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Messages - Zeemis

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41
ROM Hacking Discussion / Re: SPC700 Hacking: How to Begin
« on: July 05, 2011, 05:01:52 pm »
After doing that, where do I go from here? Let's say I want to port a song from Chrono Trigger into FF6 using FF3usME (which has sound/music editor of sorts, at least it lists something for BRR), porting a song from CT to FF6 couldn't be done by copying and pasting, so, is there a guide for that?

Edit 11:01 AM - Holy Crap, I changed the value "00 0E" to "00 06" and the effect took place! Wow! I'm actually starting to figure this out!

http://www.filefactory.com/file/cc08c04/n/FF3_SPC_Hack.mp3

Now comes the tricky part, the song sequence.


Not trolling or flaming or anything but perhaps if you asked on that site, you'd get more responses.
Just saying. ;)

42
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: July 03, 2011, 04:12:01 pm »

43
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: June 10, 2011, 12:45:01 pm »
Improved my sky temple a bit. Still need to work on those clouds to make them more detailed, but so far so good, no major problems encountered... everything is working as planned.

http://www.youtube.com/watch?v=2hWsdqybF1M

I have two suggestions.
1. The clouds look good, but need some more detail or props on them. More tiles pl0x.
2. The blue sky in the background is really plain and needs more action.

44
Yep, it's very active and very enjoyable.
I find the online co-op level editor that Lin's working on to be the most enjoyable.
Shun me for saying this, but it feels a lot like Mine Craft, except you're working towards a productive goal instead of building nonsense.

The best part about ZOLE Live is not necessarily it's features, but the fact that it's going open source.
Quote
This is just a small topic stating that the server will be open-source. This will allow users who know how to program in C# add features to the server they want, like certain read-only maps, security, permissions, etc... This is only because I want there to be customizable servers because I won't be adding full-on security and permissions.

~Lin


The following screenshots were made together with a series of people.
http://img402.imageshack.us/img402/4480/live1i.png
http://img594.imageshack.us/img594/4258/rolling.png
http://img607.imageshack.us/img607/6928/awesomeg.png

Done in ZOLE, non-live.
http://img849.imageshack.us/img849/580/thatthing.png

45
Personal Projects / Re: Lazy Shell v3.5b - Super Mario RPG Editor
« on: May 06, 2011, 12:31:35 pm »
I only hope that giangurgolo works on his FFVI level editor so that it can edit the tiles graphics, or have the ability to edit battle backgrounds.
I have the offsets for battle backgrounds and have edited them before. Yes, I've decompressed them, edited them and recompressed them back. However, the tiles repeat so it's not a lot of editing I can do. I'd need a "Battle Background Editor" if I wanted to get them to work right.

Narshe Decompressed
http://img593.imageshack.us/img593/3643/narshe.png

Narshe's Background
http://img811.imageshack.us/img811/3069/mform000.png

46
ROM Hacking Discussion / Re: Oracle of Ages Graphical Offsets
« on: May 02, 2011, 03:17:33 pm »
Thank you, I always have trouble with editing/creating wikis. :/
I'll be sure to read what you linked me to late.

47
ROM Hacking Discussion / Re: Oracle of Ages Graphical Offsets
« on: May 02, 2011, 01:19:49 pm »
This is why I hate messing with Wiki's... -_-;
http://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:_Oracle_of_Ages#Documents

They have some weird format that makes it look like this. Some will say "how can you get this stuff wrong, it's so simple", yet this is the outcome. :(

48
ROM Hacking Discussion / Re: Oracle of Ages Graphical Offsets
« on: May 01, 2011, 06:15:09 pm »
Don't post this here, post it on http://datacrystal.romhacking.net/
If someone wants to take my notes and submit it to the data crystal, they can but I don't really want too.
Why? I'm lazy and the notes are in this thread for those who wish to view/use them.

49
ROM Hacking Discussion / Oracle of Ages Graphical Offsets
« on: May 01, 2011, 05:23:04 pm »
Oracle of Ages Offsets by Zeemis
YY-CHR 0.99b -- 2BPP GB -- FC/NES x16 Pattern

Items: 068000
Link: 070000
NPC or Monster: 072300
Weapon Animations: 072D00
Non-solid Tile Animations: 073200
Vehicle: 074000
Maple NPC: 076A00
Misc. Lava?: 077600
Cheats Font/Etc: 06C000
Dialog Font: 104600

50
Personal Projects / Re: Zelda Oracles X (ZOLE Released!)
« on: April 20, 2011, 12:13:32 pm »
I know ressuructing an old topic is frowned upon, but I'm curious to the status of this project? I put *some* work into this project with those titles I made and am curious if they will be used?

