-----------------------------------------------
| MN50005XTA 4MHz DSW2 DSW1 |
| 6264 6264 8049 |
| IOP8 1.3S 2.4S |
|24MHz |
| |
|18.432MHz J|
| |
| 68000P10 A|
| |
| 6116 M|
| 6116 |
| 6116 M|
| |
| A|
| |
| 6264 YM2203 YM3014 |
| Z80 3.4B |
| 4MHz 6295 4.4A YM2203 YM3014 |
-----------------------------------------------
Ninja Gaiden was hacked a while ago. You can see the result in this video:That seems to be a professional job.
https://www.youtube.com/watch?v=vxuIKgEVmCY
Yes, excuse me, I also tried Dragon Bowl. I think it is more a problem of my lack of ability to use the program, since it is difficult to locate the sprites. I saw a tutorial in which I mentioned changing the codecs, changing 2-Dimensional Mode and activating the Full Canvas box but I can't see anything.
Do you know which codecs I should use for Ninja Gaiden or Dragon Bowl?
Could someone proficient in Tile Molester take a test?
ROM_LOAD16_BYTE( "6.3m", 0x000000, 0x20000, CRC(e7ccdf9f) SHA1(80ffcefc95660471124898a9c2bee55df36bda13) ) /* sprites A1 */
ROM_LOAD16_BYTE( "7.1m", 0x000001, 0x20000, CRC(016bec95) SHA1(6a6757c52ca9a2398ea43d1af4a8d5adde6f4cd2) ) /* sprites A2 */
ROM_LOAD16_BYTE( "8.3n", 0x040000, 0x20000, CRC(7ef7f880) SHA1(26ba9a76adce24beea3cffa1cb95aeafe6f82f96) ) /* sprites B1 */
ROM_LOAD16_BYTE( "9.1n", 0x040001, 0x20000, CRC(6e9b7fd3) SHA1(c86ff61844fc94c02625bb812b9062d0649c8fdf) ) /* sprites B2 */
ROM_LOAD16_BYTE( "10.3r", 0x080000, 0x20000, CRC(a6451dec) SHA1(553e7a1453b59055fa0b10ca04125543d9f8987c) ) /* sprites C1 */
ROM_LOAD16_BYTE( "11.1r", 0x080001, 0x20000, CRC(7fbfdf5e) SHA1(ab67b72dcadb5f2236d29de751de5bf890a9e423) ) /* sprites C2 */
ROM_LOAD16_BYTE( "12.3s", 0x0c0000, 0x20000, CRC(94a836d8) SHA1(55658f4c6cf6aadc4369b943705f5734396b2e43) ) /* sprites D1 */
ROM_LOAD16_BYTE( "13.1s", 0x0c0001, 0x20000, CRC(e9caea3b) SHA1(39ef300e7dfd9469f04127d5a06dceb0b7e357f8) ) /* sprites D2 */
copy /b 6.3m + 8.3n + 10.3r + 12.3s EvenGFX.Bin
copy /b 7.1m + 9.1n + 11.1r + 13.1s OddGFX.Bin
#include <stdio.h>
#include <stdlib.h>
FILE *fEven;
FILE *fOdd;
FILE *fOut;
int main()
{
fEven = fopen("EvenGFX.bin","rb");
fOdd = fopen("OddGFX.bin","rb");
fOut = fopen("OutGFX.bin","wb");
if(fEven == NULL || fOdd == NULL || fOut == NULL)
{
printf("Error");
return 0;
}
for(int n=0;n<0x80000;n++)
{
fputc(fgetc(fEven),fOut);
fputc(fgetc(fOdd),fOut);
}
fclose(fEven);
fclose(fOdd);
fclose(fOut);
printf("Done");
}
What this code does:It does exactly what was said: each line combines four different files into one larger file. (What did you think it did?)
copy /b 6.3m + 8.3n + 10.3r + 12.3s EvenGFX.Bin
copy /b 7.1m + 9.1n + 11.1r + 13.1s OddGFX.Bin
Isn't it the same as what this other one does?That code interleaves the files.
Sorry for my clumsiness, I have no idea of programming.Well, maybe you're going to have to learn..? In your first post you were going to go ahead and disassemble the entire ROM; did you not expect programming would be involved?
Do you know any book or website that stands out to learn C/C++?You really don't have to know much about C specifically in order to do this, except maybe the particular syntax of "fputc" and "fgetc". Just look at each line and think about what it is doing. You don't even have to use C if you don't want to; other languages will have similar commands.
save gaidenprg.bin,0,40000
-d
int main()
{
fEven = fopen("EvenGFX.bin","rb");
fOdd = fopen("OddGFX.bin","rb");
fOut = fopen("OutGFX.bin","wb");
if(fEven == NULL || fOdd == NULL || fOut == NULL)
{
printf("Error");
return 0;
}
for(int n=0;n<0x80000;n++)
{
fputc(fgetc(fEven),fOut);
fputc(fgetc(fOdd),fOut);
}
fclose(fEven);
fclose(fOdd);
fclose(fOut);
printf("Done");
}
0000.0FFF.0040.0633.0855.0A77.0C99.0EBB.0008.000B.007F.0358.09BD.057A.0BDF.079C
Could you guide me in the process even if it is complicated to achieve it?Sooner or later you're going to have to figure out some of these things on your own.
I will follow the steps you tell me.
Can the information in this file be of any use to us?Isn't that the MAME source code? That was already referenced on the first page of the thread.
Ninja Gaiden's sprite graphics are 4bpp. The data for sprites is stored on multiple 8-bit ROMs. You're going to need to combine these ROMs to see more than 2bpp. From MAME's source code:
Due to my lack of programming knowledge, I see it as somewhat complicated.So learn to program! I agree that 68000 assembly language might not be the best place to start if you've never, ever programmed before. (Even C++ might be a bit much.) You have already been provided some excellent resources.
is it possible to modify the palette from Tile Molester and have it be modified in the ROM once you save it, or does the Tile Molester palette only serve to see the sprites with the correct colors and thus facilitate the location of the sprites?If it was possible to modify the palette in ROM using Tile Molester, then someone would have suggested that already.