luigiisdead Posted November 30, 2011 Share Posted November 30, 2011 i want to learn how to make a new title screen image. i've seen it done enough times that i want to try it. Link to comment Share on other sites More sharing options...
0 Oowoon Posted November 30, 2011 Share Posted November 30, 2011 You would need to dump the textures first, then, if I'm not mistaken, you would need to use a tool of some sort to make them easier to modify. Sent from HTC Rezound Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted November 30, 2011 Share Posted November 30, 2011 ZLE2, as far as I know. I've never done it with ZLE2 before, so I don't know how it works, but I've made Hi Resolution tetxures to load with a video plugin before, so yeah. Link to comment Share on other sites More sharing options...
0 KevinB834 Posted December 1, 2011 Share Posted December 1, 2011 ZLE2 or texture dumping like the others said. If you dump the textures the logo is in pieces. It is not that hard but it is time consuming and you have to split up the new logo into pieces as well. Something I did awhile back: I just have no idea how to get rid of the words "The Legend of" and "Ocarina of Time" Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 1, 2011 Share Posted December 1, 2011 MQ Debug ROM, object_mag: 0x000000: ZELDA logo (32-bit RGBA) 0x019000: Nintendo copyrights, two versions (8-bit I? IA?) 0x01A400: MASTER QUEST + Ocarina icon (32-bit RGBA) 0x01E400: Ura triangle icon (32-bit RGBA) 0x01FD00: "Disk" tag (8-bit I? IA?) 0x020000: Logo background (4-bit I? IA?) 0x024C00: "THE LEGEND OF" text (8-bit I? IA?) 0x024E40: "OCARINA OF TIMEâ„¢" text (8-bit I? IA?) 0x025140: "Zelda no Densetsu: Toki no Ocarina" text (8-bit I? IA?) EOF Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 1, 2011 Share Posted December 1, 2011 MQ Debug ROM, object_mag: 0x000000: ZELDA logo (32-bit RGBA) 0x019000: Nintendo copyrights, two versions (8-bit I? IA?) 0x01A400: MASTER QUEST + Ocarina icon (32-bit RGBA) 0x01E400: Ura triangle icon (32-bit RGBA) 0x01FD00: "Disk" tag (8-bit I? IA?) 0x020000: Logo background (4-bit I? IA?) 0x024C00: "THE LEGEND OF" text (8-bit I? IA?) 0x024E40: "OCARINA OF TIMEâ„¢" text (8-bit I? IA?) 0x025140: "Zelda no Densetsu: Toki no Ocarina" text (8-bit I? IA?) EOF What did you use to export it like that? Most of the time I've found buggy programs from the 90's that barely work nowadays, especially on 64 bit OS's. I even had problems with ZLE2. Not to mention trying to import anything back was a rather pain, while I was reading the list off there, you found the japanese Toki no Okarina text plus the DISK logo that appears during the title screen? Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 1, 2011 Share Posted December 1, 2011 What did you use to export it like that? Most of the time I've found buggy programs from the 90's that barely work nowadays, especially on 64 bit OS's. I even had problems with ZLE2. Not to mention trying to import anything back was a rather pain, while I was reading the list off there, you found the japanese Toki no Okarina text plus the DISK logo that appears during the title screen? Used an old tool of mine, based on the texture conversion code from OZMAV or OZMAV2; also used it ex. for the SF64 stuff I extracted for the game's TCRF page. Conversion of some formats seems broken, tho... could probably make a new extractor based on SayakaGL's code, which should be working for all texture types. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 1, 2011 Share Posted December 1, 2011 Used an old tool of mine, based on the texture conversion code from OZMAV or OZMAV2; also used it ex. for the SF64 stuff I extracted for the game's TCRF page. Conversion of some formats seems broken, tho... could probably make a new extractor based on SayakaGL's code, which should be working for all texture types. If you did, it would greatly help out for extracting/importing things such as the title screen, letters, place tags, maps, menus and icons a lot easier with a tool that actually works correctly. x.x; Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 1, 2011 Share Posted December 1, 2011 (edited) Very, very early, maybe 30 minutes old and counting: http://i.imgur.com/FWyGT.png Only does 32-bit RGBA at the moment, importing isn't in the cards yet, tho not impossible. EDIT: Better GUI, wasting less screen real estate: Edited December 1, 2011 by xdaniel Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 1, 2011 Share Posted December 1, 2011 Wow that's looking good, does this read entire N64 roms? or does this just do files? Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 1, 2011 Share Posted December 1, 2011 (edited) Haven't tested it with a N64 ROM yet, but I don't see why it shouldn't work with one. It just opens whatever file you throw it, and tries to load an image from the offset you specify, using the settings you specify. Basically, it couldn't care less what file its given. Thus don't expect the program to decompress Yaz0 or MIO0 blocks, or use OoT's file table or somesuch, that would be overkill - it's a generic tool, not specialized to read Zelda ROMs. EDIT: <?xml version="1.0" encoding="utf-8"?