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| Jul - Posts by Joe |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 140 141 142 143 144 145 146 147 148 ... 150 151 152 153 154 155 156 157 158 159 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2865/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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You don't really need the correct palette to find the graphics. Here's a rip of some 4bpp graphics from a game I have sitting around:
None of these are in the correct palette, but you can still get a pretty good idea of what they are. (You might even be able to tell which game I ripped these from.) -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2866/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Palette lookup is not separated by RGB components. Each 8-bit value is used as an index into a 256-entry palette containing 256 RGB colors. (Or, if it's 4bpp, each byte is two 4-bit values that are used as indexes into a 16-entry palette containing 16 RGB colors.) Have you read the Wikipedia article I keep linking?
That image is my avatar, reduced to 8 bits per pixel. Each pixel is an index into a 256-entry palette. Each of those 256 colors is stored using 3 bytes: 24 bits per color. Now, if you're looking for graphics, you probably won't know what the correct palette is. No problem! substitute in your own palette, and you can still see if something is graphical in nature.
It doesn't look very good, but you can still tell it's supposed to be an image. I'm hesitant to mention it because of its very broken support of RGB color formats, but Tile Molester can view indexed graphics to a reasonable degree. To use it, set the codec to 8bpp linear and the mode to 2-dimensional. -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2867/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Somehow or another, I mysteriously gained access to the contents of Killer Instinct 1 and 2 (I'm not sure which version, but I guess it doesn't matter too much at this point) and I decided to take a look through them.
I did see things in KI2 that looked like 8bpp image sequences (one of them starts at 0x3A1B015), but nothing resembling the character sprites. Unless I've missed something big, the character sprites are all compressed.
...But that's not a problem! The next thing you can do is corrupt the game's RAM during a match and see if you can glitch out the player sprites. Once you've managed to get a sprite to glitch out without crashing the game, set a read breakpoint on that memory address. (You may wish to restore the previous contents of that memory before setting the breakpoint.) The game should halt somewhere within the decompression function. Originally posted by BMF54123Er, I read the source, and the source says there's a framebuffer in RAM and it's up to the game software to decode any graphics formats. ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2868/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Originally posted by AbystusI suspect that the graphics would take up too much RAM without compression, so they end up being decompressed during rendering instead of during loading from the hard disk. If you can find the decompression code, I can reverse-engineer the format. -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2869/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Tell that to the anime fansubbers.
To be honest, it's a little beyond my skill level. It'll take me a very long time to get anything sensible out of it if I do translate it. (I've read through most of H. 'axelay' Ueda's message. He mentions some hidden content that can only be accessed by beating the game without using any continues, but I can't figure out what the other conditions to access it are.) Some of the emoticons in Ito-chan's message are corrupt, but I'll take care of that after it gets translated. -------------------- ふにゃあ。 |
| (post in restricted forum) |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2871/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Originally posted by SikThat's the idea. A read breakpoint somewhere in the sprite data is all it'll take to find the decompression routine. Unless you mean it decompresses directly from the hard drive? But the game only has 17 milliseconds to draw each frame, and a typical 1995 hard drive has far too much latency. Originally posted by SikMaybe so, but it's a lot easier to set a read breakpoint on RAM than on a hard drive! -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2872/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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i don't think i can read that
sorry ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2873/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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I can't remember if MAME sets read breakpoints on physical or virtual addresses. On MIPS, virtual addresses from 0x80000000 to 0x9FFFFFFF are mapped to physical addresses from 0x00000000 to 0x1FFFFFFF. You might have better luck using a physical address rather than a virtual address. -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2874/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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You're welcome? I don't think my translation is all that good, though.
And don't worry about the length - I'm doing this for fun and practice. ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2875/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Originally posted by xdanielThat's normal. I once had connection issues because my brother was typing on his keyboard. Originally posted by xdanielA lot of those numbers sound weird. Super Mario 64 should be 320x240. Rogue Squadron changes resolution frequently during the intro sequence, which explains why you're getting different images at different times. Going by the N64 SDK's supported resolutions, I'd expect to see those as 1280x240, 640x240, and 320x240 respectively. (1024x240 should also be possible, but it's not in the SDK so I wouldn't expect to see games using it.) It'll take me a bit, but I can set up my GameShark and compare. I suspect the weird resolutions are caused by a bug. Just in case it makes a difference, what version is your GameShark's ROM? -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2876/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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The retail version of Windows 7 Professional is $300, and it has been that price since it was released.
