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Messages - slidelljohn

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Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: May 06, 2019, 05:27:52 am »
I tried looking for the files that had the information but I cant seem to find them right now.
I have them somewhere. Its with the same docs for my fastrom hack that I added 4 new difficulties to.
Whenever I find them I'll let you know.

That's unfortunate. I hope you didn't loose any valuable information on what you have already done.


That's good that they are all in a table file. I'll create a spinbox that scrolls through the
different sets of graphics. I have been playing around with the painting system and here is
what I have so far:

Keep in mind this test painting system is nowhere near complete.

In order to test out the painting system you need to load a 7th saga snes rom with the open pal
button and then open the wilmebattlesprites.bin with the open gfx button. The save gfx button
saves your edited gfx to snes_4bpp.bin. The zoom is the only spinbox that works.

Can anyone confirm if the colors and the color values are accurate? I think they are but I'm not
%100 sure.

After I make a few more modifications to the painting system I'll get it to start decompressing
and compressing the persia graphics.

It will become a reality and it will be open source so multiple different people can work on
adding new algorithms and features. The algorithms for the compression really isn't that hard to
write the main thing is debugging the code and figuring out the compression format. Figuring out
the compression formats isn't that hard ether but it is time consuming. If we can get some people
to figure out and document the different compression formats and other people to write the c++
algorithms then the compression library could grow rather quickly.

9x42 pixels is only what you can see. The actual data is 3 16x16 tiles. Download this:

That file has a few unorganized docs on the compression format and it has the format that the graphics
need to be in to compress them. The .bin for the graphics can be loaded into any snes tile editor and
it is the 3 16x16 standing still graphics.

The pointer for the 3 16x16 tiles is located at $0F:802A-$0F:802C. The actual pointer is $1B:D871(71 D8 1B). These graphics
get decompressed starting at $7F:9DC0 in ram. The compressed graphics has a 3 byte header and the 3rd byte in the header
controls the number of 16x16 tiles to decompress. The 3rd byte in the standing still graphics header is at $1B:D873 (0x31).
It looks like a lot of the pointers start at $0F:8000 but I'm not sure if that is just the main characters graphics or all graphics.

If you just find the pointers then I could probably get a small graphics editor written for you by the end of next week.
I'll give you the source for it to so you or anyone else can add to it if they want to.

Yea, just let me know when you get the data put together. I’ll see about getting a small program put together to where you can do the compression yourself but I’ll have to do a little more research on the game because the compressed graphics pointers also have data for some tile positioning. For the most part you should be able to use the same data for tile positioning as the original unless you are changing height width of graphics. If you have the updated graphics for the main character standing still I could try to compress those while you try and get the other pointers. The standing still graphics pointer is the only pointer that I currently have so it’s the only one that I can try to compress. The standing still graphics should be 3 16x16 tiles.

I looked at the other site you posted on and I see you talked about custom music. I’m not sure if you got all of your custom music in the rom but if not you could try using MSU-1 for the custom music. I have never done anything with MSU-1 so I wouldn’t be much help with that but I’m sure other people could help with it if it’s something you could use.

I have never played this game before but seeing how the game loads the graphics(which is not good) and it’s a slowrom I am assuming there are slowdowns in the game. Have you noticed slowdowns in the game? If so, and if you would like to remove some slowdowns, I could do a fastrom hack for it if you are willing to document all of the assembly code the same format I did for gradius 3 assembly code(gradius 3 asm doc is uploaded). I have a small program that can convert most of the data from assembly files to the correct format for fastrom. The left over asm code that would need to be changed for fastrom would have to be done by hand but it shouldn’t be much. I used giegers snes debugger to create the disassembled snes code.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: April 29, 2019, 02:12:56 pm »
Yea, I also noticed that they didn’t use the direct page register much. They changed the direct page register a few times in the asm in bank $00 but they never change it in bank $02. Definitely noticed less slowdown in your latest patch. I’m still not even close to finishing cleaning up gradius’s asm but I’m making good progress and I’m noticing less slowdown but not a lot.

