Title Screen GFX

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Post by qwertymodo Tue 11 Nov 2014 - 15:10

I'm trying to edit the graphics for the title screen, and I've gotten as far as decompressing the graphics with zcompress, then opening them in YY-CHR, but I'm having trouble actually *finding* the graphics I'm looking for.  Is there any documentation on this, or do I just need to keep looking blindly? I'm not looking to do anything super fancy... in fact, I'm actually liking the look of having BG2 completely black, and just adding some tiles to BG1, and re-writing the copyright notice.  Here's what I've come up with so far, just trying to figure out how to get it into the actual game:

Title Screen GFX RKBbsyn

(Nobody get too excited, I'm not starting a new hack, I'm just compiling a bunch of the existing patches here like the Pegasus Boots upgrade and the MSU-1 audio, and felt like throwing a new title screen on while I was at it)
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Post by Founder Tue 11 Nov 2014 - 15:39

Open Hyrule Magic title screen editor and look up the tilesets on your right.

Those are the tilesets you need to look for in yy-chr.

It isn't hard to make a new title screen actually so I'm sure you'll manage adding a DX on your own.

If not try reading up the compendium if it can help:

https://www.zeldix.net/t83-orochimaru-s-zelda-3-hacking-compendium-alpha-v184

Also moved thread in the right subforum.

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Post by Puzzledude Tue 11 Nov 2014 - 18:29

qwertymodo wrote:I'm trying to edit the graphics for the title screen, and I've gotten as far as decompressing the graphics with zcompress, then opening them in YY-CHR, but I'm having trouble actually *finding* the graphics I'm looking for.  Is there any documentation on this, or do I just need to keep looking blindly?  I'm not looking to do anything super fancy... in fact, I'm actually liking the look of having BG2 completely black, and just adding some tiles to BG1, and re-writing the copyright notice.  Here's what I've come up with so far, just trying to figure out how to get it into the actual game:

(Nobody get too excited, I'm not starting a new hack, I'm just compiling a bunch of the existing patches here like the Pegasus Boots upgrade and the MSU-1 audio, and felt like throwing a new title screen on while I was at it)
In YY-Chr go to the very first gfx bank. This should read 000000 in the main window.

Now use the down-arrow to scroll down (if you click with the mouse, the address will be wrong).

Now scroll down until the counter is B600, that's where the "LEGEND OF" is.

Then go to EE00. That's where the Main Background is. Castle, see, sky, mountains, green hils. You might want to use this for your new place to put the DX in and thus make the background black.


Then go to 20000. That's where the big "ZELDA" name is.

Then go to 20C00. That's where "A LINK TO THE PAST" is.

At 3D800 you have the "Nintendo presents" and 1992 Nintendo copyright.
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Post by qwertymodo Tue 11 Nov 2014 - 20:31

Ok, thanks.  I managed to find them and insert my own tiles, but I'm not sure I'm using HM right, because the tiles show up in HM, but when I load the ROM, they're just black.  The original tiles that I overwrote with my tiles show my new tiles, but the place where I *want* those tiles isn't showing up.

Here's YY-CHR
Title Screen GFX 1FVd9mV

Here's HM (I'm not done blanking everything out, I'm more worried about what I *want* to see than what I *don't* want to see right now)
Title Screen GFX RHvcrGR

And here's what I see in Snes9x... just black (also, I did start playing around with the copyright tiles, but obviously there's some work to be done there, as well...)
Title Screen GFX A3MoEnv

Any advice?

