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Author Topic: Compressed GFX in Donkey Kong Country  (Read 418 times)
Chunky_Kong
Guest
« on: April 15, 2007, 05:56:00 pm »

Hey, guys. I just started hacking DKC and I'm just wondering...How do I decompress GFX in Donkey Kong Country? I need to know so that my level editor for it can let you decompress GFX and extract them so you can make ExGFX for the game.
Ryusui
Guest
« Reply #1 on: April 15, 2007, 06:04:21 pm »

You'll need an emulator with trace functions - Geiger's Snes9x Debugger is the obvious choice - and VSNES, which has functions Geiger's doesn't: it allows you to view graphics data stored in a save state, plus plenty of other useful stuff.

Once you have those, use save states and VSNES to figure out where in memory the decompressed tiles are stored to before being copied to VRAM (beyond which point Geiger will not be able to help you), then set a breakpoint for a write to that memory location. Step through the code and you should be able to figure out where the compressed graphics are stored and what exactly the game does to decompress them.
Nightcrawler
Guest
« Reply #2 on: April 15, 2007, 06:57:49 pm »

Yeah. You'll need to make a trace dump and take a look at the code to see what's going on. Start with the information you know and work from there.
creaothceann
Guest
« Reply #3 on: April 16, 2007, 03:41:00 am »

*points to sig*

Link to the latest build is in the ZSNES forum thread.
hippiejake
Guest
« Reply #4 on: April 16, 2007, 05:56:49 pm »

Oh, you are a lucky man today. Lookee here! Smiley
By the way, someone should submit that stuff. We already have some of the SM:RPG stuff, but...yeah.
Be warned, that game's a bit of a (insert random expletive) to crack. [Kind of the black sheep in the romhacking world - very few attempt it]
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