All slowdowns will hopefully be removed. Most of the flickering can be removed if you use a super nt or a emulator that supports no sprite per line limit. There is still some flickering left after using that feature but I’m hoping I can remove all of the flickering by increasing the vram size to 128kb. Yes, the difficulty does change. I believe each level has its own difficulty. The difficulty that you choose plus the levels difficulty gets added together to create the difficulty for the level. I could probably put together something that shows you how to change the difficulty for each level if you want.

I looked at the decompression algorithm and it seems pretty simple. If you can put together your new snes formatted graphics and the pointers to the compressed graphics that you want to change then I could compress the graphics for you. I’ll do the compression but I’m not going to look for all of the pointers. I could probably get the graphics compressed this week if you have them ready to go.

I'm currently developing a snes tool that has a snes painting system in it and it’s going to include algorithms to compress and decompress graphics for various games. After I get the painting systems code cleaned up I’m going to start adding the compression/decompression algorithms and I’ll make sure
I include one for this game. I’m juggling a bunch of projects right now so I’m not sure when my tool would be ready.

Personal Projects / Re: Super Mario Kart Full Screen
« on: April 13, 2019, 02:40:32 am »
Why are you making it so hard for people to have access to the patch? Do you really think I didn’t read the readme? All the time I wasted trying to compile a patch that I have no experience compiling I could have used trying to improve the hack.

Personal Projects / Re: Super Mario Kart Full Screen
« on: April 12, 2019, 11:50:50 pm »
I tried but when I compiled the code the game seemed too glitchy. I don’t think I compiled it correctly. A patch would be easier for me to work with.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: April 11, 2019, 02:35:31 am »
[quote author=darkmoon2321 link=topic

I didn't know this.  I'll have to take a look and see if I can find out what's happening.  I must have missed something.
Edit: I'm not convinced this is from me.  I just ran both versions up to this boss using an invincibility cheat to test, and both showed some pretty glitchy graphics.  I think there are just too many overlapping sprites trying to be displayed at once.  The way the boss curls around on itself makes it particularly prone to glitchy sprites.  However, I did find a potential bug.  At $80/9166, it should be changed to:

Code: [Select]
LDA $00
STA ($02)
CPY #$3E00
BCS $18

In other words, extended OAM data needs to be saved prior to checking whether there are too many sprites on-screen. Otherwise the extended OAM data (size toggle, X MSB) might not be saved for the last few sprite tiles in the event that there are too many sprites on-screen at once.

There actually was glitchy graphics in the fire stage while fighting the boss but the 4 lines of code you posted fixed it.

@darkmoon2321 and Aaendi
The optimizations that you two have done so far are great! Not sure if you two can optimize anymore of the code but there are still significant slowdowns on the 2nd level with all the big bubbles. The slowdown looks like it’s coming from the function before the sprites function at 00:878E.

I played around a little bit with the assembly and I was able to optimize some of the code but it’s not better than the optimizations that have already been done. I’ll probably look into optimizations at a later time if there are still slowdowns. Right now I’m currently rewriting all of the assembly for gradius 3. Gradius 3 uses a lot of long jumps (JSL’s) instead of using JSR’s and the assembly has a lot of rep 10, rep 20 when it should be rep 30. I’m also finding a lot of spots where they are using too many reps and seps by not organizing the code inside of the functions. So yea I’m doing a complete rewrite. It’s probably going to take several weeks to complete.
Wish me luck :crazy:
Hopefully this will give a minor speed up. I’m not really expecting much of a speed up if any but it is possible to get some speed up. After the assembly rewrite is completed, I’ll complete the fastrom hack, and then I’ll rip out all of the compression and expand the rom. I’ll probably start getting some of the sram features implemented after all of that.

Personal Projects / Re: Super Mario Kart Full Screen
« on: April 11, 2019, 12:06:42 am »
If you could post a new link to download the patch I’ll see if I can make a couple improvements to it. The old download link doesn’t work anymore.

Personal Projects / Re: Super Mario Kart Full Screen
« on: April 04, 2019, 04:33:29 pm »
About how much were you trying to get from the crowd fund?
Is UltraNet a closed sourced project?