What exactly do you mean by "outrageous prices"? ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2877/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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I suspect the Datel engineers didn't really understand how the N64's video registers work, so they guessed and got it wrong. It doesn't really matter, since most (if not all) games will use the SDK's video modes, and dumping all 4MB of RAM to find the frame buffer is really easy.
To get at the frame buffer like I did, you'll need to use GSCC instead of Datel's tools. You'll also need rubbing alcohol (to clean your cartridges, GameShark, and parallel ports) and something to convert the frame buffer to an image file. Follow the instructions to set up GSCC, then open the Ram Edit window. Use the Dump to File button to... dump the RAM to a file. To dump OoT's frame buffer, set the start address to 0x803B5000 and the end address to 0x80400000. To dump everything, set the start address to 0x80000000 instead. I used Tile Molester to browse the RAM dumps. It's good enough for locating the start of the frame buffer, although you'll need to find some other way to pull images out. (I shoehorned my N64 texture exporter into doing the job; you can use its source code as reference.) ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2878/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Originally posted by 7HeroesForceBattleThis would be funnier if that was the correct pronunciation.
Originally posted by 7HeroesForceBattleYes, that's pretty much the same thing. Originally posted by 7HeroesForceBattleActually, he's just saying "good luck" in two languages: first English, then Japanese. ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2879/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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None of the numbers are divisible by two.
None of the numbers have more than two unique prime factors. If a number is divisible by 3, it is not divisible by 5; if it's divisible by 5, it's not divisible by 3. No numbers have more than one unique prime factor greater than 5. No numbers have prime factors greater than 53. Numbers that are divisible by 3 are sometimes also divisible by 32 or 33, but not 34. The same pattern applies for numbers divisible by 5. If the numbers are factored into {multiple of 3 or 5, if possible} and {multiple of another prime}, they appear to follow a pattern similar to certain entropy encoding algorithms. Some numbers appear to be words: {3}, {9}, {35}, {3025}, {8405}, and {34225}. Some combinations of numbers appear twice, suggesting that they are common words: {3 529 121}, {111 125}, {141 37}, {189 1369}, and {325 961}. (That last one also appears at the beginning of one word.) One combination of numbers appears at the beginning of two words: {141 529 ~}. Three combinations of numbers appear at the ends of two words each: {~ 17 169 1369}, {~ 529 1369}, and {~ 6845 121}. One combination of numbers appears at the beginning of one word and the end of another: {15129 29}. Okay, I've spent enough time on this now. -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2880/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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{{9} {15129 529 19} {9} {925 23 215 121} {9 1369}}
{{5043 1369} {141 37} {31 2883 234270125} {351 529}} {{423 1681} {7803 37 1369} {3} {63 1369} {25 13} {459 5 455877 29} { } {9} {1025 27 23 121} {35} {3 7 69} {34225} {1225 25 185} {5043} {24025 1083 9 4761 29} {275 605 37}} {{9} {4225 155} {9} {459 5 253265 121} {275 4617605 11 1369 2875}} (spoiler: yes that means i cracked the code) -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2881/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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{{3} {1369 25947 5} {85 529 1369 115 1083 529} {115 3 215 37} {13225} {837 4879681 115} {27 529 925 23 215 121}} ![]() -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2882/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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-------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2883/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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Originally posted by CajetanYou mean most of the SM64 "hackers" only use emulators. If you ignore them, the rest of the N64 hackers - myself included - are far more interested in seeing code run on a real console. I'm particularly interested in the fact that you got more RAM working on a real console. Do you know if the correct value ends up at 0x80000318? -------------------- ふにゃあ。 |
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Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2884/3168 EXP: 9153155 For next: 164170 Since: 08-02-07 From: Pororoca Since last post: 7 hours Last activity: 7 hours |
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That build time indicates that your cartridge is version 1.1. (This screenshot should match what you see.)
USA 1.1 is byte-for-byte identical to Japan 1.1. The only difference is the region setting in the ROM header. If the music behavior changed at all, it probably would have been between versions 1.1 and 1.2. -------------------- ふにゃあ。 |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 140 141 142 143 144 145 146 147 148 ... 150 151 152 153 154 155 156 157 158 159 |
| Jul - Posts by Joe |
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Acmlmboard - 07/23/2013 b378.03
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