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Messages - Anime_World

Why not resize avatars on title screen?  :thumbsup:
Somente inserir os gráficos não resolverá seu problema, como você já percebeu você terá que recomprimir o tileset, criar o tilemap do estágio e adicionar uma nova subrotina na programação através de um desvio para incluir esse estágio no jogo original, o que necessita de um conhecimento básico do 65c816 para programa-la.
Já que você vai ter de trabalhar com transferência DMA para a VRAM, acionamento da rotina decompressão, configuração do BG, movimentação de sprites bem como suas prioridades. Fora a programação do chip SPC para incluir os sons do novo estágio.

Apenas editando o que já existe, muito dificilmente você vai conseguir tirar esse hack do papel.
Just decrement tilemap write address on write loop routine instead increment address.
Try Monkey Moore for relative search...  :thumbsup:
Try TileMolester  :thumbsup:
Quote from: BlackPaladin on December 02, 2021, 01:37:26 PM

I think I made a breakthrough, but I'm not finished yet.  After more tinkering, I managed to adjust the offset by two (Inserting at 0xE81 instead of 0xE83.  The font could also be decompressed and extracted at 0xE83) and I managed to insert the English font into the ROM and it's running.  The problem is some of the sprites were changed as well... not how I had hoped it would work.  The last 16 sprites show numbers and letters instead of actual game sprites.  I'll have to fix that somehow.

At least, I managed to insert the English font, so that mission seems to be accomplished.  I just need to re-add the original sprites that were, somehow, changed inadvertantly.

Wrong chunk decompression....  ;)

2bpp linear reverse-order, enable row interlevead
Tile data is stored in chunks... so you'll not decompress all tiledata with 1 unique command... you need to search all compressed chunks offsets.  :thumbsup:
Quote from: BlackPaladin on December 01, 2021, 08:40:04 PM
I did what you suggested.  This is what happened.

Download files here: and try again :thumbsup: ::)

And the command line is:
python D rom decompressed_file offset
Cause it's not graveyardduck...

GOLDEN TIP: never mix files of different tools under same folder.
Quote from: BlackPaladin on December 01, 2021, 06:42:41 PM
I can't get it to run.  Every time I use it, it tells me that it's incompatible with my computer's OS.  (I run 64-bit Windows 10)  How can I get this program to run on my system?

Since you have python installed, run: "python" or change exe properties to windows 8 compatibility
Try my compressor/decompressor:

Windows executable is inside dist/ folder
For decompress:
main.exe D rom decompressed_file offset
For compress:
main.exe C rom decompressed_file offset_to_be_inserted_in_rom
Quote from: fhrans on December 01, 2021, 06:32:32 AM
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?

2BPP Linear, set blocks to 2x2
Send a PM to denim from Brazilian Romhacking Scene. He worked in both games making many assembly changes.
You can find him on the discord server:
Tiledata present in CHR-ROM is RLE Compressed. RLE is quite simple!
Just check this article about RLE:

Look at 0x202 and follow this rules:
$00-80 - The next byte is repeated n times
$81-FE - The next 128-n bytes are uncompressed
$FF - End of stream
Any raw editor with support to RGBA4444 and Swizzle
Quote from: Valug on November 27, 2021, 12:34:59 PM
I've recently started trying to learn a little bit more about rom hacking so I decided to make a PT-BR translation of Golden Axe. I'm using Monkey Moore to make tables, and WindHex32 for Hex editing, but I ran into some problems. I create the table, open it with a Golden Axe rom, an it lines up perfectly with the text, however every time I change anything and try to run the game, It just gives me a red screen, no matter the rom I use or emulator. But here's the thing: if I apply a ES translation patch to the rom before attempting to change anything, it works fine, using the same table I've created with the original unmodified rom. Am I missing something here? I could just apply the ES patch and work from there, but I really want to know what's going on, otherwise I will not be learning anything. I appreciate any help.

You need to fix checksum or disable checksum routine.
E só pra constar eu já traduzi esse jogo por completo. Incluindo a edição gráfica que possui compressão.
Tile Molester  :thumbsup: :beer:

If tiles still present in CD files, you just need to modify DMA Length of first write or DMA Address of second write.