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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Quick Curly

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Quick Curly
Posted on 08-02-15 01:58 AM, in Dark Mario - SMB3 Project Progress Thread Link | Quote | ID: 160549


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You're welcome. This might not seem like much of a post, but I'm just confirming that I received your PM, and replied back, after looking into what you wanted me to check out. Everything so far is fixed and running well.

Quick Curly
Posted on 08-07-15 03:10 AM, in Acmlm Archives incarnation Link | Quote | ID: 160577


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Posted by Googie
I was looking for offsets when Mario enters Toad's house instead of being still for a few seconds while Toad talks, Mario can walk while Toad talks. I'll keep looking through the pages after I eat.
I found it, Googie. I remember that post was somewhere, but instead of looking for the old post, I found the offset from searching in the source, in FCEUXD.

0x5234 - FF
Mushroom House timer - this value is written to $0556 in RAM, and once it reaches 00, Mario/Luigi can walk.
If you change 0x5234 in the ROM from FF to 00, Mario/Luigi can walk right away.

I realize that this isn't necessarily the topic for this, but since you mentioned it here, it seemed fitting to submit the solution close to the source for anyone else who can potentially make use of it, too.

As for the archives, that's great that they're back again. I have memories of reading through those old threads back in my college years during my breaks, when I was learning more and more. Too bad I wasn't around for those times. I was late to the party.

Quick Curly
Posted on 08-07-15 04:08 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 160578


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Insectduel: Don't be so hard on yourself, my friend. We all begin somewhere. There's enjoyment to be had in everything. You do amazing work with Super Mario All-Stars. Nice video.

BigBoo32: It's been a while since I've played Super Mario 64 and Super Mario 64 hacks, but I always enjoyed the game growing up, and you're putting together a very awesome hack! The levels look very detailed and interesting to explore. Best of luck with your ongoing progress!

Quick Curly
Posted on 08-12-15 09:32 PM, in Freddy Vs Jason - DK Edition for NES Released!!! Link | Quote | ID: 160638


Giant Red Paratroopa
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I really like this! Another awesome project! Well done!

Quick Curly
Posted on 08-18-15 03:12 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 160698


Giant Red Paratroopa
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Besides Super Mario World, are there any other games that you might be interested in hacking?

Quick Curly
Posted on 08-18-15 03:19 PM, in Introduce yourself here! Link | Quote | ID: 160699


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Hello, hakarl. I hope that you enjoy your stay.
I hope that you do stay, anyway. It seems that any few members who do join the board just disappear immediately afterwards, unfortunately.

Welcome back in a sense as well, Termingamer2-JD. You appear to be doing well in bringing some activity back to Board 2. I hope that you enjoy your stay.

Quick Curly
Posted on 08-18-15 04:19 PM, in Dark Mario - SMB3 Project Progress Thread Link | Quote | ID: 160700


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Posted by Googie
Quick Curly you're a big help I really appreciate it!
You're welcome.
Since it's been a week since you last logged in, just in case you happen to see this without logging in, I sent you a PM with another update.
Though, I might work on contributing a little more if/when I have the time, as I kind of feel like doing some SMB3 hacking stuff right now (mainly levels in a more straight forward style specific to the build of this hack so far) but not necessarily starting a whole new project of my own yet.
However, again, since a week has passed since there have been any updates, there's no way to know how many more things you've done with the hack, and what specifically, so it could be difficult to put everything together.

In my personal opinion as well, I feel that you might want to wait before releasing a demo. The early levels, given that they're in the first world, go by considerably fast. Perhaps a demo of two or even three worlds might be more presentable, and there will be more content for others to comment on and get a feel of the direction the hack is taking, and potential considerations for other implementations for the hack.

In addition, in the Romhacking.net message board thread for this project, you mentioned this:

Posted by "Googie"
I plan to use some SMB3 goodies to make this hack great like this, this, and this
Just to comment on implementing those hacks, and implementing a whole bunch of ASM hacks in general, you want to make sure that the implementations don't overwrite any of the changes that have already been made to the hack.

