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[讨论] [超级大转移]添加火红人物!(未译未本土化)

[超级大转移]添加火红人物!(未译未本土化)

直接复制还有点问题……
里面的地址别照抄……


Okay, in this tutorial I will teach you how to repoint, resize and increase the amount of OWS (Over World Sprites) in Pokemon FireRed. Sounds fun, right?

I haven't tested this in the other Advance Gen Games, but I'm sure it will work just the same.

For this Tutorial you will need...
  • An English FireRed ROM
  • A Hex Editor
  • The latest version of VBA
  • A Free Space Finder
  • A Brain

Lesson 01: Understanding the Data.

Ok, let's take a quick look at the Layout of the Sprite Data, before we go any further. Here is what the first Sprites Data will look like in FireRed:
引用:
FFFF001102110002100020001001000010373A089C373A0870343A08A0003A08FC1C2308
Now, let's break it down, so you can all understand:
引用:
FFFF= Starter Byte
00= Palette Number
11 02 11= Unknown Data
10002= Unknown Data Size
10= Width
00= Unknown Byte
120=Height
00= Unknown Byte
110 01 0000= Unknown Data
210373A08= Unknown Pointer
9C373A08= Unknown Pointer
270343A08= Unknown Pointer
3A0003A08= Sprite Pointer
FC1C2308= Unknown Pointer 4
Following the "Sprite Pointer" will lead you to this Data:
引用:
68BB350800010000
This is another pointer to where the actual Sprite Hex Art is, don't worry about looking at it, it's pointless unless you look at it in an OWE. Here's the broken up version of the Sprite Data:
引用:
68BB3508= Hex Art Pointer
0001= Data Size
0000= Unknown Data
The Data Size is always equal to this algorithm:
引用:
Data Size        = (Width x Height) / 2
That's about it for this lesson, next we will learn how to resize the OW Sprite! YAY! *Cheers*

Lesson 02: Resizing an Over World Sprite.

Right, so if you remember correctly, before we looked at the Sprite Data, and it had the "Height" and "Width" Bytes stored there, so... Let's just change them, and see what happens. Why don't we make it a 32 x 32 Sprite now?
引用:
FFFF                = Starter Byte
00                = Palette Number
11 02 11        = Unknown Data
10002                = Unknown Data Size
20                = Width
00                = Unknown Byte
120                = Height
00                = Unknown Byte
110 01 0000        = Unknown Data
210373A08        = Unknown Pointer
19C373A08        = Unknown Pointer
270343A08        = Unknown Pointer
3A0003A08        = Sprite Pointer
FC1C2308        = Unknown Pointer 4
Now, let's put it back together.
引用:
FFFF001102110002100020001001000010373A089C373A0870343A08A0003A08FC1C2308
...And put it back into our Hex Editor. Next we will open up the OWS in our OWE.

Oh dear! Frame 0 and 1 seemed to have melded together! This means we have to repoint the Frames, YAY!
Ok, so all you have to do is follow the "Sprite Pointer", which is "A0003A08", or "0x003A00A0" when it's flipped. SO now, goto the offset "0x003A00A0" in your Hex Editor and look at the data. It should look something like this:
引用:
68BB350800010000
Now, we need to work out how many frames the OWS has. The Hero Sprite has 20 Frames, so open up your Free Space Finder and search for the Value of this Sum:
引用:
Value = (Height x Width) / 2 x Frames
So, in this case it would be:
引用:
Value = (16 x 16) / 2 x 20
Value = 256 / 2 x 20
Value = 128 x 20
Value = 2560
So, we will be searching for 2560 Bytes! YAY! Searching sure is fun.
*Searches*
Ok, I found the Space I need at the offset: "0x00720A00" Lucky me. Now, I'm going to start Repointing all the Pointers.
Back to the Offset "0x003A00A0" in your Hex Editor and it's time to start the fun!
Alright, so replace the First Pointer with "000A7208", which now lead to the Free Space we found earlier. Now, view that Frame and Sprite in your OWE. And see how it turns out.

Great! We now have a clear Sprite! Next we are going to want to do the same for every frame, so back at the Offset "0x003A00A0" we are going to move 8 more Bytes into the File and Repoint this Frame aswell!

So with the Free Space we found earlier, which was "0x00720A00", we want to add 128 Bytes, because that is the Value of the Sum we did before:
引用:
Value = (Height x Width) / 2
So, the new Offset will be: "0x00720A80"
And the new Pointer will be: "800A7208"

So, what we want to do it replace the Pointer at the Offset "0x003A00A0" with our new pointer, in my case: "800A7208".

Great! The second Frame is now clear as well! Do that for the other 18 Frames, and then you can start painting your new OWS! YAY!

Lesson 03: Adding for OWS to the game.

Finally, we can learn how to repoint the OWS and add more into out game! YAY! *Cheers*

Ok, what we are going to do it open our ROM in our Hex Editor...