If it makes any difference, I was drawing the DX tiles onto the background, where the castle is, rather than on the layer with the text, because I like the idea of the DX showing up after the sword flashes.  Any advice?
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Post by qwertymodo Wed 12 Nov 2014 - 0:17

Ok, I'm almost there.  The "invisible" DX was because I had selected palette 0, which was apparently all black.  I managed to select the palette I actually wanted, and also edit the colors in that palette, leaving me with this:

Title Screen GFX GV9FEVo

The only thing left is to change the copyright line, I'm not sure where to find that in HM.  As you can see, I already edited the tiles, I just need to rearrange them so it's just (c) 2014 Nintendo, without the 2011, part.
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Post by Puzzledude Wed 12 Nov 2014 - 5:30

Yes, this is the palette issue, which you solved alredy. The copyright is not so easy. This is Asm overlay, and it is programed by default to repeat the first 2 digits. So if you simply edit the gfx, the above is the result. This will need Asm, Hex to fix.

I never looked into this, since I removed this overlay completely and rather used normal gfx to write down letters, which can be inserted normally as all other gfx, without the Asm.
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Post by qwertymodo Wed 12 Nov 2014 - 9:38

Do you, by any chance, recall the location of the asm in question?
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Post by Founder Wed 12 Nov 2014 - 11:48

Conn made it in my hack so I could add a large area at the bottom of the screen for the credits but I doubt he has documented it.

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Post by Conn Wed 12 Nov 2014 - 12:01

It's not trivial. It is sprite oam editing. Maybe you still have the patch somewhere so qwertymodo can disassemble it?
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Post by Founder Wed 12 Nov 2014 - 13:01

If you saw my rom hacking folders you'd see they are in such a mess... Ive got hundred and hundred of patches and fixes that I hardly can make a count... you simply implemented way too many things for me to keep track of everything!

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Post by qwertymodo Wed 12 Nov 2014 - 14:18

Puzzledude, removing it seems like the easier way to go, do you remember where the code in question is?
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Post by Founder Wed 12 Nov 2014 - 14:22

Just remove the copyright, 2011-2014 and Nintendo tiles in yychr and that should do it.

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Post by Conn Wed 12 Nov 2014 - 14:26

haha, as Long as you apply them before losing the overview ^^

Well then, I do not feel much for fullfilling requests lately, it's a current mood and I hacked too much.

Nevertheless, I traced the code for PU.
The new tiles are located at 20/B000 (pc 10/3000)
The new map is located at 20/BB00 (pc 10/3b00

Code:

;Hook:
$0C/FED9 20 E0 FF    JSR $FFE0  ;jsr to a place where I can put the jsl
$0C/FFE0 8C 2E 01    STY $012E  ;native code
$0C/FFE3 22 00 BA 20 JSL $20BA00  ;jsl
$0C/FFE7 60          RTS

$20/BA00 AE 2E 01    LDX $012E 
$20/BA03 E0 01      CPX #$01               
$20/BA05 F0 01      BEQ $01       
$20/BA07 6b          RTL
$20/BA08 E2 30      SEP #$30                ;wait for vblank routine
$20/BA0A AD 12 42    LDA $4212 
$20/BA0D 29 80      AND #$80             
$20/BA0F D0 F9      BNE $F9   
$20/BA11 AD 12 42    LDA $4212
$20/BA14 29 80      AND #$80               
$20/BA16 F0 F9      BEQ $F9   

;tiles
$20/BA18 C2 30      REP #$30               
$20/BA1A A9 00 B0    LDA #$B000              ; address 20/B000
$20/BA1D 8D 02 43    STA $4302 
$20/BA20 A9 00 78    LDA #$7800             
$20/BA23 8D 16 21    STA $2116 
$20/BA26 A9 A0 09    LDA #$09A0            ; Transfer 09a0 bytes
$20/BA29 8D 05 43    STA $4305 
$20/BA2C E2 30      SEP #$30             
$20/BA2E A9 80      LDA #$80               
$20/BA30 8D 15 21    STA $2115
$20/BA33 A9 18      LDA #$18               
$20/BA35 8D 01 43    STA $4301 
$20/BA38 A9 20      LDA #$20                  ; bank 20/B000
$20/BA3A 8D 04 43    STA $4304   
$20/BA3D A9 01      LDA #$01             
$20/BA3F 8D 00 43    STA $4300 
$20/BA42 8D 0B 42    STA $420B  ;vram Transfer of tiles

