Author Topic: Graphics Hacking  (Read 56121 times)

Agent 12

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Re: Graphics Hacking
« Reply #375 on: May 01, 2009, 04:23:17 pm »
it's in your guide I believe :)

I'm at work now so i can't really look it up.

--JP

FaustWolf

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Re: Graphics Hacking
« Reply #376 on: May 01, 2009, 04:43:01 pm »
Ohhhh, snap, it's NPC-174. Okay, I'll take a crack at this tomorrow.

Chrono'99

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Re: Graphics Hacking
« Reply #377 on: May 02, 2009, 11:55:55 am »
Ah I see now I should be able to handle this.  Are these flames new or already in the game?   I'm actually kind of excited to get this guy in here!

--JP

The flames are new sprites though technically they're ripped from the Magus Castle tileset.

Here is the King Zeal graphics pack. I didn't bother with the palette stuff yet so it probably won't look right if it's inserted as is, but it's ready for the SA work. The knees have 1 frame each, the flames have 4 frames each and the main body has 6 (see http://www.chronocompendium.com/Forums/index.php/topic,2829.msg156959.html#msg156959 and http://www.chronocompendium.com/Forums/index.php/topic,2829.msg156963.html#msg156963 for the all the info).

FaustWolf

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Re: Graphics Hacking
« Reply #378 on: May 02, 2009, 03:48:07 pm »
Anyone know offhand which location the Chronopolis Epoch is in?

Also, I presume Location 0x1D8 is used for the Epoch landing scenes when it's landing in Chronopolis?

Agent 12

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Re: Graphics Hacking
« Reply #379 on: May 02, 2009, 03:50:36 pm »
F3 is the epoch hangar.  Not sure on epoch landing offhand (i'm not at computer) but I know there's 2 of the "sky" flying locations. One is landing in chronopolis, and one is used so the player can't leave 12,000 BC after beating son of sun but before the sargon cutscene.

Also thanks a ton chrono'99, i'm decently busy right now but I'll get to this ASAP.

--JP

EDIT: just wanted to say that a) i'm pretty sure the two flying epochs use the same pallette so if you change one you change both, and I think the location has epoch in the word......like apocolypse epoch or something, when you open the location the dialogue should be obvious.
« Last Edit: May 02, 2009, 03:52:09 pm by jsondag2 »

FaustWolf

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Re: Graphics Hacking
« Reply #380 on: May 02, 2009, 03:56:42 pm »
Thankies. Yeah, 1D8 is "Apocalypse Epoch."

FaustWolf

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Re: Graphics Hacking
« Reply #381 on: May 02, 2009, 05:44:19 pm »
I'm considering doing a fresh graphics pack insert for the Epoch tilesets. Take a look at the comparison between '99's and what's in the ROM now:
http://img19.imageshack.us/img19/5456/image1wmf.png

At first I thought I could handle it with 2 simple palette shifts, but there's some shading issues that'll crop up. The Epoch uses two palette shifts naturally, giving us the opportunity to preserve the full robustness of '99's version. Plus I can take care of the two-headlight issue. Problem is, I most certainly won't be able to get it done this weekend; I'll have to work on it here and there till my final exam is over, so I'm not sure when I'd get it in. May 13 is a guaranteed due date for this though, if you guys agree to a fresh graphics insert.

Chrono'99

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Re: Graphics Hacking
« Reply #382 on: May 02, 2009, 08:20:30 pm »
If you redo the insertion do use Justin's version of the picture apart from the extra headlight (which I thought was a laser when I sprited it, lol).

FaustWolf

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Re: Graphics Hacking
« Reply #383 on: May 02, 2009, 08:33:09 pm »
Henceforth, the Neo Epoch shall appear like so:


Is this agreeable to everyone?

ZeaLitY

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Re: Graphics Hacking
« Reply #384 on: May 02, 2009, 09:05:41 pm »
Looks good. I'm thrilled this baby's going to be in action. It sucked seeing it out of commission in Viper Manor in Chrono Cross.

