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Messages - Troy Lundin

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61
Maps In Progress / (GBA) Final Fantasy V Advance
« on: May 03, 2012, 10:48:36 pm »
I was going to do this game about a year ago but hit a road block immediately. Let me explain.

Most games are ridiculously easy to capture. I just find a couple memory locations (Map ID, Actor Position, Camera Position) and I can zip through the game in about a week. But, this game was unforgiving.

I found the address for the actor location pretty quick, so I started manipulating that to get around the scenes. But, I learned pretty quickly that this game was not like most. As soon as I moved to a tile that I wasn't supposed to be on, like the ones on the other side of walls, I would get ported out of the area and back to the world map. It was weird so I took a look in memory for a solution. I checked if I could just manipulate the camera directly, but that was a no go. I tried corrupting some of the surrounding memory it hopes of uncovering some secret bytes that let me move where ever I want. Nope.

So, I gave up on the game. It seemed as though it couldn't be captured. But, today I loaded it back up with the intention of finding a way to capture it. No matter what! After about eight or nine hours of trudging through memory byte-by-byte, I came upon a group of bytes that didn't seem to be of any use at first glance. This group of 8192 bytes starts at 9726h. After a few minutes of manipulating them, I noticed something quite interesting. Each byte was actually the ID of each tile for the current scene. This was amazing!

I quickly through together a program that could read the bytes and output the correct tiles in that order to create the entire scene. This worked, but only partway. It seems the first 4096 bytes of this block is used for BG2 while the second 4096 bytes are used for BG3. The were no bytes for BG1 or BG0. Very disappointing. :(

Then I had an idea. What if I just changed the ID of all the tiles to that of a walkable tile? It may work since the tiles don't get updated until the screen is refreshed via the status menu or scrolling. It worked somewhat, but as soon as I started scrolling the tiles refreshed and changed into the wrong ones. Ok, that's fine. What if I just change a couple tiles? Maybe just the tiles around me? That way they won't refresh until they scroll off-screen but that won't matter since I sill have already captured that portion of the scene. It worked! Yay!

So, about eleven hours total today got me the ability to capture this treacherous game. There were other minor things I found, such as a way to move my sprite off the screen so I can capture other important sprites. But, all in all it has been a long and rewarding adventure. I learned some new things about the game and about myself. :D


Memory Locations

9726   Tile Start
E2AE   Map ID
E2B2   PosX
E2B3   PosY
E397   Set to zero to move sprite off-screen.
E398   Same as previous.

62
Maps In Progress / Re: (GBA) Final Fantasy: Dawn of Souls
« on: May 02, 2012, 11:04:47 pm »
Thanks, Trop. I included a list of names for each set of scenes. I just used the names on the status screen. Any names in parentheses are my own. Some may be from other places, I can't be sure.

Also, the memory location for the map IDs is 020029C4. It's 16-bits.

63
Maps In Progress / Re: (GBA) Final Fantasy: Dawn of Souls
« on: May 02, 2012, 08:28:48 pm »
Finished all the scenes. Link in the original post.

Would be great if someone could compile them into coherent maps. :D

64
Maps In Progress / Re: (GBA) Final Fantasy: Dawn of Souls
« on: April 30, 2012, 11:21:10 pm »
New discoveries have me going back over all the FF2 scenes to add sprites. Shouldn't take more than a day or two. :D

65
Maps Of The Month / Re: 2012/05: Cave Story (PC) - ummwat
« on: April 30, 2012, 10:06:40 pm »
Congratulations!

66
Congratulations!

67
Mapping Tips/Guides / Re: GBA Blending Emulator
« on: March 17, 2012, 02:04:10 pm »
Ok, so I decided to throw some of my programs together into a single program. Right now, there are two ready for release. The main program is called SMRT, Scene Manipulation and Rendering Tools. It will contain the other tools I use for scene manipulation when I can get them ready for release. This release contains two programs: GBA Blending Emulator and VBA Scene Compiler. The former you may be familiar with so let me explain the latter.

The VBA Scene Compiler is a very simple tool. It allows you to grab the image from the Map view window of VBA and place it on the canvas in the region you select. You can then select another region and paste another image there. This tool has helped immensely in the capturing of SMA4 scenes. All options are found by right-clicking on the canvas.

