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05-05-24 06:34 PM
Acmlm's Board - I3 Archive - - Posts by Beauford
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Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 08-02-06 10:03 PM, in Homebrew SNES cart + altered ROM Link
I know it's probably obvious, but:

If you take a ROM (say, Secret of Mana or Evermore) and apply a patch to it like FuSoYa's VWF or 2-player hack, that works with SNES emulators--and program an eeprom with said rom image and basically build a compatible cart around it (like at this site), then would actual SNES hardware accept the changes?

I'm particularly interested to know whether you would be able to make a SoE cart with 2-player mode and have it play right on the console. I know from that site that translation patches work, but physical gameplay changes like 2-player?
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 08-03-06 02:59 AM, in Homebrew SNES cart + altered ROM Link
Awesome. Thanks for that.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-02-07 10:22 AM, in Zelda: Parallel Worlds *Released!* Link
@Euclid, Orochimaru:

I emailed you guys under the name The5thHerring, offering to completely go over your script and polish all the grammar/spelling issues. I don't know how often you check those accounts, so I'm offering again here. If you could send me the script, I would have it back and corrected within a day.

If that would be too much trouble, you could just give me some accurate table files, and I would dump, fix, and reinsert the text myself and send you an IPS for review.

I really would like to work on this. Please let me know.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-02-07 09:09 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Orochimaru
Crap I had turned on my spam filter for my msn contacts only

OK, well I wouldn't mind sending you a full script, however that'll take some time. I'll email you back later this week when I've got more time since I've gotta go to work tommorow (Yes end of vacancy for me already)


Excellent, thanks! My email is of course in my profile.

Pity about it being the end of vacation already. Gives me a little more time to play the game through, though.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-03-07 10:04 PM, in Zelda: Parallel Worlds *Released!* Link
I put the game on a cartridge (formerly NBA Live '95, if anyone's curious) and am playing it on the real SNES. And let me tell you, it's a bitch. It's possible, but it takes many tries (before you get the sword, at least).

Also, two minor bugs to report. First, when talking to the guy at the church, if your hearts are not full, he heals them--but his text window only shows up for a fraction of a second before closing. When he says "Welcome to the church!" after your hearts are full, though, the box is fine.

Also, the title screen is a little messed up on the SNES. It's not illegible, but some graphics are in the wrong places. It might possibly be because the file was corrupted a little when I applied solder to the legs of my eproms, but so far, everything else is fine. When the next version is released, I'll be more careful with the legs, and see whether the title screen is still funky.

(screenshot of the problem graphics to come as soon as I can find a camera)
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-03-07 10:58 PM, in Zelda: Parallel Worlds *Released!* Link
Yes, I probably should. I wanted to have everything fit in the cart without having to cut holes, but for a public beta, it would have been a better idea to use sockets.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-05-07 12:23 AM, in Zelda: Parallel Worlds *Released!* Link
Been playing it on the SNES, and there are some other minor issues:

1) Massive slowdown in areas with a high density of moving objects (like in the Quarry with the spinning fireballs, or anywhere with an Octoballoon[?] and a few other enemies, or in the water where you can see the dwarves' chimney smoke). Likely not a problem for emulators, but the enemy density still might do well to be reduced a little.

2) This isn't an "issue" so much as an observation: I've talked to everyone in the village (except inside the library, yet) and none of the girls give me an infinite conversation. Might be the same relative slowness of the SNES compared to emulators, that gives a little window to escape...

Looks like I'm going to have to replace the damn battery on this cart, too. Blasted thing lost my save, so I have to go through the Guardhouse all over again.

Edit: Man, that was dumb. The infinite conversation thing still happens; I forgot you had to jump down behind her.


(edited by Beauford on 01-06-07 06:42 PM)
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-05-07 06:05 AM, in Zelda: Parallel Worlds *Released!* Link
Things take longer when you can't use savestates. I'm in Nayru's Bay, trying to fight the Armos Knights. And it takes... FORTY-EIGHT HITS... to kill a single one. AND THERE ARE SIX OF THEM.

I can do it. I know it's possible. But are you supposed to have the bow before this, or what? I mean, it seems a little unfair when I have to hit them a combined 288 times to kill them, and they can hit me 10 (or 20 if I have a fairy) and kill me.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-05-07 06:45 AM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by adezero
the boomerang works pretty good, you can get it off faster than the sword. you don't get the bow til later

Unfortunately, I skipped on the blue boomerang so I could get the red one later.

I'm close, though. Last time I died, I'd knocked 5 of the 6.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-05-07 08:03 AM, in Zelda: Parallel Worlds *Released!* Link
It's beastly.

Funny thing about playing it from a hard copy (firm copy?) is that you tend to accept the difficult things, and get used to just dying over and over... and you create routines and patterns, sort of chipping away at whatever the thing is until it works. The repetition is almost like Galaxian or something; not a chore, just a long game with a limited premise.

Btw, I just beat the Armos guys with no boomerang and of course no save states. Got killed by the moth, but only because I didn't know what to expect. That is no longer the case.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-05-07 04:22 PM, in Zelda: Parallel Worlds *Released!* Link
@ ICheatAtGolf:

Yes, I'm on console. Here's how:

Romlab

Fudjiland (Google-translated from French)

Snesdev

^Cartmodding websites. You can get a very good idea of how things work by comparing the wirings they suggest.

