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erpster2
Posted on 09-29-09 02:36 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 09-29-09 05:48 AM) Link | Quote | ID: 116326


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Posted by copyRIGHThunter
Thanks for you efforts Sonic Hachelle-Bee. It's cool seeing some english instead of the mistranslated mess we've all see so far. I found some translations of the kanji in SMA4 and the level names come to this....

# M11 Athletic with Note Blocks! (おんぷブロックでアスレチック!)
# M12 The Airship's Unbearable! (ひこうせんはとまらない!)
# M13 Excitement Under the Ice! (こおりのちかでおおあわて!)
# M14 The Tanuki Suit's Secret (タヌキスーツのひみつ)
# M15 Keep Going by Transforming Mario!! (へんしんマリオでつきすすめ!!)
# M16 With Boots On, GO! GO! (くつをはいてGO!GO!)
# M17 Be Careful of Taa-kun (ターくんにきをつけろ)
# M18 Ice Fortress (こおりのとりで)
# M19 Desert Pipe Labyrinth (さばくのパイプめいろ)
# M20 Break Through the Top of the Tower!! (とうのうえからかけぬけろ!!)
# M21 Escape the Fortress!! (とりでをかけぬけろ!!)
# M22 Rope-climbing Athletics! (ロープをのぼってアスレチック!)
# M23 The Ghostly Mansion of Mystery! (おばけやしきはなぞだらけ!)
# M24 Fly the Skies on a Mantle! (マントでおおぞらをとべ!)
# M25 Dig! Dig! Dig Through!! (ほって!ほって!ほりまくれ!!)
# M26 The Ocean is Full of Danger! (うみのなかはきけんでいっぱい!)
# M27 Hidden Koopa Castle (かくしクッパじょう)
# M28 Don't Mess With the Koopalings! (コクッパにだまされるな!)
# M29 Koopa's Airship Part 1 (クッパのひこうせん ぜんぺん)
# M30 Koopa's Airship Part 2 (クッパのひこうせん こうへん)
# PR Challenge! Togetoge Fortress (チャレンジ!!トゲトゲとりで)
# ?? Break Through With B-Dash! (Bダッシュでかけぬけろ!)



wow, nice. I'm wondering if anybody has figured out how to access that rare B-Dash level. it's the only e-level I haven't touched on.

I feel like playing all those e-levels all over again on both US and European versions of the SMA4 game.

Posted by Kiiro
I have talked to Parasyte, who did work on the decompressor with DJ Bouche.
http://www.kodewerx.org/forum/download/file.php?id=548

Link to Decompressor.

And link to ALL levels decompressed :
http://www.caitsith2.com/ereader/sma4/elevel.rar


the "names" of the e-levels from that rar file have those old messed up characters, Kiro.
can you post up the decompressed e-levels with the english translations? thanks.

only e-level missing from that package is B-dash; does Zeromaru know about that rare level?

erpster2
Posted on 09-30-09 06:00 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 09-30-09 06:01 PM) Link | Quote | ID: 116387


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Posted by caitsith2
Managed to finally apply the translated names over to the actual e-reader level card data. These are located on http://caitsith2.com/ereader/sma4.htm

It was the lack of a working compressor that had proven to be the initial road block from doing that.


wonderful caitsith2. one problem; all of the levels with the fully translated english names I've tested work except Bowser's Airship Part 1.

After loading the "mushroom 29 - Bowser's Airship Part 1.raw" file into no$gba emulator and attempting to play Bowsers Airship Part1 level, it would start off messed up like this:



mario or luigi would no longer be on screen and the messed up airship would keep scrolling to the right and I would automatically die. seems like that RAW file has some incorrect level data and needs a do-over. can you fix this?

erpster2
Posted on 10-09-09 11:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 10-09-09 11:21 PM) Link | Quote | ID: 116824


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Posted by Sonic Hachelle-Bee


Since I don't know where to post this, I think I will link the save game files here. These are european save game files in .sav format for SMA4, 2 files for each language (English + French, 32 levels + the other 5 star levels remaining):
http://hachelle-bee.perso.sfr.fr/Miscellaneous/SMA4eSaves.zip



I have just made 4 save game files for the US versions of the SMA4 game (the 32 levels & the 5 star levels for US versions 1.0 & 1.1). I'll post them shortly after I make a readme file for them.

erpster2
Posted on 08-28-10 04:35 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 134961


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Posted by Kiiro
e-Level Data in the save is compressed and all of them uses the same size.

