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MORTAL KOMBAT II SPECIAL NES

Started by drax01, January 25, 2023, 02:46:40 PM

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drax01

Hello community, is there someone here who can explain it to me (in dummy style) or help me to modify these stages:



for these:



I do not know how to do it.  :-[

I took the stages below from reference to this page:

https://www.spriters-resource.com/nes/mortalkombat3bootleg/sheet/93114/

tygerbug

Changing backgrounds is different between different games, although there are basic techniques you need to learn.

In NES Screen Tool (or the similar NEXXT, or NAW) you save your background work as a Nametable. This is basically a list (in hex code) of which tiles from the CHR you've used in your design, as well as some palette/attribute information at the bottom of the table. Just click Save.

Sometimes this can be imported into the ROM directly, but sometimes there is code in the ROM (like control codes at the beginning of each line) which you will have to keep and take into account. You can experiment with this in FCEUX. If you've found where your background nametable is in the ROM, you can change tiles in the hex editor and see if it works.

When playing the NES game, you can also export background nametables from an emulator like Mesen or FCEUX. You will probably have to cut the nametable in half in a hex editor before opening this in NES Screen Tool (or NEXXT or NAW) because this will contain two screens.

Often, backgrounds are not made up of a nametable of tiles, but instead, blocks made up of four tiles (and one palette) are defined in the ROM somewhere, and then these blocks are specified in the level layout. If you think you've found where these are defined, you can experiment with changing some values in the FCEUX Hex Editor. The level editor "CADEditor" -- which was originally intended for Capcom NES games, but supports most non-Nintendo NES games -- works with four-tile blocks, and you can learn a lot about what they are and how they're used by working with CadEditor and one of its supported games.

drax01

#42
hello guys, I'm totally blocked, I look, I see, I try, I try, I try, but I can't edit a scenario, in all the members here, is there someone who can help me edit with 1 or hahahaha maybe 2 scenarios 😜 , I have 2 stages to edit and I would like to bring the stages "Dead Pool" and "Armory".

tacoschip

Quote from: drax01 on April 14, 2023, 05:01:08 PMhello guys, I'm totally blocked, I look, I see, I try, I try, I try, but I can't edit a scenario, in all the members here, is there someone who can help me edit with 1 or hahahaha maybe 2 scenarios 😜 , I have 2 stages to edit and I would like to bring the stages "Dead Pool" and "Armory"

A pro-level hacker could net you 3 scenarios. Although I couldn't figure out yet how/where to add more gfx data, because of this more pressing problem.

Look carefully. Per map, those are 2 different sets of tiles - upper and lower. Take Map 08.

--
--

You need to figure out how to literally cut your design into 2 layers. Then figure out how to arrange those tiles to make it fit within the space. This honestly is where likely you'll need someone else to guide you through, as this part is way above my league.


Map 07 turns out to be 1 tile + 1 map only. Which might be bad for you because all the other stages use 2 layers.

drax01

#44
Quote from: tacoschip on April 14, 2023, 06:14:04 PMA pro-level hacker could net you 3 scenarios. Although I couldn't figure out yet how/where to add more gfx data, because of this more pressing problem.

Look carefully. Per map, those are 2 different sets of tiles - upper and lower. Take Map 08.

--
--

You need to figure out how to literally cut your design into 2 layers. Then figure out how to arrange those tiles to make it fit within the space. This honestly is where likely you'll need someone else to guide you through, as this part is way above my league.


Map 07 turns out to be 1 tile + 1 map only. Which might be bad for you because all the other stages use 2 layers.

I am very grateful to you tacoschip, you have been there supporting and trying to help. I'm also looking at the issue as very complicated and I'm thinking of leaving the levels until the "Goro's Lair" stage, The other 2 additional levels I already removed. Now we are dedicated in improving the music with the help ofe Rkk y Amilgi.

drax01

#45
Rkk redesigns the title art making it more like its counterpart with a more organized style. He changes a shade of Shao Kahn to make him look better.


drax01

We have music advance by Amilgi, there are 3 stages that are:

- Living Forest
- Kombat Tomb
- Portal


tygerbug

Quote from: tacoschip on April 14, 2023, 06:14:04 PMA pro-level hacker could net you 3 scenarios. Although I couldn't figure out yet how/where to add more gfx data, because of this more pressing problem.

