Rai
Guest
|
|
« on: January 11, 2007, 12:35:12 pm » |
|
Alrught, so there's this NES game called Metal Slader Glory that I'm trying to hack, and I'm unaware of how the text is compressed. While I can't necessarily see the font in a PPU viewer, when I open Tile Layer Pro the font is one of the first things that you say. So, based on this, what kind of compression do you think this uses? Does it use any compression at all?
|
|
|
|
Ryusui
Guest
|
|
« Reply #1 on: January 11, 2007, 02:12:32 pm » |
|
Graphics data in NES ROMs is usually stored in one big chunk at the end. >_>
|
|
|
|
RedComet
Guest
|
|
« Reply #2 on: January 11, 2007, 02:18:51 pm » |
|
I think games that use VRAM may be different.
|
|
|
|
KingMike
Guest
|
|
« Reply #3 on: January 11, 2007, 06:40:41 pm » |
|
It's a VROM game. I think TLP checks if an NES game has VROM, and hides the PRG-ROM if it does.
And try setting FCUXD SP to update the tile viewer somewhere near the bottom of the screen (like scanline 200).
|
|
|
|
Kitsune Sniper
Guest
|
|
« Reply #4 on: January 11, 2007, 06:47:09 pm » |
|
That's why I stopped using Tile Layer Pro. It likes to hide bits of the rom for no reason at all.
|
|
|
|
Sliver X
Guest
|
|
« Reply #5 on: January 11, 2007, 06:58:46 pm » |
|
Yeah, KingMike is correct; set it to scanline 200 in the PPU viewer.
Out of curiosity, why is this? (I have an inkling, but it's probably incorrect)
|
|
« Last Edit: January 11, 2007, 07:03:58 pm by Sliver X »
|
|
|
|
Rai
Guest
|
|
« Reply #6 on: January 11, 2007, 07:39:38 pm » |
|
Wow, many thanks Mike! When I set the scanline display to 200, I was able to find the font. Again, many thanks man.
|
|
|
|
KingMike
Guest
|
|
« Reply #7 on: January 11, 2007, 09:01:24 pm » |
|
Yeah, KingMike is correct; set it to scanline 200 in the PPU viewer.
Out of curiosity, why is this? (I have an inkling, but it's probably incorrect)
I would wager a guess it's because the NES can't hold all the tiles in memory at once, so when it finishes one part of the image (the main display window), it does a bankswap to load the font for the text window at the bottom.
|
|
|
|
akadewboy
Guest
|
|
« Reply #8 on: January 11, 2007, 09:19:12 pm » |
|
That's why I stopped using Tile Layer Pro. It likes to hide bits of the rom for no reason at all. I think it has something to do with headers. Someone made a bug fix for it here: http://jathys.zophar.net/index.htmlBut there's so many better tile editors out there, there's really no reason to use TLP.
|
|
|
|
Kitsune Sniper
Guest
|
|
« Reply #9 on: January 11, 2007, 09:38:26 pm » |
|
That's why I stopped using Tile Layer Pro. It likes to hide bits of the rom for no reason at all. I think it has something to do with headers. Someone made a bug fix for it here: http://jathys.zophar.net/index.htmlBut there's so many better tile editors out there, there's really no reason to use TLP. No, that's not it. TLP 1.1 HIDES the PRG bank on purpose. It only lets you load the CHR. (I already knew it ignored the header, which is fine since I only open NES games on it anyway.) I don't use it for any serious hacking. I use YY-CHR for that, but Tile Layer Pro is great for inserting a new font, or moving stuff around.
|
|
|
|
RedComet
Guest
|
|
« Reply #10 on: January 11, 2007, 10:06:47 pm » |
|
I've never had any problems with TLP other than it not having an actual clipboard.
|
|
|
|
Kitsune Sniper
Guest
|
|
« Reply #11 on: January 11, 2007, 11:08:57 pm » |
|
I've never had any problems with TLP other than it not having an actual clipboard. Right click, select an area, and export. That's what I do. :p
|
|
|
|
Tauwasser
Guest
|
|
« Reply #12 on: January 12, 2007, 02:34:37 pm » |
|
But the importing sucks and ruins it cYa, Tauwasser
|
|
|
|
Kitsune Sniper
Guest
|
|
« Reply #13 on: January 12, 2007, 03:27:35 pm » |
|
But the importing sucks and ruins it Only if you don't know how to fix things.
|
|
|
|
Tauwasser
Guest
|
|
« Reply #14 on: January 12, 2007, 03:41:03 pm » |
|
Well, how do you fix things then ? Like...for me, it usually just inserts 1 color or 2 colors (using a picture with 4 colors) cYa, Tauwasser
|
|
|
|