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Messages - eskayelle

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1
Personal Projects / Re: NBA Jam 2K22 TE
« on: February 05, 2022, 09:01:44 pm »
Thanks orlandojumpoff!  Admittedly, I've done as much as I can with NBA Jam TE at this point, got all the features on my wish list (huge thanks to Mattrizzle and phonymike!), and the download counts on '22 TE were frankly too lackluster for me to continue with annual releases if I'm not heavily playing them myself.  I may reconsider after a few seasons, but for now I'm taking a bit of a hiatus.  Wanna get back to playing some games in my spare time and messing with Raspberry Pis rather than hacking, testing, and repeating.

2
Newcomer's Board / Re: Streets of Rage 2 Hacking Help
« on: February 03, 2022, 07:15:11 pm »
My signature line has a blog that points to the source code, use of some tools, and some offsets.  Could be helpful.

3
Personal Projects / Re: NBA Jam 2K22 TE
« on: September 06, 2021, 12:07:38 pm »
Hey resurrecta.  Take a look at the tutorials here and see what you think:

http://www.romhacking.net/?page=documents&author=5043

4
Personal Projects / Re: NBA Jam 2K22 TE
« on: September 04, 2021, 10:41:35 pm »
Thanks!  With time and trial & error, I'd wager a yes.  But... when you increase volume too much, you end up with a fair amount of crackling and popping in the voice clips.

5
Personal Projects / Re: NBA Jam 2K22 TE
« on: August 15, 2021, 04:22:30 pm »
A quick look at v1.26.2, with roster updates through today...








There are now just over 170 current NBA players in the game.

7
Personal Projects / Re: NBA Jam 2K22 TE
« on: July 11, 2021, 05:46:37 pm »
Hey, orlandojumpoff.  Thanks for checking in. 

I tend to avoid going too deep into the draft because it's a guess as to how these cats will turn out, and I only plan to release one roster set (similar to 2K20 and 2K21).  That being the case, I'm limiting to the first three picks, similar to last year.  Current projections seem to be some combination of Cunningham/Green/Mobley, so I have those ready to go if the draft plays out as such.





Since I'm still in beta and the game's unreleased, I also plan to get the rosters updated once more at the tail end of the free agency moves.  There'll never be a perfect line-up for every team, but my plan is to get something reasonably close as of the start of season (again just like the previous years' releases).  After that, injuries and what not are what they will be.   

8
Personal Projects / Re: NBA Jam 2K22 TE
« on: July 09, 2021, 03:26:36 pm »
Thanks!  With those two tutorials here on RHDN, I'm fairly certain one would be able to create a FIBA World Jam.  I don't follow FIBA, so I wouldn't be the best person to put that one together.  But it's a great idea.

Got a couple more teaser images sitting on retrohoops.net:
https://retrohoops.net/forums/topic/22-nba-jam-2k22-te-snes/?tab=comments#comment-28

And... don't forget to grab copies of my PSX NBA Jam T.E. - Double Z Mods while you're there!

9
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: July 06, 2021, 09:26:27 pm »
Incredible stuff!

If I'm understanding correctly...
1) an increase to the value at address 0x80041510 speeds up the inbounding?
2) Setting the value at 0x800460C0 to zero restores the missing sounds?  Without losing any others?

Anything I missed?

10
Personal Projects / Re: NBA Jam 2K22 TE
« on: July 01, 2021, 08:02:45 pm »
Thanks, Dzumeister and TripleDaGOD!

So the 2K22 will much more fully leverage the Mattrizzle Player Engine, meaning many more current players, plus a few additional surprises, thanks to Mattrizzle himself.  Here's another teaser of the features list from an old version...




11
Personal Projects / Re: NBA Jam 2K22 TE
« on: June 26, 2021, 01:30:48 pm »
Thanks for the support!

The game is currently substantially complete, with a beta finished (v1.25.2).  Rosters are updated through last week, with the campaign ladder setup to mimic the current season, the exception being the final four teams.

A couple more glamour shots for now...



12
Personal Projects / NBA Jam 2K22 TE
« on: June 22, 2021, 09:45:21 pm »
Coming soon...





(Images from current v1.25.0...)

13
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: June 21, 2021, 07:37:33 pm »
Quote
man now im gonna have to redo a lot of players because i had cropped pixels from the corners. darn. well at least i know what the issue is from now on. i also uploaded a test footage:
https://www.youtube.com/watch?v=JHlB4OGttc4
 
Nice.  Did your solution require debugging and modding the code, or did you make adjustments just to PIN.BIN?

14
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: June 09, 2021, 07:48:37 am »
I'll hijack this thread for a quick minute...   :thumbsup:

Loving all the hard work you guys put out man, I've done a ton of playthroughs of the SNES hacks:

NBA Jam 2K21 - Tournament Edition SNES Playthrough with The Flash/Johnny Cage (1080p/60fps)

https://www.youtube.com/watch?v=qZ--qk-xbfw

(This one has gotten a ton of views, thanks for that man!!!)

I was just about floored when I saw Kotaku had picked up 2K21.  Your vid was a great showcase for it!

You guys should probably make separate patches for those that don't want the custom soundtrack, as you don't won't people to get copyright problems on Youtube when making videos!!

Incoming!

...while the SNES version of TE doesn't have music, or, if there is a way to change that and I don't know!!!

ponlork's pretty much on the money; it's a sacrifice of sound for music, or music for sound.

