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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Donkey Kong - Gameboy
  
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HyperLamer
Posts: 7578/8210
Yeah, it's pretty damn stupid with filenames. You have to open the file from within the debugger.
Dark Ludwig
Posts: 129/172
Originally posted by HyperHacker
Originally posted by Dark Ludwig
I cannot find a Gameboy tracer.

No$GMB and BGB are both pretty good at this.
I never tried BGB, or heard of it. I'll try it soon, when I have time. As for No$GMB, it looked great, but I get a wierd error every time I try to run it.

It looks like it would run in DOS mode since it looks like some sort of syntax, but I'm pretty sure it's a Windows program. Does anyone know how to fix this, or if it can't be fixed, could you please let me know? Thanks.
LocalH
Posts: 46/46
You have to be careful with that, though, because it's possible that might be enough to desync (I know there have been weird desyncings in the past with various systems). Of course, that's the risk you take with any TAS.
OmnipotentEntity
Posts: 4/10
Originally posted by KawaiiImoto-e
I suggest you do the speedrun in GB Mode, so everything is there, or just ad them later somehow.

There is none known Emulator wich fully supports Super Game Boy Emulation.


Actually I had been doing the speedrun in native GB mode, and then I swapped because it looked better. Sound can come later when the emulators are developed more.
KawaiiImoto-e
Posts: 1048/1068
Originally posted by LocalH
Originally posted by OmnipotentEntity

Originally posted by LocalH
They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.

Specifically the 2nd channel iirc. Meaning no Pauline screaming in this version. Also the load times are a few frames longer for some reason, probably having to do with color information.

Also, the entire credits music is done with native SNES sound (plus, the credits screen has inverted pallet entries as compared to B&W mode).

I suggest you do the speedrun in GB Mode, so everything is there, or just ad them later somehow.

There is none known Emulator wich fully supports Super Game Boy Emulation.
LocalH
Posts: 45/46
Originally posted by OmnipotentEntity

Originally posted by LocalH
They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.

Specifically the 2nd channel iirc. Meaning no Pauline screaming in this version. Also the load times are a few frames longer for some reason, probably having to do with color information.

Also, the entire credits music is done with native SNES sound (plus, the credits screen has inverted pallet entries as compared to B&W mode).
HyperLamer
Posts: 7513/8210
Nope, no ROM distribution here.
Originally posted by Dark Ludwig
I cannot find a Gameboy tracer.

No$GMB and BGB are both pretty good at this.
OmnipotentEntity
Posts: 3/10
For anyone interested in getting to the bottom of this (rather than simply throwing some offsets my way), here is the method for reproducing this bug.

Perform a turnaround jump exactly 16 pixels (two tiles) away from the wall, if you did it at the right distance then Mario should act like he's skidding on the ground for two frames, jump on the second frame of skidding.

I don't think we are allowed to distribute ROMs on this site, but I do have a few savestates and a .vbm of a walljump in action. I also have a .sav file for 5-1, and a few savestates of 5-3. These were all made with Donkey Kong (JU) (v1.0)

If you PM me or E-mail me I'll send them along, or just post in this thread and ask. If more than two or three people want it I'll just host 'em.

EDIT:

Originally posted by LocalH
They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.


Specifically the 2nd channel iirc. Meaning no Pauline screaming in this version. Also the load times are a few frames longer for some reason, probably having to do with color information.
LocalH
Posts: 44/46
Originally posted by Dark Ludwig
That's because to the right is a ladder creator, and you use that to climb the ladder. Well at least in the black-and-white version. You just aren't able to wall kick on that wall, or any wall, unless the color version is different, since all I have is the black-and-white version.


They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.
Dark Ludwig
Posts: 127/172
Originally posted by Skreename
Umm... Dark Ludwig...

And I was wondering if anyone familiar with the ROM tell me at what offset the data for the levels are located and how they are encoded.

Sounds like it fits to me.

Sorry, but I have no more to contribute.
I'm tired and just not noticing anything. It just seemed as if this was an emulation question.

Anyway, if I were you, I would have searched for the level data. I have in the past been eager to do so, but I cannot find a Gameboy tracer.
Skreename
Posts: 88/107
Umm... Dark Ludwig...

And I was wondering if anyone familiar with the ROM tell me at what offset the data for the levels are located and how they are encoded.

Sounds like it fits to me.

Sorry, but I have no more to contribute.
OmnipotentEntity
Posts: 2/10
No, this isn't a thread asking for advice on how to solve this puzzle. I know how to complete this level.

The walljump is a bug in the game which works only under some very specific constraints, and for some reason the game works properly, rather than buggy, in this instance. I'm trying to figure out why. I figured I'd come here to ask for some assistance.
Dark Ludwig
Posts: 126/172
That's because to the right is a ladder creator, and you use that to climb the ladder. Well at least in the black-and-white version. You just aren't able to wall kick on that wall, or any wall, unless the color version is different, since all I have is the black-and-white version.

This doesn't in any way relate to rom hacking, this will most likely get booted over to general gaming/emulation/whatever. If that does not happen, it will probably get closed. Read the forum descriptions next time. And yes it stinks that you made a mistake on your first post, but if you regularly read the FAQ, you should know these rules pretty well. Hopefully you won't make this mistake again.

Why not start out in the newbiwe forum? Make a thread there telling about yourself or something.
OmnipotentEntity
Posts: 1/10
It's never a good sign when a newb makes a new thread as his first act on a message board. But I couldn't find an existing thread on this game.

Anyway, I'm not very good at ROM hacking at all. Embarrassingly bad in fact. Whether it be from lack of experience or talent, I don't know.

If you troll bisqwit's board you're probably aware I'm currently making a tool assisted speedrun of this game, and if you troll it regularly you know I'm stuck in sort of a pothole.



For some reason I can't walljump off of that wall, and I suspect it has something to do with the bridge directly below it. And I was wondering if anyone familiar with the ROM tell me at what offset the data for the levels are located and how they are encoded. All I want to do is test the level without the bridge inorder to confirm or deny my suspicions.

Any help would be greatly appreciated.
Acmlm's Board - I2 Archive - Rom Hacking - Donkey Kong - Gameboy


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