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Main - ROM Hacking - Super Mario All-Stars NES (v8-14-17) Emulator & NES/Famicom patches New thread | New reply

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Da_GPer
Posted on 04-29-17 08:42 AM Link | Quote | ID: 165484


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Posted by stgiga

I also found a patch for mario 1 and 2j which changes the ? blocks to the JPN 25th anniversary blocks. Seems fitting.


Please dont change the ? blocks to the 25th anniversary blocks. They are iconic as they are. Dont ruin them.

bnash222005
Posted on 04-29-17 01:55 PM Link | Quote | ID: 165486


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Posted by Da_GPer
Posted by stgiga

I also found a patch for mario 1 and 2j which changes the ? blocks to the JPN 25th anniversary blocks. Seems fitting.


Please dont change the ? blocks to the 25th anniversary blocks. They are iconic as they are. Dont ruin them.



Well I would say yes and no. You could have one version with the normal ? blocks and another version which is exactly the same with the 25th Anniversary blocks. But I would only advise doing this once you are absolutely 100% sure that the rom is finally done.

Da_GPer
Posted on 04-29-17 02:09 PM Link | Quote | ID: 165487


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Posted by bnash222005
Posted by Da_GPer
Posted by stgiga

I also found a patch for mario 1 and 2j which changes the ? blocks to the JPN 25th anniversary blocks. Seems fitting.


Please dont change the ? blocks to the 25th anniversary blocks. They are iconic as they are. Dont ruin them.



Well I would say yes and no. You could have one version with the normal ? blocks and another version which is exactly the same with the 25th Anniversary blocks. But I would only advise doing this once you are absolutely 100% sure that the rom is finally done.


Well, I guess if its a separate IPS patch that you can do after the patch to make the ROM. That should be OK as then it be optional.

bnash222005
Posted on 04-29-17 03:34 PM (rev. 2 of 04-29-17 05:40 PM) Link | Quote | ID: 165488


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Posted by Da_GPer
Posted by bnash222005
Posted by Da_GPer
Posted by stgiga

I also found a patch for mario 1 and 2j which changes the ? blocks to the JPN 25th anniversary blocks. Seems fitting.


Please dont change the ? blocks to the 25th anniversary blocks. They are iconic as they are. Dont ruin them.



Well I would say yes and no. You could have one version with the normal ? blocks and another version which is exactly the same with the 25th Anniversary blocks. But I would only advise doing this once you are absolutely 100% sure that the rom is finally done.


Well, I guess if its a separate IPS patch that you can do after the patch to make the ROM. That should be OK as then it be optional.



Yeah it should be like that so that people who like the ? blocks to be the same can leave it that way and those who want the 25th anniversary blocks can have it patched to have it changed.

MrPete1985
Posted on 04-29-17 07:36 PM Link | Quote | ID: 165489


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Got a chance to put the newest version on my MMC5 board, all the bugs appear to be fixed

infidelity
Posted on 04-29-17 08:45 PM Link | Quote | ID: 165490


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I will not make graphical changes to any of the games. This is not an anniversary game, this is my representation of the games in their original form all together.

If people want to make separate patches then fine. But my finalized version will not include any further modifications, unless something that is brought to my attention that is debilitating.

So from MrPete1985's report, I feel this game is now finished.

stgiga
Posted on 04-29-17 09:19 PM (rev. 2 of 04-29-17 09:36 PM) Link | Quote | ID: 165491


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I assume that based on your statement, you either fixed the sound on hardware, or found out that it was unfixable. SMB3 still has that IRQ bug, and I was not planning on having the ? Block mod added officially. There is a way to clean up the left and right color-shifting edges of the SMB3 screen, by using the MMC5's 8x8 tile palette attribute mode of the mmc5 which that one Megaman??? hack uses, along with the CHR page flip from LoL to update that faster. This would fix the ugly overscanned border, and would make the game look nice I cropped, without needing to mess with gfx. The pulse wave extra channels on the mmc5 are what I actually meant for restoring the fds sound, due to fds sound using gameboy-Esque sound, which resembles the nes/mmc5 pulse channels. This means we could restore the fds bell by using pwm on the 2 mmc5 pulse channels.

infidelity
Posted on 04-29-17 10:17 PM (rev. 2 of 04-29-17 10:37 PM) Link | Quote | ID: 165492


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True regarding the irq in Mario 3. I still need to obtain a chip flasher, so I can debug it myself.

The fds, no I havent touched it. I'm still contemplating about it, waiting for a response via nesdev.

And I'm not adding an 8x8 vertical sprite bar on the rightside of Mario 3. Again these are all miniscule issues which really is a person to person preference, aside from my irq in Mario 3. If people want to release patches for such things, to apply to my game then I'm fine with that. I feel I'm getting bombarded with "what about this, what about that, this here, this there, etc" but I personally feel I've brought all that there could possibly be brought to the table, to get the most out of my original release from back in 2015. So with all of that, these will be the final things I'll try to get around to.

