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Main - ROM Hacking - mario Adventure and Powerpak New thread | New reply

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Googie
Posted on 11-19-07 09:48 PM Link | Quote | ID: 70398


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Posted by Grey Megatron
(By the way, I seem to have lost my copy of MA. Can someone link me to it, please?)


Cause you said please, click right here.

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Dr. Hell
Posted on 11-20-07 02:46 AM Link | Quote | ID: 70428


Lakitu
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Posted by Grey Megatron
Uh, why would you want to play the game on a real NES? It'd just be arghghghg, moreso than emulating it.



Pssh. My last hack was like 10 times more arghghghg than Mario Adventure, and I dropped the money to get it put on it's own cart. If MA was compatible with an actual NES it wouldn't be a bad addition to the collection. It's different enough that it can be considered it's own game and not just like more SMB3.

KawaiiImoto-e
Posted on 11-20-07 08:22 PM Link | Quote | ID: 70469


Shyguy
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Posted by CKY-2K
Doesn't seem to work in Nestopia.. But.. When I put in the regular SMB3 rom, when the star sequence thing starts to spawn mario, it loops over and over and over agian, always making the circle one after another, and then it keeps sweeping the tiles from repeating the code that's supposed to remove the box that shows your lives and all.

I don't get it.


Try redownloading the ROM and also try to have the same region ROM as your NES (NTSC-ROM for NTSC-Console).

According to the Website, the MMC3 is supported (Mapper 4).

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Dwedit
Posted on 11-21-07 04:22 AM Link | Quote | ID: 70499


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Never obsolete's post is the exact reason why it fails on real hardware. In order to use the MMC3's IRQ counter, you need to make sure the game takes background from the left pattern table, and sprites from the right. A NES naturally fetches stuff from the one pattern table for background, then one pattern table for sprites. If no sprites are visible, it takes from the right anyway. The MMC3's IRQ counter works based on the the way the NES would alternate between each pattern table.

Mario Adventure takes from both, so each time it takes a sprite from the left table, causing the IRQ counter to get a clock early, so the status bar moves up one pixel, and that's bad.

Only way to get around that is hack the game to use a different mapper with a different way to generating IRQs, such Konami VRC7 or MMC5. Probably VRC7.

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Ailure
Posted on 11-21-07 09:28 PM Link | Quote | ID: 70530

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Hacking a hack. xD

I'm rather amused by that thought. Well, it would be nice if it got fixed (even unofficially), seeing how more accurate emulators don't like playing the ROM either.

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Dwedit
Posted on 11-22-07 02:27 AM Link | Quote | ID: 70545


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I have no clue why Nestopia refuses to play it, seeing as Nintendulator plays it fine. Assuming this is after you pad out the file to be 512k in size (256k PRG, 256k CHR)

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Ailure
Posted on 11-26-07 01:03 AM Link | Quote | ID: 70688

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Well, I just found out that Nestopia refuses to play a small homebrew ROM of my own.


...that's actually somewhat frustrating. xD

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Main - ROM Hacking - mario Adventure and Powerpak New thread | New reply

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