I also did a little prototyping. I made the snes mod chip that doubles your avalible vram from 64kb to 128kb plus it also gives you a 2nd set of 128kb of vram that you could switch too. I’m actually in the process of updating the design. The person currently working on bsnes plus created a branch of bsnes plus v.4 that supports my mod chip but the debugging tools still need to be updated for the extra graphics. I already did some updating to the debugging tools but there is still lots to do. I also updated cpu tracer and it’s faster than any tracer for the snes that I have used.

But anyways I’m interested in this UltraNet. Where are all of the pictures of it? How does it work? Lol I want one even if I have to build it myself. I have the soldering skills and I know pcb manufacturing companies that can make the board.

Personal Projects / Re: Super Mario Kart Full Screen
« on: April 04, 2019, 09:24:56 am »
I wouldn't mind helping out with hacks for the UltraNet SNES Network Adapter. I think I could fix up the
mario kart full screen hack and make it look good. How do I get this UltraNet SNES Network Adapter?

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: April 04, 2019, 07:49:34 am »
I think it’s worth posting the patch. I think a patch with my updated decompression patch(hopefully I’ll get it completed this summer) and another one with the graphics compressed.
It is a minor sprite hack but imagine the options we could have if we had a lot of minor hacks like this whether it’s sprites or asm. If you did officially release it I recommend including the source code with it as well. The last few patches that I posted for 7th saga I’m going to officially post on here with the source and my updated decompression patch will be posted with the source as well. I think including source is really important for the future rom hackers who want to learn something new and develop their skills. Did you look at any of the NPC’s and enemies to see if they are worth editing? What other touch ups have you done? Whenever I get my tools and patches completed for the games that I want to modify I’m going to need a lot of sprite and background work done for 7th saga, mmx, and gradius 3. I can do some sprite work but I’m definitely no artist. The sprite work that I like to do is like a chop shop. I like taking parts of different sprites mixing them up and slightly edit them to create something new. I can’t really create anything from scratch. Besides my 8-9 year old incompleted profile image here is some chop shop work I did for mmx.

Those are my for my number life point sprites and some sprites that I am considering for my sa-1, 128kb vram hack that I plan on making for mmx. The rest of the sprites are original but I’m missing a few of those. The statue is there just to show where I got the round bubble from. The round bubble was created by me from the square bubble. The only thing I’m not really happy with these new edited sprites is that zero’s sprite for his numbered life points. I tried but I just couldn’t get it to look good. That was the best I could do. Maybe I should make it similar style to x’s icon but as a all red Z. :-\

The decompression hack needs the code to be cleaned up and I may need to do some slight editing to the code because there was a work around that I had to do for romuses ai death assembly code. I also may have missed some pointers to some graphics that I could have missed. I’ll find out if I missed some pointers when I finish fully disassembling 7th sagas asm and data. I’m not sure but I think I may have left the compressed graphics in the rom so if they are still there they need to be removed.

The gradius 3 work that I have done was just so I can learn how to implement fastrom and sa-1 but I am really looking forward to playing it with my added difficulties with no slowdowns. I’m glad there are a couple of people helping with it.

Lol, they are horns for a demon. When I eventually get to making a full 7th saga rom hack I’m going to increase the difficulty for the player by using more strategy to win battles than by level grinding. A lot of the game needs work but it has a good foundation and potential to be a really good rpg for the snes. I already think it’s a good rpg and it’s one of the games that I like the most on the snes but it does have lots of flaws. I’m really hoping that after I get all of my hacking tools and modifications done to 7th saga that I can get a team of people together to help remake the game into something really special. My 128kb vram mod that I’m also making for it should help do wonders for new backgrounds. Hopefully I can find some talented artists to make new backgrounds and sprites for it.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: April 03, 2019, 06:41:09 pm »
Wow! That’s a nice little speed up! About 3 seconds. I did a timing test and it looks like you nearly removed the rest of the slowdown from that one function(JSL 80/8EF1). I think there is only about a .75 second slowdown left in it but the code has to use up some time so might not be too much more that could be done to optimize that function. I haven’t played through the whole game yet to make sure everything is still working properly but the first demo stage is.