51
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: March 08, 2011, 04:21:18 am »
All the links on this page are dead.

52
ROM Hacking Discussion / Re: Chrono Trigger sprite hacking.
« on: February 27, 2011, 02:07:21 pm »
Tile Molester is what you'll want to use as it's easy and just all around user friendly for this.

None of the PC sprites are compressed at all.

120000   1272BF   GFX   N   Magus sprites
1272C0   12E85F   GFX   N   Crono sprites
130000   136B3F   GFX   N   Frog sprites
136B40   13E27F   GFX   N   Lucca sprites
140000   147C3F   GFX   N   Marle sprites
147C40   14FAFF   GFX   N   Robo sprites
150000   158BFF   GFX   N   Ayla sprites

Regarding compressed graphics, use "Peer Sprite Editor" to edit them. There is a decompression routine(filter if you would) that can decompress normal graphics, FFVI graphics, or Chrono Trigger. I've written a tutorial on how to decompress, edit, and recompress Final Fantasy VI graphics. This tutorial would work for Chrono Trigger.
http://www.FF6Hacking.com/forums/showthread.php?tid=848

-----------
Edit

After reading through a few posts in this thread, I guess Temporal Flux can already decompress graphics.
I wish FF3usME could do this. :P

53
ROM Hacking Discussion / Re: Over 100 new F-Zero X Tracks made with FZEP
« on: February 22, 2011, 02:13:15 am »
Let me get this strait. You can hack a rom, but can't figure out how to upload screenshots and link them to us? lol
Wow.

54
Personal Projects / Re: Miksy's Hacks
« on: February 18, 2011, 11:54:35 am »
Before I do anything, I think it's a really good idea for us to talk more in person than on a forum. Do you have skype?
My Skype ID is: Zemious

That being said, I'd let you do all the importing. I'd just be spriting.
What would you need me to sprite?

55
Personal Projects / Re: Miksy's Hacks
« on: February 18, 2011, 02:25:52 am »
If you are able to edit overworld tiles, or character sprites, I could help you with spriting.
I'm interested in what the title screen looks like.

56
ROM Hacking Discussion / Re: Mario Level Editors
« on: February 15, 2011, 08:07:32 pm »
You really should specify which Mario game you're talking about before making a request...
As for adding in your own graphics, you could use YY-CHR to alter the tiles in the game and use some sort of level editor to make new levels. YY-CHR is your best bet for most games that use sprite-based graphics. It'll get a bit more complicated if the graphics you wish to alter are compressed however.

57
Personal Projects / Re: Zelda Oracles X (ZOLE Released!)
« on: February 09, 2011, 04:52:09 am »
Does this thread contain the new version that you talk above in your last post?

58
Personal Projects / Re: Zelda Oracles X (ZOLE Released!)
« on: February 07, 2011, 07:13:27 am »
Since this is turning out to be a rather serious project, I thought I'd give you an optional logo.
Here are two logos you could use if you felt like it. The zip contains these PNG's and PSD's, a photoshop file. If the image is to large for the program you're making, I (or you)can edit the photoshop file.
www.FF6Hacking.com/ZoleLogo.zip



59
I don't believe changing bytes around in FF6MDE counts as hacking the spells animation. It's very possible to hack the spells animation as I've documented how to in a tutorial on my site. A correct way to phrase your new spells as "Customized Spells" or something.
Nevertheless, good work on completing this. :)

60
ROM Hacking Discussion / FFVI Weapon Animation Help
« on: February 04, 2011, 01:51:39 am »
Hopefully this isn't to hard. I want to edit the weapon animations that are compressed within FFVI. I've already decompressed a tile sheet that has the Golems hand, MISS tiles, cape-block, shield-block and much more. I can't seem to find the weapon swinging animations however. If you have anything that can help, I'd be much appreciative.

Here is my tutorial on decompressing/recompressing those tiles using Peer Sprite Viewer.
http://www.ff6hacking.com/forums/showthread.php?tid=848
------------

This can be closed I guess, found the offset at: 134100 using 3BPP thanks to GI Nattak.


I created a hammer for Cid, he's now happy.

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