Look carefully. Per map, those are 2 different sets of tiles - upper and lower. Take Map 08.


Two different sets of tiles - upper and lower - is a good thing. It allows for using more tiles in the background.

drax01

Quote from: tygerbug on April 18, 2023, 04:04:17 AMTwo different sets of tiles - upper and lower - is a good thing. It allows for using more tiles in the background.

It's just that I'm a beginner, I've been learning along the way, I already know how to change color palettes and edit sprites but I don't know how to edit scenarios or maps, this last one has me very frustrated, nobody teaches and I can't find good information on the internet. I have asked for help in different groups and I can't get it, that's why I gave up and disabled the other 2 levels and as an additional only leave "Goro's Lair".

tygerbug

  I've attempted to explain editing NES backgrounds in this thread multiple times. There is a language barrier.

drax01

Quote from: tygerbug on April 18, 2023, 10:19:30 PMI've attempted to explain editing NES backgrounds in this thread multiple times. There is a language barrier.

I offer you my apologies, I think I have not understood or interpreted incorrectly. Could you make a simple video of how you do it so I can watch and start rehearsing? Thank you very much tygerbug for your contributions, explanations and patience.

Or you can explain again since I have lost the logic of the message thread. A hug.

tygerbug

Quote from: drax01 on April 19, 2023, 03:07:51 AMI offer you my apologies, I think I have not understood or interpreted incorrectly. Could you make a simple video of how you do it so I can watch and start rehearsing? Thank you very much tygerbug for your contributions, explanations and patience.

Or you can explain again since I have lost the logic of the message thread. A hug.

I've tried to explain editing NES backgrounds to you several times at some length here, as have others. If you're saying that nobody is trying to help you, that's not true. We are trying to help and you're not understanding yet. Personally I can't make a video for you, I don't have time. But I recommend you read the thread again.

drax01

Quote from: tygerbug on April 19, 2023, 05:09:10 AMI've tried to explain editing NES backgrounds to you several times at some length here, as have others. If you're saying that nobody is trying to help you, that's not true. We are trying to help and you're not understanding yet. Personally I can't make a video for you, I don't have time. But I recommend you read the thread again.


It's true, I think the frustration of not understanding and doing it myself has won me. Again I offer my apologies for my comments or bad expressions, I will review all the messages to try to understand. Thanks tygerbug.

tacoschip

Quote from: drax01 on April 19, 2023, 06:05:16 AMIt's true, I think the frustration of not understanding and doing it myself has won me.

What would save everyone's time would be a tool that takes a png image, rips 8x8 tiles, splits it based on 256 tile limit and writes out a nametable.

The artist would have much easier time. Although a coder would be needed, which I may slowly experiment sometime.

drax01

Quote from: tacoschip on April 19, 2023, 10:29:33 AMWhat would save everyone's time would be a tool that takes a png image, rips 8x8 tiles, splits it based on 256 tile limit and writes out a nametable.

The artist would have much easier time. Although a coder would be needed, which I may slowly experiment sometime.

Very true, it would be great to have tools that would facilitate all this work.

Fray

Quote from: drax01 on April 15, 2023, 11:48:33 AMRkk redesigns the title art making it more like its counterpart with a more organized style. He changes a shade of Shao Kahn to make him look better.



