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Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches New thread | New reply

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stgiga
Posted on 05-13-17 06:54 AM Link | Quote | ID: 165593


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Posted by bnash222005
Posted by stgiga
Hi! I just wanted to point out that, without a header like it is on cart, your hack is the exact size of the SNES release without a copier header. With a copier header, it has the same file size as a trained copy of the hack with no ines header. The PC-10 data banks bring that number closer to the all-stars+World multicart. I wonder if Nintendo recompiled the 6502 code in old-style snes code recycled from the old roms in the Abe's release? In fact, game genie codes can be ported, and many debug or physics code stubs/bugs are in both versions... They probably used snes-colorized mmc5-8x8 graphics in the same graphics resolution as the nes of 256x224/240. The skid sample was also upsampled, along with the tubular bell. If one wanted, they could create a patch that when applied to all-stars on snes (preferably sfc), it demakes the game into your hack, so that those who have the wrong version of SMB3 can still play, and so those who have bad patchers can still play due to the differences and file sizes being closer to identical (more so if using the US version/Eu version.)

Anyhow, good work, and in my short free time I have not found any bugs. I think bnash22005 had something to say, but did not say it, which makes me think he had a bug that fixed itself, but that was just a guess. I have personally seen no bugs though, so good work! This is stgiga signing off, so good luck on your new projects!


The only bugs I seen were the leaves animation which infidelity fixed and the title screen music and the SMB 1 and SMB2J world music was doing that weird skipping but I have not encountered it again since that one test run. Other than that I do not think there are any more bugs and I hope there are not any bugs. I just hope infidelity can get the irq thing fixed and I hope that the Super Mario Bros 2J ending song plays on an actual NES console with no problems.


Whoops, sorry for the mistake. Evidently you found another hack.

bnash222005
Posted on 05-13-17 06:59 AM (rev. 3 of 05-13-17 07:01 AM) Link | Quote | ID: 165594


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Posted by stgiga
Posted by bnash222005
Posted by stgiga
Hi! I just wanted to point out that, without a header like it is on cart, your hack is the exact size of the SNES release without a copier header. With a copier header, it has the same file size as a trained copy of the hack with no ines header. The PC-10 data banks bring that number closer to the all-stars+World multicart. I wonder if Nintendo recompiled the 6502 code in old-style snes code recycled from the old roms in the Abe's release? In fact, game genie codes can be ported, and many debug or physics code stubs/bugs are in both versions... They probably used snes-colorized mmc5-8x8 graphics in the same graphics resolution as the nes of 256x224/240. The skid sample was also upsampled, along with the tubular bell. If one wanted, they could create a patch that when applied to all-stars on snes (preferably sfc), it demakes the game into your hack, so that those who have the wrong version of SMB3 can still play, and so those who have bad patchers can still play due to the differences and file sizes being closer to identical (more so if using the US version/Eu version.)

Anyhow, good work, and in my short free time I have not found any bugs. I think bnash22005 had something to say, but did not say it, which makes me think he had a bug that fixed itself, but that was just a guess. I have personally seen no bugs though, so good work! This is stgiga signing off, so good luck on your new projects!


The only bugs I seen were the leaves animation which infidelity fixed and the title screen music and the SMB 1 and SMB2J world music was doing that weird skipping but I have not encountered it again since that one test run. Other than that I do not think there are any more bugs and I hope there are not any bugs. I just hope infidelity can get the irq thing fixed and I hope that the Super Mario Bros 2J ending song plays on an actual NES console with no problems.


Whoops, sorry for the mistake. Evidently you found another hack.


Nope it was not another hack, it was this rom hack and it was simply the music skipping at certain parts of the song exactly the same each time. So I turned off the emulator and I made absolutely sure all previous save states were not present and started the rom back up and it did not happen again. So I do not know what it was but I have not encountered it since. I am sure it is nothing but it could be something but only time will tell if it occurs again. It may be just a one time thing or like a 1 in a million type of incident which should not be an issue but again I am no rom hacker or rom programmer so I honestly do not know.

infidelity
Posted on 05-18-17 08:54 PM Link | Quote | ID: 165623


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Can someone please update romhacking.net to include the latest .ips patch from here plesse? Found a complaint regarding a glitch that has already been resolved.