ShadowDog, who is this guy who seems to have Mad Dash ?


sorry Kiiro. I think ShadowDog meant that someone in Youtube has video footage of the Mad Dash level but not the actual e-card of that rare level.

the chances of finding someone who owns that rare mad dash level card are getting slimmer...

erpster2
Posted on 05-25-11 09:41 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 142451


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Posted by eddine67
Yes, CSK2E have Mad Dash :0


the actual rare "Mad Dash" e-level card or any dotcode file containing the Mad Dash level? (NOT video footage of the level). that's what i'm really asking for.

erpster2
Posted on 05-29-11 08:34 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 05-29-11 08:40 PM) Link | Quote | ID: 142719


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Posted by eddine67
@Zowayix :
http://www.mediafire.com/?ikr3imjmnzj

All e-Reader Levels Jap


that's good, eddine67.
except that all the ace coins in the e-reader levels have been collected and the all the levels there are completed (and with all max high scores), which pretty much ruins all the fun.

how about putting up another jpn sma4 sav file with all e-reader levels that are unfinished or not yet played but are still listed AND with "0" ace coins collected?

I was also hoping Kiiro would upload that japanese card e-reader sav file that has the jpn sma4 link data on a site, like what he mentioned in this youtube video about a year ago:
http://www.youtube.com/watch?v=2NppeqO6NNI

hope he can find a way to come back here and continue with his SMA4 editor.

erpster2
Posted on 05-31-11 10:53 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 142933


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Posted by Kiiro
I'm still here, i'm just working on another project.

If you want all e-Reader levels to be unfinished, use sma4savtool (or very last version of Solar Magic Advance).
About the JPN SMA4 e-Reader Loader, i don't plan on uploading it soon, mostly because i'm busy.


ok. I did had plans of making my own eCard level more than a year ago but now I've rekindled some interest lately.

quick question: does sma4savtool work with JPN SMA4 SAV files? I know it also works with the EUR & USA SMA4 sav files.

it'll also be nice if purplebridge001 can improve his sma4savtool program so that the power-up switch cards can also be inserted or removed from SMA4 save files, not just adding/removing world-e levels onto them.

another reason why I'm after the JPN SMA4 e-Reader Loader: to load power-up switch cards, not just add e-level cards into world-e. playing all the world-e levels is HALF the fun. activating several power-up switch cards is the other half.

though I do have some SMA4 sav files (USA & EUR versions) that have all world-e levels (minus the Mad Dash level of course) AND several power-up switch cards activated. I may share them someday when I have more time.

erpster2
Posted on 06-16-11 06:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 06-16-11 06:11 PM) Link | Quote | ID: 143863


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Posted by Upaluppa
Posted by Kiiro
Don't know why, but the code doesn't work...

Maybe it's because of your rom?
I am using the US V1.0 one.

I've added a save fixing ips patch to it, but the code worked regardless...

In case you're using multiple of the e-switch activating codebreaker codes at the same time, that could very well be the reason it did not work!
You can only have one of them activated anytime.
If you use two e-switch codes at the same time none of them will work...

Here are all of them:

e-Switches' Effects Activator
83002D52 ????

0001 - Vegetable Sprouts
0002 - Short Power Meter
0004 - 3 1-up Mushrooms
0008 - Random Power-up Box
0010 - Slow Timer
0020 - 4000 Pts From Enemies
0040 - Fireball Coins
0080 - Small When Hit
0100 - Luigi Low Gravity
0200 - 2x Score
0400 - 3-up Moon
0800 - Harder Enemies
1000 - Life Saver
2000 - 2x Health Boom-Booms & Koopalings
4000 - Luigi's Replays
8000 - UNKNOWN (nothing?)

I've tested them in no$gba and vba, and they all do work.


It's true that if you try to use two different e-switch codes at the same address (3002D52), they both won't work.

BUT, Upaluppa, have you tried using any of these codes with some unusual numbers/letters:

83002D52 0F03

OR

83002D52 0E52
-----------------

The code "83002D52 0F03" activates the following FIVE e-switch effects:
3up Moon, Vegetable Sprouts, Half Power Meter, Luigi Low Gravity & 2x Score + Harder Enemies

(ALL FIVE of those eSwitch effects ALL IN ONE CODE!)

The code "83002D52 0E52" activates the following FIVE e-switch effects:
3up Moon, Fireball Coins, Slow Timer, Half Power Meter & 2x Score + Harder Enemies

(AGAIN, ALL FIVE of those eSwitch effects ALL IN ONE CODE!)


can anyone of you guys dare to try using code 83002D52 FFFF? careful with that one. it may or may not work or even it may crash the game. use code "83002D52 FFFF" at your own risk. heehee!

erpster2
Posted on 06-16-11 07:47 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 06-16-11 07:53 PM) Link | Quote | ID: 143875


Red Goomba
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Posted by Kiiro


So it's not worth to try.
You need to do an addition to activate more than one switch.


which is not a big deal to me. I'm having fun with experimenting with different e-switch effects.

