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Messages - Luccasdavid

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ROM Hacking Discussion / Re: Help with GBC tilemaps
« on: July 18, 2019, 06:57:08 pm »
Wow, thanks a lot! It's all there.

I had no ideia about the two VRAM banks and I'm not used to the art of using breakpoints, so I was at a dead end heheh.

I also realized that VBA and BGB gave me different tile numbers for the same tile. In VBA I was getting 164 ($A4) for a specific tile; on the other hand BGB read it as $24. I was looking in the ROM for the tilemap sequence as VBA interpreted it for me (A4 A5 A6 A7...) and, as I said, I couldn't find that sequence. If only I searched the ROM for the GBG byte sequence (24 25 26 27...) I would have found the tilemap...

So I came to this absolutely obvious conclusion: a better debugger/emulator really makes your life easier. Thanks again!

ROM Hacking Discussion / Re: Help with GBC tilemaps
« on: July 18, 2019, 05:39:09 pm »
Really sorry, I thought the name of the game was in the first image. Well, it is not. I'm working on "Total Soccer 2000".

I've now read some GB documents but they didn't really help me much. They don't get into the detail I'm craving here. All I know is my "Tile pattern" (aka Char Base) is comprised at $8800-97FF and my "Background Tile Map" is comprised at $9C00-9FFF. But I kinda new that already, so...

For all I know the sequence of the tiles should be there, every manual says so.

If you look at the second image of my first post you'll see lots of 06, 0C and 07 bytes. For the 06s and 07s the "0" represents a certain tile atribute (or in this case no atribute at all; if I change it to 4 it will give the tile a vertical flip, for example) and the "6"/"7" represents the palette for the tile. But I can't understand what the 0Cs mean. If I change their values nothing happens. And they're not in the ROM. Not that it would be much help to know what they mean though.

ROM Hacking Discussion / Re: Help with GBC tilemaps
« on: July 18, 2019, 05:02:47 pm »
9D02 is the address in the CPU's memory space (which in the GB/GBC's case is VRAM, $8000-9FFF). That is not the ROM address of the tile.
It could be anywhere, even compressed, in the ROM.

You can try looking at the hex editor for VRAM (such as in bgb, which I think is a better GB emulator than vanilla VBA anyways), and look for a match in the ROM.

Yeah, I know. I don't think it is compressed though. The graphic is not really that large and there's lots of free space in the ROM.

I would try searching the ROM for the VRAM values, but the thing is I can't find the data I'm looking for in the VRAM. It only shows me the tile atributes, and I'm looking for the tile sequence.

Also, GBC is architecturally a completely different system than GBA.
You will probably want to read up GBC stuff, but from what I recall the original GB didn't even have BG tile attributes, just a tilemap (could be wrong), and GBC added an attribute table in its expanded VRAM (my guess is that GBC knows when running GBC-mode games to bankswap in for the expanded data when rendering the screen.)

Well, the sequence that the tiles are to be shown on the screen must be somewhere in the VRAM. But I can't find it, it must be stored in a way I'm not familiar with. So yeah, I'll have to read GBC documents... I just don't know if there is any that will help me.

ROM Hacking Discussion / Help with GBC tilemaps
« on: July 18, 2019, 04:28:31 pm »
Edit: the game is "Total Soccer 2000".

I'm working on a GBC hack and I'm having trouble with the tilemaps.

My usual method (which I used succesfuly with GBA games) is locating a tile using VBA's Map viewer function (image 1), getting the address for that tile and then looking for that address in VBA's Memory viewer function. Usually that brings me to the place where the sequence of the tiles is stored (as well as tile atributes like palette, flip, etc.), and then I can easily edit the sequence to fit my objectives. But with GBC games (or this particular game, I've not tried others) this brings me to a place where only the tile atributes are stored (image 2) , which sucks because I really need the edit the sequence of the tiles, aka the tilemap.

I've tried searching the ROM for the hexadecimal sequence of the tiles but I couldn't find. My guess is they are stored in a different way. Can someone please help me?