The "SMB3 - Graphics Update" appears like it'll work, and that it should help fit the theme of the hack. Since there haven't been any real graphical changes made to Dark Mario yet, this likely shouldn't overwrite anything.

The "Super Mario Bros. 3 - Item Slot Hack" would be a pretty awesome addition, but I looked at the changes by comparing them to the original, unmodified ROM through WindHex32, and some ranges of modified bytes come very close to areas in the ROM that have already been changed. Implementing this ASM hack might have to be done manually, which might mean having to modify jumps to fit everything in. There's a chance that this might not be necessary, but to find out, it takes time, as well as time to do it. It might be easier to just build the hack around this specific modification, and for the other hacks that have already been implemented, work them back in instead.
Again, that's if there's even one byte from this hack that would affect any change in Dark Mario. It might have been easier to put this in from the very start, or it might be easier just to not put it in at all to avoid any potential problems, and so that the task isn't immediately dependent on me to take care of.

The "SMB3 SRAM Hack" is an amazing implementation, but it might not truly be necessary for this hack, considering that it's going to be so short. In addition, it would probably have to be modified to account for the backup item from the Item Slot Hack, so that it would save that as well. That's considering that it works as expected with all of the other changes in the hack so far, with the variables that are saved, and also the customized title screen so far that has been adjusted to account for only one player, and has a custom text implementation in place of the one or two player selection.

I do feel, however, that the hack might be relying a bit too much on ASM hacks and changes made by other people. I know that the hacks were made to be used and they can be used as bases/additions for other hacks, but I just felt the need to point that out. People have probably recognized over time that I'm by far a judgmental person, and I look forward to any and all projects for what they are - the more, the better - but given your many projects in the past, and how people generally look forward to any new work from the highly recognized Googie, it would be unfortunate if your own contributions were overshadowed by the fact that the hack features multiple changes that are not self-made.

Maybe I'm over-thinking this, but it's kind of similar to when a whole bunch of people are working on the same project, but individually. The more sources there are implementing changes, the greater the chance that all of those changes are going to conflict with each other.

Quick Curly
Posted on 08-18-15 07:49 PM, in Super Mario World (NES) Link | Quote | ID: 160704


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Come to think of it, I wonder if there would be any interest in a project that completed the individual ROM dump for the NES port, similar to how some graphic hacks on multi-cart ROMs have been copied over to ROM dumps of the specific, individual game.

There was a hacking project started by macbee a couple years ago to improve the graphics of the NES version, but there haven't been any updates for nearly just as long. It might still be getting worked on here and there, but it probably won't be completed anytime soon.

Quick Curly
Posted on 08-18-15 07:55 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 160705


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Cool.
You're probably familiar enough with Board 2 to know that there's the General SMB3 Hacking Thread which contains a lot of information, and also some implementable ASM hack tutorials from myself. It's my personal favourite game and the one that I'm most familiar with ROM hacking wise, so if you have any questions if/when you choose to try your hand at SMB3 hacking, please feel free to let me know.

Though, this is a thread in which you're the one who should be asked questions, so...

What kind(s)/state(s) of weather do you enjoy the most?

Quick Curly
Posted on 08-19-15 12:11 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 160706


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Since this is the random talk thread, I figured that I'd give it a 4-month regeneration. Even if it means that I'll be talking to myself.

I've been looking at how a few different NES games work as of late. Most recently, I completed documentation on Balloon Fight Level Hacking (currently up to 40 unique downloads so far), and created a Balloon Fight level hack, Cosmic Balloon Assault (currently up to 70 unique downloads so far). I personally feel like that's my most accomplished major project up to this point, considering that I figured out how everything works by myself, as opposed to how Super Mario Bros. 3, the game I'm most familiar with, was obviously hacked before me. In addition, there's lots of information available for new hackers, as well as utilities that visually help the modification process.

It feels rewarding to have figured a game out, and that I used FCEUXD to find and change everything, as opposed to needing a level editor. True, I used FCEUXD, but building levels from scratch within a hex editor is the complete opposite of visually friendly, which most people would certainly struggle with.