I love the changes you've made to help improve this port :thumbsup: . It would be great if, among other things, you could make Goro bigger in size. ;)

drax01

Quote from: Fray on April 19, 2023, 03:02:15 PMI love the changes you've made to help improve this port :thumbsup: . It would be great if, among other things, you could make Goro bigger in size. ;)

I would love to, but I am limited in knowledge, I am new and this is my first project, I am learning along the way, I have had help like tacoschip, tygerbug, Terwilf and Streetwize. On the soundtrack side I'm having help from Rkk and Amilgi. And this would not be possible if the previous works of Szemigi and RealGaea did not exist. But I haven't been able to do several things that I want because I can't understand even if they explain it to me and one of them is editing the scenarios and making Kintaro bigger. If I do not achieve these objectives, I hope that a very complete work remains and that will remain as a basis for another person who can take this improvement to another level. Thanks friend for reading. :woot!:

tacoschip

@drax pointed out that the clouds of Pit-MK1 stage do not animate (nor in MK3). I'm publishing this so no one else has to figure out the same horse-crap.
https://github.com/tacoschip/tacoschip/raw/f77f0ef2798c7b8c4cf7043ff7a7431e1da089ea/extra%20stage.ips


Code is a mess and can be cleaned up, split into sub-asm files
https://github.com/tacoschip/tacoschip/raw/f77f0ef2798c7b8c4cf7043ff7a7431e1da089ea/extra%20stage.txt

- Removes xor encryption, so irq lines can be touched

- Fixes a minor pixel scroll glitch with Pit2-MK2 on right-side, because it irks me


- Adds back scrolling for the Pit1 clouds


- Ideally the dupe irq handlers can be combined to save space and code sanity, but that's not important outside of asm hackers
(07:E363: 20 23 04  JSR $0423)

drax01

Quote from: tacoschip on April 22, 2023, 12:10:26 AM@drax pointed out that the clouds of Pit-MK1 stage do not animate (nor in MK3). I'm publishing this so no one else has to figure out the same horse-crap.
https://github.com/tacoschip/tacoschip/raw/f77f0ef2798c7b8c4cf7043ff7a7431e1da089ea/extra%20stage.ips


Code is a mess and can be cleaned up, split into sub-asm files
https://github.com/tacoschip/tacoschip/raw/f77f0ef2798c7b8c4cf7043ff7a7431e1da089ea/extra%20stage.txt

- Removes xor encryption, so irq lines can be touched

- Fixes a minor pixel scroll glitch with Pit2-MK2 on right-side, because it irks me


- Adds back scrolling for the Pit1 clouds


- Ideally the dupe irq handlers can be combined to save space and code sanity, but that's not important outside of asm hackers
(07:E363: 20 23 04  JSR $0423)

Thank you very much for the contribution!!!! fantastic. I am very grateful my friend  :woot!:

tacoschip

To teach people (partly) how to deal with nametable graphics, let's use "Mortal Kombat II (Asia) (Aftermarket)"

1. Get this tool by FrankenGraphics (constantly updated)
https://frankengraphics.itch.io/nexxt


2. Load up the title screen in fceux


- This game is MK1, not MK2.


3a. Open nametable viewer. Appears to be 32w x 60h


3b. Open hex editor. Dump ppu memory.


3c. Open nexxt, change canvas size.
--

3d. Load ppu memory dump.



And we get this. Scroll down to see bottom half.
--

Like me, you'll be thinking "what??" Check the fceux nametable viewer at scanline 230.


This means our game is swapping out chr banks mid-screen somewhere. Bleh.


4a. Open fceux debugger. Click on "Step into" to activate.


If done correctly, you'll get to here. This is what a NMI handler looks like.



4b. Keep smashing "Step over" with the keyboard "ENTER" until we get here.


That rti is critical!


4c. Dump ppu memory again, since our chr banks are reset.



4d. Reload again into nexxt


Note that my image is messed up because I dumped the ppu too early. Wait for rti!


And we get this now.


Scroll up. Yes!


Select the palettes box to get the tiles to color correctly.



You'll have to play tile jigsaw now on your own. It's a powerful graphics tool though. If you have suggestions or improvement ideas, send them here
https://forums.nesdev.org/viewtopic.php?t=24079


5a. Edit your tiles and .. okay. I haven't figured this out yet. I'd "save session" + "save all binaries" + export everything for later.

Note that there are smart tile options like "Remove duplicates" and "Remove unused".


Getting everything back into the ROM could require a hacker, as likely you'll run into graphics + nametable compression. Anyways post your "wip" result someday and we'll see where to go next! I have other work to tend to. :)