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Author Topic: RoboWarrior hack (NES)  (Read 2670 times)
jwurmz
Guest
« Reply #30 on: October 18, 2006, 02:51:26 pm »

got it. you're right, it would be much better if the graphics were directly ripped from the rom at load time. it'll be a few days (at least) before it's fully implemented and bug-free, but it's on it's way  Wink
Googie
Guest
« Reply #31 on: October 20, 2006, 09:20:16 pm »

Cool, I'm very interested in this editor, so I'll be waiting.  Grin
jwurmz
Guest
« Reply #32 on: October 23, 2006, 08:04:49 pm »

well D I may need your help again... (anyone else for that matter)

i've got it so that it rips all graphics at rom load, but i'm having trouble finding palette data. is there a predefined area in rom where i can find palette data or what? in the nestech document it says that the palette data is stored in 3F00 thru 3F20 in PPU RAM but as a reference, not rgb value. it doesn't go much further in it than that. do i have to start stepping through code to find palette values? [EDIT] ok so I found the palette in RAM at 09fb or so, but when i try breaking on a read or write of that address nothing happens (using FCEU), even though i clearly see the values changing in RAM - am I just retarded or what?

i suppose my homemade black/white/greyscale palette would suffice, but i'm hoping someone can shed some light on it...
« Last Edit: October 23, 2006, 08:56:31 pm by jwurmz »
DaMarsMan
Guest
« Reply #33 on: October 23, 2006, 08:08:46 pm »

I think palette data can be loaded in from anywhere and be in a variety of formats. On the snes I change palette data by looking at the cg register and stopping it on a write. Not sure how it works on nes.
D
Guest
« Reply #34 on: October 23, 2006, 09:59:13 pm »

LAst time I fucked with NES palette data was using Nesticle. Irecall if you paused and opened the palette editor it'd show you 32 or so colors each grouped in 4s. What you did was wrote down the hex values it gave you for each color, then searched for the 4 together as one palette in the ROM data.

I suppose you could do this method for every graphic palette used in the game and just rip from those offsets at load time. Of course, fi someone hacks the code to assign something to an entirely different offset for palette data this method wouldn't work.
jwurmz
Guest
« Reply #35 on: October 23, 2006, 10:40:41 pm »

Quote
LAst time I fucked with NES palette data was using Nesticle. Irecall if you paused and opened the palette editor it'd show you 32 or so colors each grouped in 4s. What you did was wrote down the hex values it gave you for each color, then searched for the 4 together as one palette in the ROM data.

indeed that worked. looks like a palette lookup table between DDF0 and E0BF. thnx D


Quote
I suppose you could do this method for every graphic palette used in the game and just rip from those offsets at load time. Of course, fi someone hacks the code to assign something to an entirely different offset for palette data this method wouldn't work.
well if they change where it's pulling palette data from then tough shit. i'm not a fucking miracle worker  Grin
KingMike
Guest
« Reply #36 on: October 24, 2006, 10:52:14 am »

Quote from: jwurmz on October 23, 2006, 08:04:49 pm
ok so I found the palette in RAM at 09fb or so,

That seems very odd. NES has 2KB ($800) of RAM, so that's actually 01FB, which is almost the end of the stack space (which is what the NES uses to know what to return to when it finishes each function, as well as "pushing" and "poping" data. Y'know, where it wants to save one variable, do some stuff, then return, not bothering to allocate memory).

EDIT: Eh, D got it.
jwurmz
Guest
« Reply #37 on: October 24, 2006, 12:33:02 pm »

Quote from: KingMike on October 24, 2006, 10:52:14 am
Quote from: jwurmz on October 23, 2006, 08:04:49 pm
ok so I found the palette in RAM at 09fb or so,

That seems very odd. NES has 2KB ($800) of RAM, so that's actually 01FB, which is almost the end of the stack space (which is what the NES uses to know what to return to when it finishes each function, as well as "pushing" and "poping" data. Y'know, where it wants to save one variable, do some stuff, then return, not bothering to allocate memory).

EDIT: Eh, D got it.

yeah somehow when i was paging through the RAM I missed it at 01FB. good thing for me it's mirrored 3 extra times  Roll Eyes

well, i've got the image palette for each stage mapped. i'm not going to bother with the sprite palettes at this time - i'm all paletted out at this point

thanks for the help everyone, will keep you posted.
jwurmz
Guest
« Reply #38 on: November 03, 2006, 07:26:12 pm »

well i've decided to retire this editor project (for the time being?) because, well... i'm a lazy fuck.

instead, i'll release all of my notes and let someone else make an editor that incorporates ripping the image data at runtime (if they so desire). as it sits, the editor is able to edit all of the stages in the game so it's sufficient. i made some improvements to the image tiles in the editor so now bushes that contain hidden items actually have a little thumbnail of the hidden item and certain tiles that are not passable have a red X overlaid; it makes building levels a bit easier and more pleasant on the eyes.

the updated editor is here: http://jwurmz.cinnamonpirate.com/pub/RoboWarriorEditor.zip

and all of my notes are here: http://jwurmz.cinnamonpirate.com/pub/RoboWarrior.txt

i'm still going to completely rework all of the stages from the ground up - i'd say i'm about 1/3 of the way through that. i'll keep posting updated screenies as i go and when it's finished i'll whip up a patch file for it. until then i'm very interested to see if anyone else makes use of my notes. it would be pretty cool to have a FULLY functioning RoboWarrior editor...
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