Right now, I'm looking at Kickle Cubicle. I looked at it years ago and figured out the meta-tile values, but not the compressed level format. Turns out it was pretty simple after all. In fact, I recognize the format from some other games I've looked at, too. I'm not sure what will come of this, if anything, but it's interesting for me to look at right now.

Quick Curly
Posted on 08-19-15 01:03 AM, in Help needed for translation Link | Quote | ID: 160708


Giant Red Paratroopa
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Hello! Welcome to Board 2!
This is a great idea for a project. I always enjoyed this game. Nice work so far.

The following notes are likely review for you, but I'm just analyzing the situation to see if we can figure it out.

From what I can see, 0x11F92-0x11FC3 (0x32) are the text pointers.

B4 9F = $9FB4 (0x11FC4)
18 A0 = $A018 (0x12028)
6B A0 = $A06B (0x1207B)
B9 A0 = $A0B9 (0x120C9)
Etc.

FE means the next line. 4 lines are displayed at a time. If there are more than 4 lines in a section of text, that's when the cursor appears to allow the player to press A to advance it to the next line.

FF means the end of a section of text, and the next scene and section of text should begin.

0x11FC4 is for the first screen of Mark walking.
0x12028 is for the second screen of Mark staring at the star.
0x1207B is still the second screen of Mark staring at the star, but is a new section of text.
The 0x120C9 pointer cuts into the text that was already used when the third screen is displayed.

So, that appears to be the issue.

You could probably make use of the unused space (the "01" bytes) and move the text accordingly so that you have more room to work with. Who knows how much of the space will be used up as you continue to complete the translation? This way, you make use of the room as best as you can. Just a suggestion, anyway. It's up to you.

I thought that it would be more difficult than that, so hopefully this doesn't seem too wordy. I just approach tasks one baby step at a time to try to figure out any potential problems, and I like to be thorough with my posts and explanations.
I hope that this helps solve your issue.
If you have anymore questions, or if the problem still persists, please feel free to continue to post, and hopefully I or someone else will be able to look into it for/with you.
I'm looking forward to your progress with this. Please keep us updated!

Just as a heads up as well, the ROM Hacking section probably would have been a better fit for this topic, especially if this can serve as a progress thread for your project.

Quick Curly
Posted on 08-19-15 02:04 AM, in Help needed for translation Link | Quote | ID: 160711


Giant Red Paratroopa
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You're very welcome. I'm happy that I could help.

No worries. We all begin somewhere. Sometimes it helps to just have another pair of eyes to look at something.
Generally, NES games have relative data close together, since that's the order that they put things in. For example, text pointers are usually set up, and then the text strings will follow to make the most effective use of the game's free space.

No problem. I'll actually cover the exact steps and process that I took to find the information as soon as you made your post.
Since you already provided the ROM offsets for the text strings in question, I opened your patched translation so far in FCEUXD, and used the Code/Data Logger to run the intro with the hex editor open. Once the repeating screen finished playing, I paused the emulator window (with the F2 key) and then stopped the Code/Data Logger.
Clicking into the hex editor, some bytes are now lit up. Yellow means code, blue means data, and green means both code and data. In this case, what we're looking for is data.
The pointer bytes that I referred to were lit up in blue, and I saw how the high bytes and low bytes closely resembled the ROM offsets for the beginnings of the text strings.

However, let's say that there's a case of where you're trying to find the location of the text pointers, since for whatever reason, they aren't nearby the text strings like in this case. Using the Debugger, you could try setting read breakpoints from what could potentially be those ROM offsets.

While accounting for the NES ROM header (0x10 bytes in hex, 16 bytes in decimal), the ROM addresses will be +10 (hex) of their RAM equivalents.

So, take 0x11FC4, for example.
PRG-ROM banks (i.e. the ROM file) are mapped to RAM in specific sections:
$8000-$9FFF
$A000-$BFFF
$C000-$DFFF
$E000-$FFFF

So, to try to find the code that the game uses to retrieve the text string values, until we know for sure, 0x11FC4 could potentially be:
$9FB4
$BFB4
$DFB4
$FFB4

Some games have fixed banks within the $8000-$9FFF and $E000-$FFFF regions, so it really depends on the specific game that you're working with. Potentially, $9FB4 and $FFB4 wouldn't even be possible in some games for the RAM equivalent of 0x11FC4 in the ROM. I won't try to go too much deeper into specifics concerning that, though.


