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0 users currently in ROM Hacking. |
User | Post | ||||||
The Onyx Dragoon Posts: 107/159 |
This is my favorite japanese smb hack. As far as "vertical" being a demo hack...I don't see any good things to come soon from it. | ||||||
Kawachan Posts: 2/37 |
Originally posted by ShadowTailsI've seen it. Quite nice. Still, SMB1's music is poop hard to edit. Somebody oughta make a baseline hack that puts in a more sensible music format. Like FF1's. | ||||||
ShadowTails Posts: 42/80 |
I'm impressed with this hack right here
http://smbarchives.run.buttobi.net/ips/xxxx.zip it has changed music lol | ||||||
Jouw Posts: 65/104 |
This improved version plays and runs so much better. Runs in a better emulator, no graphics glitches, and it seems to go smoother as well. I nearly completed the hack, but I ran out of time at the bridge before I could hit the axe. The way it's done is great: you can skip the cool section, or go through it. | ||||||
Disch Posts: 198/202 |
C'est la vie.
For the amount of work he must have put into this hack... it seems like such a disappointment that he just stopped short of the finish line. I didn't really do all that much to fix it.... and I probably didn't need to expand it... I just did it that way because I was lazy. This guy obviously knows lots about the NES. I mean rewriting scrolling/drawing routines, replacing Sprite-0 hit detection with MMC3 IRQs... that's not beginners stuff. He's certainly capable of making the hack work properly... he must've just gotten lazy. | ||||||
Stifu Posts: 340/647 |
Well... It would be nice if the author aknowledged what you did, else his future versions of the hack will probably still not be "proper"... | ||||||
Disch Posts: 197/202 |
Attached is my fix.
Patching instructions: 1) Use "Super Mario Bros. (JU) (PRG0) [!].nes". I did not test anything with PRG1 ... it may work, but it definately works with PRG0, so use that one. 2) Apply the [d'] patch first 3) Then apply the [2] patch 4) Then finally apply this patch fix. This fix does the following things that the original hack SHOULD have been doing, but wasn't (causing it to crash and burn in various emulators): - Shuts off APU Frame IRQs by writing $40 to $4017. Also shuts off DMC IRQs by writing $00 to $4010. Only generated IRQs now will be MMC3 IRQs (desired behavior). When APU IRQs would fire before, it would cause deadlock. - Actually specifies the desired mirroring mode (as far as I can tell, the original never did, which cause emus to crash if they defaulted to the wrong mode) - Does proper MMC3 preparation, including swapping in all appropriate PRG/CHR banks on startup. To accomplish this, I expanded the PRG to 64k. Didn't feel like dicking around looking for free space in the needed bank, so I made more free space. I also moved some routines from the last bank to PRG-RAM ($6000-$6020) to free up some space. This hack should make the ROM legit and operable on any emulator. If an emu is still giving you trouble lemme know and I'll see if I can't find the problem. NOTE - His IRQ timing is off! In some emus... when underground, the status bar will shake. And when on the surface, the bottom row of the status bar tears. I didn't even bother trying to fix this as this is a whole other can of worms I don't feel like dealing with. Note again this is NOT an emu problem and it's just improperly timed code in the hack. (And I should note -- emus that do not exhibit the shaking/tearing are the ones with the problem ;P) | ||||||
drjayphd Posts: 516/1170 |
Originally posted by BMF54123 No I didn't. As Skreenname pointed out: 403 Forbidden Any resources other than user's top page cannot be directly referred to from the exterior. This resource should click the following link and refer to them for it from a user's top page. http://smbarchives.run.buttobi.net/ That wasn't run through any translator, that's on the page. Clean ROM? Just look for, I believe, the PRG 0 one. Consult your neighborhood GoodNES to figure out which one you have. | ||||||
Skreename Posts: 370/1427 |
Originally posted by Strangler So "403 Access Forbidden" is Japanese? That's new. Anyway, for anyone who's still trying to get that page directly, just go there, go in the URL bar, put a space after it, and hit enter. Then hit refresh a few times if the other error pops up. It's slightly easier than reading the Japanese things or trying to guess (and check the URL) which link is right. I definitely need to track down a clean SMB1 rom... Once I do that, I'll try the hack. Seems interesting, but if what Disch says is right... Slightly interesting is all it is. | ||||||
Disch Posts: 196/202 |
On a positive note -- this hack did expose a very rare bug in my emu which I was able to correct.
