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| Jul - Posts by Hectamatatortron |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Hectamatatortron Member Level: 31 Posts: 102/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I get you guys a 3-games-in-one GBA ROM hacking utility and you get me some simple words for my birthday? How...shallow D; -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 103/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Heh, you could top it by presenting a COMPLETE version (my tool is far from complete >.>) Eh, I got a nice material present anyway: my USB Gecko works just as it should, and I can hack Wii games with it. I just don't know what I'm doing enough to make use of that capability. :/ Just a note, I AM a great code maker. I've done some srs ASM hax for DS games and stuff. But there's just something about Boom Blox that doesn't want me to even make a simple score mod... -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 104/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Wondiferous. Battle animations are composed of OAM data, palette data, frame data (OAM data selections as well as flags for if a sound effect should play and how long the frame should be displayed, etc.) and finally, the graphics themselves. I had decoded all but parts of the OAM and some section data (had no idea what OAM data looked like, so I never made the connection; a hacking friend at Fire Emblem Universe pointed it out) a couple of years ago when I first got into ROHM acking (yes, I enforce that spelling). Now that I finally know that the so-called "mystery data" is just a set of offsets of sections in the frame data, it should be plenty easy to create custom animations. As for extracting the information I need from a GIF to format it appropriately, I'm not sure.... Edit: Screwed GIFs and went with PNG/BMP frames as input. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 105/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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~ BUMPDATE ~ Battle animation inserter for FE 7 class animations done. Link to update is the same, as always. RTFM if you have to: FE_Editor/doc -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 106/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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[Deprecated - there was a video embedded here] Custom battle animation inserted into FE 7 using my application. It's kinda bland, but I didn't insert the whole thing - just enough for a proof of concept. Didn't want to screw up and have to re-insert over and over. Edit: Friend's first custom animation: Figures I wouldn't figure out hit sound effects until AFTER he made that video. ![]() Edit: Better vid! ![]() -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 107/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Say, how many people here are Fire Emblem fans? The animation hacking I've pioneered is pretty advanced to the FE hacking community. I thought more people around here would see the videos I put up and freak out - "Wow, that's pretty beast, Hextator! D:" *sniff* I guess not :/ -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 108/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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~ BUMPDATE ~ Animation inserter has OAM optimization code implemented in it that allows animations to be approximately three times bigger than they could before. It was harder to code than the basic animation decoding code I had to start with x_X -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 109/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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~ BUMPDATE ~ You've all missed a week's worth of very important bugfix and UI improvement updates. Link in the first post points to version 20090119.1 and I'm hoping I didn't forget to mention in the past that the link to the latest version is always the same as the link in the first post. ~ UPDATE ~ 20090123.1 is out and pretty much required downloading. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 110/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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~ BUMPDATE ~ Insertion of custom spell animations into FE 7 is now possible with version 20090212.1 - here's an expression of my sorrow regarding the lack of attention this project is getting outside of Fire Emblem Universe's forums: ":/". ~ EDIT ~ Actually, we're at 20090214.3 now. Happy Valentine's Day? I guess... -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 111/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Is the intent of this project to compress data in the LZ77 format that is decompressed by the GBA and NDS's SWIs? I have some Java code I can help you port for that purpose as a part of a GBA ROM editor I've written. Unfortunately, I don't know enough about how it works to write it on my own (that is, if I wanted to optimize the code, I wouldn't know where to start; really, though, it's probably as optimal as it gets). I do know the format of LZ77 compression, however. Not that it matters; I just ported a friend's code from C# to Java as his tool that the code was for was also for hacking GBA ROMs. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 112/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Hm? I thought you got this idea from me :/ You didn't list any of my examples at all! -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 113/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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ZZT is a friend of mine from Kodewerx; he showed me some of his quirky projects (I believe one was a Brainfuck interpreter in C?). I knew he dabbled in N64 hacking, but I wasn't aware he had a system for setting up an N64 toolchain. I haven't looked at it yet; does the header file just have function prototypes, no such thing, or does it actually have function definitions? I'm speaking of methods within the game, of course; in my Ocarina of Time example, you can see where I've been able to use methods in the game as my own. Makes me feel all warm and Puppet-Master inside. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 114/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Do you actually get little endian output without that option? Isn't MIPS BE by default? -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 115/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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This works on my Vista 64 machine just fine. I use that and a batch script on their own for all of my N64 programming needs. Poor, to be sure, but hey, it works. Hm...I can't remember where I found this mips-elf-as and other executables, though. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 116/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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It is possible to edit maps (there's a tutorial on the forum I frequent that has a tutorial for creating entire chapters, including new maps). As such, I've lowered the priority for adding such support because it already exists in some form. It is next, however, once I complete custom spell animation support for FE 6 and FE 8. I can't promise any of those things will be supported soon, though; they take lots more coding than anything the editor can do now. Oh, I should probably mention there are usually important updates since the last version mentioned here; I don't come here every time I update. The link in the first post (as I've said before) always points to the latest released version, but the info in the post itself may be incorrect and say that it is older than it is. It's best to just download it again every couple of days or check a location that I update more frequently (my AIM status, for example). At the moment, the first post is correct. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 117/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I don't usually play hacks, but I have an urge to play this. I'd think either a Luigi face to go with a Mario face or an M to go with the L would be best for the lives counter; consistency is a virtue. I wonder if you could get creative and have the image cycle through all the letters in the names and perhaps the face as well. Spriting some spinning graphics for the coins collected icon and doing something similar would also be impressive. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 118/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Very cool. I saw your post about having NPCs act different based upon a variable; the power you all have over this game is something to treasure. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 119/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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You think the file that's used is chosen by a number in the level data? Wouldn't it then be easier to set a read breakpoint on that number and follow the code instead of on the data to be loaded and tracing backward? Once you find the subroutine responsible for loading the tile sets, rewriting the assembly code in a C style format is pretty easy (if you know the instructions). If you don't, getting the disassembly to someone who does would be just as well. I've rewritten a few BIOS functions in Java myself (LZ77UnCompWram, anyone?). -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 120/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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That doesn't look like a valid address to me. Are you sure it's not a mirror? When it comes to mirrors, the debugger only breaks if you specify the exact address being used to access the memory location. This is why it's hard to get breakpoints on addresses like 0x023FFXXX - lots of games access that area with the mirror, 0x027FFXXX. Also, I have No$GBA 2.6a debugger. No need to worry about explaining to me how breakpoints work on it. Keep in mind that if the address you're thinking of is in the .NDS file, there's no way to set a breakpoint on reads of that data directly. The card's memory is not mapped to the hardware, it is accessed serially through I/O registers. In other words, if you're going about this the way people would when hacking a GBA game, where you can simply add 0x08000000 to the address of a byte in the ROM to get the address you want a breakpoint of, then it's not going to work. Since the address you have looks to be in that range, I'm guessing that was your mistake. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 121/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I guess you can probably look for a place in WRAM that is a buffer for that data (the data written to 0x040001A8) holding the address of that data you found. GBATEK has more info. -------------------- ![]()
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Jul - Posts by Hectamatatortron |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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