible; being locked out by random rng not-so-much.


Ultima 4 dungeons were easy to get lost. One had an endless dungeon floor with useless torches (wind) and I had no gems to peek. Wizardry Empire GBC has a brutal one with endless black, no walls, 2 stairs and tons of teleportal traps. And the kicker - Wizardry 4, Level 4. Not even CRPG Addict wanted to handle that one.

If you want a spoiler
https://lparchive.org/Wizardry-IV/Update%2009/

ZoroarkGX


tacoschip

Summary:
An endless floor with invisible 1-way walls. 1-square trap cages which entomb you. Spinner cells that turn you around without a hint. Access the menu or cast dumapic while standing on one and you'll spin around again! Rotator cells that physically kick you out in another direction. Fake doors.

Plus sections of the floors can be no-exit - once you realize you're stuck after several hours of pointless wandering, you must know the spell to go back to the very first prison room 3-4 levels below. Aka "start over" and try again. And no automap.

Plus a vengeful ghost that chases you and won't stop until you're dead. Of course you can't see it and it goes through walls. I heard Level8 is stuffed full of 1-kill landmines. How people beat this game back then without the usual QoL or cheats, beyond me.


If I do find anything useful about the Platinum conveyer belts, I'll post another reply but I did check mostly every black tile and found nothing useful.

pianohombre

Who is the real Brain Lord, if you cannot even change the lighting in a couple rooms? haha just kidding. I saw this game was reviewed well. I should try and check it out some day.
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