Short version: Sometimes, it comes down to a lot of trial and error, and even random luck.
The Code/Data Logger tool in FCEUX/FCEUXD really comes in handy for seeing everything in the ROM file that is being used at any given moment in the game. You can run specific parts of the game, like the title screen opening to see where the data for the graphics to display is located, a level to find object data, or even to try to locate the music being played.

So, for the sake of completion, after setting a read breakpoint from $9FB4 in the Debugger window in FCEUXD, once the first introduction screen is loaded, the Debugger window freezes at this line of code:

$9EC2:AD 6B 06  LDA $066B = #$00
$9EC5:0A ASL
$9EC6:AA TAX
$9EC7:BD 6D 06 LDA $066D,X @ $066D = #$B4
$9ECA:85 10 STA $10 = #$B4
$9ECC:BD 6E 06 LDA $066E,X @ $066E = #$9F
$9ECF:85 11 STA $11 = #$9F
$9ED1:A0 00 LDY #$00
$9ED3:B1 10 LDA ($10),Y @ $9FB4 = #$1A
$9ED5:C9 FF CMP #$FF
$9ED7:D0 09 BNE $9EE2
$9ED9:CE 6B 06 DEC $066B = #$00

So, just by examining this section of code, we can see and learn that Monster Party uses $0010 in RAM as a reference pointer (through $0010 and $0011) for loading the values for those text strings. The "CMP #$FF" part must be for checking for the FF that terminates one section of text and progresses to the next.


Previewing my post, I noticed that you edited yours and added the part about 0x8000. Yes, that helps to explain what I just tried to much easier.
Which, in a sense, disregards what I mentioned about the $9FB4/$BFB4/$DFB4/$FFB4 possibility, but again, it really does depend on the game. Multiple PRG-ROM banks could potentially be mapped to $A000-$BFFF or $C000-$DFFF in RAM, which means pointers (which apply to more than just text) could be the same for multiple banks. For example, in SMB3, take 0x1E010-0x2000F, the Plains bank, and 0x20010-0x2200F, the Hilly bank. A Plains level at 0x1E999 would have its pointer be "89 A9", just as a Hilly level at 0x20999 would also have its pointer be "89 A9".

If you freeze the emulation window, or when the Debugger freezes at a line of code itself, you can hover over the side bar to view the location in ROM of what is currently at that location in RAM. This can help determine potential pointers as well for any data in RAM that is not actually code.

This is a bit long, so I'll stop here for now. I apologize for any potentially inaccurate information and for definitely being wordy this time.

Quick Curly
Posted on 08-19-15 03:27 PM, in Super Mario World (NES) Link | Quote | ID: 160719


Giant Red Paratroopa
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Posted by Termingamer2-JD
As I said, it already exists. It has no marks like [ b ] or [o] on it, and the [b1] dump is the cartridge.
Well, [b1] would still indicate a bad dump, but I believe you meant [p1], since I did see that one. I guess I never looked at that one, and only ever had the (Unl) version.

Though I was just referring to what you initially said, that the "full version is only contained on the JY-120 45-in-1" multi-cart, as indicated here:

https://tcrf.net/Super_Mario_World_%28NES%29/Standalone_Cart

Either way, I never did play through the whole NES version, so honestly, I wouldn't know for sure one way or the other. The fact that an NES port exists is pretty cool, though.

As for the graphics hack, it seems that macbee was editing the incomplete version. That was also the last update in that topic specifically. He most recently released Tcheco, a game on Steam.
Sometimes, people just take a break from some projects. That could be all it is. Though yes, history has shown that generally, when people don't update a project for a while, it's safe to assume that it's cancelled until further notice.

Quick Curly
Posted on 08-19-15 03:34 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 160720


Giant Red Paratroopa
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You're welcome.

I never really felt like there was a reason to make one of my own. I figured that people wouldn't bother posting in it anyway, or there would be the potential for personal questions getting asked that I would prefer not to answer.
I'm really not that interesting, anyway.

