I've not seen these before. Not in snes_graphics.zip, at least.
Thanks for the info.

Off-topic, about much/many:
I've not seen these before. Not in snes_graphics.zip, at least.
Pretty simple. I don't know how to read HEX. I just copy and paste what you guys post here, as I said before. Then, for those "spaces" I just put them because when I'm typing, I do it on the right side where I can put letters instead try to guess which HEX is for that letter, y'know? Other games aren't not like that. I just don't know how to put accents. I mean, they work on the HEX editor, but the game doesn't show them. I think is because English don't has them or better, maybe is necessary do something with those HEXs or write new ones because there're mods with Portuguese words and they accents thing. I also thought is because our keyboard is different from yours, or course.David wrote: ↑June 30th, 2018, 4:10 pmDo you mean these?Norbert wrote: ↑June 27th, 2018, 5:03 pm - Time Only Knows by NITM-T(**): Intro, Outro
- The Kingdom of the Dead by NITM-T(**): Intro (partial), Outro, Menus (partial), Various (1 entry)
- The Two Princesses by NITM-T(**): Intro, Credits (I) (1 entry), Menus (partial), Various (2 entries)
[...]
(**) The Portuguese characters aren't displayed properly by apoplexy. Not a big deal.
snes_text_pt.png
The "Ì" characters are byte 0xCC. In the game these appear as spaces. I don't know why did NITM-T use these, though.
The box characters are byte 0x0D, that is, newline.
That's is great, David! Before, we only had 100, 90, 60, 45 and 30, but with this new hack, is possible to do a new time.
The fonts are documented here: http://www.princed.org/wiki/SNES_format ... 0x20000.29Norbert wrote: ↑June 30th, 2018, 11:02 pmI've not seen these before. Not in snes_graphics.zip, at least.
Thanks for the info.
This is indeed missing from the ZIP, together with #70 (hitpoint tiles) and #73 (princess room torch tiles).00: menu/intro font tiles (256 uncompressed 2bpp tiles)
This is included in the ZIP, but the palette is wrong, and the image ended up looking black.74: ending font (stored in the same format as level background graphics)
I guess you're referring to this post by Kaslghnoon: viewtopic.php?p=10846#p10846 (search for "Edit time limit:")
I think I figured it out on my own. I had to find the offset first (It was a wild guess for me, but I took the 01:E943 of part 1, I checked what offset was and used a decimal to hex converter for 01:EA11 to find it, and sure did: offset 0x59921.David wrote: ↑June 30th, 2018, 7:13 pm
Part 3: When the game shows time by itself:Err, I'm not sure if I want to go into this...Code: Select all
times when time is shown: 01:EA11: WORD $0000,$084d,$109a,$18e7,$2134,$2981,$31ce,$3a1b,$4268,$4ab5,$5302,$5b4f,$639c,$6be9,$7436,$7c83,$84d0,$8d1d,$956a,$9db7,$a604,$ae51,$b69e,$beeb,$c094,$c23d,$c3e6,$c590,$c73d,$ffff
This table basically says that the time is shown every 5 minutes (5*425=$084D) until there are only 5 minutes left (115*425=$BEEB), then every minute, then about one second after time is up ($C73D).
The problem is that since time expires much before the elapsed time counter reaches the original 120 minutes, these values are all off, and the player won't get the warnings in every minute before the time expires.
I don't know if this would be a problem for you.
Haha, I guess I imposed myself on a challenge by doing Part 3 on my own, but turns out there was an easier way; good that I do these on test copies first. I will check this out.David wrote: ↑July 1st, 2018, 9:55 amI guess you're referring to this post by Kaslghnoon: viewtopic.php?p=10846#p10846 (search for "Edit time limit:")
I didn't even remember he had a hack for this.
I think his method is better than what I wrote yesterday, because you don't need to change the part that I called "part 3", which is quite nontrivial to do.
That's because Kaslghnoon's hack changes the starting value of the time counter (instead of the ending value).
So the counter will still contain $BEEB when there are 5 minutes left, just like in the original game, and so on.
