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Wall Data Format; since its impossible, im releasing it
Topic Started: Jul 12 2010, 08:32 PM (691 Views)
Agro
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Programmer!

GM, MRE, and I sort of worked together to try to make a efficient map editor that allows you to like load a map and you can select where the walls will be. WELL, it went great until the last value. Apparently, GM said that it works with a pointer and the r4(register 4, its with ASM).

Anyway, since he said that its "impossible", I've decided to post the wall data format. Of course, this is the decompressed data from the compressed part in the ROM(confused?).

Now for the format I made?

Code:
 

Wall Data Format(RAM)

Walls are isometric. 16x8(should be) are the values.

/* The ROM data of the walls are decompressed to the RAM section when you go into the map.
When it is decompressed, the RAM data is originally 16-bit. I assume MRE used 8-bit to simplify
everything. */
_________________________________
16-bit format(initial format):

XXYY EEPP
_________________________________
8-bit format(simplified format):

YY XX PP EE
_________________________________
8-bit style(simplified):
------------------------
[Coordinates(y, x]
[Wall Type]

[Coordinates]
*Format is y, x

[Wall Type]
*Type of wall
- 84= downleft corner
- 8C= up corner
- 88= normal wall(upleft)
- etc= more corner and normal and more values
---------------------------


Sorry ablon, but the program does the editing of the "compressed" data and it makes the edit to the RAM. I'll find a way to get something for you.
Edited by Agro, Jul 12 2010, 08:42 PM.
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Dramz
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Spastic Colon

why sorry ablon? I wouldnt be able to use the program anyway, and its not like I make a mini-series or anything like that
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Agro
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Programmer!

You wanted to edit the compressed data, remember you said so? -__________________-
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Greiga Master
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Admin of the stars, owner of your soul...

except this wall format is all wrong, im pretty sure by now those are not x and ys and i dont know what you mean by EE and PP since that is just used as a pointer to point to something. the format is more like AAAA BBBB , they aren't separate.
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Dramz
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Greiga Master
Jul 13 2010, 04:29 PM
except this wall format is all wrong.
Yay for fail....
:(
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Agro
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Programmer!

I'm showing it in 8-bit as MRE did. Well, do whatever you want with this, I was sure that it was the correct format.
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MegaRockEXE
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BN Guides Author

No, apparently all the wall values are encrypted and it's impossible to decrypt them properly.
The Rockman EXE Zone | YouTube
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Mgamerz
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The ShoutBox King

count on GM to say something is totally wrong and have no idea about it... (ah la StarBord Save)
=]
just kidding
kinda
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Greiga Master
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Poison Phoenix
Jul 14 2010, 05:45 PM
count on GM to say something is totally wrong and have no idea about it... (ah la StarBord Save)
=]
just kidding
kinda
im sure mre just confirmed i was right. Hes basing this off a bit of observation (which is misleading) and im basing this off the routine in the game.
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Dramz
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Spastic Colon

considering all the time spent on this....lol. even this format is wrong, and "impossible to decrypt them properly."

scrap that project then. this topic I think needs to be deleted.

[nemo]Just Trashed or locked. //Nemo[/nemo]
Edited by Nemomon, Jul 15 2010, 10:00 AM.
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Greiga Master
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Admin of the stars, owner of your soul...

ablon08
Jul 15 2010, 01:20 AM
considering all the time spent on this....lol. even this format is wrong, and "impossible to decrypt them properly."

scrap that project then. this topic I think needs to be deleted.

[nemo]Just Trashed or locked. //Nemo[/nemo]
its looks impossible to decrypt but the game does a nice conversion from lan coordinates to wall coordinates so we can write wall coordinates just fint, but the second part agro thought was effect is added to another offset to complete a pointer no idea how that works >.<
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