$20/BA45 AD 12 42    LDA $4212        ;wait for next vblank
$20/BA48 29 80      AND #$80               
$20/BA4A D0 F9      BNE $F9       
$20/BA4C AD 12 42    LDA $4212 
$20/BA4F 29 80      AND #$80               
$20/BA51 F0 F9      BEQ $F9       

;map
$20/BA53 C2 30      REP #$30               
$20/BA55 A9 E0 62    LDA #$62E0           
$20/BA58 8D 16 21    STA $2116 
$20/BA5B A9 00 BB    LDA #$BB00    ;map address BB00           
$20/BA5E 8D 02 43    STA $4302 
$20/BA61 A9 40 01    LDA #$0140    ; map size in bytes       
$20/BA64 8D 05 43    STA $4305 
$20/BA67 E2 30      SEP #$30               
$20/BA69 A9 80      LDA #$80             
$20/BA6B 8D 15 21    STA $2115 
$20/BA6E A9 18      LDA #$18               
$20/BA70 8D 01 43    STA $4301 
$20/BA73 A9 20      LDA #$20              ; map bank 20/
$20/BA75 8D 04 43    STA $4304 
$20/BA78 A9 01      LDA #$01             
$20/BA7A 8D 00 43    STA $4300 
$20/BA7D 8D 0B 42    STA $420B  ;vram Transfer of map
$20/BA96 6B          RTL                   

This means you Need to put the 2bpp tiles to 10/3000 and the map (how the tiles are arranged to 10/3b00.
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Post by Puzzledude Thu 13 Nov 2014 - 7:50

qwertymodo wrote:Puzzledude, removing it seems like the easier way to go, do you remember where the code in question is?
I believe I blanked it out with gfx back then. But the NOP must have been done by Euclid on the Gates of time rom. So I never looked into the actual code, since the problem was solved already.

I hope that the disassembly by Conn will solve your problem, since this is how it looks like for PU. I however looked at CFED9 SNES is 067ED9 hex and my NOP doesn't work.

But if you can not master this, you can still solve it by putting the gfx on transparent.


Last edited by Puzzledude on Thu 13 Nov 2014 - 8:20; edited 1 time in total
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Post by Conn Thu 13 Nov 2014 - 8:18

my code will display the tiles on bg3, original is sprite layer with oam stuff. The sprite (c 1991 Nintendo) must therefore be blanked out to transparent tiles.
Only Thing you Need to tinker is where I put comments; e.g., added the addresses (e.g., 20/B000) and the number of Bytes being transferred; the vram Routine should be ok, as well as the vram address to store the data.

The 2bpp tiles at 20/B000 are uncompressed so you can simply add them with yy-char, snesedit or whatever (NOT zcompress of course).
The map at 20/BB00 Looks like this: 00 01 01 01 02 01 03 01...0f 01 (it is a 2 Byte (word) code; the first Byte is always the Byte Register and the second determines the Palette used as well as flip Options etc.

Here's Seph's rom:
Title Screen GFX Image510

As you can see, the tiles start at 10/3000 with a blank tile followed by "Hack"
the  map will go 00 01 01 01 02 01...0f 01 (in above tiles 0f 01 it is the le in Puzzle). Then there's something special as the screen has two lines, but if you look at the colums Hack and Original share the same tiles as they are merged to save place.

Therefore you need to continue after 0f 01 with 50 01 to display the line with "dude" on the second half of the screen. In this case, the map at 10/3b00 goes like this:
00 01 01 01 02 01 03 01...0f 01 50 01 51 01...5f 01 10 01 11 01...1f 01 60 01 61 01...20 01....

to have it correctly displayed in your title screen:
Title Screen GFX Starga10
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Post by Puzzledude Thu 13 Nov 2014 - 8:32

My code will display the tiles on bg3, original is sprite layer with oam stuff. The sprite (c 1991 Nintendo) must therefore be blanked out to transparent tiles.