Image 1

Image 2

Thank you guys so much for the help. I found someone on reddit who translated all the text for me. Now I'm very close to concluding the translation. Thanks again!

Personal Projects / Re: SMB2 - Super Beatles - Pepperland
« on: January 31, 2019, 11:56:52 am »
Frankly I am now amazed as to how nobody ever thought of this before. This is pure genius. Looking forward to it!

And please find a way to squeeze in Maxwell's Silver Hammer.

So far I've translated this game as much as a person with no knowledge of Japanese and access to Google Translate could - and that would be something like 98%. Only a small amount of text in graphics is left untranslated, some more complicated kanji that I could not draw properly on several kanji-identifying websites I tried.
So I'm looking for someone who could translate for me. It's really very little work. Any fluent Japanese speaker could do it in half an hour. If anyone is up I would provide the graphics (something like six or seven small image files) with the Japanese text. I'm attaching an example of them.

Personal Projects / [SMD] FIFA 2016 Hack
« on: July 15, 2016, 05:10:43 pm »
FIFA 2016 - Sega Mega Drive
Original game: FIFA 2000 Gold Edition (an obscure hack of the FIFA '97 Gold Edition)

I've been putting together information about hacking of this game for a long time. I always planned to release a hack with updated teams using this game.

Without further ado, let's see what we'll have:
Seven national leagues: Brazilian, Mexican, Italian, English, German, French and Spanish. All teams, players and uniforms updated.
Also, teams from the Rest of America (19 club teams from Argentina, Colombia, USA, etc), Rest of Europe (19 club teams from Portugal, Russia, Turkey, etc), Africa (8 club teams from Argelia, Tunisia, Congo DR, Egypt, etc) and Asia (10 club teams from Iran, China, Japan, etc).
And of course the World league, with 63 national teams from all continents.  255 full updated teams for your playing delight (I'll attach a list with all the teams soon).

I'm also hacking some palettes and uncompressed graphics. I've been trying for years to figure out decompression routines (for there's a great deal of compressed graphics I'd like to edit, like that giant "97" on the main menu, see image below) but I'm just not good with ASM.

That's it. I'm planning to start editions when the European transfer window is closed, so the hack may be released  in early October. More screenshots soon!

Portuguese translation: 100% (English, Spanish, Italian, German and French languages will be avaiable too)
Menus and title screen: 100%
Teams: 25%
Players: 0%


Newcomer's Board / Re: Help with Mega Drive Graphic Hacking
« on: October 04, 2014, 05:44:11 pm »
Thanks for the explanations. I'm reading several documents about the 68K and Z80 in order to understand it all better.

To go back to your specific case :
* to see if the gfx are uncompressed, do a hex search in the ROM for the data you have found in VRAM at address 0x57A0 (45 54 24 65...)

Yeah, that's the first thing I tried. Tried with wildcards, reverse order (don't even know why hehehe), but no luck.

* if you don't find them, then they are likely compressed. From what I see, it's possible that the routine at 0xF8C computes the command word from what was put in A1. So this routine must be, or call, the decompression routine, and you'll have to study it. It's not a beginner job.
Well, I was kinda expecting this hehehehe. I'm no expert but I'll try studying documents and this particular "routine". I just needed some "professional" look to tell me if this could effectively be a decompression routine. Thanks again.

Newcomer's Board / Help with Mega Drive Graphic Hacking
« on: October 04, 2014, 12:24:13 pm »
I'm trying to edit FIFA 97 Main Menu background and I couldn't find it with tile editors. Does that always means that the data is compressed? I had Nemesis Searcher check for Nemesis compression and it found nothing; I know it can be some other kind of compression though.

Anyway, via Genesis Savestate Viewer I've located the VRAM address of the data I want to edit (57A0).

I used Gens Tracer to trace the instructions; what I have now is a 2 MB trace log :huh: . I searched for the 57A0 address in the log and I found dozens of instances. Here's the first one:


Now I'm stuck. I have this instruction (0A:981C) which calls for my addres (57A0). What do I do now? Is this a decompression routine?

PS: Sorry for poor English :P

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