GBA Blending Emulator has been updated to Revision 9. The most exciting change is to blending layers, which is now performed by locking the bits into memory. It's now ridiculously faster than before. About 17 times faster. In my test run I blended 10 million pixels in ~4.2 seconds. Quite nice. Other changes are listed below.

Code: [Select]
Revision  9   16 MAR 2012   [Feature]  Tooltips added to all controls.
                            [Feature]  Layers now blend ~17 times faster. (Blends 10,000,000 pixels in ~4.2 seconds)
                            [Feature]  Now accepts images of any resolution. Still outputs at 96dpi.
                            [Fix]      Negative positioning no longer gives incorrect results.


68
Gaming / Re: SNES platform game character ratings
« on: March 09, 2012, 12:04:44 am »
Busby (Busby)
At first he looked cute but god how I grew to hate him.  I usually play both games in a series, if more then one appears on the SNES, and pick the better of the two to rate and this time it's actually the first!   Busby's only real positive trait is his jumping, which can go really damn high.  He's not very maneuverable for something so small.  He tends to be one of those characters that sticks to the ground.  His offense is limited to jumping off enemy heads. His versatility goes as far as a weak gliding move.  And his defense, heh, he has none.  This is the real downfall of this game, he dies if he stubbes his toe.  His speed makes it worse and makes this game the worst kind of twitchy.  I'm sure he'd fail at even the simplest of other platformers if exported.  A bad Sonic clone.


Catchiest music ever. Btw, his name is Bubsy.

69
Mapping Tips/Guides / Re: Alpha channels
« on: March 08, 2012, 10:27:00 pm »
Figured I would post here since my question has to do with alpha channels. Does using pre-multiplied alpha cause any issues with general cartography? I know it renders a lot faster in my programs but I am wondering if it would cause any issues or inaccurate images.

70
Maps In Progress / Re: (GBA) Super Mario Advance 4
« on: March 08, 2012, 05:16:10 pm »
World 8 is finished. Link in original post.

71
Mapping Tips/Guides / Re: GBA Blending Emulator
« on: March 07, 2012, 03:28:05 am »
Updated to Revision 6.

Edit: Revision 7 is up. A few neat features added.
Edit: Revision 8 is up. Lots of performance and bug fixes.

72
Maps In Progress / Re: (GBA) Super Mario Advance 4
« on: March 07, 2012, 02:24:34 am »
So, I was planning on adding in the OBJ layer after capturing all the maps since I couldn't find a suitable way to freeze the NPCs. But, I don't think that can wait after capturing 5-9. Yes, it's magnificent. One thing that I noticed about this level that was kind of neat. As the screen is moving up, it's position is actually resetting a total of five times. It starts out with a y co-ordinate of 272 (110h) and once it gets to 32 (20h) it stops for a second then resets to 272 (110h). The x co-ordinate never resets. So, here it is. The level that contains only 9 unique colors (and 6KB). :D

73
Maps In Progress / Re: Speedy Eggbert (PC)
« on: March 06, 2012, 03:33:20 pm »
If you want, you can send me an original, unscaled image (without the filled in rocks if possible) and I'll see what I can do considering filesize/quality. Slap it in a zip file or something.

74
Maps In Progress / Re: (GBA) Super Mario Advance 4
« on: March 06, 2012, 03:26:46 pm »
Those bi-colored squares are in the e-World maps as well.

This game restricts it's camera to certain co-ordinates. This means there must be a place in memory that holds the maximum co-ordinate the camera can get to. I found this place and it let's me scroll the camera to areas previously inaccessible. Take the attachment for example. Three different areas in 5-2 are actually all the same scene.

75
Maps In Progress / Re: (GBA) Super Mario Advance 4
« on: March 06, 2012, 11:21:11 am »
Peardian, you'll enjoy this.

As I was capturing the raw scenes, I noticed some weird bi-colored squares that didn't correlate to anything I could see in-game. You can see them in the attached image. After using a save to access the e-levels, I found out those squares actually indicate where the veggies are at if they are activated.

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