11 March 2016 - Forum Rules
Started by Plint Michigan, November 30, 2011, 02:55:31 PM
Quote from: Plint Michigan on January 17, 2012, 04:39:38 PMI have my project on hold right now cause I'm trying to figure out how to extract and edit the compressed graphics. I have all the tools and a good idea on extracting them, but I'm still a little unsure about re-applying them.
Quote0x32000 - Level 1 level data. One byte per on-screen view. Reference to other level data in the same bank. In chunks of 16x16 blocks.0x30A60 - Top left start of level 1 region 1 level data0x05640 - Start of level loading procedure0x015FD - Start of level data to vram procedure0x0164E - Start of tile-specific vram palette setting0x008D5 - Start of region data loading procedure0x008CC - Start of actual region data loading0x0744D - Start of level start data loading0x0748D - Clearing of 16 bytes...0x0543E - Start of loading pointer to level data0x3F:0x4EFF - Start of tileset level header loading[MEM] 0xD35F - The current level. Level 1 appears to be level 9 (from 0)0xBC000 - Level data pointers. 4 Bytes per level. 0xBC024 for level 1 - 1st byte = bank (for complete level. this includes tileset formation and palette data) - 2nd byte = the 2nd byte in a pointer for region/region level data. - 3-4 byte = pointer to region0x30400 - Start of level 1 tileset large palette indicies. 0x100 per corner. Top left, top right, bottom left, bottom right. 0x400 bytes total0x30000 - Start of level 1 tileset formation. same format as palette0x30800 - Start of level 1 collision data. unknown format0x7F95D - Pointer to start information for level 1 (9) - Start x - Start region - Where you start teleporting down at (y) - Unknown. It seems to do with your death - The start face. FF for right, 00 for left - 2 bytes for a memory pointer indicating horizontal scroll value - Horizontal scroll value - Start region -- again? - 2 bytes for a memory pointer indicating next 2 values - Unknown. seems to be useless - Unknown. this and the top value seem to have something to do with where you start and the scrolling type - 2 bytes for a memory pointer indicating next 2 values - Unknown. seems to be useless - Unknown. seems to be useless - 2 bytes for a memory pointer indicating next 2 values - Unknown. seems to be useless - Unknown. seems to be useless - 2 bytes for a memory pointer indicating next 2 values - Unknown. seems to be useless - Unknown. seems to be useless - 2 bytes for a memory pointer indicating next 2 values - Unknown. seems to be useless - Unknown. seems to be useless -[MEM] 0xD509 - The current region - 1.[MEM] 0xCF8B - Bank of current level[MEM] 0xD399 - The RTI (region tileset index)
QuoteCAF4 - Current tileset factorCC08 - Current background X LSBCC09 - Current background X HSBCC5C - Current mapCF29 - 00CF2A - 08 or 50CF2B - 00D35F - Current levelD366 - Current regionD399 - Current special factorD504/CC04 - Region respawn mapD505/CC05 - Data Pointer LSBD506/CC06 - Unknown (byte in region after Data pointer LSB)FF98 - (CC04) - (CF29)FF99 - (CC05) - (CF2A)FF9A - (CF2B)
Quote from: Plint Michigan on January 27, 2012, 05:50:08 PMI have the Lunar series compression and decompression tools.
Quote from: SteveMartin on February 16, 2012, 10:05:51 PMYou keep acting like he used some program that's out there that did all the work for him, when he's trying to say that he figured out how the game works and wrote code himself that cracks the compression scheme. I'm the last person that should be saying this with how helpless I've been in the past, but you probably should try to read more carefully and realize they're not trying to tell you what program to pull up that does all the work for you. There's actual programming involved here, and using the documents that guy made for this game will require further programming on your part if you're hoping to decompress and recompress the graphics of this game for a hack.
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