To return the favor I'll see if I can't fix this hack. But no promises. Stay tuned.... | ||||||
Stifu Posts: 338/647 |
Heh okay, if you're so sure, I wouldn't know...
Anyway, as I said, it also works with Jnes... | ||||||
Disch Posts: 195/202 |
Originally posted by Stifu It's the hack. For starters it assumes that the 32k PRG is put at $8000 which isn't the case because it uses mapper 4 (MMC3) -- meaning only the last 8k can be assumed to be swapped in at powerup. Also it never writes to $4017 so frame IRQs will continually fire and the game will deadlock. It's not the emulators. The hack is sloppy.
Or you can know a thing or two about the NES. Odds are... if only 1 emu supports your hack, and several other well respected emus (Nintendulator, NEStopia) don't... then it's a pretty safe bet that your hack is bad. Especially if you aren't doing any fancy tricks -- which this hack isn't.
In this case... it's the other way around. This hack only works BECAUSE VirtuaNES is simply inaccruate. | ||||||
Stifu Posts: 337/647 |
Originally posted by Disch Ever thought your emulator might be faulty, and not the hack ? I guess the most simple and undeniable way to find out would be to try the ROM on a real NES... But anyway, if emulators use game-specific hacks to emulate stuff, or if they are simply inaccurate, then hacks may not work... | ||||||
Disch Posts: 194/202 |
All I got was a grey screen. This hack blows.
Originally posted by 4matsy No, it's not understandable. It's just a lousy hack job. If the hacker actually bothered to do things right, the hack would work. This was a sloppy job. As far as I'm concerned... all this hack does is crash the game. Hardly something worthy of praise. I could make a hack like that in 2 seconds. I'm not about to run and download some random emulator just so I can run a faulty hack. Hackers should learn to actually do things right. *gives hack a big thumbs down* | ||||||
Jouw Posts: 64/104 |
I google-translated the readme:
Download thank you. -------------------------------------------------------------------------------- Remodelling support patch - vertical -------------------------------------------------------------------------------- If it does from SMB, it is the patch which reaches the point where the unknown territory, it can draw up the “vertical scroll surface " just. If you use, type of scroll each every room the " side surface " “length (on) the surface” “length (under) can be selected from three types of surface ". However, considerably for large-scale modification, environment of patch method and the level editor has specialized. The case of utilization because considerable patience becomes necessary, please be prepared sufficiently. (* The editor in this text it points to M.K.S work 'smb Utility') === patch method === in beginning, you explain each ips file. * vertical [1]: Vertical surface compilation on the editor is made possible, * vertical [2]: Game play is made possible, * vertical [d']: “vertical [the patch before doing 2]”, the compilation possible demonstration work “vertical [the patch please do 1]” first in the stock SMB ROM. Editor correspondence conversion actualizes at this point in time, map compilation on the editor becomes possible. When and, map compilation completes, “vertical [the patch please do 2]” in that SMB ROM. Now it reaches the point where you can play also the vertical surface normally. === vertical surface designation method ================================= there is " setting of the room/the area " of the editor, with item of “appearance position ", length (on) the surface and length (under) it can select the surface and the side surface. Item below corresponds to the respective aspect. * Length (on) from on surface… 5th “height - 1, transversal position 1.5” * length (under) 6th “height - 1, transversal position other than 1.5” & side surface… above-mentioned two by the way, initial position of the respective vertical surface, height 6, transversal position 2.5, with becomes from on surface…. === object installation in the vertical surface ================================= in the vertical surface, in large quantity there is a troublesome specification such that concept of length and side of object reverses. To reference, those points of caution are listed here. * Vertical position of object when installing has become the transversal position, * the transversal position of object when installing has become vertical position, * the transversal position on the editor 13-15 as for object as for the clogging