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Author Topic: Castlevania - SOTN  (Read 1 times)
creeperton
Guest
« on: July 28, 2010, 01:08:01 pm »

I can't get cdmage or cdprog to recognize the castlevania rom I ripped.  I think it has something to do with the cd track hidden in it.  I ripped it with poweriso, which was the only ripping program I could find that allowed me to make a rom from castlevania sotn.

Some other stuff:
*.psv save state (pSX emulator)

0x181638 Library card Price

0x181648 dc Saber Price

0x181650 d0 Mace Price

0x181658 a0 Damascus sword Price (0x000000??) Also located at 0x47a3140 in castlevania_sotn.bin (ROM).
0x181659 0f Damascus sword Price (0x0000??00)
0x18165a 00 Damascus sword Price (0x00??0000)
0x18165b 00 Damascus sword Price (0x??000000)
0x18165c 00 Do not know
0x18165d 05 Do not know
0x18165e 6f Do not know
0x18165f 00 Do not know

0x181698 Leather hat Price

0x1816a0 Circlet Price

I'll make a table of ram and psv offsets for the items the librarian sells, but it looks like the table I found is only item prices and maybe the little graphic that displays when you select an item.  Until I find something to rip files from *.bin/*.cue, I can't do much else.
Dragoon ZERO
Guest
« Reply #1 on: July 28, 2010, 01:37:14 pm »

I usually rip with ImgBurn.
creeperton
Guest
« Reply #2 on: July 29, 2010, 09:30:45 am »

ImgBurn refuses to make an image of castlevania: sotn.  I tried making an image of ff7, and it took a few minutes.  I left imgburn on all night, and when I woke up is was still analyzing track 1, sector 2 (whatever that means).

I did find that the above table of prices for items the librarian sells is located in LIB.BIN.
KingMike
Guest
« Reply #3 on: July 29, 2010, 09:57:04 am »

I used CloneCD to rip my SotN CD.
creeperton
Guest
« Reply #4 on: July 30, 2010, 11:19:18 am »

Does anyone have a late game *.psv savestate or pSX memory card file?
SargeSmash
Guest
« Reply #5 on: July 30, 2010, 12:10:03 pm »

Quote from: creeperton on July 30, 2010, 11:19:18 am
Does anyone have a late game *.psv savestate or pSX memory card file?
I'd ping over to GameFAQs or something, download a save file there, and use something like Dexter to convert the memory card to .mcr format.  From what I understand, pSX handles both.  And it should, because I'm pretty sure the only difference between a .mcr and a .bin memory card file is the extension on the file.  So a pSX memory card file can be imported into ePSXe as well.

Someone correct me if I'm wrong here.
DarknessSavior
Guest
« Reply #6 on: July 30, 2010, 01:42:31 pm »

Is there a reason why this was moved to gaming discussion? The guy's talking about making a list of RAM offsets so you can change things in the game. Clearly, this is romhacking.

~DS
SargeSmash
Guest
« Reply #7 on: July 30, 2010, 02:58:12 pm »

Quote from: DarknessSavior on July 30, 2010, 01:42:31 pm
Is there a reason why this was moved to gaming discussion? The guy's talking about making a list of RAM offsets so you can change things in the game. Clearly, this is romhacking.

~DS
I am a bit puzzled by this as well.
MathOnNapkins
Guest
« Reply #8 on: July 30, 2010, 03:11:53 pm »

Since it's causing that much consternation I'll move it back. Looking over the thread most of it seemed to be about iso / bin / cue gymnastics more so than hackin' offsets.
creeperton
Guest
« Reply #9 on: July 31, 2010, 10:14:03 am »

I needed that late game save because there are a lot more prices in the table in LIB.BIN than there are items the librarian currently sells.  There might be more items than the librarian sells, period, which makes me wonder if there is more stuff in the PS1 version that exists, but can't be accessed.

You can find it yourself by searching for "a0 0f 00 00 00 05 6f 00" in LIB.BIN.  I'll make a spreadsheet once I identify where the table starts and ends.  This isn't what I was looking for, but it's something no one knows yet, so I may as well document it.


