Author Topic: The Glenn Thread  (Read 24636 times)

justin3009

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Re: The Glenn Thread
« Reply #330 on: April 27, 2009, 09:05:11 am »
I believe one of the patches I posted had Glenn's graphics around 410000 or so.  So if the roms expanded at all and you used the patch, look somewhere around there.  His graphics SHOULD be there.

Vehek

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Re: The Glenn Thread
« Reply #331 on: April 27, 2009, 12:50:33 pm »
Jsondag wants the graphics elsewhere. (Besides, that bank is filled up already in CE.)

Here's the "sprite code hack" I made a long while ago. (I'd like to redo it though if I can find the time.)

justin3009

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Re: The Glenn Thread
« Reply #332 on: April 27, 2009, 12:56:49 pm »
Ah, alrighty.  Thanks for telling that.

Agent 12

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Re: The Glenn Thread
« Reply #333 on: April 30, 2009, 03:12:23 am »
Hey Vehek, I applied your patch to The glenn patch and got the expected 4 byte change at 00E695, then there was a bunch of code at  24F540. I went through each byte in 24F540 and replaced the 41's with 48's in a hex editor. So since there's literally nothing in bank 48 i expected glenn to just dissapear (each tile be 0) but he's still hanging around being his usual annoying self......

Any idea what I'm doing wrong?  Once he's blank i'm going to move the tile sheet to bank 48.

--JP

Vehek

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Re: The Glenn Thread
« Reply #334 on: April 30, 2009, 03:14:59 am »
From what you just said in your post, I'm guessing you haven't changed the graphics pointer yet, right?
My patch hacks the routines which check the graphics bank value, so it won't do anything different if the graphic bank isn't the value checked by my code.
« Last Edit: April 30, 2009, 03:19:47 am by Vehek »

Agent 12

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Re: The Glenn Thread
« Reply #335 on: April 30, 2009, 03:22:00 am »
ah....I see, so FW's guide had Frog's graphic pointer being 24200C which when I load that from in a hex editor I'm getting 00 00 D3 I know that eventually it's suppose to be 130000 What sort of translation is going on?  (what do I have to put at 24200C to get it to load from bank 41, 410000 to be exact)?

--JP

Agent 12

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Re: The Glenn Thread
« Reply #336 on: April 30, 2009, 03:49:16 am »
(hangs head).  Do we know why it was D3 before??

--JP

Vehek

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Re: The Glenn Thread
« Reply #337 on: April 30, 2009, 03:51:07 am »
I deleted my post, but the addresses for the unexpanded space start at C0:0000 for the ROM address 000000, which is why Frog's graphic bank is $D3.

Agent 12

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Re: The Glenn Thread
« Reply #338 on: April 30, 2009, 03:58:07 am »
So before when it was bank 13 we had C0 + 13 = D3

I need 48....so C0 + 48 =.... 108 :(

Should I just put 09 in there?  (goes to try it out)

--JP


EDIT: horrible.....just horrible math
« Last Edit: April 30, 2009, 04:05:23 am by jsondag2 »

Vehek

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Re: The Glenn Thread
« Reply #339 on: April 30, 2009, 04:05:16 am »
Sigh.
I said the expanded space was just the hex address when my post still existed.  So 48.

Agent 12

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Re: The Glenn Thread
« Reply #340 on: April 30, 2009, 04:48:42 am »
Loading successfully from bank 48.  This patch is currently CE compatible but it should be a breeze to move it if our hand is forced.

Vehek, sorry i thought that you deleted your post because the information in it was incorrect or something.

99, it may be worth you taking this patch for a spin.  I dont know if I did climbing wrong or not but the sword moving from left to right turned out really unnatural in the game (it just moves way to fast). 

--JP

EDIT: IN case you guys dont know starting a new game it takes you to the animation checker.
« Last Edit: April 30, 2009, 04:52:44 am by jsondag2 »

justin3009

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Re: The Glenn Thread
« Reply #341 on: April 30, 2009, 08:16:31 am »
The walking front is kind of off as well.  The sword has an extra chunk on the side and he walks really oddly.  Same thing with the side and front.  I'm guessing we're getting just the outline right now for the character?

Chrono'99

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Re: The Glenn Thread
« Reply #342 on: May 02, 2009, 08:32:58 pm »
Yup, just the rough outlines. Most frames are off because the tiles are not on the right coordinates.

Chrono'99

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Re: The Glenn Thread
« Reply #343 on: May 05, 2009, 09:24:32 pm »
I'm off to sleep now but here's a 95% complete Glenn spritesheet. I finished his critical hit frames! Tomorrow I'll post the updated graphics pack.

In other news, I also finished polishing Chapter 14, but I'll wait for the next patch before importing the Flux files because there are some things I have to do by hand (scroll masks, exits, etc.). Take your time though of course.

This is exciting. Now in addition to the playthrough I can focus on these graphics... It will definitely be faster to do than with the coding.

Also, that new smiley with the cowboy hat is disturbing to look at. I have no idea who it is.

Agent 12

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Re: The Glenn Thread
« Reply #344 on: May 05, 2009, 10:02:55 pm »
Can't wait to try out the new chapter 14!

When you get a chance if you put up some frames I'll work on getting the basic outline done.  I also realized based off your comment above it will probably be useful to be able to move all the supertiles at once (incase things don't line up right now you have to move each super tile individually). so i'll get that added. 

I think the head is kind of creepy and annoying as well......

--JP