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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - BIG NSF UPDATE | |
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Gil-Galad
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Posted on 09-08-05 04:06 AM Link | Quote
I have no NSF rips of my own to release this time however I do have the entire Zophar's Domain collection posted on my site. If some of you wondered where they all went, now you can download the entire RARed collection on my site if you want. You can get the collection on the NSF page.

Also I'm releasing my 20 Levels of NSF ripping doc and I have it posted in the documents section and on my NSF page. This doc starts off nice and easy and for the real easy ones you don't even need to know ASM, With each level the rip gets more difficult and I show how to use tools and different techniques for ripping NSF's. Level 12 not not quite finished but close. After that Optimizing level is done then I will get into FDS ripping and then later bankswitcing tunes and then FDS bank switching tunes.

Have fun and enjoy this update. Also feel free to tell me if you don't understand something in the doc. My grammar isn't the greatest so be nice and don't correct me on those issues unless if makes something too hard to understand then I shall correct it.

http://gilgalad.panicus.org/
Tanookirby

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Posted on 09-08-05 05:51 AM Link | Quote
Good thinking Gil. Maybe you should notify the people at the Zophar forums about this.

By the way, can you get me a rip of Bugs Bunny Birthday Blowout? It be nice if you did.
Gil-Galad
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Posted on 09-08-05 10:41 AM Link | Quote
Originally posted by Tanookirby
Good thinking Gil. Maybe you should notify the people at the Zophar forums about this.

By the way, can you get me a rip of Bugs Bunny Birthday Blowout? It be nice if you did.


Yes I have posted at ZMD about uploading the collection and I shall see what they say about it. BBBB is a hard game to rip lol. I've tried a few times and failed miserably. I have to develop a strategy for ripping it. Kemco has a rather strange music driver.
BMF98567
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Posted on 09-08-05 12:24 PM Link | Quote
Originally posted by Gil-Galad
Kemco has a rather strange music driver.
Kemco uses rather strange programming in general. BBBB is one of the only NES games I've seen that runs at a variable framerate (much like a PC game). The speed constantly changes, depending on how much on-screen action there is.
DukeNukem007

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Posted on 09-15-05 12:36 AM Link | Quote
Nice docs---maybe I'll figure out how to optimize the Dragon Quest/Warrior 4 nsf (it has lots of graphics, etc. and shouldn't be 112 KB, but I can't figure out to change the headers) and see if I can figure out how to change songs, i.e. I want to replace the game selection songs in DQ 1 & 2 to the "Intermezzo" song from Dq3-8.
Gil-Galad
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Posted on 09-15-05 11:06 AM Link | Quote
Originally posted by BMF54123
Originally posted by Gil-Galad
Kemco has a rather strange music driver.
Kemco uses rather strange programming in general. BBBB is one of the only NES games I've seen that runs at a variable framerate (much like a PC game). The speed constantly changes, depending on how much on-screen action there is.


I figured that out as well while debugging the code. And it's get's worse then that. The tunes are scattered across several banks. I think that each level of the game has it's own bank for music in the $8000 - $9FFF region. And the main code is in the hardwired section at $C000 - $FFFF. So it loads a level and acesses this $8000 - $9FFF region as a indirect pointer bank and is used for many things. So Bank 05 ($8000 - $9FFF) has only 2 tunes that are working so far and so you have this second initialization routine that loads a different bank for that level and does a indirect JMP to an area in the hardwired section. I have tracked down several tunes in the game and located them in the rom and what banks they are located in. Now I have to track down the second routines banks to initialize the indirect JMP in the hardwired section. Also you have 2 bootstrap code sub routines and you have to manually initialize several addresses including several sound registers. Then after all that I have to write code to switch the banks based on all the details I described. A major project for sure.

Well that's part of the strangeness of it all. I've noticed other things as well.
BMF98567
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Posted on 09-16-05 02:31 PM Link | Quote
Dude, that's...bizarre.

The songs in the game are short enough that I'm certain they could all fit into one ROM bank, with lots of room to spare. There's no DPCM to be found in the game at all. Is this just an extreme case of inefficient programming?

I'm thinking this was Kemco's first attempt at an SMB-style platformer, and perhaps one of their first MMC3 games as well. It's certainly far more complex than Superman or Crazy Castle from just a year or two before...
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