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Сообщения - eskayelle

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1
Does anyone know how to optimize the game for Linux or Android so that certain levels can be accessed?  It can be played on a Raspberry Pi, but certain levels cannot be accessed from the main map.

2
Would you folks have a code for Playstation NBA Jam T.E. (US, SLUS-002) that goes straight to the congratulations screen upon beating the last team?

3
Hello.  I'm following the tutorial provided on this forum (http://www.psxdev.net/forum/viewtopic.php?f=52&t=3506) as it pertains to adding custom sounds to a PSX game.  I've come across the "glitch" noted by the tutorial whereby the sound does not play in either PSound or in the game.  I've added 16-32 bytes from the original sound clip to replace the end of the new clip, but that is not working.

From what I can tell, the sounds are mono, 16-bit samples, and approximately 18,000 Hz, based on my tests in MFAudio.  I apply those settings to my custom sound in Audacity and save as a 16-bit PCM.  I save the sound using MFAudio as a compressed VAG and that does not work.  I save as a RAW compressed ADPCM, and that does not work either.

Has anyone worked on PSX sound clips?  Is there some step I'm missing?  Is there another soultion you'd suggest?

SOLVED!  An overwrite of a sound clip ripped from PSound is needed.

4
Thanks!  The bug is still in that version of the software, but padding the file worked.

5
Is there an image editing tool folks here use when editing images that are 8bpp linear or 15bpp BGR, both being mode 2 / 2-dimensional?  I'm using TileMolester, but in 2-dimension mode it has a bug where the last row(s) of the image can't be seen or edited.

6
I'm looking for some guidance with respect to compressing data using RNC ProPackED (http://www.romhacking.net/utilities/1310/), specifically when reinserting files back into a PSX image.

I'm currently trying to see what's under the hood of NBA Jam T.E.  I've used CDMage to view and export data files, and I've been able to decompress certain .BIN, .RNC, .GFX, and .COL files within that image using commands in a .bat file that executes RNC ProPackED.

I use the following command in a .bat to reinsert decompressed images:

rnc_lib p decompressed.bin compressed.bin -m=2
The headers in the orginial files indicate Mode 2 RNC compression is used. 

I'm currently just looking at splash screens in the HICOL.GFX file.  When the game boots up to the Acclaim screen, which is the image I'm messing around with, I usually get a clip of the Iguana screen (instead of my image) with garbled pixels at the top (most common result).

I can see my image perfectly in the decompressed .bin that I've modified; the image appears using a 15bpp RGB codec and 2-dimensional mode in Tile Molestor.  If I attempt to decompress the file that I had used RNC to compress, it gives me an error.  I can also say that the inserted compressed image appears to be a few KB less than the original compressed image that I am trying to replace.

Does anyone use RNC ProPackED?  Any advice on how I should be structured the pack/compress command, or what I otherwise might have missed?

Details may be found here:
https://www.romhacking.net/forum/index.php?topic=32480.0

7
Hi.  Sharpnull's instructions are correct.

You first use the original 2k20 patch on an original NBA Jam TE rom.  That gives you regular NBA Jam 2k20 TE.  Then, you patch 2k20 with that Alex Caruso patch.

Then play that "new" rom, and either...
1) beat all 27 teams or
2) at the tile screen, press Start to open the menu.  Then use a Konami Code to access the expanded roster.

Here are the Konami Codes:
Up, up, down, down, left, right, left, right, B, A, start
Or
B, A, B, A, up, down, B, A, left, right, B, A, start

Assuming you are player 1, you can also use the following PAR codes:
7E169F:16
7E16A0:00

8
Would anyone have PAR codes (or RAM address) for the Genesis / Mega Drive version of T2 - The Arcade Game to make the SWAT van invincible in the Freeway stage?

Here's what I've done so far:

1)   Determined that in a previous stage (Trip to Skynet stage) the destruction of the automobile was determined in part by a counter adding up to a certain amount, so I made an assumption that to zero out a certain RAM address will also render the van in the Freeway stage indestructible.  This is not a perfect assumption, but it led me to be able to render the automobile in that Trip to Skynet level virtually indestructible by NOP’ing a TST.B function.

2)   Used a RAM search to determine and record what addresses went from 0 to 1 the moment the helicopter hits the van in the Freeway stage.  For each address, created a PAR code to set the address to zero.  Tested each PAR code on the Freeway level.  Each time, the van was destroyed or some other operation was corrupted.

3)   Used a trace log to identify commands where a RAM address was written to during the time before and after the van was impacted (could not precisely pinpoint the exact moment, however, so the log is several megabytes).  Created PAR codes setting each address to zero and tested.  Each time, the van was destroyed or some other operation was corrupted.  Addresses tested: $78C2; $765E; $77F0; $13F7E; $086C; $FBC1E; $FC4FA; and $13CC8.

4)   From the trace log, documented all instances of a TST.B function and NOP’d and tested each.  Each time, the van was destroyed or some other operation was corrupted. (Note these TST.B functions were not the same opcodes as the one in the previous level), that one being a TST.B $00(A1,D0) command.

9
For anyone who enjoys Teenage Mutant Ninja Turtles games or Streets of Rage 2,  my completed Teenage Mutant Ninja Turtles of Rage - The Final Shell Shock patch may be found here.

Also, a fairly comprehensive list of my hacks may be found here.

Thanks for reading!

10
Sharpnull, I want to extend a thanks as well.  I created a template in a tile editor, saved the template to .bin, set the codec to 4bpp planar, and dropped my image in. 

I then used a Python compiler to run the compressor and it inserted the image right where I needed it.  The tile map needed some massaging, and the Mega Drive's palette limitations weren't too friendly with my image, but I think it turned out very well!

Thanks again!

11
Цитата
Quote: eskayelle on Today at 04:24:34
Would the compressor be able to compress a new picture such that it properly replaces the compressed picture at $ 02DDB2?
If the compressed picture has a small file size:
Code: [Highlight]
sor2_comp.py -c "new_pic.bin" -r "Streets of Rage 2 (U) [!].gen" 0x02DDB2 -o "SoR2_hack.gen" -u
You should also know how to change the tilemap.

Sharpnull, is there a specific format you recommend for the new picture (.bmp? .png?) and a tool that'd work best to convert that format to .bin for use with the script?

sor2_comp.py is a Python script that first needs to be compiled, correct?

The file size will be 6KB when compressed.  Will that be too large for the compressor?

I do have access to the tile map to modify it, as needed.  It's at $02F6D2, with the pointer at $022E90.

12
Good evening.  Please forgive the English, as it's my native language.

Would the compression tool in this forum work to compress and add new screens for the end credits?

There are six ending pictures in the credits.  Here is the data for the sixth:

Offset of compressed picture: $02DDB2
Offset of palette: $02F930
Size of picture: 0x18E0 bytes
Tiles: 18 x 12
VRAM Offset: $005B80
Offset of compression routine: $0030C0

Would the compressor be able to compress a new picture such that it properly replaces the compressed picture at $02DDB2?  If yes, can you provide a few instructions on how I would use the compressor to do this?

Thank you in advance for your help!

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