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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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RetroRain
Posted on 04-10-15 08:06 PM Link | Quote | ID: 159847


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It's no big deal. I'll just convert them from scratch. I was just trying to save myself some work.

I just got done taking another look at that Contra glitch. I logged the game's code, and even tinkered with the bankswich routine. It's the not the bankswitch routine, from what I can tell.

Do you think it's possible that when you do a mapper conversion to a game, it slightly de-stabilizes it, even though everything runs fine? You know that famous Sherlock Holmes line, when you have eliminated the impossible... Well anyway, if it's not the mapper prep code, it's got to be the bankswitch routine right?

It's bugging me that the original game's code wasn't touched at all, except for JSR'ing of the bankswitch STA. It would have to be that right? I'll keep poking around it.

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infidelity
Posted on 04-10-15 08:51 PM Link | Quote | ID: 159848


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$C8B8-$C8F7 is a table that is loaded for the wall desctruction. $C8C8 is where it screws up in my conversion.
$1C6E7 loads A888 and 918E, pointers to the tables i described above.
$1C55E loads B9D3C6 & $1C563 loads B9D4C6, for the low/high byte pointer address.

have a read breakpoint on $16 before the wall explodes, and run each time till it plays. Do this with both converted and regular version, you will see a difference. I tried pushing the stack before the ASL, and pulling the stack just before the bankswaps RTS, but i still got the same issue.


Anyway, back to topic thread, I'm still trying to figure out a new method for my Mario 3 sram glitch during in-game play.

RetroRain
Posted on 04-10-15 09:22 PM Link | Quote | ID: 159849


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With SMB3, could you post a video of this glitch? I might be able to help you if I see exactly what's wrong. You mentioned that you're writing 133 bytes, and then the VRAM gets screwed up. Post a video so I can at least get an idea of what you're dealing with.

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infidelity
Posted on 04-11-15 01:40 AM Link | Quote | ID: 159850


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https://www.youtube.com/watch?v=GIZ40Z4zSig&feature=youtu.be

But, with Nestopia & Nintendulator, the entire screen gltiches, not just the irq.

RetroRain
Posted on 04-11-15 06:22 AM (rev. 2 of 04-11-15 06:22 AM) Link | Quote | ID: 159852


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It's hard to see it in the video, probably because it happens so fast.

Can you explain the problem in more detail to me?

When you press start to bring up the Save/Continue/Quit box, it is at that point you are saving all of those bytes of data? If it is affecting the VRAM, could you maybe space out your saving writes, and wait for vblank to refresh?

Did you try (just for temporary testing purposes) saving less bytes, and seeing if the problem still occurs?

Are you saving this at an interrupt, or just during regular code?

Give me more info. Might also help if I can see the video of it glitching up the whole screen in Nestopia.

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mrrichard999
Posted on 04-11-15 06:38 AM Link | Quote | ID: 159854


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Man you do some of the best work I have seen when it comes to ROMS! Another great job!

Hey if you ever want to help me on my Metroid hack please send me a msg!

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infidelity
Posted on 04-11-15 07:11 AM (rev. 3 of 04-11-15 06:08 PM) Link | Quote | ID: 159855


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Posted by mrrichard999
Man you do some of the best work I have seen when it comes to ROMS! Another great job!

Hey if you ever want to help me on my Metroid hack please send me a msg!


Thank you I appreciate that! :-) I don't know Metroid, id like to do something way down the road but not now lol.

RetroRain: Its most certainly I'm loading /storing so many bytes. I've tried having my routine at the very beginning, and very end of the nmi, and both tests produced the same result. I'm probably going to have to create a duration of blankness, while the saving goes on so that you don't see the glitch. Only this time ill shut off ppu rendering, instead of my mmc5 nametable swap.

Saturday Update

GOT IT! My idea worked! My new method of saving the Mario 3 sram, while avoiding the irq glitch, is to shut down the ppu rendering before my sram routine begins, then after the sram routine is complete, then turn ppu rendering back on, so you don't see the glitch. What I had to do, was re-disable (if that's even a word) the PAUSE register when you exit out of pause, at that point is when I start all my routines for the ppu rendering, sram, clear PAUSE register. I've tested this on Nintendulator & Nestopia, and its perfect! I will jot down the exact hex address, for others who want to change the duration of the blankness. I don't like having it too quick, so I gave it a little bit of time being blank. I'll try to upload this asap, I think everything is all set. PHEW!

http://acmlm.kafuka.org/board/thread.php?pid=159593#159593

RetroRain
Posted on 04-11-15 07:12 PM Link | Quote | ID: 159861


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Excellent!