Vehek

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Re: Graphics Hacking
« Reply #385 on: May 02, 2009, 09:36:35 pm »
I think the OW Epoch sprite does mirroring, so keep that in mind. I don't know how to change how the game puts together OW sprites.
« Last Edit: May 02, 2009, 09:38:38 pm by Vehek »

Chrono'99

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Re: Graphics Hacking
« Reply #386 on: May 02, 2009, 09:42:18 pm »
It shouldn't need sprite assembly change, as the Neo Epoch OW sprite is mirrored too. I didn't put the headlight there since it's so small and at that size the front looks better without it.

Agent 12

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Re: Graphics Hacking
« Reply #387 on: May 03, 2009, 06:28:00 am »
Tile insertion: Go for it if you want.  I'm not into details as much as everyone else here when it comes to graphics.....it seems like the differences (minus the second headlight that i mentioned i missed above, which I also thought was a laser :) ) are all in palette changes not tile insertion (it also looks like there's a stray pixel in the lower left I missed......oh and a goof up with the tail but that may be the location tiles instead of the tile insertion). 

But were putting in Justins version anyways so all that is moot anyways.  I Strong suggest you put it in the same way I have it in there it'll save you......a ton....of horrible tedious work. 

OW epoch: yea mirroring shouldn't be a problem....the only reason I haven't done this is because using ms paint I missed by a pixel or two like 3 times in a row and got angry.  Push comes to shove I'll put the Gimp on here which is more pixel oriented.

Anyways tomorrow will be a CE day for me....I should progress a bunch
--JP

Agent 12

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Re: Graphics Hacking
« Reply #388 on: May 04, 2009, 06:19:59 am »
It aint much to look (cause of palette) at but I got 2 frames in for King Zeal.

Couple questions

a) Were there 5 frames for Zeal's face? If not are we just over riding into her hands? How well versed are we on how to do this?
b) Here's my current Patch File:

2100AA     D77    No     00000005-00000D80      D7C  <-- Graphics
210E21      7E    Yes    00000D81-00000D88        8  <-- Graphics
210E9F      13    No     00000D89-00000DA0       18  <-- Graphics
239358      F0    No     00000DA1-00000E95       F5  <-- Sprite Assembly
24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6
------    ----    EOF    00000EA8-00000EAA        3

I'm 96% sure that the last 3 entries in the log are for the pointers I switched for King Zeals Head/left hand/right hand but in FW's sprite guide they are listed to be at location

2421E3
2421E6
2421E9

Why is there a descrepency? I used Chrono Tweaker to switch the index I'm just hoping there's not some weird bug. 


Finally there was a huge bug in saving size 2 sprites in the program so I'll attach a new version.

--JP

FaustWolf

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Re: Graphics Hacking
« Reply #389 on: May 04, 2009, 03:08:09 pm »
Quote
2100AA     D77    No     00000005-00000D80      D7C  <-- Graphics
210E21      7E    Yes    00000D81-00000D88        8  <-- Graphics
210E9F      13    No     00000D89-00000DA0       18  <-- Graphics
239358      F0    No     00000DA1-00000E95       F5  <-- Sprite Assembly
24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6
------    ----    EOF    00000EA8-00000EAA        3

I'm 96% sure that the last 3 entries in the log are for the pointers I switched for King Zeals Head/left hand/right hand but in FW's sprite guide they are listed to be at location

2421E3
2421E6
2421E9

Why is there a descrepency? I used Chrono Tweaker to switch the index I'm just hoping there's not some weird bug. 

JP, you're talking about these?

24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6

Those do correspond to Queen Zeal's head, left hand, and right hand. They are starting addresses for the sprite headers, which are used to assign graphics packet, sprite assembly, palette, etc., indices.

These...
2421E3
2421E6
2421E9

...are the pointer addresses for the graphics packs used for the masked Queen Zeal and her hands.

My guess is you changed graphics pack indices and not graphics pack pointers, which could still have the desired effect I suppose. The index in the header just tells which pointer a graphics pack gets. So the index is like the pointer to the pointer. You probably just changed a higher level pointer, or that's my understanding. Hopefully it's okay.