I think I’ve found out something interesting but to be sure I would need you and darkmoon to create your patches without using my fastrom patch. Would you two be willing to do that so I can run some more tests?

There is some minor slowdown coming from this function as well:  80/9F19 // updates graphics for your ship and boss

It’s only about a 2.5 second slowdown compared to the 15 second slowdown for the other sprite function 80/8EF1.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: April 03, 2019, 05:55:33 pm »
These look really good! What about the other characters? I could compress these for you with 7th saga’s compression algorithm if you want me to. Since there is a few less pixels in the graphics, the compression size might be a little smaller than the original. Even though my decompression patch works I still need to make some changes to it.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: April 02, 2019, 03:49:30 pm »
The way I do my hacking I’m not able to use your codes. Do you have any patches that I can use to test and compare with the fastrom mod I did and the improvements darkmoon did? I have been trying to get in touch with you. I tried responding to your email and I tried messaging you on here but no reply.

If there is a way to trace the code I could probably write a decompressor/compressor for it. So far there hasn’t been a compression algorithm that I couldn’t figure out that has a trace file showing the algorithm in use. Can you trace the code? I don’t really know mips but I can read other assembly so mips would be easy to read.  A few years ago I created a decompressor/compressor for mmx3 on the psx and I didn’t have any problems reading the trace files that were written in mips. The mmx3 on the psx used some sort of sliding window for the compression. That was that first and only time that I seen that kind of compression used in any of the games that I made a compressor for. But yea, if you can get some trace files I could try and figure it out for you when I get time.

ROM Hacking Discussion / Re: SNES Slowdown: FastROM?
« on: April 01, 2019, 11:48:46 pm »
Definitely should be bg3 but because of the mode 7 graphics that they use in battle they had to use sprites for the menu. The world map when you travel also uses mode 7 and the menu system could be changed to something similar to final fantasy 6 that uses bg3 for text but that won’t work with the battles. In battles mode 7 needs to be removed to use the bg3 and the world map can still have mode 7 with a new menu like ff6. This is one of the reasons why I want to remove mode 7 from battles. The mode 7 is a neat feature for the battles but it’s just not worth having it. The game can be so much better without it.

ROM Hacking Discussion / Re: SNES Slowdown: FastROM?
« on: April 01, 2019, 04:45:52 pm »
I know of a specific game that suffers from slow down, 7th saga. It slows down in the menu for items and it slows down when some towns flash red. And guess what, it’s a fastrom game. This game is so poorly programmed it’s just ridiculous. They didn’t even get all of the fastrom stuff right. I think I had fixed the slowdown for the red flashing by using the math registers instead of the loop they had in place. So that part was easy to optimize but what they did with the menu system was just ridiculous. If anyone wants a good laugh go look at whats going on in the oam ram when you are in the item menu in 7th saga when it’s slowing down. Over half of the sprites are being updated and moved to different locations to make the text of one item flash and the arrow down/up flash. As those two things flash they completely remove them from oam ram then move the stuff above them down to to fill in the spot that was removed then vise versa when it reappears. There is no need to move any of those sprites data and the only sprites that need updating are the ones flashing not all of them. Like why reload all those sprites like that? I can optimize the menu so it doesn’t slowdown but I haven’t got to it yet. Fastrom helps a little bit best thing is optimizations and fastrom combined. And if you really want no slowdowns sa-1 is the answer. I actually have a sa-1 gradius 3 that I am working on so maybe oneday if I can finish it and we will have a snes gradius 3 with zero slowdowns. I chose gradius 3 because it’s the smallest game that was worth giving sa-1 to. The gradius 3 sa-1 is just practice for my mmx sa-1 hack that I plan on making.

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: April 01, 2019, 02:30:34 am »
Cool, thanks for uploading your modifications. I’m going to try to start working on some more of the gradius 3 stuff this week or next week. I have been putting most of my free time into much needed snes c++ tools but I get burned out working on the same thing so it’s almost time to work on something other than my c++ projects.

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