11 March 2016 - Forum Rules
Started by lean, August 02, 2011, 05:19:34 PM
Quote from: Ryusui on August 02, 2011, 07:00:01 PMPretty much any language will work, really. And you can get the tools for free. The talent will have to come from you, though.
Quote from: lean on August 02, 2011, 08:27:58 PMi don't think i've got the knowledge to write a decompressor, as my programming skills are kinda VERY basic.
Quote from: lean on August 02, 2011, 08:27:58 PMfor example. if my tile adress is 0:8970, i'd change the hex line 8970-897F. is that even kind of near the subject?
Quote from: lean on August 02, 2011, 08:27:58 PMso there's no other way around it? i don't think i've got the knowledge to write a decompressor, as my programming skills are kinda VERY basic.
Quoteshouldn't it be possible to replace one tile for another in a hex editor as the game does also have an english alphabet?
Quotei found out that using no$gmb i can write a snapshot and then open it in any editor and view the tiles perfectly, edit them and save the file. when i open the snapshot back in no$gmb the tiles are as i saved them.
Quote from: Klarth on August 05, 2011, 04:24:46 PMI'm not exactly sure what you mean by this.
Quote from: Klarth on August 05, 2011, 04:24:46 PMThe easiest way is to get a copy of the font (or make one) and when the game decompresses and loads the original font...rewrite the code (should only be a couple assembly instructions) to not decompress and load your uncompressed font instead. You just need to find enough room in the ROM to store that uncompressed copy.
Quote from: lean on August 05, 2011, 07:05:52 PMwhat i tried to do was to replace de japanese font tiles with the english ones, so those would be the loaded ones during dialogs. i don't think THAT can be done as all the tiles are compressed.
Quoteas there IS an english font there. i wouldn't need to store a new font, i would only need to decompress and load the ENGLISH font.
Quote from: Ryusui on August 05, 2011, 10:05:23 PMYou mean BGB, right? Or does FCEUXD support GB and NES now?
Quote from: lean on August 05, 2011, 11:19:42 PMhello guys, as i started to check out the asm i got to hack the game in gameboy assembly editor. i searched for code that loaded the address 8000, so the first i find is "ld hl,8000" (and then called for what i think may be some loading and decomrpession of tiles function). i changed the 8000 for 8800 to see what happens. and for my sourprise, the game loaded some tiles that it didn't in that particular part of the game (a nintendo logo set of tiles). in a hex editor i replaced some text for these tiles and then ran the game in no$gmb, and IT WORKED, the text was replaced for the newly loaded tiles (confirming that the tiles were now loaded).
ROM4:7398 21 00 80 ld hl,8000ROM4:739b 18 03 jr 73a0ROM4:739d 21 00 90 ld hl,9000ROM4:73a0 3e 40 ld a,40ROM4:73a2 cd de 10 call 10deROM4:73a5 c3 2a 07 jp 072a
Quote from: lean on August 05, 2011, 11:19:42 PMkinda weird if i think about it...is the nintendo logo at the begining of games stored in the rom or in the emulator?
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