So when I was working through new voice clips for 2K22, I kept crashing the game because I was sending too many bytes to the APU.  Mattrizzle gave me some math surrounding how much data the APU can accept so that I could swap my sound clips accordingly.  Basically, the APU always takes up X amount of bytes for the global sounds ("He's on Fire!", "Heating up!", "Yes!", etc.).  Then, there are a number of sets of dynamic sounds.  Each quarter, the game randomly picks one set of dynamic sounds to play so there's diversity during the game.  Much of that remaining APU bandwidth is taken up by those Y bytes, leaving little to no room for a music track.  You'd basically have to lose the dynamic sounds (and likely some of the global ones) to pop in a decent song.  Not worth it, in my opinion.



Meanwhile, ponlork continues to kill it with the NBA Jam 21 updates!  Looking forward to v1.3!

15
Newcomer's Board / Re: Helping with Tile Layer Pro
« on: June 08, 2021, 08:39:09 pm »
Quote
1) Pancake 2 is linked to the palettes specifically programmed into the rom, so when you upload your image, it will take on the colors in the default player palette.  To correct for this you'd need to find the location of the default palette and change it to match to your needs.  Programs like HivePal work here, or you could use Palettes of Rage, or you could simply make the edits directly into the hex.  You first need an address. I believe they're either somewhere in my blog, or in the TMNT of Rage readmes, or on the SoR Archive.

2) If you're using the same palette as the default and the colors aren't coming over, this is fairly common, and you just have to re-color by hand unfortunately.

My previous advice would remain the same here.  I believe the default palette is at $A5E0 - $A5FE.

16
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: June 07, 2021, 09:30:59 pm »
i hear saturn emulation isn't as accessible as the PSX.

That actually keeps me away as well, since I'd like to be able to play any hacks I produce on multiple devices.  Plus, I didn't have a stake in that horse during the 32-bit era, so there's no nostalgia factor for me either.

Quote
how is snes modding? is editing graphics difficult on the snes?

Specific to T.E., all but around 30 portraits are uncompressed, as are the heads, so it provided a good inroads to making a hack.  These days, there's also plenty of documentation around the game, so you'd easily be able to pick it up and go.  With your handle on MIPS 3000 ASM, I'd imagine you'd figure out the equivalent 658c16 opcodes fairly easily as well, so you'd likely be able to mess around with the engine a fair bit.

I suspect Hangtime images are fully compressed to save on precious space, but I really haven't looked over the rom too much.  There could be a learning curve involved, given the lack of documentation, and you'd have to locate, analyze and reverse engineer the compression scheme to really get something going.

Admittedly, I struggle with the PSX disassemblies currently.  I don't have a handle on tracing through the various registers at this point, so messing with the engine (beyond some very simple cheat stuff and some basic file comparison and reverse engineering tactics) is beyond me.  But, the graphics hacking alone has been pretty enjoyable, once I got past the learning curve from the various tools (with a lot of guidance!).

Quote
the PC ver looks promising too which btw, why do PC games seem so much easier to mod? I see so many PC mods for games like for Street Fighter, Dead or Alive, Tekken, Kof. but console games there's all these compression schemes, it's a pain just to figure out how to decompress archives. do they just make modding easier for PC games? i dont know much about it as im not a PC gamer

I can't say I've messed around with PC game modding myself, but it does seem like there's a good community for it, depending on the game... I'd likely stick to roms, since I tend to center in around my favorite consoles or eras, and they provide the luxury of playing on various media through the magic of emulation.

17
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: June 07, 2021, 08:07:18 pm »
You ever think about tinkering around with the Saturn version after you've realized your vision on the PSX front?

18
Newcomer's Board / Re: Helping with Tile Layer Pro
« on: June 07, 2021, 07:13:00 pm »
Image editors like TLP use their own default palettes.  You'd need to locate the actual palette in the SoR2 rom and use the TLP function Palette > Load... to load it into the software.

Unzip the .tpl file in this .zip file.

Open your rom in TLP and load the .tpl using the instructions above.  I believe that should get you what you're looking for.

19
Good idea.  It looks like there's two ways to do it, depending upon whether I have split or combined .bins, but definitely doable.  I'm still messing around with the Japanese rom (and updating the US mod as I see things), so I'll likely make some Double Z Mod Lite patches once the dust settles on my current project.

20
Newcomer's Board / Re: Helping with Tile Layer Pro
« on: May 23, 2021, 12:33:25 pm »
It's been months since I've worked with Pancake 2, so I could be off-base here, but there may be one of two (or both) things happening here.

1) Pancake 2 is linked to the palettes specifically programmed into the rom, so when you upload your image, it will take on the colors in the default player palette.  To correct for this you'd need to find the location of the default palette and change it to match to your needs.  Programs like HivePal work here, or you could use Palettes of Rage, or you could simply make the edits directly into the hex.  You first need an address. I believe they're either somewhere in my blog, or in the TMNT of Rage readmes, or on the SoR Archive.

2) If you're using the same palette as the default and the colors aren't coming over, this is fairly common, and you just have to re-color by hand unfortunately.

There are other folks working on SoR mods who may be able to give additional advice.  Consider adding "[Streets of Rage 2]" somewhere in the title of your subject line so that they can see this is a specific SoR2 line of questions.

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