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Author Topic: Megaman X SNES Games  (Read 1 times)
Leon
Guest
« on: May 24, 2008, 02:14:41 pm »

This is probably not worth anyones time but i was wondering if anyone can fix up the games so that when you get the armor for X in the games he would still look like the same blue look. the same look he has at the start
« Last Edit: May 24, 2008, 02:32:07 pm by Leon »
seirj
Guest
« Reply #1 on: May 24, 2008, 03:07:37 pm »

I suppose you could edit the armor art and replace it with the basic look.
Leon
Guest
« Reply #2 on: May 24, 2008, 03:27:55 pm »

If I knew how
sb iq
Guest
« Reply #3 on: May 24, 2008, 03:29:35 pm »

http://www.romhacking.net/start/#graphics
Leon
Guest
« Reply #4 on: May 24, 2008, 03:47:51 pm »

I don't know what I'm doing with this it's too confusing to me.
sb iq
Guest
« Reply #5 on: May 24, 2008, 05:57:06 pm »

Then force yourself to learn.

Nobody here will help you unless they see that you are putting in some effort.
akadewboy
Guest
« Reply #6 on: May 25, 2008, 01:36:51 am »

You can also give this tutorial a try: http://www.romhacks.net/tutorial_edit_graphics.php
Leon
Guest
« Reply #7 on: May 25, 2008, 04:15:39 pm »

Looking at the program i can fun the right tiles to work on. lots of them looked missed up. and when what looks like are the ones i need to be looking at are discolored and i can't tell if there the right ones i need to look at or not.
tc
Guest
« Reply #8 on: May 25, 2008, 04:41:54 pm »

I'm pretty sure the graphics compression for the three Mega Man X games and Mega Man 7 hasn't been fully cracked yet. Unlike Rockman & Forte, that translation patch proves its format was discovered.

As everyone here knows... I've been waiting years for a TLP-compatible complete tile dump of MM7. Tongue
NetSplit
Guest
« Reply #9 on: May 26, 2008, 07:27:30 am »

http://parasyte.kodewerx.net/projects/syndrome/?
Disch
Guest
« Reply #10 on: May 26, 2008, 11:20:11 am »

After looking at Parasyte's code, it looks like it uses the same compression format as the MMX3 graphics format outlined in Euclid's doc here:

http://www.romhacking.net/docs/MMX3decompression.txt

and a transcribed description I wrote up a while ago for Compresch so I wouldn't have to decipher C code:

Quote
=============================
== MMX3 format             ==
=============================

   Compressed data starts with a control byte.  Each bit in that control byte
determines whether a following block is a raw, uncompressed byte or an LZ-copy
style structure.  If the coresponding bit is set, the block is a 2-byte LZ
struct, if it's clear, the byte is a single uncompressed byte.  Bits in the
control byte are read high bit first.



LZ struct:

  byte  0     byte  1
[LLLL LLOO] [OOOO OOOO]

  L = length (number of bytes to copy)
  O = offset backwards from end of decompressed data to start copying from


   Hard to explain in words -- but it's pretty simple.  Here's an example:


Compressed code:

00 A1 A2 A3 A4 A5 A6 A7 A8 0A A9 AA AB AC 10 06 AD 14 09 AE


Would decompress to:

A1 A2 A3 A4 A5 A6 A7 A8 A9 AA AB AC A7 A8 A9 AA AD A9 AA AB AC A7 AE


because:

00 is the control byte.  Following this control byte is 8 blocks.
Bit 7 of the control byte represents the first block.  Bit 6 represents the
next block, and so on.  Since all of these bits are clear, all 8 blocks are a
single uncompressed byte:

 A1 A2 A3 A4 A5 A6 A7 A8


after those 8 blocks, you have another control code:  0A  (%0000 1010)
high 4 bits are clear, so another 4 raw bytes:

 A9 AA AB AC

the next bit in the control byte is set, now, so the next 2 bytes are an LZ
block:  10 06  ->  Length=$04   Offset=$006
So you go back 6 bytes into the decompressed data and copy 4 bytes from there

 A7 A8 A9 AA

following that block is another raw byte

 AD

then another LZ block:  14 09  ->  Length=$05   Offset=$009
so go back in the decompressed data 9 bytes and copy 5 bytes

 A9 AA AB AC A7

and lastly, another raw byte

 AE

following this would be another control byte, and so on until the desired number
of bytes have been decompressed.
Leon
Guest
« Reply #11 on: May 27, 2008, 02:11:49 pm »

getting back on topic about my miner tweak of the games Grin
elixirnova
Guest
« Reply #12 on: May 27, 2008, 02:24:36 pm »

Just edit the palette for it. I'm sure it isn't too difficult to find.
Leon
Guest
« Reply #13 on: May 27, 2008, 06:19:43 pm »

i looked the colors are missed up that i can tell what I'm looking at. So i don't know what i'm looking at what i find a head
justin3009
Guest
« Reply #14 on: May 28, 2008, 01:20:51 pm »

You load up a palette via other file in Tile Molester.  Choose a savestate, go to where you think X or zero is, and surf the color palette until it hit's whoever you want..It's fairly easy.  X and Zero are not compressed in X3, X isn't compress in 1 or 2 either i'm fairly certain of that.
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