Ice Man
Posted on 05-19-17 11:45 AM Link | Quote | ID: 165624


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Done. But no promises. For some reason all my latest submissions are getting removed.

Zynk
Posted on 05-20-17 06:12 AM Link | Quote | ID: 165625


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Posted by Ice Man
Done. But no promises. For some reason all my latest submissions are getting removed.
Did you check your email? There must be a reply as to why it was rejected.

____________________

Ice Man
Posted on 05-20-17 10:25 AM Link | Quote | ID: 165626


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Crap, I forgot to change my Mail. It was my old one still there which is invalid already. Changed it now. Thanks for pointing it out!

infidelity
Posted on 05-22-17 03:40 PM Link | Quote | ID: 165628


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Thank you, it's been updated! :-)

infidelity
Posted on 05-24-17 10:54 AM Link | Quote | ID: 165633


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My universal flasher finally came in the mail. I was successful in erasing, and reflashing the chips on the development cartridge Ben made for me.

Just have to add my custom debugging to Mario 3, then I'll begin testing.

Ice Man
Posted on 05-24-17 10:59 AM Link | Quote | ID: 165634


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Great news. Good luck on it!

bnash222005
Posted on 06-29-17 05:33 PM (rev. 2 of 06-29-17 05:34 PM) Link | Quote | ID: 165750


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Posted by infidelity
My universal flasher finally came in the mail. I was successful in erasing, and reflashing the chips on the development cartridge Ben made for me.

Just have to add my custom debugging to Mario 3, then I'll begin testing.


Hey infidelity, what is the current status update on the testing that you are talking about?

infidelity
Posted on 06-29-17 11:34 PM Link | Quote | ID: 165752


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It's almost done but had to stop, I'm nearly breaking my hidef nes front loader with all these contraptions to test out the game.

I'm very greatfull to Ben, he has made things very simplistic for me with the mmc5 dev cart. And the flasher I've purchased for it is just as amazing.

So I'm now waiting on an actual Famicom to continue testing, courtesy of Ben yet again. :-)

But anyway, results are great, there will still be irq tearing, but it's on par as one would notice via the official mmc3 Mario 3.

bnash222005
Posted on 06-30-17 01:48 AM (rev. 2 of 07-01-17 12:33 AM) Link | Quote | ID: 165755


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That's cool. Well whatever you need help with on the irq testing when you get to that part let me know. I will do all I can to help financially for parts for testing. I will be good to help financially in about 2 months, so let me know what I can do to help with that.

PKstarship
Posted on 07-05-17 10:39 PM (rev. 5 of 07-06-17 03:50 PM) Link | Quote | ID: 165760


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Today I was playing SMB3 on the Ice World, and I got a game over, but when I got a game over I got this tile error for some reason. One thing worth noting is that I got a treasure ship to spawn, and that it only seems to have this error when the treasure ship is onscreen for me so far. (I'm not sure if this is also true for the normal Hammer Bros though)

If you want I can send you my SRAM file to help

EDIT: Also I don't know if you're concerned with this, but would it be possible to make it so that you can't grind powerups/coins/1ups by making it save the number of coins/lives and powerup state you had at the beginning of the level/at your last death? That would make the save function less exploitable for all the games.

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infidelity
Posted on 07-06-17 10:31 PM (rev. 4 of 07-06-17 11:08 PM) Link | Quote | ID: 165761


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Posted by PKstarship
Today I was playing SMB3 on the Ice World, and I got a game over, but when I got a game over I got this tile error for some reason. One thing worth noting is that I got a treasure ship to spawn, and that it only seems to have this error when the treasure ship is onscreen for me so far. (I'm not sure if this is also true for the normal Hammer Bros though)


Thanks for posting that. I had to eliminate the exclamation point icon, so that I could free up a single tile. (for the life of me I cant remember why I did it) So I had to rewrite the nametable writes to that section for the GAME OVER.

