+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  SNES index pointers
Pages: [1]
Author Topic: SNES index pointers  (Read 2 times)
vx
Guest
« on: March 24, 2009, 03:51:59 am »

I am at the end of translating Super Ultra Baseball 2 and have to sort out some text issues as I don't want to release a 98% complete patch unless I have to.

For the first one as seen in the escreen shot below, this table uses some type of index pointers for specific character (i.e. not a whole text block).

KAR = K from PARK, A from Park and R from PARK...I just want it to say END or NEXT. Though I only left one it is followed by 3 more charcters and the index pointer or control code is not in that text block and I was unable to find any table pointers for these texts. Any idea what I can try?



As for the second it should be easier, in this part of the game there is shared text images. It is the same tile map (obviously), same text block and the same pointer - thus there must be an index pointer being used? I guess I have to find that again any idea what I could try?

RedComet
Guest
« Reply #1 on: March 24, 2009, 06:11:31 am »

You'll probably have to hack the tilemap to get the results you want.
vx
Guest
« Reply #2 on: March 24, 2009, 12:48:01 pm »

Quote from: RedComet on March 24, 2009, 06:11:31 am
You'll probably have to hack the tilemap to get the results you want.
 
Hey Thanks again RedComet.  Cool

What exactly do you mean by that? How do I get into the actual table? VSNES? How do I find the location and then what do you suggest I do?

The most I've done w/ the tilemap is swap tiles using TLP - I'm still new at this.  Undecided\
 


 
aishsha
Guest
« Reply #3 on: March 24, 2009, 01:14:05 pm »

Quote from: vx on March 24, 2009, 12:48:01 pm
Quote from: RedComet on March 24, 2009, 06:11:31 am
You'll probably have to hack the tilemap to get the results you want.
 
Hey Thanks again RedComet.  Cool

What exactly do you mean by that? How do I get into the actual table? VSNES? How do I find the location and then what do you suggest I do?

The most I've done w/ the tilemap is swap tiles using TLP - I'm still new at this.  Undecided\
 


 
You may first want to look through the rom in a tile-viewing program - there's a chance for it to be non-compressed. If not - make a save and look through it in VSNES.
KaioShin
Guest
« Reply #4 on: March 24, 2009, 01:58:53 pm »

Quote from: aishsha on March 24, 2009, 01:14:05 pm
Quote from: vx on March 24, 2009, 12:48:01 pm
Quote from: RedComet on March 24, 2009, 06:11:31 am
You'll probably have to hack the tilemap to get the results you want.
 
Hey Thanks again RedComet.  Cool

What exactly do you mean by that? How do I get into the actual table? VSNES? How do I find the location and then what do you suggest I do?

The most I've done w/ the tilemap is swap tiles using TLP - I'm still new at this.  Undecided\
 


 
You may first want to look through the rom in a tile-viewing program - there's a chance for it to be non-compressed. If not - make a save and look through it in VSNES.

Tiledata isn't the same as the Tilemap.

The Tilemap tells the game where to display each Tile on the screen. The thing with many menus is this: Instead of writing every word out they just write out every letter they need once and then just form the words using the Tilemap. This works for menus since they have static text compared to dialogue and stuff that's variable. So the game always knows which letter is where in VRAM. I'm sure there are Documents on Tilemaps somewhere in the database for you to do some further reading.
Bongo`
Guest
« Reply #5 on: March 25, 2009, 09:15:07 pm »

 Hehe... I've seen this before... If I'm not mistaken, the game saves the rilemap data in memory.
Then it reads the text and it compares the new data to every byte in the buffer. If it finds a match then
it either sends that data to VRAM or simply copies it over to a transfer buffer.

Quote from: vx on March 24, 2009, 12:48:01 pm
Quote from: RedComet on March 24, 2009, 06:11:31 am
You'll probably have to hack the tilemap to get the results you want.
 
Hey Thanks again RedComet.  Cool

What exactly do you mean by that? How do I get into the actual table? VSNES? How do I find the location and then what do you suggest I do?

The most I've done w/ the tilemap is swap tiles using TLP - I'm still new at this.  Undecided\

vx
Guest
« Reply #6 on: March 26, 2009, 03:01:49 am »

Quote from: aishsha on March 24, 2009, 01:14:05 pm
You may first want to look through the rom in a tile-viewing program - there's a chance for it to be non-compressed. If not - make a save and look through it in VSNES.

I know it is compressed for sure, that was verified by Tauwasser - that shouldn't effect this part (only the GFX editing) which he's helping me with.

Quote from: KaioShin on March 24, 2009, 01:58:53 pm
 
Tiledata isn't the same as the Tilemap.

The Tilemap tells the game where to display each Tile on the screen. The thing with many menus is this: Instead of writing every word out they just write out every letter they need once and then just form the words using the Tilemap. This works for menus since they have static text compared to dialogue and stuff that's variable. So the game always knows which letter is where in VRAM. I'm sure there are Documents on Tilemaps somewhere in the database for you to do some further reading.

Thanks KaioShin I will do a search for that and see what i can find out.

Quote from: Bongo` on March 25, 2009, 09:15:07 pm
Hehe... I've seen this before... If I'm not mistaken, the game saves the rilemap data in memory.
Then it reads the text and it compares the new data to every byte in the buffer. If it finds a match then
it either sends that data to VRAM or simply copies it over to a transfer buffer.

That sounds about right, the game is compressed and indeed the entire font table is loaded into memory. Any solution that worked for you?



Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC