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Messages - Revenant

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Kirby's Adventure uses the same compression as a bunch of other HAL games from the same period; early last year before I started working on my Kirby's Dream Course editor I had written some compression/decompression code for it (and decided to make a list of all of the NES/SNES/GB games that used it, including Kirby's Adventure :P)

Version 0.81 is out. It fixes a couple of stupid sprite bugs, one of which was caused by HAL apparently not being able to make up their minds about coordinate systems...

Code: [Select]
v0.81 [2014-03-26]
- fixed saved sprite data occasionally being incorrect
- fixed some sprite positions being wrong when a level was more than one screen tall
  (due to the game treating sprite position data as if screens were 16 tiles tall,
   instead of the usual 12)
  (thanks to Reimu for pointing out both of the above)
- destroyable block translucency now affects more types when enabled

Version 0.80 is up (finally). Check it out and lay that sweet sweet feedback on me (because I probably left something broken without realizing it!!!)

Programming / Re: Need some 65816 assistance
« on: March 14, 2014, 12:00:32 am »
Another minor suggestion: instead of this,
Code: [Select]
$08/FAD0 EB          XBA                     
$08/FAD1 A9 00       LDA #$00               
$08/FAD3 EB          XBA                     
$08/FAD4 C2 20       REP #$20           

why not this?

Code: [Select]
$08/FAD0 C2 20       REP #$20
$08/FAD2 29 FF 00    AND #$00FF

Personal Projects / Re: eDKit - Donkey Kong '94 (GB) Level Editor
« on: March 13, 2014, 04:06:56 pm »
You really should just be able to remove the QtGui/QtWidgets prefixes when building with either Qt 4 or 5 as long as the project file is configured correctly, i.e.:

#include <QApplication>
#include <QMessageBox>

Personal Projects / Re: eDKit - Donkey Kong '94 (GB) Level Editor
« on: March 11, 2014, 11:44:58 am »
Now that I added QT += widgets to the .pro file, it gives me this error:
:-1: error: [ui_MainWindow.h] Trace/BPT trap: 5

Coincidentally, I also get this error when trying to compile Devin Acker's Kirby's Dream Course editor.

Hey, guess who? :V

You might have gotten to this already, but try the same stuff I did to KDCEditor's project file to get it built on OS X:

Code: [Select]
CONFIG += c++11
macx:QMAKE_CXXFLAGS += -stdlib=libc++

Personal Projects / Re: KALE (Kirby's Adventure Level Editor)
« on: February 26, 2014, 12:17:02 pm »
Just a "checking in" post - I know I was hoping to get a beta release out earlier this month, though I ended up having a lot of real-life stuff happening earlier than I was expecting it to, so progress has been pretty slow. It's fairly close to being releasable now, and I'm still working on it a little bit at a time when I can, but I'm sorry that it's not going quite as quickly as I was hoping. I promise I'm not dead or anything :P

Personal Projects / Re: KALE (Kirby's Adventure Level Editor)
« on: February 04, 2014, 06:22:54 pm »
This will work for USA version?

Which versions of the ROM does this thing support?
All of them! Isn't that nice?

ROM Hacking Discussion / Re: Screenshots
« on: January 30, 2014, 02:39:01 pm »
This is probably "Shin Megami Tensei If" right? Looks interesting.  :)

Actually, that's Kyuuyaku Megami Tensei (which includes a remake of the game Pennywise had just posted before that :P)

Personal Projects / KALE (Kirby's Adventure Level Editor) version 0.92
« on: January 30, 2014, 01:23:47 pm »

Download KALE v0.92 (15 MB)
Download KALE v0.92 (update only) (257 KB)

Something I've been working on very slowly since the beginning of the year is starting to shape up. (And now it's actually usable!) Can you guess what it does?  :D

v0.92 fixes a few small bugs and includes a couple of optional limit-removing ASM hacks. See CHANGES.txt and the docs for more info.

Please post feedback, suggestions, bug reports, etc. I've been slowly testing this over time, but of course the more eyes, the better.

I've already been pushing source updates to github here, for whoever has Qt 5 (or possibly also Qt 4, but I haven't tried it) and wants to build whatever exists so far (or just keep up with the status of the project :P)


Which versions of the ROM does this thing support?
All of them! Isn't that nice?

Is this program named after food?
I have it on good authority that Kirby loves leafy greens. Just doing a favor for a friend here, people.

Enjoy guys~

ROM Hacking Discussion / Re: Let's make a table file for FF5e.
« on: January 29, 2014, 11:21:23 am »
That text file uses Unix line endings which Notepad doesn't recognize (for some reason, even though Wordpad, Command Prompt, Internet Explorer, and probably some other built-in Windows programs all do). You can also view it correctly in pretty much any web browser or decent text editor.

ROM Hacking Discussion / Re: Screenshots
« on: January 25, 2014, 01:57:50 am »
Megami Tensei II.

Personal Projects / Re: Game Genie Guy!
« on: January 20, 2014, 11:51:51 pm »
I don't know about the Genesis / Master System Game Genies, but the NES and SNES ones cannot modify RAM in the first place.

ROM Hacking Discussion / Re: Screenshots
« on: January 18, 2014, 05:25:58 pm »

Did a bit more work with this on Friday, adding tile set and palette display for the levels. (The editor also displays animated backgrounds automatically, though I didn't feel like capturing that part  :D)

The "editor" still only serves as a level viewer at this point, though actual editing is now the obvious (and simple) next step. Going to post a project thread later, and I'd like to have a first release out by the end of the month or so.

Personal Projects / Re: Kirby's Dream Course editor (version 1.11)
« on: January 13, 2014, 04:57:19 pm »

Hot(?) on the heels of one file-related bug fix, here's another that potentially affected headered ROMs (though I generally don't recommend actually using headered ROMs; the editor only supports them as an afterthought :P)

Apart from that, just some under-the-hood changes. The 2D display probably looks better outside of Windows now.

Fixed possible data corruption when saving levels to headered ROMs
Heavily rewrote 2D map display (including better handling of font metrics)
Tweaked compression code again (just slightly faster, probably the last change)

Probably the last update for a while barring any more unfortunate bugs, since I'm focusing on something else now...

ROM Hacking Discussion / Re: Screenshots
« on: January 11, 2014, 03:56:38 pm »

Did a bunch of Kirby's Adventure editor stuff this week after combining my notes with the stuff on Data Crystal (which I didn't realize was even there until I had found a lot of it independently, but it was still a huge help in actually verifying a lot of things and providing sprite number info, etc.)

Right now there's no actual graphic/palette loading so all tiles are colored semi-arbitrarily based on metatile palette and behavior just so things are halfway recognizable. Red squares are sprites, blue ones are exits.

Programming / Re: Decompiling DAT Files
« on: December 29, 2013, 02:16:48 pm »
And you are sure that it is actually sjis and you aren't just misinterpreting garbage as text in a language you don't understand?

This is what it looks like when displayed correctly, i.e. as SJIS instead of latin1 (and yes, it matches the English text more or less):


Even without checking, I would have guessed it was SJIS just because such text being displayed as latin1 tends to have a whole lot of ƒ and other such characters that appear in archedmaid's post :P

ROM Hacking Discussion / Re: Screenshots
« on: December 28, 2013, 05:40:59 pm »

more Lua nonsense

Programming / Re: How did you start programming?
« on: December 28, 2013, 03:27:13 pm »
node.js: the San Francisco treat!

ROM Hacking Discussion / Re: Screenshots
« on: December 26, 2013, 06:05:19 am »

using FCEUX / Lua to explore tile behavior because I have too much free time or something

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