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infidelity
Posted on 04-11-15 11:02 PM (rev. 2 of 04-12-15 03:11 AM) Link | Quote | ID: 159862


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The CMP at $7DF47, is the duration for the blankness. When $1F is 02, that is when the sram is taking place, anything 03 or higher is ok for when to cancel the blankness.

EDIT

Released newer update. Super Mario Bros. 1, 2j, 2u, was missing the (game defeated register) to determine whether or not to install the STAR icon on the save file, cause the earlier release today had those games save without beating the game, and having a star icon appear. So that's been fixed.

Da_GPer
Posted on 04-12-15 10:12 AM Link | Quote | ID: 159868


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If you save the game in world 1-1 in Mario 2 and then quit, the next time you play, once you beat 1-1, the world will repeat 1-1 again. I didnt try this with other worlds. Also, Im not sure if you noticed the message I said in a previous message about the Mario 1 Cheep Cheep on the All Stars title screen.

infidelity
Posted on 04-12-15 03:07 PM (rev. 2 of 04-12-15 06:02 PM) Link | Quote | ID: 159871


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Yeah I noticed that late last night. I just uploaded the new version. I also noticed that I was lacking the proper registers to be backed back, for a non finished N-card game in Mario 3. So now when you save and shut off with an incomplete n-card game, and you return to the game, the cards will be restored to how you last left it.

And as for the cheep cheep, I like how I set up the individual characters that come out. I kept the cheep cheep on the ground cause there is no water between the pipes, so its flapping itself across the ground to move. You and others are more than welcome to alter its 8x8 tile y positions.

Ziontist
Posted on 04-12-15 07:41 PM Link | Quote | ID: 159873

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I just really wanted to login and give some propers to infidelity for his recent hacks. The Legend Of Link and Super Mario All-Stars NES are both phenomenal hacks of the highest level of quality. Both are pushing the boundaries, as far as I'm concerned. Even though my technical knowledge of these things is limited, my eyes aren't deceiving me. The impression both ROM hacks left on me after just the intros alone was something special. Way to introduce a couple of games that deserve such treatment! Your attention to detail and understanding that the "little" things count "big" is greatly appreciated by myself and clearly many others. These are just the type of hacks/homebrew that keep me coming back to the world of "treasure hunting". Thank you, and I look forward to your future projects!

infidelity
Posted on 04-13-15 02:31 AM Link | Quote | ID: 159882


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I extremely appreciate all of that, thank you very much! I'm glad my work is enjoyable! :-)

Da_GPer
Posted on 04-13-15 03:51 PM (rev. 3 of 04-13-15 04:19 PM) Link | Quote | ID: 159889


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I noticed that the repeating world bug in Mario 2 still exists in the most recent version (4-12-15 version). It also effects the extra lives you have as well, resetting it to the what the save has to.

Ziontist
Posted on 04-13-15 04:50 PM Link | Quote | ID: 159890

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Posted by infidelity
I extremely appreciate all of that, thank you very much! I'm glad my work is enjoyable! :-)


You're most welcome, and keep up the awesome work.

Insectduel
Posted on 04-14-15 05:18 PM Link | Quote | ID: 159898


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infidelity, would you consider doing the (J) version as well? Well, the Japanese title is called Super Mario Collection and the following 2 games does have their own counterparts.

SMB1 is both USA & Japanese versions which makes it internationally.
SMB2USA in Japan for Super Famicom is called Super Mario USA and released it on the Famicom after the Super Famicom version.
Super Mario Bros. 3 does have Japanese language with glitchy and original features.

infidelity
Posted on 04-15-15 03:56 PM Link | Quote | ID: 159903


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I'm sorry I have no desire to do so. I only work with US releases, and don't have the drive to incorporate my work onto different region roms. If it were as a simple as a copy /paste, then I would've done bunches years ago. I'm sorry for the bad news. :-(

infidelity
Posted on 04-19-15 01:45 AM Link | Quote | ID: 159932


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Please upgrade to the 4-18-15 release. Error with N-Card game in Mario 3 yet again. First page describes it.

MiniCompute
Posted on 04-19-15 01:05 PM Link | Quote | ID: 159938


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Posted by infidelity
Please upgrade to the 4-18-15 release. Error with N-Card game in Mario 3 yet again. First page describes it.


I tested your hack on my 3ds using nesds 1.3a, the graphics are scrambled and garbaged up badly.

infidelity
Posted on 04-19-15 03:20 PM Link | Quote | ID: 159940


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Have you tried the latest pc builds FCEUX, Nestopia, Nintendulator? Its most likely the emulator, my work us mmc5 with 1mb of prg/chr-rom.
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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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