> <N64ImageBookmarkList xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Bookmarks> <N64ImageBookmark> <Name>"ZELDA" logo</Name> <ImageOffset>0</ImageOffset> <PaletteOffset>0</PaletteOffset> <Dimensions> <Width>160</Width> <Height>160</Height> </Dimensions> <Format>RGBA</Format> <Size>B32</Size> </N64ImageBookmark> <N64ImageBookmark> <Name>Nintendo copyrights</Name> <ImageOffset>102400</ImageOffset> <PaletteOffset>0</PaletteOffset> <Dimensions> <Width>160</Width> <Height>32</Height> </Dimensions> <Format>IA</Format> <Size>B8</Size> </N64ImageBookmark> <N64ImageBookmark> <Name>"MASTER QUEST" logo</Name> <ImageOffset>107520</ImageOffset> <PaletteOffset>0</PaletteOffset> <Dimensions> <Width>128</Width> <Height>32</Height> </Dimensions> <Format>RGBA</Format> <Size>B32</Size> </N64ImageBookmark> ... ... ... Edited December 1, 2011 by xdaniel Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 2, 2011 Share Posted December 2, 2011 That is really awesome! Speaking of the Title screen, there is something I've wondered, where is the flaming backdrop for the logo even located at? Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 2, 2011 Share Posted December 2, 2011 Also in object_mag; 0x024800, 32x32 4-bit I or something. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 3, 2011 Share Posted December 3, 2011 I have to say I do find it a bit interesting that they compiled the new title screen file for MQ with the existing DISK tag in it. Also wondering if the program you are working on finds the offsets/file types of the textures in the file you give it or if not, then how did you find all these specific offsets/filetypes? Link to comment Share on other sites More sharing options...
0 xdaniel Posted December 4, 2011 Share Posted December 4, 2011 I just experimented to find them, although there's at least one function in the program that can help with finding textures - the "Next" button right next to the image offset field increases the offset by the size of the current texture, basically jumping to its end. But besides that, there's not much to help with offset finding other than guesswork and experience. Another thing that's helpful in keeping track of offsets, dimensions and types is the bookmark function (what those XML files I posted a snippet of are for), with bookmarks being listed in the top-left combo box. Still needs some polishing, but is pretty usable already. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 4, 2011 Share Posted December 4, 2011 Will this also support the JFIF backgrounds/Skybox texture formats as well? Link to comment Share on other sites More sharing options...
0 spinout Posted December 8, 2011 Share Posted December 8, 2011 JFIF == jpeg. Just open them in Photoshop or gimp. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted December 11, 2011 Share Posted December 11, 2011 JFIF == jpeg. Just open them in Photoshop or gimp. But aren't they raw JFIF's without the file header that most programs read? @Xdan - When do you think you'll have a release for everyone to try? :3 Link to comment Share on other sites More sharing options...
0 DeathBasket Posted December 11, 2011 Share Posted December 11, 2011 No, the JFIF images are complete and should be editable in any program. It should be noted that Photoshop outputs images of a slightly different version which OoT can't read. Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted February 10, 2012 Share Posted February 10, 2012 Xdaniel, I'm just wondering, will there be a small release of this program anytime soon? :3 Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted February 11, 2012 Share Posted February 11, 2012 Xdaniel, I'm just wondering, will there be a small release of this program anytime soon? :3 Yeah, I'm curious about that too x3 Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted February 25, 2012 Share Posted February 25, 2012 Hey Xdan is that program finished enough for a beta release? I'd personally like to try it. Link to comment Share on other sites More sharing options...
0 xdaniel Posted February 25, 2012 Share Posted February 25, 2012 I had picked it up again a few weeks ago, but haven't worked on it since then. It's still only capable of viewing images/textures, and its internals need rewriting to properly support importing. I have no idea when, if ever, this'll be released. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted February 26, 2012 Share Posted February 26, 2012 We'll I hope you will consider finishing it cause it would be very useful honestly not to just Zelda hacking but other N64 games if textures could be change, especially helpful for changing the title screens fully or menu items. Link to comment Share on other sites More sharing options...
0 Secant Posted February 26, 2012 Share Posted February 26, 2012 DO IT XDANIEL. DON'T BELIEVE IN YOURSELF. BELIEVE IN THE hnbfg;basg I'm really tired and telling you to do it because Riggy said so. </puppet> Seriously, I like the idea of a tool like this. I never really figured out how to use ZLE2 to dump and overwrite textures, so a tool tiered for the job would be really nice. Link to comment Share on other sites More sharing options...
0 Zeth Ryder Posted February 26, 2012 Share Posted February 26, 2012 DO IT XDANIEL. DON'T BELIEVE IN YOURSELF. BELIEVE IN THE hnbfg;basg I'm really tired and telling you to do it because Riggy said so. </puppet> Seriously, I like the idea of a tool like this. I never really figured out how to use ZLE2 to dump and overwrite textures, so a tool tiered for the job would be really nice. Not to mention all texture replacing programs available online don't work for 64 bit systems -.- Link to comment Share on other sites More sharing options...
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luigiisdead
i want to learn how to make a new title screen image. i've seen it done enough times that i want to try it.
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