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09-20-18 09:25:40 AM

Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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xdaniel
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Posted on 04-21-14 08:08:33 PM Link | Quote
Originally posted by Joe
There's no way it's one byte per Hangul syllable. It could be a multibyte character set based on KS X 1001, or it could be one byte per jamo.

Yep, I ended up looking into it a bit more, and it is two bytes per character. Pokemon names start at 0x1B0C4A, the 1bpp Korean font starts at 0x1E0000, Bulbasaur's name - 이상해씨 - is "079C 05C3 0A78 06BE". The normal English alphabet is still in the game as well, and seems to work just like in the other language versions, with single byte characters; same for the control codes.

And while the beginning of the font doesn't match up with KS X 1001 (ㄱ, ㄴ, ㄷ, ㄹ, ... in the game), the, uhm, final characters (가, 각, 간, 갇, etc., I mean) seem to do so... and I'm sorry for maybe sounding a bit ignorant, regarding Hangul, its jamo, etc., the language is completely new to me.
Joe
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Posted on 04-22-14 09:10:20 AM Link | Quote
Don't worry about it. I only know what I know because I like reading about Unicode.
xdaniel
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Posted on 04-23-14 03:13:42 PM Link | Quote
Manually combing over the font, to accomodate some gaps and a few characters apparently not in KS X 1001, and some automation to create the table later...



...we have every single official G/S/C release supported in G2Map, I believe! ...unless there's another European language, besides German, French, Italian and Spanish, that I'm missing?

And for the curious, the code that generated the table for me:

for (ushort eucNum = 0xB0A1, gsNum = 0x0101; eucNum < 0xC900; )
{
string str = korenc.GetString(BitConverter.GetBytes(eucNum.Reverse()))
if (str != "?")
{
xw.WriteStartElement("Character")
xw.WriteAttributeString("KeyType", "System.UInt16")
xw.WriteAttributeString("Key", string.Format("0x{0:X4}", gsNum))
if (gsNum == 0x3D0) { str = "뢔"; eucNum--; }
if (gsNum == 0x62F) { str = "쌰"; eucNum--; }
if (gsNum == 0x630) { str = "쎠"; eucNum--; }
if (gsNum == 0x6A0) { str = "쓔"; eucNum--; }
if (gsNum == 0x830) { str = "쬬"; eucNum--; }
xw.WriteString(str)
xw.WriteEndElement()
gsNum++;
if (gsNum == 0x16F) gsNum += 2;
if (gsNum == 0x1CF) gsNum += 2;
if (gsNum == 0x22F) gsNum += 2;
if (gsNum == 0x29F) gsNum += 2;
if (gsNum == 0x2F4) { gsNum++; eucNum++; }
if (gsNum == 0x2FF) gsNum += 2;
if (gsNum == 0x31B) { gsNum++; eucNum++; }
if (gsNum == 0x36F) gsNum += 2;
if (gsNum == 0x3CF) { gsNum++; eucNum++; }
if (gsNum == 0x42F) gsNum += 2;
if (gsNum == 0x49F) gsNum += 2;
if (gsNum == 0x4FF) gsNum += 2;
if (gsNum == 0x56F) gsNum += 2;
if (gsNum == 0x5CF) gsNum += 2;
if (gsNum == 0x69F) gsNum++;
if (gsNum == 0x6FF) gsNum += 2;
if (gsNum == 0x76F) gsNum += 2;
if (gsNum == 0x7CF) gsNum += 2;
if (gsNum == 0x82F) gsNum++;
if (gsNum == 0x89F) gsNum += 2;
if (gsNum == 0x8FF) gsNum += 2;
if (gsNum == 0x96F) gsNum += 2;
if (gsNum == 0x9CF) gsNum += 2;
if (gsNum == 0xA2F) gsNum += 2;
if (gsNum == 0xA9F) gsNum += 2;
if ((gsNum & 0xFF) == 0x50) gsNum += 0x10;
}
eucNum++;
}


gridatttack

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Posted on 05-02-14 03:29:48 AM Link | Quote
For some reason. I felt that I needed to hack SMB3 since my other hack became corrupted. Decided to start fresh on everything, and ive been editing the world maps.

Heres the old W3 one:


And now the new W3 one:


IDK which one to use :L
Mattrizzle
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Posted on 05-02-14 08:10:08 AM (last edited by Mattrizzle at 05-02-14 08:11:44 AM) Link | Quote
I don't know, but there are a couple of observations I made while looking at the new map:
  • There's a missing corner tile above and to the right of the palm tree on the landmass in the bottom-left corner of the map.
  • The same landmass has white paths, while there are normal paths everywhere else.

...and one question about the old map:
  • Was it possible to save up enough hammers to break those rocks above 3-6, clearing a path from 3-5 to 3-9? Because it looks like it would be possible.
gridatttack

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Posted on 05-02-14 03:44:06 PM Link | Quote
Originally posted by Mattrizzle
I don't know, but there are a couple of observations I made while looking at the new map:
  • There's a missing corner tile above and to the right of the palm tree on the landmass in the bottom-left corner of the map.
  • The same landmass has white paths, while there are normal paths everywhere else.

...and one question about the old map:
  • Was it possible to save up enough hammers to break those rocks above 3-6, clearing a path from 3-5 to 3-9? Because it looks like it would be possible.



-Wow I didn't noticed O.o Thanks! SMB3 map editor is really small in this screen, so its easy to miss stuff like that
-Well, it uses the second palette; the same one for the red mushroom houses. Its just really aesthetic the different color (they supposedly represent a town) but perhaps it looks too weird?

