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11 March 2016 - Forum Rules

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Messages - Anime_World

#1
Why not resize avatars on title screen?  :thumbsup:
#2
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.
#5
Just decrement tilemap write address on write loop routine instead increment address.
#6
Try Monkey Moore for relative search...  :thumbsup:
#7
Try TileMolester  :thumbsup:
#8
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....  ;)
#9


2bpp linear reverse-order, enable row interlevead
#10
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:
#11
Quote from: BlackPaladin on December 01, 2021, 08:40:04 PM
I did what you suggested.  This is what happened.

Download files here: https://github.com/hansbonini/rle_konami/archive/refs/heads/main.zip and try again :thumbsup: ::)

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

GOLDEN TIP: never mix files of different tools under same folder.
#12
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 main.py" or change exe properties to windows 8 compatibility
#13
Try my compressor/decompressor:
https://github.com/hansbonini/rle_konami

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
#14
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
#15
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: https://discord.gg/keJkKWk.
#16
Tiledata present in CHR-ROM is RLE Compressed. RLE is quite simple!
Just check this article about RLE: https://datacrystal.romhacking.net/wiki/Compression#RLE_.28Run_Length_Encoding.29


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
#17
Any raw editor with support to RGBA4444 and Swizzle
#18
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.
https://romhackers.org/traducoes/console/mega-drive/golden-axe-trans-center/
#19
Tile Molester  :thumbsup: :beer:



#20
If tiles still present in CD files, you just need to modify DMA Length of first write or DMA Address of second write.