11 March 2016 - Forum Rules
Started by drax01, January 25, 2023, 02:46:40 PM
Quote from: tacoschip on April 22, 2023, 09:10:41 PMTo 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/nexxt2. Load up the title screen in fceux- This game is MK1, not MK2.3a. Open nametable viewer. Appears to be 32w x 60h3b. 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 nexxtNote 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 herehttps://forums.nesdev.org/viewtopic.php?t=240795a. 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.
Quote from: tacoschip on April 25, 2023, 08:27:30 PMContinuing the MK1 title tutorial.1. Edit the graphics. I chose to slide some tiles around. Save the nametable. -- 2. You'll need a Run-Length Encoder (RLE) toolhttps://github.com/tacoschip/tacoschip/raw/47413095c50d0cc2965936197ca210a033fa5bc3/main.cpphttps://github.com/tacoschip/tacoschip/raw/47413095c50d0cc2965936197ca210a033fa5bc3/packer.exeDrag-and-drop your new nametable file onto the packer.exe. It squishes 1024 bytes down to 461 bytes.3. Now to figure out where this nametable lives in the ROM. Explanation on how to find it will not be fully covered, as it requires some work.At the MK logo screen, open the debugger. Add a breakpoint. -- Hit run. Get to title menu. This is where it uploads nametable to vram. Seek to $83f0 to find what's there. -- The memory looks like this. Right-click on the red box. Shows us it's at ROM $83ff. -- 20 00 = nametable vram address. Rest is compressed RLE bytes.We also need to know where it ends. Double-left click the blue box to add a breakpoint. Then hit run. -- That red box is where it stops. $85bf. Single left-click the blue box to add it to seek. Then seek to. -- Notice how it stops with FF FF FF, of which the last 2 FF might be dummy bytes.- Note: This picture was using a modified ROM. ROM $85E4 is where the next nametable actually starts.So we take our *.rep file back from step 2 and paste it into the ROM at $83ff+2. Load game again.It worked! Although it could use some work. Now what if it didn't fit into the original space??- Try to remove useless tiles on the map- Put it into Bank 07, assuming it has room- Ask a hackerOur next future study will be how to edit those pseky stage tilemaps, like Shang Tsung's throne.But ask now if something needs more explaining.
Quote from: drax01 on March 30, 2023, 03:56:53 AMThe reason I need this scenario to be indexed in the game is to take advantage of this space to design a scenario that is in MK2 (The Dead Pool). What would this be:
Quote from: tacoschip on April 27, 2023, 09:52:02 PMI might play around with this for a bit, if I learn more info. I ask for your help identifying these graphics.- What is the bottom half? Is it used in MK2 or was only for MK1? Looks like some shiny pool or mirror.- What is the bottom half? Is it used in MK2 or was only for MK1? Looks like a fireball?- It looks like a sun or moon but I have zero idea where / if it's used.- Don't know if this is used or which stage.My opinion is that some gfx mini-banks can be freed up, like a jigsaw puzzle. This much work would require an asm hacker anyway, which is why I'm exploring.
Quote from: SuperStarFox on April 28, 2023, 04:11:41 AMI know what that sun or moon thing is, it's the J.Y. Company logo. J.Y. Company is known for their bootleg Famicom games as well as publishing games from Hummer Team.
Quote from: tacoschip on April 28, 2023, 08:51:39 AMExcellent! Very helpful. Two more questions.Is this part unused? See right panel.Also unclear for me if the fireball explosion is used. See right panel.The why. Portal uses 3 different chr banks. I've noticed that Forest + Portal chr animations can maybe be duplicated with careful bank swap timing, freeing 4 banks. And I can mix-match parts of other banks. So your complex pictures could (possibly) be chopped up into 3-4-5 sections, space permitting.
Quote from: drax01 on April 28, 2023, 11:14:43 AMIf you use the 3 banks, if you scroll in the CHR you will notice that the stage is found 3 times, the difference is that there are changes in the drawings, which are 2 different drawings for the monks' cassock and the lightning bolt from the portal in the background, This is how "Hummer Team" achieves the animation, changing the background 3 times in sequence, but what we see is an animation.
Quote from: tacoschip on April 28, 2023, 11:46:12 AMOkay! I'll have to be mindful of those tiles.Portal "upper" is 7d010 - 88010 - 8a010. Then there's the "middle" screen (7c010 - 7e010 - 89010); only the bottom 2 rows animate in these banks but they are same as the "upper" chr banks (7d010 - 88010 - 8a010). And only 3 tiles change in these last 2 rows.My untested opinion is that if we swap the banks at the right time, we can squash the 3 middle banks into 1, moving all the animated tiles into the "upper" banks.Forest also has the same situation. ~3-4 tiles are changing in "middle" section and we can hopefully squash these 3 banks into 1.If it fails, we still have the 2 Shang Tsung throne banks to use for Dead Pool.
Quote from: drax01 on April 28, 2023, 12:22:42 PMno if this information is useful, they gave me a rom where they manage to incorporate the "Dead Pool" scenario in the "Mortal Kombat 2 Special", you can see it in this video at the time: 05:39
Quote from: tacoschip on April 28, 2023, 12:57:47 PMSomeone converted "Dead Pool" already??? Clearly I missed it and wasted my time. (note: my laziness meter has now exponentially increased and hacking interest has evaporated substantially. There's apparently a new experienced sheriff from some other town!!)Can they also convert The Armoury? And out of curiosity, The Wasteland?(not like I have to volunteer anymore. Honestly, they should be able to add all these maps without expanding the rom, or needing my help. )I am happy you have a dedicated, very capable team helping you along! I will now sit back and later enjoy the finished product.
Quote from: drax01 on April 14, 2023, 03:41:49 AMI took the stages below from reference to this page:https://www.spriters-resource.com/nes/mortalkombat3bootleg/sheet/93114/
Quote from: tacoschip on April 28, 2023, 11:45:13 PM(stupid double post; oh well, make use of this new one)I did not notice this earlierwhich I now realize where MK3EX took some of their graphics from, and also improved other ones.https://bootleggames.fandom.com/wiki/Mortal_Kombat_3_(Super_Game)They impressively squished some digitized graphics into 256 tiles, which means you'll have room for all 3 missing stages now.
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