don't click here

I need some assistance...

Discussion in 'Engineering & Reverse Engineering' started by Kama, Apr 3, 2004.

Thread Status:
Not open for further replies.
  1. Kama

    Kama

    Sittin on my Bench, Watchin the sunset. Member
    1,096
    1
    18
    Wilkes-Barre, Pennsylvania
    Becoming a freelance artist and writer
    As of right now, I have managed to port the beta Casino Night Zone Tiles to the final but I`am having a few problems with this

    Some tiles look slightly fucked and they`re`s a rampant amount of glitches. Could someone explain how to correct this. I would greatly appreciate it.
     

    Attached Files:

  2. .hack//zero

    .hack//zero

    Member
    3,011
    4
    18
    Working on a vulkan game engine for fun. Learning Ray-Tracing.
    Could you give me a savestate of it so I can see better.
     
  3. Kama

    Kama

    Sittin on my Bench, Watchin the sunset. Member
    1,096
    1
    18
    Wilkes-Barre, Pennsylvania
    Becoming a freelance artist and writer
  4. Hivebrain

    Hivebrain

    Administrator
    3,048
    160
    43
    53.4N, 1.5W
    Github
    You'll need to copy the collision index from S2B, and you might want to disable the animated patterns. Nemesis' guides have all you need.
     
  5. .hack//zero

    .hack//zero

    Member
    3,011
    4
    18
    Working on a vulkan game engine for fun. Learning Ray-Tracing.
    You need to compress the collision index 1st.
     
  6. Kama

    Kama

    Sittin on my Bench, Watchin the sunset. Member
    1,096
    1
    18
    Wilkes-Barre, Pennsylvania
    Becoming a freelance artist and writer
    My apologies for reviving a dead topic but I require some more assistance.

    The hex addresses for the collision data in the beta are 30AEA for primary and 30DEA for secondary. The collision data in the final however is compressed, while the data in the beta is not. What should I do? Compress the primary and secondary collision data from the beta and copy it to the final, or decompress the final data and copy the data from the beta.
     
  7. Quickman

    Quickman

    be attitude for gains Tech Member
    5,595
    18
    18
    :x
    omg porjcet
    Compress data from beta and insert into final. If it doesn't fit you'll need to stick it at the end of the ROM and change the pointer to it.
     
  8. Kama

    Kama

    Sittin on my Bench, Watchin the sunset. Member
    1,096
    1
    18
    Wilkes-Barre, Pennsylvania
    Becoming a freelance artist and writer
    The collision data in the final is compressed in the Kosinski format. The beta collision data must be compressed in the same format. The beta collision data is uncompressed. I`m using K-Compressor and have run into a problem....

    Source File:

    Destination File:

    Sliding Window (1-8192):

    Max Recurrence length (1-256):

    Moduled:

    I`m not sure what goes in what. How do I compress the primary and secondary data from the beta?
     
  9. .hack//zero

    .hack//zero

    Member
    3,011
    4
    18
    Working on a vulkan game engine for fun. Learning Ray-Tracing.
    Just leave the settings as there are, and compress it.
     
Thread Status:
Not open for further replies.