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Main - ROM Hacking - Super Mario All-Stars NES (v10-15-17) Emulator & NES/Famicom patches New thread | New reply

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Sonicking917
Posted on 07-23-15 11:01 AM (rev. 2 of 07-23-15 11:04 AM) Link | Quote | ID: 160463

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I had an idea, but don't know if this would be possible, the user who mentioned adding the battle mode from SMB3 from SMA SNES made me think, what about adding Mario Bros. into this, as well?
Huge fan of your hack, Infidelity. Loving it, so far. 😊

ShaneM
Posted on 08-05-15 07:34 PM Link | Quote | ID: 160558


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infidelity,

On your SMB2J portion you made the Piranhas red after World 4, the problem is, they still behave like the green ones. If you would like, I can code it for you. Just let me know. --ShaneM

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infidelity
Posted on 08-05-15 08:05 PM Link | Quote | ID: 160559


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You are more than welcome to alter the latest patch and submit a new one. I didn't realize the plants acted differently, figured it was just a simple palette switch. Can you elaborate what the differences are? Thank you. :-)

Inccubus
Posted on 08-05-15 10:50 PM Link | Quote | ID: 160562


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The red piranhas in SMB2j don't hide in their pipes when the player is near. So they are much more dangerous.

infidelity
Posted on 08-05-15 11:37 PM Link | Quote | ID: 160563


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Ohhh ok, thank you for that!

Again, ShaneM is more than welcome to submit a new version, or if he doesn't want to submit an.ips patch, he could submit a text document on where to paste the hex values in the latest patched rom. Again all up to him, I have zero time for romhacking as of late.

But thank you for the elaboration. :-)

ShaneM
Posted on 08-06-15 04:11 AM Link | Quote | ID: 160567


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Posted by infidelity
Ohhh ok, thank you for that!

Again, ShaneM is more than welcome to submit a new version, or if he doesn't want to submit an.ips patch, he could submit a text document on where to paste the hex values in the latest patched rom. Again all up to him, I have zero time for romhacking as of late.

But thank you for the elaboration. :-)



Sure. They simply NOP code (a few bytes worth). I can submit a text document for you infidelity. I will also give you the offsets. So keep an eye out for it in a couple of days. --ShaneM

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ShaneM
Posted on 08-07-15 05:25 AM (rev. 2 of 08-07-15 05:26 AM) Link | Quote | ID: 160580


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infidelity.

I'm working on it as it's more than NOP'd code. I will use a free RAM register since it changed from the FDS version. (RAM $50) appears to be free.

I also have some issues when pausing, such as this. As you can see, it glitches the GFX like Lakitu's cloud, for example. Changing depending on when you pause. (Was it meant to clear OAM when pausing? Because it also missed the Spiny Egg.)




Also, can you share your notes on SMB3 for how you fixed the card game loading with your SRAM patch? I wanted to add the fix to that since it's so darn annoying having the card games pop up after every 80,000 pts. and when starting the game, you could end up having to do 3-4 bonus games every time. Thank you. --ShaneM

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Termingamer2-JD
Posted on 08-07-15 10:26 AM Link | Quote | ID: 160584


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Posted by Inccubus
The red piranhas in SMB2j don't hide in their pipes when the player is near. So they are much more dangerous.

Don't forget that they are twice as fast, too.

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Jamie Dignam

infidelity
Posted on 08-07-15 12:58 PM Link | Quote | ID: 160587


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Posted by ShaneM
infidelity.

I'm working on it as it's more than NOP'd code. I will use a free RAM register since it changed from the FDS version. (RAM $50) appears to be free.

I also have some issues when pausing, such as this. As you can see, it glitches the GFX like Lakitu's cloud, for example. Changing depending on when you pause. (Was it meant to clear OAM when pausing? Because it also missed the Spiny Egg.)




Also, can you share your notes on SMB3 for how you fixed the card game loading with your SRAM patch? I wanted to add the fix to that since it's so darn annoying having the card games pop up after every 80,000 pts. and when starting the game, you could end up having to do 3-4 bonus games every time. Thank you. --ShaneM


Yeah instead of writing large amounts of vram, I instead have the menu stored as sprite tiles, within the very beginning of the sprite DMA at $200. It will unfortunately overwrote whatever sprite tiles are currently in that area, and id they are on screen when you pause, they will glitch up.

Mario 3, ill try to find those notes, I know there were additional registers, that specifically deal with keeping track of the 80,000 score.

ShaneM
Posted on 08-07-15 05:12 PM Link | Quote | ID: 160588


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Posted by infidelity


Mario 3, ill try to find those notes, I know there were additional registers, that specifically deal with keeping track of the 80,000 score.



Thanks. They will come in handy. You can also PM them to me if you like. I checked and your current doc does not include those notes for it. Thank you and I appreciate your help. --ShaneM

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infidelity
Posted on 08-08-15 01:21 AM Link | Quote | ID: 160593


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Try these, ShaneM

$434 = State of N-Spade card game
$435 = Number of turns remaining
$441 = Initialization state of N-Spade card game
$740 = Keeps count of N-Spade matches of active session (9 means game is done)
$741 = If set, there's an N-Spade game "in progress" (so if you lose, you pick it up later)
$7968-$796A = N-Spade next score, treated as 3 byte integer
$7E82-$7E93 = Active set of N-Spade game cards

I'll keep checking here for your updated notes on my red piranaha issue.

Also...

Posted by Termingamer2-JD

Don't forget that they are twice as fast, too.


ShaneM, is this true for the original .fds? Is my version lacking this?

