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Author Topic: I got a few questions  (Read 1196 times)
Kagemusha
Guest
« on: January 31, 2007, 12:10:49 pm »

Well the first thing I'd like to learn is how hack a title screen. I've looked at Inverse's document, but that I don't think that's what I need. Anyway how would I go about exporting the title screen graphic to get it ready for someone to edit it? I've thought about manually exporting one tile at time, but that is tedious. Lastly I want to learn how to implement a variable width font, but I haven't found any documents with titles that mention it. I'm sure there are such documents and which ones should I read? Thanks
RedComet
Guest
« Reply #1 on: January 31, 2007, 12:16:52 pm »

For the VWF, there's Kaioshin's doc for GBA and then there's some  source code for the SNES courtesy of yours truly. There's a couple others in the database, but these two are actual implementations whereas the others are more of a proof of concept type of thing.
Spikeman
Guest
« Reply #2 on: February 01, 2007, 03:29:32 am »

For the title screen, it really depends on what platform you're interested in.In my experience, most title screens are compressed, so it may be a bit difficult.
Kagemusha
Guest
« Reply #3 on: February 01, 2007, 12:26:01 pm »

Well right now the title screen in question is for the NES. I don't think it's compressed because I've been able to locate part of it in the tile viewer.
DaMarsMan
Guest
« Reply #4 on: February 01, 2007, 02:14:30 pm »

Well as any graphics you want to locate the palette and the data. Either or can be compressed but if you see it in the tile viewer it isn't. However it could use multiple tiles which you will need to locate a tilemap as well. That would be differen't for each system. You basically may have to add tiles or rearrange them.
Kagemusha
Guest
« Reply #5 on: February 03, 2007, 04:18:09 pm »

I've found the data for the graphic tiles. The title does use multiple tiles so I thought that after I added in a english font I could use the leftover kana tiles as my new graphic tiles. So now all I would have to do is export or dump my modified title screen graphics and change a few hex values. I'm not missing any steps and/or would be doing anything wrong, right?

Now I've been using FCEUXD SP's PPU Viewer. It's great and my question is are there any other emulators for other systems that have the same or similar feature?

I tried googling it, but I couldn't get a definite answer. So can you implement a VWF in an NES game? I just want to make sure.
Disch
Guest
« Reply #6 on: February 03, 2007, 05:29:46 pm »

Quote from: Kagemusha on February 03, 2007, 04:18:09 pm
So can you implement a VWF in an NES game? I just want to make sure.

There IS a VWF demo NES ROM made by blargg and other contributors.  The demo prints a full screen of text with a VWF.

However -- the demo has no other graphics and requires a split-screen pattern table swap to get all the text in.  So it really isn't practical for in-game implimentation.... it's more or less a technical demo saying "yes it can be done".

Realistically -- it'd be extraordinarily difficult to impliment an efficient VWF routine in an NES game.  The amount of work required just wouldn't be worth the work you'd have to sink in and the graphical sacrifices you'd have to make, imo.


EDIT -- fixed link -- I hate bb code
« Last Edit: February 03, 2007, 06:55:09 pm by Disch »
Lenophis
Guest
« Reply #7 on: February 03, 2007, 06:37:57 pm »

Disch, your link is broken. You put quote tags in there and there shouldn't be any methinks.
Kagemusha
Guest
« Reply #8 on: February 03, 2007, 06:43:29 pm »

I see, I kind of figured that. I just wasn't sure.
Spikeman
Guest
« Reply #9 on: February 03, 2007, 06:52:56 pm »

Fixed link: http//nesdev.parodius.com/bbs/viewtopic.php?p=11383#11383

Smiley

Edit: Oops
Kagemusha
Guest
« Reply #10 on: February 14, 2007, 02:58:32 pm »

Well I gotta learn some NES ASM and I have a few questions.

What's the difference between an assembler and disassembler?

And lastly does it matter what assembler/disassembler I use?

There's quite a few of them.
creaothceann
Guest
« Reply #11 on: February 14, 2007, 05:30:52 pm »

An assembler converts source code to binary code. A disassembler tries to reverse that.
hippiejake
Guest
« Reply #12 on: February 14, 2007, 07:07:40 pm »

Notice the usage of "tries." Yes, it tries. Tongue
Ryusui
Guest
« Reply #13 on: February 15, 2007, 01:13:25 am »

It's like chucking three pigs numbered 1, 2 and 3 into a meat grinder and trying to piece #1 back together from the resulting sausage.
Kagemusha
Guest
« Reply #14 on: February 21, 2007, 08:38:46 pm »

Ok, I want to learn how to implement DTE/MTE for the NES. There are two documents I've been looking at, but the game I want to hack uses a sequential text system and some of the steps for the documents have pointers in the steps so I wouldn't be able to follow the steps. Also DTE wont give me enough space to fit some text in so I would like to implement MTE in places as well. So what would I do differently to implent MTE and the various steps that steps that requires pointers? Plus the game has sections that have MTE and how would I find the MTE tables so I could swap tables?
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