scope which does not have the effect when 00-12 * length (on) in the surface only on the editor vertical position color of 10 and 12 changes color * the object which has length relates to the following page, with the editor === where block three amount small it is indicated enemy [kiyara] installation in the vertical surface ======================================================= object similarly, to be a specification such as reversal the length and the side, furthermore as for this,The result is not indicated on the editor. The main point of caution when installing is listed here. * Vertical position on the editor at the time of game play has become the transversal position, * the transversal position on the editor at the time of game play has become vertical position, * length (on) in case of the surface at the time of game play the transversal position +2 vertical position +1 correction enters, when * length (under) it is the surface, at the time of game play the transversal position +2 vertical position - correction of 1 enters, * the transversal position on the editor 13-15 as for enemy [kiyara] as for the clogging scope which does not appear 00-12 === specification of vertical surface ================================================================= * in start from the middle of the room in the not yet corresponding vertical surface " the middleThe start page " and " march order between the rooms " it depends, you cannot start from other than the start page. However, from the vertical surface in case of the side surface the room it can move. * The character below cannot anticipate normal operation on the use restriction ① vertical surface of the character. Continual appearance [kiyara] 2,3 the chestnut baud and the [nokonoko] [hanmaburosu] [getsuso] bubble [huaiaba] lift (left and right) in the use restriction ② vertical surface of the [patsukunhurawa] [kutsupa] jump stand pole ax & the character of the lift earth tube other than, enemy [kiyara] which appears simultaneously has become 4 (the item excludes) to with. * When death decision it falls basically under the picture, it becomes 1 mistakes. However, when it is set to the “cloud surface ", it becomes room movement. * It cannot draw up the underwater aspect of the underwater surface not yet corresponding vertical surface. === customization =============================================================== with address below, the vertical surface private topographical block data is handled. Value definition is the same as the side surface. * The object № of topographical block of the 29FC-29FF… each area (the sea, the ground and the underground, the castle) * 1 types management === notice =================================================================== this patch, because the map data is converted " is not " entirely, the map does not correspond to the ROM of the remodelling being completed at the installation position 2 bytes of 2A00-2A1F… topographical block. In addition, for program partitioning, about only original 2/3 there is a map capacity, furthermore has become not be able to use also loop command. Beforehand acknowledgment. Lastly, backup before the patch not forgetting. === SPECIAL THANKS!! =========================================================== □ M.K.S/smb Utility and WinIPS □ DDS2/Stirling ================================================================================ these patches are free ones. Liking, if is, please utilize steadily. | ||||||
TheAmazingTed Posts: 2/2 |
Originally posted by Acrelvl http://smbarchives.run.buttobi.net/up/file/028.zip I got the 403 error before too, but I used google translate on the whole page and then it seemed to work fine. http://translate.google.com/translate?prev=/language_tools&u=http://smbarchives.run.buttobi.net/up/upload.php?page=all | ||||||
Deleted User Posts: 25/-7750 |
Yeah i'm just wandering if someone can post a link to the hack's perhaps? | ||||||
BMF54123 Posts: 369/876 |
Oh, snap! drjay got BURNED!
(watch it, Strangler Deleted User |
Posts: 56/-7750 its in japanese dumby, how do you expect normal people to navigate a japanese site esp with a 404 error? | drjayphd |
Posts: 511/1170 Originally posted by Strangler I'm sorry, what? We're not here to hold your hand through everything. It seems you did figure it out yourself, but do you want a cookie or something? Use some common sense. I wasn't aware "main page" was this absurdly obscure concept only IT professionals (which I'm not, mind you) could grasp. This is a long thread. Click here to view it. | |