EDIT

From: Castlevanis: Symphony of the Night\\ST\\LIB\\LIB.BIN

Offset(h) 00 01 02 03 04 05 06 07 Item

00001350  F4 01 00 00 00 00 9F 00 Jewel of Open?
00001358  20 03 00 00 00 03 A0 00
00001360  D0 07 00 00 00 05 A1 00
00001368  40 1F 00 00 00 03 A2 00
00001370  A0 0F 00 00 00 00 90 00
00001378  C8 00 00 00 00 00 91 00
00001380  C8 00 00 00 00 00 93 00
00001388  C8 00 00 00 00 00 19 00
00001390  2C 01 00 00 00 00 50 00
00001398  90 01 00 00 00 01 51 00
000013A0  F4 01 00 00 00 03 52 00
000013A8  20 03 00 00 00 04 86 00
000013B0  E8 03 00 00 00 04 4B 00
000013B8  60 09 00 00 00 06 4C 00
000013C0  88 13 00 00 00 07 4D 00
000013C8  40 1F 00 00 00 07 4E 00
000013D0  98 3A 00 00 00 00 A6 00
000013D8  F4 01 00 00 00 08 46 00
000013E0  D0 07 00 00 00 00 59 00
000013E8  DC 05 00 00 00 00 80 00 Saber?
000013F0  D0 07 00 00 00 00 5D 00 Mace?
000013F8  A0 0F 00 00 00 05 6F 00 Damascus sword?
00001400  10 27 00 00 00 05 71 00
00001408  10 27 00 00 00 05 70 00
00001410  10 27 00 00 00 05 6A 00
00001418  E0 2E 00 00 00 00 05 00
00001420  90 01 00 00 00 00 07 00
00001428  8C 0F 00 00 01 00 1F 00
00001430  90 01 00 00 01 00 21 00
00001438  E8 03 00 00 01 00 25 00
00001440  A0 0F 00 00 01 05 2E 00
00001448  E0 2E 00 00 02 00 04 00
00001450  DC 05 00 00 02 00 05 00
00001458  A0 0F 00 00 02 00 09 00
00001460  E0 2E 00 00 03 00 32 00
00001468  D0 07 00 00 03 00 33 00
00001470  B8 0B 00 00 03 00 37 00
00001478  30 75 00 00 04 00 52 00
00001480  B8 0B 00 00 04 01 3E 00
00001488  A0 0F 00 00 04 04 4F 00
00001490  40 1F 00 00 04 08 54 00
00001498  20 A1 07 00 06 80 00 00 Duplicator?
000014A0  67 00 00 00 06 81 01 00
000014A8  F4 01 00 00 06 82 02 00
000014B0  DC 05 00 00 06 83 03 00
000014B8  88 13 00 00 06 84 04 00
000014C0  40 1F 00 00 06 85 05 00
000014C8  98 3A 00 00 06 00 0A 00
000014D0  40 42 0F 00 10 00 00 00 Something that costs a million dollars?


Offsets
00 Price (0x000000??)
01 Price (0x0000??00)
02 Price (0x00??0000)
03 Price (0x??000000)
04 No idea
05 No idea
06 No idea
07 No idea


Tile Molester Settings (rough idea)
4bpp planar, reverse-order
2-dimensional

Castlevania:SOTN\\
F_MAP.BIN - Canvas Size="16x31".  The map.

\\BIN\\
WEAPON0.BIN - Canvas Size="16x31".  Animations for shields, attacks, punching, weapons, and a bunch of other cool stuff.  If anyone figures out how to properly view and load the palettes, then we could make some awesome wallpapers of Bat Pentagrams and such.
WEAPON1.BIN - Canvas Size="16x31".  More animations, including some duplicates from WEAPON0.BIN?
RIC.BIN - Canvas Size="4x31".  Rictors animations, and other stuff.
MONSTER.BIN - Canvas Size="24x31".  Some enemy animations, starting with Dracula in open cape/flasher mode.
F_TITLE0.BIN - Canvas Size="16x31".  Title Screen with sword.
F_TITLE1.BIN - Canvas Size="16x31".  Title screen with the rustling leaves.  Text, Kanji, lots of empty space, "JOURNEY BACK TO 1702 and the Transylvanian countryside of Romania" followed by 1792 and Kanji.
F_PROLO1.BIN - Canvas Size="16x31".  Whirling hole and burning polaroid?
F_PROLO0.BIN - Canvas Size="16x31".  CASTLEVANIA and castle backgrounds?
F_GO.BIN - Canvas Size="16x31".  Game over.
F_GAME2.BIN - Canvas Size="16x31".  A bunch of icons and animations, including some duplicate text and Kanji from F_TITLE1.BIN.
F_GAME1.BIN - Canvas Size="16x31".  More icons and animations.  A lot of duplicates with F_GAME2.BIN.  Could be of interest to some intrepid hackers looking to insert stuff removed from the NTSC PS1 version.
F_END.BIN - Canvas Size="16x31".  Mystery pictures and what looks like a palette table.
DEMOKEY.BIN - Canvas Size="16x31".  No clue.  Music?  Instruments?
ARC_F.BIN - Canvas Size="4x31".  Alucards animations and other stuff.  I see a bat.

\\BOSS\\BO0\\
BO0.BIN - Canvas Size="16x31".  Nothing tile related.
F_BO0.BIN - Canvas Size="16x31".  Tilesets?
SD_ZKBO0.VD - Canvas Size="16x31".  Nothing tile related.  Music?
SD_Z5BO0.VH - Canvas Size="16x31".  Tiny file.  No idea.

« Last Edit: August 09, 2010, 03:14:06 pm by creeperton »
creeperton
Guest
« Reply #10 on: August 09, 2010, 03:14:47 pm »

Bump
Nyxojaele
Guest
« Reply #11 on: August 23, 2010, 08:41:01 pm »

SotN\\ST\\*\\*.bin files are your maps.
F_XXX.BIN are tilesets,
XXX.BIN are the map layouts, entity layouts, entity graphics, entity AI, scripted sequence code, etc...  It's a real hodgepodge of stuff that I'm currently working on.
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