(Apologies for being a little off-topic!)
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-10-07 09:17 PM, in Zelda: Parallel Worlds *Released!* Link
Maybe not. It's the same boss that shows legs all over the outside walls.

To reliably hit him, I've found, you have to get up close to the right side of his face and use the hammer (so it lands near the center). The area of sensitivity to hits seems like it's been moved way back on his face from where it was in the original. On his mask, though, the sensitivity seems the same.

Intentional? Now I'm not sure.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-13-07 06:53 PM, in Zelda: Parallel Worlds *Released!* Link
Excellent work on the new dungeon, I have to say. ZPW v2.0 will be a really polished hack.

Still, though, things like putting the sword in the entryway feel like they're taking a little of the personality out of the game. The nasty, dangerous, baroque dungeon design in 1.0 can be really satisfying when you finally complete it without dying... I'm not saying I think nothing should be done to the dungeons. I'm just saying I think all versions of the hack should remain available after the revisions, since I'm enjoying the challenge of the first version a great deal.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-20-07 08:59 AM, in Request for Approval Link
I'm just beginning to get into romhacking as a hobby, but I've already participated in a major project (text editing and, soon, beta testing in Zelda Parallel Worlds) and have had success in cartmodding for SNES games. Mostly, I would like to be approved so I can ask questions pertinent to cartmodding (and whatever romhacking subjects I can't find adequate documents on, or need clarification on) to people who are extemely familiar with the subject. I expect to post here infrequently and not make a nuisance of myself, unless of course some thread comes up that I can really contribute to.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-20-07 09:37 AM, in 74LS139 vs MAD-1.... encoded? Link
I'm trying to put together an SNES cart with the J2e retranslation of FF4 on it... and I have failed three consecutive times. The game is LoRom, and I'm trying to stick it in a compatible cartridge (NBA Live 95, the old warhorse)--the thing is, NBA Live uses a MAD-1 to address the rom and sram, whereas FF4j uses a 74LS139.

Same rom pinout, same SRAM size, everything except that chip. So my question is, is the rom image of a given game coded specifically for the type of chip it uses? I'm not much of a rom-hacker, so I haven't been able to find out myself. Hopefully, somebody in this forum knows.

I have successfully made cartridges of other games, including another hack (Zelda Parallel Worlds), so failing 3 times on this game is a good indication to me that something is not right.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 01-30-07 07:41 AM, in Pokemon Emerald Hack Link
What's funny is, the sticky that says "THIS FORUM IS FOR RELEASES ONLY" is currently positioned right above this thread.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 02-03-07 08:01 PM, in Zelda: Parallel Worlds *Released!* Link
Has anyone else played this hack on a copier, flashcart, devcart, etc.? (e.g. on the real SNES.) I've made two carts--one with eproms soldered directly in, and one with sockets. Both of them have issues with the title screen being all glitchy--I know now that it wasn't data corruption from heating the legs of the eproms, since it also happened in the socketed cart.

I've attached a pic. It's pretty crappy, being taken on a camera phone, but it shows the graphical issues: a thin black empty space in the background, no foreground trees, and a few random tiles on the top of the frame. (The rainbow effect is just the camera).

The rom image I used works fine on SNES9x and ZSNES, so it's definitely the SNES hardware. I think.

Attachments

Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 02-04-07 02:32 AM, in 74LS139 vs MAD-1.... encoded? Link
I've found a few docs myself, and I think my question is answered (also through experience):

The rom image of a particular game is not hard-coded to deal with a particular address chip; any rom will work in any kind of cartridge, as long as (obviously) the rom and the cart are both hirom/lorom, have matching sram size, etc.

Apparently I had just been too careless in handling the pcbs of all those failed FF4 attempts, since I made one last week and it finally worked. Even though (according to a list of serial numbers I found) the original FF4j cart used a 72LS139 and my cart is mad1. I had thought that maybe the method of addressing data (as it relates to the chips in question) was somehow intrisically accounted for in the game's code. It seems like it isn't, which is nice.

Thanks for the info; it got me started.
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 02-04-07 07:52 AM, in Zelda: Parallel Worlds *Released!* Link
@Euclid:

Sheesh, here I was thinking I'd gone and corrupted the rom, not knowing what other data might be screwed up, and it turns out it's a known bug.

Perhaps the title screen should be another consideration for 2.0, hey?
Beauford

Octorok


 





Since: 08-02-06
From: Arizona... yeah.

Last post: 6287 days
Last view: 6285 days
Posted on 02-04-07 09:09 PM, in 74LS139 vs MAD-1.... encoded? Link
I'm not positive about this (haven't tested it in any way), but my gut tells me that there isn't bankswitching going on in the way you described. Using a 74LS139 "externally" (i.e. one that isn't already soldered into the pcb) to connect up to 4 proms to a single mask rom slot does treat everything as one rom, and the mad1 is used normally.

However, I really don't know what goes on in the mad1 when it's connected to 2 mask roms by itself. I thought it just has an address decoder mode that works like the 74LS139 to treat both as one rom, but that could be bullshit. And anyway, wouldn't it have been cheaper to not have to develop something like the SA-1 for larger games if the mad1 has bankswitching capabilities in the first place?

I will freely admit that I don't fully understand how this stuff works; I have availed myself of the work of others (like Kogami and Rylefury at fudjiland.com, and the guys at Romlab) to gain a basic knowledge of how it's connected, but that's about it.
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Acmlm's Board - I3 Archive - - Posts by Beauford


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