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Author Topic: Hidden Graphics? (Legacy of Goku Series)  (Read 2 times)
Low Lines
Guest
« on: January 31, 2009, 11:01:40 pm »

Okay after exhaust just about every method I am aware of I'm gonna ask if anyone can help me out here.

The Legacy of Goku series has a very annoying graphics format in that all graphics use a fixed 256 palette and sadly the uses the same transparency color as the second color on the palette (meaning say if goku has black it'll get mixed in with the transparency color).

So what I've been trying to do is locate the graphics in Tile Molester. I have been able to find stuff like attack graphics and some menu and effects but no sprites or backgrounds etc. I've also tried using just about every compression tool on this website to look for compressed graphics and according to the scan function of Nintenlord's NL LZ77 Compressor there isn't anything compressed (and I verified that by scanning some other games like Minish Cap etc).

I've also attempted to look for them using VBA-SDL-H and found nothing (though I can't say I'm the best at using it).

So does anyone have any other idea how I can get the graphics to show up in a tile editor?

Any help is much appriciated.

Low Lines
Tauwasser
Guest
« Reply #1 on: February 01, 2009, 08:47:36 am »

So what exactly do you want to do? Just edit the palette of these gfx, which still won't change anything ingame? Or do you want to rip the gfx out of the game? It sounds to me as if you already had done that... If so, you can use about any tool besides paint to edit the palette data and make your picture usable for editing etc. The GIMP definitely features that. Also, if there is no lz77 compressed data (which I somewhat doubt, did you try unLZgba?) then it might be a proprietory system used, which you would have to figure out by looking at asm all day.

cYa,

Tauwasser
Low Lines
Guest
« Reply #2 on: February 01, 2009, 09:00:39 am »

Yeah, ripping the graphics basically.
I'm using a workaround by hacking the palette in VBA's memory viewer so I can rip the graphics/sprites while playing the game, but if possible I'd rather rip them through a tile editor since I think it'll provide a more complete sprite sheet (as NPCs might only use half the sprites in their sprite sheet)

LZ77 decompressors I've tried are...
- Nintenlords LZZ77 Compressor
- NLZ GBA Advance
- GBADecomp
- GBAmdc
- unlz-gba

unLZ-gba, I've already gone through thoroughly and as far as I can tell it only finds garbage.
NLZ GBA Advance (which is I think the best one), crashes while trying to read the file (index out of range error), and I have tried using it on all files (none of which are cracked or bad roms or anything.

I've located where the palettes are in the rom, but that doesn't help much with finding the graphics either.

[edit]

With a bit of fiddling I've also worked out how to change the playable character, though this only allows me to access a small number of the games sprites.

Also I'm not sure if anyone if familiar with this tutorial, but I also tried that to locate the graphics through VBA-SDL-H and just in case it'll help here's the output I got by following the tutorial.

Code:
D:\\>vbasdl\\vba vbasdl\\rom.gba
VisualBoyAdvance version 1.7.2 [SDL]
Searching for file VisualBoyAdvance.cfg
Searching current directory: D:\\
Searching user profile directory: C:\\Users\\Low Lines
Searching executable directory
Reading configuration file.
Searching for file vba-over.ini
Searching current directory: D:\\
Searching user profile directory: C:\\Users\\Low Lines
Searching executable directory
vba-over.ini NOT FOUND (using emulator settings)
Color depth: 32
R00=0203d4f5 R04=00000000 R08=00000000 R12=00000001
R01=08738a00 R05=00000008 R09=00000b01 R13=03007d94
R02=08738648 R06=20000000 R10=00000005 R14=030001b4
R03=00000008 R07=00000001 R11=00000001 R15=03000248
CPSR=2000001f (..C.... Mode: 1f)
03000240  e2599001 subs r9, r9, #0x1
> 03000244  1afffffc bne $0300023c
03000248  eaffff75 b $03000024
debugger> bpw 06016c00 10
Added break on write at 06016c00 for 10 bytes
debugger> c
Breakpoint (on write) address 06016c00 old:00000000 new:00000000
Breakpoint (on write) address 06016c04 old:00000000 new:00000000
Breakpoint (on write) address 06016c08 old:00000000 new:00000000
R00=00008400 R04=00000000 R08=00000000 R12=00000000
R01=06016c00 R05=03001328 R09=00000000 R13=03007d68
R02=020399b4 R06=00000001 R10=00000000 R14=08006acf
R03=040000d4 R07=0203da28 R11=00000000 R15=0800786a
CPSR=0000003f (......T Mode: 1f)
08007866  8158 strh r0, [r3, #0xa]
> 08007868  4770 bx lr
0800786a  b508 push {r3,lr}
debugger> mw 00000038
00000038 e14fb000 e92d0800 e20bb080 e38bb01f ..O...-.........
00000048 e129f00b e92d4004 e1a0e00f e12fff1c ..)..@-......./.
00000058 e8bd4004 e3a0c0d3 e129f00c e8bd0800 .@........).....
00000068 e169f00b e8bd5800 e1b0f00e 0000009c ..i..X..........
00000078 0000009c 0000009c 0000009c 000001f8 ................
00000088 000001f0 000000ac 000000a0 000000fc ................
00000098 00000168 e12fff1e e1a03000 e1a00001 h...../..0......
000000a8 e1a01003 e2113102 42611000 e033c040 .....1....aB@.3.
000000b8 22600000 e1b02001 e15200a0 91a02082 ..`". ....R.. ..
000000c8 3afffffc e1500002 e0a33003 20400002 ...:..P..0....@
000000d8 e1320001 11a020a2 1afffff9 e1a01000 ..2.. ..........
000000e8 e1a00003 e1b0c08c 22600000 42611000 ..........`"..aB
000000f8 e12fff1e e92d0010 e1a0c000 e3a01001 ../...-.........
00000108 e1500001 81a000a0 81a01081 8afffffb ..P.............
00000118 e1a0000c e1a04001 e3a03000 e1a02001 .....@...0... ..
00000128 e15200a0 91a02082 3afffffc e1500002 ..R.. .....:..P.
debugger>

My guess is the sprites are imported differently as the tutorial states...
« Last Edit: February 02, 2009, 01:48:50 pm by Low Lines »
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