If you like Pokémon, what is/are your favourite Generation(s)?

Quick Curly
Posted on 08-19-15 03:47 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 160721


Giant Red Paratroopa
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Thank you for recognizing that.
I've done plenty of direct hex edits for Super Mario Bros. 3, but at least for hacks of that game, people have SMB3 Workshop and the SMB3 Map Editor to visually help with level and map edits.

I don't have any of my own videos of the Balloon Fight level hack specifically, but there are currently 4 YouTube videos of Cosmic Balloon Assault that have already been made by other players, which is pretty awesome:

Cosmic Balloon Assault (Balloon Fight Hack) NES 2 player Netplay 60fps by arronmunroe

Cosmic Balloon Assault with Sorin by DANGEROVIDIU

Cosmic Balloon Assault Ok with Sorin by DANGEROVIDIU

Cosmic Balloon Assault (Balloon Fight Hack) 1 Player run by vhernandez2121

If you mean for Kickle Cubicle, I don't have anything visual to show at this point, unfortunately. I haven't changed anything yet. I'm still looking for whatever information I can find to document on the game in general.
For years, there has been a little information available through Data Crystal, but I'm searching beyond that.

Quick Curly
Posted on 08-19-15 06:57 PM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 160728


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That's cool.

Well, I'm not trying to address the situation much, but it's best just to leave it alone and not keep poking at it. Doing so will just give people a reason to make an issue out of things that could have gone on at other boards, and you don't want to risk being banned. It's best to let the staff members take care of such things, whenever they get around to it. You can PM them if you feel that you're being treated unfairly, but don't be too aggressive with the situation yourself either, or it could turn around on you.

Just to be clear, I'm not trying to take sides. I just generally wish that people could get along.

As far as I'm concerned, I prefer to give people chances and fresh starts until they prove me wrong to do so. Whether stuff happened or not on other boards, it's better not to carry it over to others. Each individual has something to offer, whether they choose to embrace it or not, and if everyone had a more positive outlook, the world would be a whole lot better of a place.

"Treat others how you want to be treated".

What are your favourite foods and beverages?

Quick Curly
Posted on 08-19-15 07:06 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 160729


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Oh. Ha ha. Well, there are actually quite a few people who have played my multiple SMB3 hacks over time. There are too many to really bring them all up and link them here, and some videos are from older channels that either made their videos private, or the videos (and possibly channels) were deleted. Searching for the hacks should bring up the videos that are still available. Most recently, vhernandez2121 and English1stud have been playing SMB3 hacks from my most recent SMB3 related release, the Quick Bros. 2 Hack Pack.

Quick Curly
Posted on 08-19-15 08:31 PM, in Help needed for translation Link | Quote | ID: 160730


Giant Red Paratroopa
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Sorry about not covering the Game Over screen yesterday. I had to go, and my post was already pretty long to fit much else in.

As for the adding 0x8000 step, it would have to be because of the $0000-$7FFF section of CPU memory in RAM that the PRG-ROM banks aren't mapped into, so you would have to skip those regions when accounting for any pointers.

You're very welcome. No worries. I'm happy to help, if I can. You're awesome, too.

Excellent work on the translated introduction! I noticed that there were a few lines that could probably be modified to perhaps display the text more appropriately. When there are quotes of text spoken by the same character in a row, it might be more comprehensible to keep the sentences together within the same pair of quotes. I believe that the original Monster Party did this as well, but it might be something that you could do to fix that. Though, like with anything else, that's completely your call and up to you.

For example:

"I'm looking for
help."
"Evil monsters
are out of control
in my world."

Instead, you could combine those two quotes, since Bert speaks both of them:

"I'm looking for
help.
Evil monsters
are out of control
in my world."

There are other instances too, but I won't list all of them to try to save room. I'm sure that you'll be able to spot them, but again, that's only if you choose to, and consider the above suggestion as something worth looking into.

There's also a line spoken by Bert, fully visible around the 1:14 mark, where the period and ending quotation mark appear on the next line:

"With your weapon,
you'll be able to
destroy them easily
."

