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Author Topic: Simple question about graphics that I can't find an answer to.  (Read 2 times)
DanteRules
Guest
« on: December 13, 2008, 11:14:34 pm »

After weeks of reading documents, learning programs, and various experimentation, I'm finally at my wits end.  I want to do a simple graphic change that it seems every hacker here can do, but I still can't figure it out. 

Here's what's going on.  I can do a simple graphic change just fine, but I need to know how to separate bytes from reading off the same graphic.  Here's an example of something that I want changed:


See the two "8"s in "1988"?  The are connected to the same graphic.  Similarly, The "1" in "1 PLAYER GAME" is also the same as the "1" in "1988".  I want to disconnect them so that I can put 2009 for the year.  I was told that Tile Molester would help with this, but I'm not finding how to do it.  This is something I need for other things like changing the status bar at the bottom (like where the score is displayed), so I'm really desperate to do this.

Could someone save me and take me through how to do this type of edit?
InVerse
Guest
« Reply #1 on: December 13, 2008, 11:28:37 pm »

You're not wanting to hack the graphics, you're wanting to hack the text.
Wareya
Guest
« Reply #2 on: December 13, 2008, 11:54:44 pm »

Meaning that whoever told yiou that it aws Tile Molester's job was, simply put, wrong, or thinking of sonething else.
Googie
Guest
« Reply #3 on: December 14, 2008, 12:09:14 am »

I had this saved, you never know when it'll come in handy. Still, you're gonna have to change the "88" to "00" with a graphics editor...

Now, get busy with a hex editor, like Inverse said, you're wanting to hack the text and use the offsets below.

Q: 1. How can I edit the "level" (including the palette :/)that shows up on the titlescreen?

A: Here's somma Hukka's notes I found in the archive...

0x30ABA = Title screen "3" colour flashing sequence
0x326AD = Title screen palette (curtains at beginning)
0x32AFE = Title screen palette:
0x32AFE = bg color
0x32B04 = logo text
0x32B05 = logo shadow (except for over "3" gfx)
0x32B08 = bush colors (2)
0x32B0D = logo shadow (over "3" gfx)
0x36BE2 = World map palette 0 begins

Enough of me running my mouth, I gotta the the bed...
DanteRules
Guest
« Reply #4 on: December 14, 2008, 03:47:52 pm »

Thanks for the info guys.  Looks like I wasted a lot of time with Tile Molester.

Also, I checked the document section for notes from people that have already commented the code, but all that came up was that pointer data from Quick Curly.  Am I looking in the wrong place?
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