Yes if you have the save file, please send it here for me to check out, and just let me know what emu you are using.

EDIT

Figured it out. It is because the game uses 2 vram routines for the world map. It draws the game over screen 2 different ways, it will draw the game over screen at a different location on the nametable, when you have initiated the scroll of the world map. So for simplicity, in World 2, if you were to get a game over where the map is at Morton's castle before the 3rd warp whistle, the nametable would draw the game over routine over a different address location. I never knew that, and I was able to locate the 2nd nametable values. I will upload a new version down the road, but for those that want to manually edit this using a hex editor, here are the locations in the rom.

$541A6 = FE
$541AD = 6B


On a different topic aside from PKstarship's find, I need to send back the MMC5 dev cart Ben made for me. I think I may have damaged one of the prg slots he setup, while I was removing the chips consistently. I received the Famicom from him, so I gotta wait again before I can begin my debugging.

PKstarship
Posted on 07-10-17 03:14 PM Link | Quote | ID: 165766


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So for some reason I was playing more SMB3 and I died when I got to the first airship. It flew away and I went onto it again and chose to save+quit, and the game crashed to a black screen for me. After resetting it turned out that it didn't even save my game. I'm not really sure what the deal with that is but it seems like a rather important problem.

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infidelity
Posted on 07-10-17 10:07 PM Link | Quote | ID: 165767


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Hmm. Never had that happen. If you can recreate this glitch, please let me know how to trigger it.

bnash222005
Posted on 07-29-17 04:38 PM Link | Quote | ID: 165791


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Posted by infidelity
Posted by PKstarship
Today I was playing SMB3 on the Ice World, and I got a game over, but when I got a game over I got this tile error for some reason. One thing worth noting is that I got a treasure ship to spawn, and that it only seems to have this error when the treasure ship is onscreen for me so far. (I'm not sure if this is also true for the normal Hammer Bros though)


Thanks for posting that. I had to eliminate the exclamation point icon, so that I could free up a single tile. (for the life of me I cant remember why I did it) So I had to rewrite the nametable writes to that section for the GAME OVER.

Yes if you have the save file, please send it here for me to check out, and just let me know what emu you are using.

EDIT

Figured it out. It is because the game uses 2 vram routines for the world map. It draws the game over screen 2 different ways, it will draw the game over screen at a different location on the nametable, when you have initiated the scroll of the world map. So for simplicity, in World 2, if you were to get a game over where the map is at Morton's castle before the 3rd warp whistle, the nametable would draw the game over routine over a different address location. I never knew that, and I was able to locate the 2nd nametable values. I will upload a new version down the road, but for those that want to manually edit this using a hex editor, here are the locations in the rom.

$541A6 = FE
$541AD = 6B


On a different topic aside from PKstarship's find, I need to send back the MMC5 dev cart Ben made for me. I think I may have damaged one of the prg slots he setup, while I was removing the chips consistently. I received the Famicom from him, so I gotta wait again before I can begin my debugging.


Were you ever able to recreat this glitch for infidelity so he can see what is possibly causing it?

infidelity
Posted on 08-03-17 01:13 AM Link | Quote | ID: 165801


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I'm thinking the lack of a response deems this hasn't been able to be recreated.

bnash222005
Posted on 08-03-17 02:53 PM Link | Quote | ID: 165803


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Yeah, I am thinking the same as well.

infidelity
Posted on 08-04-17 12:23 AM Link | Quote | ID: 165805


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Just got around to mailing back the mmc5 devcart for repair. :-) Once I get it back, I'll resume work on finishing the irq fixes.
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Main - ROM Hacking - Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches New thread | New reply

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