*Opens ROM*

Right, now Goto the offset: "0x0039FDB0" And you will see a whole bunch of Pointers, right? They should look something... like... this:
引用:
B03B3A08D43B3A08F83B3A081C3C3A0858483A08A0483A08C4483A0864453A0888453A08AC453A08D0453A087C483A08E8483A080C493A08643C3A08883C3A08AC3C3A08D03C3A083C3D3A08A83D3A08F03D3A08F43C3A08183D3A08603D3A08CC3D3A0890433A08B4433A08143E3A085C3E3A08EC3E3A08383E3A08843D3A08803E3A08343F3A0820443A08583F3A084C423A0828423A0870423A087C3F3A08A03F3A08C43F3A08E83F3A0878403A089C403A08C0403A08E4403A08A43E3A08C83E3A0818463A0854403A0878493A080C403A08B8423A0808413A082C413A0894423A08BC413A0830403A08103F3A08403C3A0850413A0874413A0898413A0800433A08D4443A08F8443A0824433A0868443A088C443A08B0443A086C433A0834483A08A4473A0810483A0860463A08C8473A08EC473A08D8433A08FC433A0884463A08A8463A08CC463A08F0463A0814473A0880473A085C473A0838473A08EC503A083C463A08E0413A08DC423A0848433A0830493A0854493A0844443A081C453A0840453A08C0493A08E4493A08084A3A082C4A3A08504A3A08744A3A08984A3A08BC4A3A08E04A3A08044B3A0810513A089C493A08284B3A08844F3A08F04F3A08C8503A0814503A0880503A08A4503A0838503A084C4B3A08704B3A085C503A08944B3A08B84B3A08DC4B3A08004C3A08244C3A08484C3A086C4C3A08904C3A08B44C3A08D84C3A08FC4C3A08204D3A08444D3A08A84F3A08684D3A088C4D3A08B04D3A08D44D3A08644E3A08884E3A08AC4E3A08F44E3A08D04E3A08184F3A083C4F3A08604F3A08CC4F3A08F84D3A081C4E3A08404E3A08
(这里和中文rom差别很大)
They look fun... NOT! Ok, so I'll show you what each pointer means...
引用:
B03B3A08        = Pointer to OWS 0D43B3A08        = Pointer to OWS 1F83B3A08        = Pointer to OWS 21C3C3A08        = Pointer to OWS 358483A08        = Pointer to OWS 4A0483A08        = Pointer to OWS 5C4483A08        = Pointer to OWS 664453A08        = Pointer to OWS 788453A08        = Pointer to OWS 8AC453A08        = Pointer to OWS 9D0453A08        = Pointer to OWS 107C483A08        = Pointer to OWS 11E8483A08        = Pointer to OWS 120C493A08        = Pointer to OWS 13643C3A08        = Pointer to OWS 14883C3A08        = Pointer to OWS 15AC3C3A08        = Pointer to OWS 16D03C3A08        = Pointer to OWS 173C3D3A08        = Pointer to OWS 18
...
404E3A08        = Pointer to OWS 150
Yes, that's right. Following one of those points will take you to the "Sprite Data", we looked at that data before (Lesson 01 & 02), cool huh? This is the location where AMap reads from, however, this isn't as far back as we can go...

Now, in your Hex Editor we are going to goto the location that points to this Table, and change it. So, goto this location: "0x0005F2F4", this should have a pointer to the table we just looked at, correct?

Ok, now open up your ROM in your FSF and search for this number of bytes:
引用:
Value                = Number x 4
"Number" is how many Sprites you want to have in your game. For this example we will use 151, Which is 1 extra Sprite to the average 151 FireRed has.

So.... In my FSF I will search for....
引用:
Value                = Number x 4
Value                = 152 x 4
Value                = 608
...608 Bytes. However, due to my vast amount of laziness, and my really slow computer, I will just use the offset "0x00801000", write that offset down somewhere, alright so... Asuming we are still at the offset "0x0005F2F4", I will set the Pointer there to... "00108008".

Now, we have copy/paste the Table at the Location "0x0039FDB0", ONLY THE FIRST 151 POINTERS (604 Bytes), to the Location we just found, in my case "0x00801000". Now, if you did everything correctly, there should be at least 4 Free Bytes after the table has been pasted. With this free space we are going to add a new pointer to some free space where we will put our new Sprite Data...

Once again, open up FSF and search for some free space, this time search for 36 Bytes. Once again, due my huge amount of laziness, I will be using the offset "0x00802000". Back at the 4 Bytes that we have free after pasting the Pointer Table, we are going to add out new pointer. In my case: "00208008".

Now, in your Hex Editor we are going to look at the Hero's Sprite Data, located at "0x003A3BB0", and we are going to copy it all (36 Bytes). Then we will go back to our new free space, in my case "0x00802000", and we are going to paste the data we just stole from the Hero's Sprite Data.

Open your ROM up in a Map Editor and make a Sprite with the Picture Number of "151" and you will notice that the Map Editor doesn't appear to show any Sprite. However, opening the ROM in your emulator and looking at the Sprite it will look like the Hero.

Alright, now you just have to follow Lesson 02, using this Sprite Data instead of the First, and all should be fine. I think... I kind of lost track of where I was up to. If for whatever reason it doesn't work, post and I'll see if I missed anything... xD

[ 本帖最后由 海洋之囧 于 2009-1-28 15:37 编辑 ]

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连一下楼+做自己的沙发

现在终于发现,游戏脚本里面的地址总是倒过来的,并且最后都有一个08

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中文的rom都是先dump再处理的
当然跟原版差很多
谁不怀念苏联,谁就没有良心;谁想回到苏联,谁就没有头脑.

Woodu.ME--从零开始的博客生活

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个人认为和日文版差不很多吧……

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花好多時間,終於明白了

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引用:
原帖由 roywillow 于 2008-7-25 13:37 发表
个人认为和日文版差不很多吧……
Dump出来的肯定大部分都不同
谁不怀念苏联,谁就没有良心;谁想回到苏联,谁就没有头脑.

Woodu.ME--从零开始的博客生活

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俄,看了一下在线翻译,基本的意思懂了,但请求LZ继续翻译一下
简约唯美

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E文看不懂
这个可以添加人物?
那么请高手翻译翻译~

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太好了.我看新救助队的鬼龙那么大.ROM是没位置了.原来这么做.等W帮忙汉吧

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如果翻译过来就好了。

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这东西好像还要一样东西

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可惡!不是英文就好了==

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在外国拿回来会有中文吗?

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我一个字也看不懂

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