So, Shauing, I think you should undo part 1 and part 2 if you already did them, and do the following instead:
At 0xEE77 write: A9 00 4C C6 FE
At 0xFEC6 write: 8D 2D 05 A9 00 8D 2E 05 A9 00 4C 7D EE
(I copied these from Kaslghnoon's 0.smc. I hope he won't mind.)
Then calculate the following: (120 - minutes) * 425, and convert it to hex.
The hex number should have four digits. Write the first two digits to 0xFECA and the last two digits to 0xEE78.
(This is how Kaslghnoon made the options in his post. Except that his numbers are off by a few ticks, I don't know why.)
Which "other games" do you mean?
That's simply because PoP1 SNES does not have accented letters in its font, see here: viewtopic.php?p=24199#p24199
What mods do you mean?
Yeah. Kaslghnoon left us a great stuff here together with his 0 ROM.David wrote: ↑July 1st, 2018, 9:55 am I guess you're referring to this post by Kaslghnoon: viewtopic.php?p=10846#p10846 (search for "Edit time limit:")
I didn't even remember he had a hack for this.
I saw a guy translating RPGs games, once. Didn't find them now...
When I was a kid, there're Super Nintendo and Mega Drive cartridges who were in Portuguese. The main were Soccer games, but I didn't find any now who has a complete translation, but check these ones:
So, how about these games I just posted? That's why I said: "maybe is necessary do something with those HEXs or write new ones because there're mods with Portuguese words and they accents thing".
EDIT: That's right. But it's not for me hahaha. I mentioned it because Shauing might could try it.
So that game uses 2 bytes for each character.
I think that in the games you showed, the translators added the accented letters to the font.
So, did you try what I wrote about editing the font of PoP1 SNES?
Yep, that's right. I'm glad that SNES PoP version is easier to do it, I mean, for me, since is my favorite oneDavid wrote: ↑July 7th, 2018, 4:10 pm So that game uses 2 bytes for each character.
PoP1 for the Genesis does the same: viewtopic.php?p=20008#p20008
Uh-huh, that is what I'd said before with those programs.
Not yet. If someday I want to make a new mod, I'll try it. Besides, I can tell only with my fingers how many Brazilian players play my mods hahaha. Most of people who play them are from USA and Mexico. So, isn't a big deal. I always want to do a full mod, but is too far to this happens or never...
Do you mean this? viewtopic.php?p=13581#p13581
Do you mean the "PoP2" prince, also known as the "Macintosh" prince? (That's what I see on your screenshot.)
Sorry, I don't understand what do you mean.
Oh, I see.David wrote: ↑July 14th, 2018, 6:28 pm Do you mean this? viewtopic.php?p=13581#p13581
I think you misunderstood something: It's not the kid's palette that has two halves.
It's the set of the 8 sprite palette slots of the SNES that has two halves, where each half can hold 4 palettes. (And each palette has 16 colors.)
What I wrote there is that the shadow's palette is loaded into a slot in the second half, because only those can be made transparent.
Yes. The problem is that the pants and turban share the same color.
For example, here I altered the kid's red palette:
It *might* be possible to use multiple palettes within the same sprite, because what you see as a single sprite on the SNES is actually made from multiple hardware sprites, where each is 16×16 pixels.
It is interesting to see that many palettes can be used in one sprite.David wrote: ↑July 15th, 2018, 7:32 pm
It *might* be possible to use multiple palettes within the same sprite, because what you see as a single sprite on the SNES is actually made from multiple hardware sprites, where each is 16×16 pixels.
Every hardware sprite can use a separate palette.
So we might be able to use a different palette for the piece that contains the prince's turban, for example.
Here is a hack that demonstrates what I mean:
Search: B5 07 29 07 0A
Change to: B5 05 29 07 0A
Alternatively, change to: B5 05 29 0E EA
With this hack, different parts of the prince (and the guards) will appear with different palettes.
(This hack tells the game to use the index of the piece/tile as the palette index.)
Now I just need to figure out how to restrict the different palettes to the topmost part, which contains the prince's head. (Or the bottom part, which contains his feet.)
Oh yeah, and I need to limit this effect to the prince. The guards don't need this.
The relevant part of the disassembly:Spoiler: show