Author Topic: Graphics Hacking  (Read 63603 times)

Agent 12

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Re: Graphics Hacking
« Reply #345 on: April 14, 2009, 08:24:54 pm »
Cool sounds like a plan, if you have the sprite sheet for him that you were using handy.....or even a patch with the graphics inserted (no need to do sprite assembly or anything) that'd help out (no big deal though I'm really just going to make sure that everything loads).

--JP

Agent 12

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Re: Graphics Hacking
« Reply #346 on: April 15, 2009, 12:08:52 am »
Awesome it worked w/o a hitch.  Well almost I didn't realize we were changing the sprite size of the arms/hands so I was confused for a second.  Anyways to make them editable I think you can use the last version of the program but just in case I'm attaching it again.  Here's the lines I added to spriteassemblyInfo.txt (you'll obviously need the sprite sheets on disk)

ZealFace,2424CB,239358,F0,deploy\zealface.png,2
ZealHands,2424CE,239448,640,deploy\zealhand.png,1
lavosarm1,24255B,23CE90,5A0,deploy\lavossecondformarm1.png,2
lavosarm2,24255E,23D430,5A0,deploy\lavossecondformarm2.png,2

There's a small bug right now where if the tile didn't fit on screen at first you have to zoom out (ctrl + -) and reload the sprite

--JP

Agent 12

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Re: Graphics Hacking
« Reply #347 on: April 23, 2009, 11:21:04 pm »
Any updates on the mech krawlie or Glenn graphics?  I'm flying to TX this weekend but I have literally about 14 hours in the planes/airports.  It'd be ideal if I could work on inserting graphics. 

Vehek do you think it's possible to do the 8th character fix I PM'd you about?

--JP

ZeaLitY

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Re: Graphics Hacking
« Reply #348 on: April 24, 2009, 01:18:24 am »
Haha, Texas. If I go to PAX this year, there are probably 6-7 Compendiumites who could do a meetup.

Chrono'99

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Re: Graphics Hacking
« Reply #349 on: April 26, 2009, 11:26:58 am »
Where we're going, we don't need roads. ...We don't even need wings! (thanks to antigravity technology!)

Agent 12

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Re: Graphics Hacking
« Reply #350 on: April 26, 2009, 12:42:55 pm »
Nice!  also, i use that quote in america and people don't know what I'm talking about, I get so angry!

--JP

FaustWolf

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Re: Graphics Hacking
« Reply #351 on: April 26, 2009, 03:29:46 pm »
That is one kickass Neo-Epoch.

ZeaLitY

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Re: Graphics Hacking
« Reply #352 on: April 26, 2009, 05:28:47 pm »
Jesus, fuck...

...

...

 :kamina

justin3009

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Re: Graphics Hacking
« Reply #353 on: April 26, 2009, 05:49:28 pm »
That's really good chrono'99!

Agent 12

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Re: Graphics Hacking
« Reply #354 on: April 27, 2009, 04:42:57 am »
OK, so I totally fail at finding addresses for this stuff.  Can someone tell me where to find the epoch tileset and the "C" in era selection?  I'll try to get these inserted tomorrow.

--JP

justin3009

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Re: Graphics Hacking
« Reply #355 on: April 27, 2009, 09:01:03 am »
The Epoch's location tiles are at
2A6B8C & 2A7885

The "C" in era selection is at
038000


Tutorial
====================
1 - Open Geiger's SNES9X Debugger
2 - Load ANY Chrono Trigger Rom
3 - Click Breakpoints
4 - Type in C30569 and click the box "Exec"
5 - Run the game
6 - Enter the area in which you want to find the tiles for
7 - Keep clicking run until the game continues without hesitation
8 - Note the addresses and decompress the many it lists to find the one in the area you need

That's about it!
« Last Edit: April 27, 2009, 09:03:15 am by justin3009 »

Chrono'99

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Re: Graphics Hacking
« Reply #356 on: April 27, 2009, 02:09:12 pm »
Note that this "C" is the same one as the one from the original Chrono Trigger; it's just a palette hack. However, the one in CE has been glitched for ages now (there's a hole in the colored part between 600 and 1000 AD), so it's probably easier to re-insert the original CT "C" rather than cut this one in tiles and insert it. We need to find the palette address for the palette change though.

FaustWolf

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Re: Graphics Hacking
« Reply #357 on: April 27, 2009, 02:59:51 pm »
JP, there's a a comprehensive address spreadsheet tucked inside the background insertion guide zip. It doesn't attach names to the addresses, but if you can find the index of the appropriate tileset in Temporal Flux, you can get the tile swatch indices and go from there.

I'm not sure offhand whether you would have been able to find the "C" in "Chrono" with it though.

FaustWolf

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Re: Graphics Hacking
« Reply #358 on: April 29, 2009, 04:00:05 am »
JP mentioned that the Neo Epoch's palette needs modified from the original palette to match '99's.

Anyone know off hand if the Epoch's palette is shared by other tileset graphics anywhere else? I can fit this in if '99 or someone else doesn't get to it first.

Also, how many palettes need to be changed? One for the field Neo Epoch (the one you see when landing or in the hangar) and one for the overworld sprite?

Eww, overworld palettes are compressed too IIRC, at least the ones used in the tileset graphics packs; not sure about movable objects though.
« Last Edit: April 29, 2009, 04:42:41 am by FaustWolf »

Vehek

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Re: Graphics Hacking
« Reply #359 on: April 30, 2009, 11:36:26 am »
I remember something from when I tried to move the dactyls to another OW. On the OW I moved them to, they were black, as apparently they got their palette from the current OW palette set.

Edit: Yep, the palette for the OW Epoch is part of the OW palette set. So you'll have to modify the OW palette set for each OW the Epoch can reach. (Probably annoying to do I guess.)
« Last Edit: April 30, 2009, 01:41:48 pm by Vehek »