1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.

stgiga
Posted on 04-29-17 10:37 PM Link | Quote | ID: 165493


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Posted by infidelity
True regarding the irq in Mario 3. I still need to obtain a chip flasher, so I can debug it myself.

The fds, no I havent touched it. I'm still contemplating about it, waiting for a response via nesdev.

And I'm not adding 8x8 sprite bars on the left of Mario 3. Again these are all miniscule issues which really is a person to person preference, aside from my irq in Mario 3. If people want to release patches for such things, to apply to my game then I'm fine with that. I feel I'm getting bombarded with "what about this, what about that, this here, this there, etc" but I personally feel I've brought all that there could possibly be brought to the table, to get the most out of my original release from back in 2015. So with all of that, these will be the final things I'll try to get around to.

1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


Technically the 8x8 mod would fix an original game bug relating to the garbled gfx in game on the borders, and would allow the sprites to more closely match the colors of their border-scrolled counterpart objects. Also, I meant that a closer channel match to the fds would be the two mmc5 extra pulse channels. You also lose 1k of potential nametable ram when using 8x8 on the mmc5 built in 1k ram, so maybe it would be a bad idea. As for the fds, I can wait, and there is very little difference, so little, that it currently sounds the same as smb1. Also, the IRQ does not matter to me, and in fact helps show me when pcm is playing.

Ice Man
Posted on 04-29-17 11:20 PM (rev. 2 of 04-29-17 11:22 PM) Link | Quote | ID: 165494


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Posted by infidelity
1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


IMO, this is all that needs to be done, if even! You've done a great job on the SMAS converison and people still want more and more. :'(
If anyone wants those ? blocks they could create a patch for it. Tile Editing really isn't that hard.

I wouldn't want the original feeling of those classic games being taken away by bajillion of improvements or changes. Bug fixes are great but that's it.

Da_GPer
Posted on 04-29-17 11:50 PM Link | Quote | ID: 165495


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Posted by Ice Man
Posted by infidelity
1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


IMO, this is all that needs to be done, if even! You've done a great job on the SMAS converison and people still want more and more. :'(
If anyone wants those ? blocks they could create a patch for it. Tile Editing really isn't that hard.

I wouldn't want the original feeling of those classic games being taken away by bajillion of improvements or changes. Bug fixes are great but that's it.


I agree. Unless a bug shows up, which I doubt will happen, seeing how much work has been done to squash them all, those two are all that needs to be done and thats about it. Right now, we should be looking forward to infidelity's next project and playing the awesome games he made for us. Maybe even giving him suggestions for his next project.

stgiga
Posted on 04-29-17 11:54 PM (rev. 3 of 04-29-17 11:59 PM) Link | Quote | ID: 165496


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Posted by Ice Man
Posted by infidelity
1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.


IMO, this is all that needs to be done, if even! You've done a great job on the SMAS converison and people still want more and more. :'(
If anyone wants those ? blocks they could create a patch for it. Tile Editing really isn't that hard.

I wouldn't want the original feeling of those classic games being taken away by bajillion of improvements or changes. Bug fixes are great but that's it.


Many people dislike the smb3 bug in borders, and I agree. Also, I am positive Nintendo never intended it to happen due to overscan, and I am sure infidelity hates the Irq bug. Nintendo wanted rich fds sound for smb2j, and that makes the bug a sacrilege to smb2j. I do agree that the game is Nintendo quality, but not perfect yet. Also, I just have that list, and I support infidelity's next project, and will be happy to add my ideas.

infidelity
Posted on 04-30-17 02:47 PM Link | Quote | ID: 165497


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The garbage on the rightmost part of the screen is not a bug. They are drawing a sidescroller on a horizontal nametable, when typically it's done vertically, they do this because of having the irq on the screen, and they are drawing vertical tiles from $2000ppu, onto $2800ppu. This gives the game a much larger level to explore. The developers knew they needed more time to prepare the next set of tiles to be drawn, so they created some asm, to help make it not look so bad. But in 1988, we had tube televisions, so we couldn't see the previous tiles and previous attribute palettes, but with emulators and hidef televisions, we see everything. So this is not a bug, it was a developers choice to design the game this way. Yes, it can be hidden with 8x8 black sprite tiles, but I'm not going down that road.

stgiga
Posted on 04-30-17 09:30 PM Link | Quote | ID: 165500


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Posted by infidelity
The garbage on the rightmost part of the screen is not a bug. They are drawing a sidescroller on a horizontal nametable, when typically it's done vertically, they do this because of having the irq on the screen, and they are drawing vertical tiles from $2000ppu, onto $2800ppu. This gives the game a much larger level to explore. The developers knew they needed more time to prepare the next set of tiles to be drawn, so they created some asm, to help make it not look so bad. But in 1988, we had tube televisions, so we couldn't see the previous tiles and previous attribute palettes, but with emulators and hidef televisions, we see everything. So this is not a bug, it was a developers choice to design the game this way. Yes, it can be hidden with 8x8 black sprite tiles, but I'm not going down that road.


