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Messages - yann

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Hello , once again you are right ....It works now.....I can continue ....thx for all ....my problem was that the way the rom is organized was not very clear for a newbie ( when i was young i coded with an amstrad cpc ,easier.....but it gave me some knowledge useful for what i m doing now with snes ...)
 

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Thx for the reply.despite i haven t your skills i have managed by myself to do the same thing before your answer. I have now one little problem again. I usé #4400  for name graph.and 4000 for the font decomp and graph we are talking about. I have decided to put the part of #4000 on #10800 ( #83fff) and the graph of players name on 87000 ,( #10f00). My problem is that only the 4th teams have the correct gfxs the others not despite i can se them in my rom at the correct adress. Is it possible that the rom size is too small? In fact i really need space because i want to change after that the gfxs of the ending part.

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Hello guys

AFter several days i have to admit that i m beaten trying to dejap the end of the game
.
Jap text is in sprite compressed and i ve found i think where is the routine call ( 52670 code : 22 48 8b) , i ve tried to take the sprites found in wram as phonymike has made copied it in 84500, written the same routine as he did ( changing on-field name adress by mine ) and put 6 nop ,changed at 52670 the 22 48 8b 00 by 22 20 c4 10 ,the adress of the new routine ).

when i test it i see that all the screen is affected by what i ve done ( not only the text , which is not correct ....arrrgh )
In fact , i think that all the sprites of this moment of the game is decompressed by 52670 and i wram i can't see the other gfx ,only the japanese text ......( big guy at the top of the screen )

the other pb is i think the way it s decompressed wich is probably not the same as the first routine phonymike has done and so , i doesn 't work as expected ...

Can you help me a little more ???


 

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Hello , back after a long time ,busy with professionnal life and so on ...
With the Covid problem , i m now at home for a feww weeks ( no work )  and i  have decided to continue the hack of super formation soccer 2 , with the help of anyone interrested in this project .

What is done for the moment ?

- changed order of teams according to results of the 2018 world cup ( of course FRANCE is the first team ... lol )

- changed colors of teams (new shirts, socks etc ...)

- intro dejap


Thanks to kingmike the name of players can be dejap ingame ( not done for the moment , it takes a little time but I KNOW HOW TO)

what i need for now is changing the team stats during the line up ( i ve tried with the help of the super formation soccer 1 help and info given in the hack found here but it s like the data are once again compressed ( i can't find it in the rom ).for example the goal keeper of the 2nd team has 20/ 1/ 5 , and when i search it in hexedit i can't find it ( in super soccer 1 it works however ...arggggh ). with snes9xdebug i can see it in 7e0023 7e0024 and 7e0025 and when i change the player during the line up , i can see the walue are changing too...so i suppose there is somewhere a code that decompresses the data of the rom ....but where , and how ....is there a way to do like Kingmike ( put the data uncompressed at the end of the rom ) ?

I think it doesnt change the behavior of the players during the match ( putting a higher value won't make the player really stronger but i will study that after )

Comparing super formation soccer 1 and 2 , i think some of players need to be boosted to make the game more agressive , that s why i think it s interresting .The advantage of super foramtion soccer 2 is the possibility to play with 4 players ( very funny option)

Ready to read you ...Thx for all
   





April 11, 2020, 04:04:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok i ve found by myself where are the players stats and it changes their behavior ingame , so it s cool.I have to change those stats to make players run faster . ( normally not too hard to do )

Now i m gonna try to dejap the 5 or 6 jap sentence in the game to make the hack more pro

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Newcomer's Board / Re: help decompress super formation soccer 2 gfx SNES
« on: August 27, 2018, 08:32:19 am »
big thanks for the reply .The adress of sprites in wram and in the rom too , despite i m a newbie , i had already discovered it with vsnes .but the adress of the routine i couldn't manage to have it because of my lack of knowledge in using breakpoint.

I m at work and a little busy for today but wednesday i will take a look at your patch and see what it does ....

Thanks again

August 27, 2018, 01:47:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok i ve taken a look of your ips file and you are my master !!!!!!!!!
You have made a miracle .I can continue to work now on my project ....I think i will need help for the end of the game ( compressed data of ending screens that i want to change with russian world cup screens )

stay tuned

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Newcomer's Board / Re: help decompress super formation soccer 2 gfx SNES
« on: August 23, 2018, 11:58:34 am »
thx for the reply ...The name of the great game is in the title " super formation soccer 2".
And you have understood the project ....I ve found ,i think , where the jap compressed sprites are in the rom ....I will study how the program decompresses  them and will post my report here for future help .

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Newcomer's Board / help decompress super formation soccer 2 gfx SNES
« on: August 17, 2018, 03:45:09 am »
Hi i m a newbie in coding and m'y project is to dejap this great game and change some old gfxs by newer to make a 25th anniversary version . i ve managed to reorder     the team order ( France my country is now first). there is an option ingame to play with the name of the players instead of their numbers.in the original game names are in jap and i want to dejap them. i m pretty sure that they are in compressed gfx format but i cant find them neither with tile éditor nor yychr. i also have to find the ending screens to change them and i have the same problem.( despite  i have found a lot of other sprites of the game). thx for your future help

August 21, 2018, 11:01:16 am - (Auto Merged - Double Posts are not allowed before 7 days.)
after reading a few things , i ve seen that vsnes can be used to show decompressed graphics using a save state made with zsnes .And i can see the sprites of the japanese names of the player in VRAM but i dont know what to do with that ...

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