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### Messages - nesrocks

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##### Programming / Re: [Help] Repositioning a single sprite.
« on: September 16, 2019, 10:38:47 am »
The multiplicative inverse of x^32 for CRC32 is always = cbf1acda.
I imagine that is the case when considering CRC32's default polynomial (which is my case, fortunately). So "inverse(x32)" in this case is just a constant. Wow... Thank you!

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##### Programming / Re: [Help] Repositioning a single sprite.
« on: September 15, 2019, 10:38:18 pm »
Glad that was the thing I'm sorry to maybe hijack the thread, but since I'm not using C or anything common really, I would love an explanation of the math behind step "four" of this tutorial. Any such luck?

edit: that checksum manipulator is incredible, it might be the second best thing other than knowing the math behind step 4 of the tutorial, so thank you very much for that.
edit2: you may have led me to learn that GM allows external programs to be run with args through a code. I'll need to test this.
edit3: I see your edit. Yes, I had already seen that but it doesn't explain much. Inverse(x32) make it sound like he is flipping the most significant bit (32 from the right) which obviously isn't it. Another thing he said is that this means shifting "P" 32 times to the right which also can't be true because that would always give zero as a result. I'm going to call this solved for now and use the command line program, thanks!

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##### ROM Hacking Discussion / Re: Hack ideas: for those without the skill but with all the ideas.
« on: September 15, 2019, 10:06:03 pm »
Someone is remaking/fixing the SF1 game as a version for the Mega Drive: https://twitter.com/ph_rockz/status/1154553602192506880

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##### Programming / Re: [Help] Repositioning a single sprite.
« on: September 15, 2019, 08:48:57 pm »
If virtuanes does the check through CRC I've got this EXACT same problem and would appreciate to know if you managed to do the reverse CRC and how.

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##### Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 11:54:09 am »
Doesn't the game already have code that refills all weapons when using a continue? I don't remember exactly.

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##### ROM Hacking Discussion / Magnavox Odyssey 2 rom hacking compatibility with O2em?
« on: September 10, 2019, 09:56:59 pm »
Has anyone here ever done rom hacking for the odyssey 2 system? The most popular (and only?) O2 emulator seems to change the game's speed to ultra slow if it doesn't recognize the ROM file as a known O2 game. I suspect it does this through a CRC check. I was wondering if anyone knows what's going on.

edit: it turns out the emulator o2em uses a lot of internal hacks for compatibility and it detects the ROM by a crc32 check. So my only option is make it so the rom keeps the crc32 after modification...

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##### Newcomer's Board / Re: Best hex editor/method for finding a string of hex among a few hundred files?
« on: September 08, 2019, 04:20:37 pm »
I have not tested, approved or endorse this, but a quick google search for "hex editor find in files" resulted in for example this https://docs.hhdsoftware.com/hex/definitive-guide/find-and-replace/find-in-files-&-replace-in-files/find-in-files-window.html

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##### ROM Hacking Discussion / Re: [mk1] and [(S)SFIIxx] modifiers
« on: August 30, 2019, 08:56:56 am »
Doesn't this belong in the ideas thread? http://www.romhacking.net/forum/index.php?topic=3282.0

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##### Gaming Discussion / Re: RetroArch 1.7.8 introduces integrated machine translation
« on: August 26, 2019, 09:47:46 am »
This is fantastic.

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##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 25, 2019, 06:29:16 pm »
Sorry, hadn't seen it. Wow, now you can zoom the entire program! Finally!

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##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 25, 2019, 05:44:12 pm »

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##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 25, 2019, 03:18:26 pm »
That's incredible how did you mofidy it?

13
##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 25, 2019, 09:29:19 am »
For this type of tasks, a tool that helps me a lot is DjinnMapper v1.5.0.0

Hummm, it looks like yy-chr.net's prg editor. I'll check it out!

edit2: yep, it is better than prgeditor! For one it auto loads the chr from the rom itself, among other useful features. Nice, thanks!

14
##### Gaming Discussion / Re: A Cool NES Handheld From China...
« on: August 25, 2019, 12:47:02 am »
You got that right. I was researching this subject today due to this thread and it is just sad. Some systems actually look nice (the plastic), and the screens are colorful, etc, but yikes. Screen tearing is ugly.

15
##### Gaming Discussion / Re: A Cool NES Handheld From China...
« on: August 24, 2019, 04:42:27 pm »
It's certainly got to do with the costs, but I've yet to see one of these dedicated bootleg handhelds that has a proper screen for the system it is emulating. The pixels are rarely 1:1 and often cropped. It hurts my eyes.

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##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 19, 2019, 11:41:49 pm »
Glad that people are finding it useful!
But yes, abw, I wished so much for a real time nametable drawing tool that I started to develop my own. I had to stop so I can finish my PC game, but I will probably work on it after it's done. I got to the point where I can import the PPU dump from fceux and it will load it all automatically (no need to split). I even made a change to fceux to export OAM in the same file so I can import sprites too! That way they come assembled and it should be easier to edit the CHR graphics. It also has a rudimentary 2x2 metatile generator from NAM with automatic no repeats (no export yet).

edit: I wanted to contact the yy-chr's developer for improvements to yy-chr but he seems to not want contact regarding that tool (due to his dead page and no contact links), so one more reason I started writing my own.

17
##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 19, 2019, 06:03:41 pm »
It's yy-chr's nam editor (it's the BG Set button). This method's main advantage is that you can edit existing game's background graphics without having to work the CHR like a puzzle. The dumped nametable data helps you find in the CHR where each tile is.

This is the result after you do all the steps I described. Right click any tile and it will locate the tile on the CHR table. And you can also quickly see results when you edit the CHR by looking at the nam editor.

I don't recall seeing anyone use this for hacking. I discovered PPUSplit when hacking Super Pitfall and I use it all the time.
Note that this is only for help on editing the CHR. You can edit the nametable on yy-chr but it is for previews only, there's no easy way to put that into the game unless the game uses a full screen of uncompressed nametable data which is rare.

18
##### ROM Hacking Discussion / Re: Help with editing complex NES sprites / tilesets?
« on: August 17, 2019, 09:30:28 am »
For uncompressed screens I use a dump of PPU memory and yy-chr for this kind of thing. Open the game on fceux, get to the screen, look in the nametable viewer in the debugger to make sure it doesn't use mid frame changes (so that this method works), then open the hex editor, dump the ppu memory to a file. Then open the file using PPU-SPLIT, it will generate a CHR, a NAM and a PAL. Rename the PAL to DAT, then open the rom on yy-chr, open the DAT. Then open the nametable editor, load the nam, and done! Sounds more complicated than it is, but now you have it so you can edit tiles and see what they do, or right click the nam editor to find a tile in the chr table.

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« on: June 03, 2019, 02:00:27 pm »
Backwards speed is in 0x7D911.

Forward is in 0x201C3

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