That's OK, as it probably would be too much work to fix, not to mention wasting 1k of possible nametable, which would be bad for Mario Bros. Classic 's stability due to it's use of nametable memory for the logo. Also, how is the FDS audio fix research going?

infidelity
Posted on 04-30-17 09:39 PM Link | Quote | ID: 165501


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Not really working out, tried using one of MMC5's pulse channels, but it just doesn't sound right at all. Tried mimicking the same $4000 APU, but that didn't seem to work out either.

bnash222005
Posted on 04-30-17 10:24 PM Link | Quote | ID: 165502


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Posted by infidelity
Not really working out, tried using one of MMC5's pulse channels, but it just doesn't sound right at all. Tried mimicking the same $4000 APU, but that didn't seem to work out either.


To be honest if you cannot fix the sound issue I think the best solution would simply change the ending song to the Super Mario Bros ending song. The Super Mario Bros ending song is a continuous loop wherein the Super Mario Bros 2 is the entire song. And the Super Mario 2 ending song has different musical elements to it than the Super Mario Bros 1 ending song due to it being for the FDS console as this is evident with other FDS games which were later ported to the NES like Zelda 2 - The Adventure of Link. But if all options fail that would be the best thing to do if it is possible. I do not have any knowledge on rom hacking as I am just offering a suggestion if it is at all possible. Here are both songs so you can see the differences.

Super Mario Bros. Music - Ending - https://www.youtube.com/watch?v=0mTFSkGTgNE

Super Mario Bros. 2 (Japan) Music - Ending - https://www.youtube.com/watch?v=1W-cW20snPg

infidelity
Posted on 04-30-17 10:57 PM (rev. 3 of 05-01-17 12:02 AM) Link | Quote | ID: 165503


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Ive stated before that i'm not changing the song. That is the song that was composed by the developers, I am not altering it, i'm not changing it, i'm not removing it. To me, there is not one wrong thing with that song, other than the .FDS expanded audio track being missing.

This game is all finished. All that needs to be done, is for me to debug the Mario 3 IRQ for cartridge use. Idk when that will be, since I don't have a chip flasher.

So i'd like to say thank you to all the people that tested and help report debilitating issues within this game. I'm all done with this now. Enjoy!

EDIT

I just defeated Super Mario Bros. 2 Japan on my HDMI NES. This HDMI device allows the output of all the known expansion sound chips found on different cartridges. So, with the .FDS audio option enabled, I saved Princess Toadstool, and the .FDS expanded audio played on my system! So for those that want to hear this for themselves on a Nintendo system, you will need Kevtris's HDMI NES kit.

stgiga
Posted on 05-01-17 12:15 AM Link | Quote | ID: 165504


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Posted by infidelity
Ive stated before that i'm not changing the song. That is the song that was composed by the developers, I am not altering it, i'm not changing it, i'm not removing it. To me, there is not one wrong thing with that song, other than the .FDS expanded audio track being missing.

This game is all finished. All that needs to be done, is for me to debug the Mario 3 IRQ for cartridge use. Idk when that will be, since I don't have a chip flasher.

So i'd like to say thank you to all the people that tested and help report debilitating issues within this game. I'm all done with this now. Enjoy!

EDIT

I just defeated Super Mario Bros. 2 Japan on my HDMI NES. This HDMI device allows the output of all the known expansion sound chips found on different cartridges. So, with the .FDS audio option enabled, I saved Princess Toadstool, and the .FDS expanded audio played on my system! So for those that want to hear this for themselves on a Nintendo system, you will need Kevtris's HDMI NES kit.


So it does play on an hdmi nes! That is great news. I agree now that the game is finished for those that want the entire original experience, including glitches. That same audience includes the folks who are ok with Mario bros. characters being omitted from the intro to keep that 5th game an Easter egg to make the compilation more resemble the original. I can say that it is now Nintendo quality, and I will fully support your next projects and be willing to give ideas.

infidelity
Posted on 05-01-17 12:53 AM Link | Quote | ID: 165505


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Posted by stgiga
I agree now that the game is finished for those that want the entire original experience, including glitches.


What glitches are you referring to?

stgiga
Posted on 05-01-17 03:52 AM Link | Quote | ID: 165506


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Posted by infidelity
Posted by stgiga
I agree now that the game is finished for those that want the entire original experience, including glitches.


What glitches are you referring to?


Firstly the Border bug, and secondly the result of pressing A too quick. It crashed to corrupted curtains, as depicted in http://imgur.com/a/pzq23
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Main - ROM Hacking - Super Mario All-Stars NES (v8-14-17) Emulator & NES/Famicom patches New thread | New reply

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