Maybe instead, you can insert an "FE" byte after "them" (to go to the next line there) to fit "easily" with the period and ending quotation mark:

"With your weapon,
you'll be able to
destroy them
easily."

Again, just a suggestion. I usually don't like making suggestions and trying to tell people what to do since it isn't my project, but I just wanted to point those things out for you nonetheless, just in case you didn't notice them and would want to know about them.


Now, as for the Game Over screen, let's have a look.

Using the Name Table Viewer, you can hover over tiles displayed on the screen and view their values. You can then search for a string of values in the hex editor.
I also used the Code/Data Logger to log the data for when the Game Over screen loads.

The blue lit bytes begin at 0x094B2 in the ROM.

The full range of blue lit bytes is 0x94B2-0x98BB (0x40A).

To find where this data is loaded from, I set read breakpoints for $94A2, $B4A2, and $D4A2 (I didn't figure that it would be $F4A2, and given that $94B4 was 0x11FC4, it might have been used again) and then lost so that the Game Over screen would load.

The Debugger froze at $C366, which is 0x1C376 in the ROM file.

$C366:B1 08     LDA ($08),Y @ $94A2 = #$20
$C368:C8 INY
$C369:AA TAX
$C36A:10 22 BPL $C38E
$C36C:C9 FF CMP #$FF
$C36E:D0 01 BNE $C371
$C370:60 RTS

Searching for "A294" in the ROM file, the first result is at 0x101B6-0x101B7 (0x2), and the bytes are lit in blue. 0x101B6-0x101BD (0x8) is all lit up, in fact:

A2 94 02 06 1E 1F 11 00

It appears that there are other groups of similar bytes following this range, too. I'm not really sure what they're for at this point. Maybe the Game Over screen is different for later levels? I don't remember.

Either way, it appears that all of the tiles that appear are within the 0x94B2-0x98BB (0x40A) range.

Using a combination of the PPU Viewer (for seeing the tile values), the Name Table Viewer (to see your screen displayed, and which values you should be looking for in the hex editor to change next) and the Hex Editor (to make the changes), you should be able to modify the menu how you would like.

You could potentially move the top-left corner of the menu's border to start from PPU Address $2187, and stretch it out to PPU Address $2198. That would be a centered length.

The skull sprite displayed on the screen is at 0x10479-0x10488 (0x10).

00 00 01 00 00 08 02 00 08 00 03 00 08 08 04 00

The 01, 02, 03, and 04 are the tile values used to draw the skull.

0x1048F - 84 - Vertical position for skull for "CONTINUE" option
0x10490 - 9C - Vertical position for skull for "END" option

I'm guessing that 0x1048D and 0x1048E, both 69, are the horizontal positions for both respective options, but trying to modify them to move the skull horizontally causes graphical glitches. There must be something else that would need to be changed in order to display it properly.

Here's basically an idea of what I have in mind. Hopefully it helps you with a sense of direction for modifying the screen how you intend to.
However, again, that skull seems to not want to act properly with trying to move the positions for it. There must be some reason for it, but I would have to look more to find it, though I might not have anymore time to do so today.

(44 bytes collapsed: )

Also, I'm not annoyed at all. I enjoy looking up this kind of stuff and being able to help others with their projects. I just try my best, and sometimes there are other people who will come around to help us both out, too. Let's hope for that.
In the meantime, I'll continue looking to see if I can maybe figure more things out. For now, this post is probably long enough by now, too.

Quick Curly
Posted on 08-20-15 12:38 AM, in What movies are you watching? Link | Quote | ID: 160740


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I don't normally watch movies.

Quick Curly
Posted on 08-20-15 12:44 AM, in Termingamer's Cybernetic Ask Thread Link | Quote | ID: 160742


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Posted by Termingamer2-JD
(you sound like the sort of person who would be a good moderator/admin of a good board, for some reason.)
Thanks.
I just try to be a positive person. It's surprising how few troubles I experience in my personal life as a result of looking at each day positively.

I definitely agree with you about barbeques.

Did you know about these other forum sections?

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THE AWESOME WHITE HOLE

Don't you feel that it's a shame that they haven't been posted in for so long?
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