Thank you Conn. I just checked it out. It is good to know, that this problematic section must always be blanked out in gfx (on the picture we can see, that in GoT it is actually blanked out in GFX).

I then used standard tiles to write the credits on bg2, of course the method by Conn with the new code, which puts in on bg3 works fine also. In both cases the original method is not used (I wasn't aware of that).

Title Screen GFX Gfx%20blank

@qwertymodo
Once you blank out the original gfx, you can then use a standard gfx blockset to write what you want in that section and insert it on bg2. As you can see, original authors used a very complex method to always display this message before the title appears. If it is on bg2 or bg3, it will appear later with the titlescreen.
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Post by qwertymodo Sat 22 Nov 2014 - 2:53

Haven't gotten around to adding the copyright text, but I did finally play around with something other than full black on the background, and I'm pretty happy with this

Title Screen GFX 1XfLhlP

I may need to shrink the DX by a couple of pixels vertically, it seems a bit close to the bottom, and I think the (R) should be black if it's going to be against the light background, but it's getting there Smile
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Post by Spane Sat 22 Nov 2014 - 4:44

You can also draw on the black frame on the bottom and make the white background bigger :-)

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Post by qwertymodo Sat 22 Nov 2014 - 4:49

Not without increasing the ROM size, which I don't want to do. It's ok though, reworking the DX tiles won't be too hard, at least not compared to hand-dithering that entire gradient...
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Post by TheRetromancer Sat 22 Nov 2014 - 16:34

qwertymodo wrote:Not without increasing the ROM size, which I don't want to do. It's ok though, reworking the DX tiles won't be too hard, at least not compared to hand-dithering that entire gradient...

Holy crap. You couldn't simply generate that gradient?
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Post by qwertymodo Sat 22 Nov 2014 - 17:58

TheRetromancer wrote:
qwertymodo wrote:Not without increasing the ROM size, which I don't want to do. It's ok though, reworking the DX tiles won't be too hard, at least not compared to hand-dithering that entire gradient...

Holy crap.  You couldn't simply generate that gradient?

I tried, didn't like the result.  Doing it by hand allowed me to align it to 8px stripes.  Re-did the DX and recolored the (R), now I just need to give that code Conn posted a try for the (c) 2014 Nintendo line

Title Screen GFX TUMYTFs
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Post by qwertymodo Sat 22 Nov 2014 - 19:51

Well, turns out I didn't need to do anything special after all, there's a section of tiles that overlaps the huge single section that makes up the sky that's the exact right size for the copyright tiles Smile

Title Screen GFX HQvNsKK

Final result

Title Screen GFX FkqBhxB
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Post by TheRetromancer Sat 22 Nov 2014 - 21:32

Erm, technically, shouldn't it be 1991, 1992 Nintendo, 2014 qwertymodo?
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Post by qwertymodo Sat 22 Nov 2014 - 22:14

TheRetromancer wrote:Erm, technically, shouldn't it be 1991, 1992 Nintendo, 2014 qwertymodo?

Technically, it's more Conn's work than my own, if I wanted to go that route... and in that case I'd have to use the code Conn posted earlier to fit it all.  I prefer the semi-official look of leaving Nintendo there.  If I want my own name in the game, I'll just put it in the Chris Houlihan room instead Wink
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Post by TheRetromancer Sat 22 Nov 2014 - 22:15

qwertymodo wrote:
TheRetromancer wrote:Erm, technically, shouldn't it be 1991, 1992 Nintendo, 2014 qwertymodo?

Technically, it's more Conn's work than my own, if I wanted to go that route... and in that case I'd have to use the code Conn posted earlier to fit it all.  I prefer the semi-official look of leaving Nintendo there.  If I want my own name in the game, I'll just put it in the Chris Houlihan room instead Wink

Pfft, hahahaha! Okay, well played.
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