As for the rocks, no. They cant be broken. also they wouldn't work either way because the smb3 map system needs 1 tile in the middle to move, and here they are using the part where the walkable tile would need to be.
Mattrizzle
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Posted on 05-08-14 09:20:51 PM Link | Quote
You're welcome!

On second thought, those paths don't look so weird. They fit pretty well with the red and white mushroom houses and the spade panel.

Oh, and I forgot that detail about the paths. At the time of that last post, it had been awhile since I last played SMB3.


Here's a video of my WIP Super Mario Kart patch which allows players to use the CP-exclusive items:

<object width="480" height="360"><embed src="//www.youtube.com/v/p9OA64tkd64?hl=en_GB&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
gridatttack

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Posted on 05-12-14 09:38:54 PM Link | Quote
Originally posted by Mattrizzle
You're welcome!

On second thought, those paths don't look so weird. They fit pretty well with the red and white mushroom houses and the spade panel.

Oh, and I forgot that detail about the paths. At the time of that last post, it had been awhile since I last played SMB3.


Here's a video of my WIP Super Mario Kart patch which allows players to use the CP-exclusive items:

<object width="480" height="360"><embed src="//www.youtube.com/v/p9OA64tkd64?hl=en_GB&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>



Wow that looks pretty cool

This reminds me...I must finish up my SMK that is abandoned :<

When this is released, would be nice to incorporate it to make battles more fun
Along with the changed areas I made.
gridatttack

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Posted on 06-17-14 01:16:57 PM Link | Quote
Well, unfortunately, SMB3 kept crashing for no reason. So instead I decided to pick SMK hacking again.
Considering I had all tracks edited in the past, I have an advantage as in most tracks are designed, but half or less of them are not returning, since they are meh, and the past ones will be tweaked so they work with heavy characters too.

Heres the new Marcio circuit 1. Its way better than my past one.


<object width="420" height="315"><embed src="//www.youtube.com/v/fbD2-kv5Y40?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

I also plan to change the graphics and do some palette editing in the tracks so they are a new theme. Like here, MC is now renamed to 'Raceway' and it features grass instead of sand.

Rena

Star Mario
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Posted on 06-25-14 03:55:01 PM Link | Quote
Originally posted by Celux
One four-day debugging/programming marathon later, the monster formation editor is complete and it is now possible to unleash the force of 1000 blood-sucking Super-Goombas upon Mario. I've also documented where positions and settings of enemies on the map can be modified, so I'll get onto working on the map-object editor soon. I may release version 0.1 after I complete the special-function conversion for the text editor.

I wonder if you've investigated the script engine much? I found what I believe to be a debug command in the script engine, but never got it to do much besides freeze the game.
gridatttack

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Posted on 06-25-14 04:12:09 PM Link | Quote
With the help of matrizzle, we are finally able to change the wave animation

Here's the 'sunset beach' theme.

Xenesis
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Posted on 07-08-14 10:15:00 AM Link | Quote
For those of you who thought that Advance Wars Dual Strike didn't have enough COs:

<object width="420" height="315"><embed src="//www.youtube-nocookie.com/v/Idt4xSzBhvQ?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Googie
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Posted on 07-09-14 01:53:26 PM Link | Quote
I'm just trying to motivate myself, all I gotta do is edit the ending text & edit the levels. This is gonna be a 5 world hack...



gridatttack

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Posted on 07-09-14 02:23:35 PM Link | Quote
Sunset beach replacing koopa beach:
<object width="420" height="315"><embed src="//www.youtube.com/v/5zaJZBX_D3k?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

And new theme, jungle ruins, replaces bowser castle:
<object width="420" height="315"><embed src="//www.youtube.com/v/AsYiJj6UHJc?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Lunaria

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Posted on 07-12-14 02:03:04 PM (last edited by Lunaria at 07-12-14 02:03:21 PM) Link | Quote
Originally posted by Xenesis
For those of you who thought that Advance Wars Dual Strike didn't have enough COs:

-video-
Sweeeet. Any cool AW:DS hacks in the pipeline yet? :>
I'm psyched for more advance wars but the official side of things is, well, lacking, when it comes to new games. :I
Xenesis
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Posted on 07-13-14 11:32:45 PM Link | Quote
Originally posted by Lunaria
Originally posted by Xenesis
For those of you who thought that Advance Wars Dual Strike didn't have enough COs:

-video-
Sweeeet. Any cool AWS hacks in the pipeline yet? :>
I'm psyched for more advance wars but the official side of things is, well, lacking, when it comes to new games. :I



Probably not for AWDS. Compared to AW2 and it's GBA-simplicity and the well-setup filesystem of Days of Ruin, it makes AWDS extremely awkward to hack in comparison because it's basically a GBA game farted into an NDS wrapper.

That being said I have made one hack for it previously: Link
xdaniel
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Posted on 08-12-14 08:39:40 PM (last edited by xdaniel at 08-19-14 05:55:11 PM) Link | Quote
Restarted that Etrian Odyssey editor from a long time ago, from scratch...

http://i.imgur.com/DhLvJdZ.png

Very rough and unfinished code so far here: https://github.com/xdanieldzd/Yggdrasil

EDIT: More recent screenshot here:


devin

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Posted on 09-07-14 06:30:27 PM Link | Quote
blah blah more kirby shit
Sukasa

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Posted on 09-14-14 10:39:02 PM (last edited by Sukasa at 09-14-14 10:39:09 PM) Link | Quote
Are those Great Cave Offensive maps?
Mattrizzle
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Posted on 09-14-14 11:40:35 PM Link | Quote
Judging by the name of the directory in the screenshot, it's not anything from that game...
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Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

30 database queries, 5 query cache hits.
Query execution time: 0.241094 seconds
Script execution time: 0.044605 seconds
Total render time: 0.285699 seconds
Memory used: 786432