Castelian - Player Graphics Compression Help.

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

Moderator: Moderators

Post Reply
User avatar
Hamtaro126
Posts: 783
Joined: Thu Jan 19, 2006 5:08 pm

Castelian - Player Graphics Compression Help.

Post by Hamtaro126 »

In Kyoro-Chan Land and Castelian: There is some type of compression going with some graphics, Such as The Player, Bonus Stage Clouds, and Gem/Cocoa Bean graphics might be also be compressed with that unexamined format.

Can anyone help me crack it the format used in that game?

Optional: Also Include all the Compressed Graphics offset in both the Japanese and American releases of the game.
Last edited by Hamtaro126 on Wed Dec 17, 2008 4:32 pm, edited 1 time in total.
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

jesus christ
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
User avatar
Hamtaro126
Posts: 783
Joined: Thu Jan 19, 2006 5:08 pm

Post by Hamtaro126 »

CKY-2K/Clay Man wrote:jesus christ
I just wanted help, The last thing I said should be optional

BTW: Please stay on topic, I don't have to get you in the same position that happened in ''(Acmlm)Board 2'' again
User avatar
Dwedit
Posts: 4470
Joined: Fri Nov 19, 2004 7:35 pm
Contact:

Post by Dwedit »

It's all the usual yadda yadda. Put a data breakpoint at PPU writes to character memory, and watch how the game calculates what to write there.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
User avatar
BMF54123
Posts: 410
Joined: Mon Aug 28, 2006 2:52 am
Contact:

Post by BMF54123 »

Can't help you here, aside from offering the usual advice that you stick to one friggin' project at a time for God's sake.
Near
Founder of higan project
Posts: 1553
Joined: Mon Mar 27, 2006 5:23 pm

Re: Castelian - Player Graphics Compression Help.

Post by Near »

Hamtaro126 wrote:Can anyone help me crack it the format used in that game?
CKY-2K/Clay Man wrote:jesus christ
While I hear he's really good at cracking 8-bit compression techniques, he's extremely unreliable. In fact, to date he's never once responded to a single question of mine ... must be really busy or something :/
Last edited by Near on Thu Dec 18, 2008 10:32 am, edited 1 time in total.
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Post by tepples »

BMF54123 wrote:Can't help you here, aside from offering the usual advice that you stick to one friggin' project at a time for God's sake.
I try to get my ADHD-diagnosed cousin not to fill up the hard drive in the family PC with gigabytes of multiple projects but instead to archive them to CD-R. But he says he needs to keep them all active because he gets bored with a project after half an hour and needs to switch to another. Who knows coping skills for such a situation?
User avatar
Hamtaro126
Posts: 783
Joined: Thu Jan 19, 2006 5:08 pm

Re: Castelian - Player Graphics Compression Help.

Post by Hamtaro126 »

BMF: you are really right, I have too many ridiculous projects, So I plan to keep things down project wise.

On the project: It looks like a variant of RLE. I can try to see if I can do something about it.
User avatar
MottZilla
Posts: 2835
Joined: Wed Dec 06, 2006 8:18 pm

Post by MottZilla »

The game is UNROM. Ever thing that maybe the graphics aren't aligned to a 16 byte boundry?
User avatar
Disch
Posts: 1848
Joined: Wed Nov 10, 2004 6:47 pm

Re: Castelian - Player Graphics Compression Help.

Post by Disch »

Hamtaro126 wrote:On the project: It looks like a variant of RLE.
I get the distinct impression you're talking out of your ass... and that you're saying that only because "RLE" is a buzzword to try to trick us into thinking you actually looked into these graphics.

Anyway I looked at Castelian because I was bored. Player graphics are not compressed, they're just not stored traditionally, so they're not easily viewed in a tile editor. I suppose you could say they're "scrambled", but they're not even scrambled, really -- they're all in perfect logical order.

I could outline the way the graphics are stored for you... but I'm hesitant on doing so because it would further encourage this behavior of yours. I will say that you should listen to Dwedit's post. If you have any 6502 understanding at all, you will find how the player graphics are stored pretty quickly (took me all of 5 minutes)
User avatar
Hamtaro126
Posts: 783
Joined: Thu Jan 19, 2006 5:08 pm

Re: Castelian - Player Graphics Compression Help.

Post by Hamtaro126 »

Disch wrote:
Hamtaro126 wrote:On the project: It looks like a variant of RLE.
I get the distinct impression you're talking out of your ass... and that you're saying that only because "RLE" is a buzzword to try to trick us into thinking you actually looked into these graphics.

Anyway I looked at Castelian because I was bored. Player graphics are not compressed, they're just not stored traditionally, so they're not easily viewed in a tile editor. I suppose you could say they're "scrambled", but they're not even scrambled, really -- they're all in perfect logical order.

I could outline the way the graphics are stored for you... but I'm hesitant on doing so because it would further encourage this behavior of yours. I will say that you should listen to Dwedit's post. If you have any 6502 understanding at all, you will find how the player graphics are stored pretty quickly (took me all of 5 minutes)
Oh, I thought RLE was like that, But I was wrong

I may look into it.
User avatar
Disch
Posts: 1848
Joined: Wed Nov 10, 2004 6:47 pm

Post by Disch »

RLE

*plays "The More You Know" jingle*
User avatar
Bregalad
Posts: 8036
Joined: Fri Nov 12, 2004 2:49 pm
Location: Caen, France

Post by Bregalad »

I could outline the way the graphics are stored for you... but I'm hesitant on doing so because it would further encourage this behavior of yours. I will say that you should listen to Dwedit's post. If you have any 6502 understanding at all, you will find how the player graphics are stored pretty quickly (took me all of 5 minutes)
I agree 100% with that. It took me about 3 minutes to find it out and I've been just drinking some beer before, so it really shouldn't be hard.
Useless, lumbering half-wits don't scare us.
Post Reply