PKstarship
Posted on 08-14-15 05:08 AM Link | Quote | ID: 160646


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Hello, I downloaded this hack a while ago and have been having an amazing time with it. However, sometimes when I boot up SMB2J the game seemingly freezes after the famicom loading screen. I don't know if it's my emulator or the game, but i would just like to share that. I really enjoy the game otherwise thank you for making this

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Termingamer2-JD
Posted on 08-14-15 10:53 AM Link | Quote | ID: 160648


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Does the FDS screen load up any form of error to do with the boot or just a generic crash screen?

How often does it happen?

Also what emulator are you using, it might help if we knew/you tested a few and see if it works. (I'd place a bet on this, that you're using FCEUX, because that's the best emulator for NES.)

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Jamie Dignam

PKstarship
Posted on 08-14-15 05:38 PM Link | Quote | ID: 160652


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The game doesn't load up any error, but sometimes after cutting to black it won't show the SMB2J start screen. there is no sound when it crashes, either.

I'd say it happens about... 2 out of 5 times i boot it up.

I use Nestopia on Retroarch Android 1.2 on my Kindle Fire. it handles all nes games quite well, even the MMC5 ones. I hope this information could be of help

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Termingamer2-JD
Posted on 08-15-15 03:29 PM Link | Quote | ID: 160662


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Posted by PKstarship
The game doesn't load up any error, but sometimes after cutting to black it won't show the SMB2J start screen. there is no sound when it crashes, either.

I'd say it happens about... 2 out of 5 times i boot it up.

I use Nestopia on Retroarch Android 1.2 on my Kindle Fire. it handles all nes games quite well, even the MMC5 ones. I hope this information could be of help

Does it work on any other emulator?
I can't really help, but the creator of this is active here, so I'm just asking a few basic questions so we get some more information. understand? hopefully....

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PKstarship
Posted on 08-15-15 06:33 PM Link | Quote | ID: 160665


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I tried Mario All Stars on FCEUmm on Retroarch and the game will freeze at the mario 1 mushroom in the intro, but won't freeze upon loading SMB2J. I also downloaded NESoid and NES.emu to better answer your question. When the game is booted up in NESoid, the graphics are all messed up, and none of the games will load. NES.emu, I believe is an android port of FCEUX, and run the game with no graphical errors, and loads up SMB2J every time, seemingly. Also, when I played it on NES.emu it had a cheering sound on the start screen that does not play in nestopia. It seems this game is quite tricky to emulate But I hope this information can help.

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infidelity
Posted on 08-15-15 10:29 PM Link | Quote | ID: 160667


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The most reliable PC emulator to run is FCEUX 2.2.1 or higher. Also the latest PC build of Nintendulator runs it too. Nestopia, however, lacks the PCM MMC5, so you do not hear the cheering during the character introduction screen.

The issues of random crashes/freezes are known on my end. This game features my first ever attempt, of creating a HW bank from scratch, setting up the mapper registers, having various jsr's to different areas to setup different things. I've never been able to grasp the concept of *nes timing* or, how when to prepare myself for when an interrupt will decide to kick in, during a heavy custom routine.

So you will *randomly* come across a freeze in the following places.

1. Anytime during the character introduction.

2. When trying to load Super Mario Bros. 2 Japan really fast.(bypassing everything super fast to just load the game) This will be noticeable after the Famicom introduction, where the screen just stays black.


How I load the 4 games, is once a game is picked, I setup $5C00-$5FFF with all the proper banks to first set the game up, then I go into $5C00-$5FFF, so that I can load those routines, and swap out all the banks, including the hard wired bank. And then to actually start the game, I perform an indirect jump to the Reset Vector at $FFFC, so that it loads the reset vector for whichever game has been inserted into the NES.

So I do apologize for all the quirkiness, I've never been afraid to admit im not the best asm coder. This one had a lot of big firsts for me.

I cannot stress enough, when you see garbage gfx, it's because whatever emulator you are using, does not have the MMC5 emulation perfect. It's not utilizing the MMC5 register $5130.

PKstarship
Posted on 08-15-15 11:55 PM (rev. 2 of 08-15-15 11:59 PM) Link | Quote | ID: 160668


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No need to apologize, I'm not angry or anything, and I really enjoy this game! I don't have a PC so is suppose less-than-perfect android emulation works for me. the upside is that, besides those two small problems, the games all run perfectly. The save feature is a life-saver, especially in SMB2J. just a couple requests on my part: can you fix the intro wii-shop music from going out of sync when the koopa kids start going across the screen, and when you load an SMB3 savefile and it's on the start screen, could there be an option to just play the mario bros. minigame, in single player files? anyways, thanks for making this awesome hack/port/compilation

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infidelity
Posted on 08-16-15 12:24 AM Link | Quote | ID: 160669


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Glad you like it. :-) I've been out of romhacking for quite awhile, I visit from here from time to time. I have no desire to insert the Mario Bros game, infact I don't think there's room to do that. The fact I could cram in those 4 games into 1 rom is a miracle. I've never noticed any out of sync with the wii-shop music I wrote. And again, I don't think i'll be doing any updates to this. I haven't heard from ShaneM in awhile, but he wanted to fix an issue in my SMB2J rom, in regards to the red piranha plants not acting properly as they do in the .fds version. But thank you for playing and enjoying it. :-)

PKstarship
Posted on 08-16-15 01:26 AM (rev. 2 of 08-17-15 12:30 AM) Link | Quote | ID: 160671


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It might just be my emulator again, but when the koopa kid that rides the ball goes on-screen, the melody and rythym get out of sync until the game goes into the game select. but I guess thats not a big deal

Edit: Would it be possible to put all 6 NES Mega Man games in a rom, with a save function like this? That would be awesome if it is possible...

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Main - ROM Hacking - Super Mario All-Stars NES (v10-15-17) Emulator & NES/Famicom patches New thread | New reply

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