Author Topic: EDIT: Attempting GFX hack  (Read 5525 times)

Agent 12

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Re: EDIT: Attempting GFX hack
« Reply #15 on: August 14, 2006, 02:36:03 pm »
whoa wait so all these new sprites can be custom made?? Is that not going to take up extra space?

--jp

Chrono'99

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Re: EDIT: Attempting GFX hack
« Reply #16 on: August 14, 2006, 02:40:16 pm »
Technically it's just replacing existent graphic space (even if some of this space is "blank"), so it's fine.

ZeaLitY

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Re: EDIT: Attempting GFX hack
« Reply #17 on: August 14, 2006, 03:28:21 pm »
Jeez, so we can edit tilesets this easily...

I guess we should figure out what we need with the Blackbird tileset and what we can do with it. We could spruce up the walls (right now its mandatory to have one of those vent things run down between each wall tile; no getting around it) and add some things reminiscent of a shopping mall. I wonder how much palette flexibility we have. Perhaps we could remove some of the Blackbird's yellow rust tinges for more white / other colors pertaining to new additions.

Chrono'99

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Re: EDIT: Attempting GFX hack
« Reply #18 on: September 16, 2006, 08:26:22 am »
<_<

>_>

The board is awfully quiet since then end of August... Anyway, I'm back and am currently doing the tileset. I'm thinking about making the door and furnitures like the ones from "V" (http://en.wikipedia.org/wiki/V_%28TV_series%29 a famous series, at least for me).

ZeaLitY

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Re: EDIT: Attempting GFX hack
« Reply #19 on: September 16, 2006, 10:20:40 am »
Yeah, while Jsondag2 is away, mapping is probably the best thing we can work on. I should try to find some mappers.

Chrono'99

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Re: EDIT: Attempting GFX hack
« Reply #20 on: September 17, 2006, 09:11:23 pm »
I'm going full speed again, it's nearly finished. The colors might be a bit bland currently and the floor should probably be changed but I think overall it looks neat (ehe, auto-congratulation).

[attachment deleted by admin]

nightmare975

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Re: EDIT: Attempting GFX hack
« Reply #21 on: September 17, 2006, 09:31:14 pm »
That is sweet dude. Can't wait to use it.

ZeaLitY

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Re: EDIT: Attempting GFX hack
« Reply #22 on: September 17, 2006, 11:05:46 pm »
You're tellin' me...mapping with this will be a pleasure. I wish I could catch a break to get CE some momentum in other areas again.

justin3009

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Re: EDIT: Attempting GFX hack
« Reply #23 on: May 15, 2007, 08:01:16 pm »
Sorry to revive an ancient thread, but how did you change the metal pillars (the ones surrounding the TV thing) without it corrupting the rom?  If I even change 1 pixel it corrupts, unless something I decompressed is really weird.

Chickenlump

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Re: EDIT: Attempting GFX hack
« Reply #24 on: May 17, 2007, 07:49:20 pm »
Just make sure that the new graphics file you are recompressing to the ROM is the same size or smaller than the original graphics file you decompressed. Once you decompress one of the graphics packets, copy it and make edits to the copy, then right click on the files and compare the sizes of the original file and the edited file.
If the edited packet is larger by even 1 byte, things go badly (you are overwriting something right after it).
Also, make sure you are recompressing it back to the exact same address you decompressed it from.
Or... Repoint that packet to some freespace if it has to be larger, though TF uses freespace... I forget if the graphics packets pointers are 2 or 3 byte pointers, if they are 3, then it's possible to make it larger, and put it in a bank way past what TF will ever reach. I think that made sense. Sort of.

>_>

justin3009

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Re: EDIT: Attempting GFX hack
« Reply #25 on: May 17, 2007, 09:03:50 pm »
That's what I don't understand.  They're the same exact size yet it still corrupts the rom o.O..I'm pretty sure it's the right address as well , cause it worked fine when I reimported it with the pillar gone.

Vehek

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Re: EDIT: Attempting GFX hack
« Reply #26 on: May 17, 2007, 09:59:09 pm »
Check the re-compressed size when you import back into Temporal Flux.
The pointers are 3 bytes pointers, so you should be able to repoint them if it's necessary.

Chickenlump

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Re: EDIT: Attempting GFX hack
« Reply #27 on: May 18, 2007, 07:45:20 pm »
The pointers are 3 bytes pointers, so you should be able to repoint them if it's necessary.

Ah, thanks! I am currently without a computer, so could not look it up myself. Well then, that makes things infinitely easier when modifying tilesets, not having to worry about the packet sizes, and as an added bonus, it frees up the space that the original packet took up, meaning you can overwrite the original packet with your own data, code, etc.

justin3009

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Re: EDIT: Attempting GFX hack
« Reply #28 on: May 18, 2007, 08:04:32 pm »
I'm probably going to have to do that.  I encountered a more funny error.  If you decompress the file, then recompress it without any changes, the rom corrupts itself xd!

PS: Um...Ya i'm retarded but where would the 3 byte pointers be?  Would you just type in that same address for the tilesets like 273D02(Manoria Cathedral) into snes9X debugger and add 3 bytes so its 273D05 so then you can change them?...or something.  >_>...
« Last Edit: May 18, 2007, 08:57:22 pm by justin3009 »

Vehek

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Location Tiles Pointers
« Reply #29 on: May 18, 2007, 08:31:20 pm »
362220   3624BF   PTR   No   No   "Pointers to Location Tiles (224 addresses, first at 252000)"   6/21/2004
Go look in there until you find the pointer you're looking for.