I did try out code 83002D52 FFFF recently. that one activates ALL 15 or 16 eSwitch effects that Upaluppa mentioned.

careful: if you use any eSwitch code AND you save your game, the eswitch effect(s) from that code will become permanent. to undo those e-switch effects after the gave is saved, code 83002D52 0000 will have to be used and then the game must be saved again to erase those e-switch effects.

Posted by Renegade X135


Save Converter
This folder contains the save converter I used to edit No$GBA's saving preferences, from 'compressed' to 'uncompressed'. It's not very necessary, as I have instantiated an alternative method for switching the save preferences. But I have included this nifty tool here for anyone who feels like using it. (Credit for this application goes to the folks who originally wrote it.)




actually, Renegade X135, there's no need to use a No$GBA to VBA save converter.
why not set SAV/SNA File Format in the NO$GBA.INI file to Raw (a third and better option, IMHO)?
no$gba creates fully compatible VBA 128k sav files when that save preference is set to RAW. a lot easier than using a save converter.

erpster2
Posted on 04-25-12 08:32 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 150756


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Posted by eddine67
A guy made Mad Dash but the sav is in another forum...



it's available in both .sav and .level file format.
will play the newly created Mad Dash level shortly

erpster2
Posted on 02-21-16 04:07 PM, in Shin Zelda Densetsu (my fixes) (rev. 3 of 02-21-16 04:08 PM) Link | Quote | ID: 162834


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sorry to bring this up but I also bug-fixed the Shin Zelda Densetsu game a few years ago although privately.

there were other problems such as the game crashing in level 9 of the 2nd quest, which I had to remove some enemies in certain rooms to prevent the game from crashing.

I have the fixes for both PRG0 AND PRG1 ROMs (yes, I went further in making IPS files for them). let me know if you need them.

erpster2
Posted on 09-25-16 08:13 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 164368


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hi infidelity.

It's great that you posted a new version of the Legend of Link game that has a 3-game file save system - I had been wondering for a few years why only 1 file save was available in previous versions and not 3 like in the original Zelda1 game.

If there was a way to make the game work on the higan multi-emulator that would be nice too.
There was a discussion about it almost a year ago in these forums.

erpster2
Posted on 10-05-16 01:35 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164460


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Posted by Termingamer2-JD
I'll be showing this off to Dailymotion on my channel. It could get good interest there, which is nice.

Can I post this onto my site too? Obviously with permission from infidelity.

Issue: I'm using FCEUX 2.2.2 and the correct ROM (GoodTools name: Super Mario Bros. 3 (U) (PRG1) [!].nes) and the IPS is called the same.

However all I am receiving is a blank screen. I know this isn't a bad dump which is wrongly named, either.

Is this an issue with FCEUX 2.2.2 and IPS or am I doing something stupid? Here's a dump from the 6502 debugger:

  :0000:00        BRK
:0001:00 BRK
:0002:00 BRK
:0003:00 BRK
:0004:FF UNDEFINED
:0005:FF UNDEFINED
:0006:FF UNDEFINED
:0007:FF UNDEFINED
:0008:00 BRK
:0009:00 BRK
:000A:00 BRK
:000B:00 BRK
:000C:FF UNDEFINED
:000D:FF UNDEFINED
:000E:FF UNDEFINED
:000F:FF UNDEFINED
:0010:00 BRK
:0011:00 BRK
:0012:00 BRK
:0013:00 BRK
:0014:FF UNDEFINED
:0015:FF UNDEFINED
:0016:FF UNDEFINED
:0017:FF UNDEFINED
:0018:00 BRK
:0019:00 BRK
:001A:00 BRK
:001B:00 BRK
:001C:FF UNDEFINED
:001D:FF UNDEFINED
:001E:FF UNDEFINED


That's all that loaded for some reason. I don't understand a single thing of it, though.


it worked okay in FCEUX 2.2.3 as well as the FCEUX SVN builds after v2.2.2. try obtaining a clean SMB3 US PRG1 rom from another source.

erpster2
Posted on 10-07-16 08:06 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164468


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Posted by PKstarship
Glitch report! I was playing SMB3, in my first file i had an incomplete N-Spade game, and when I got an N-Spade game on my second file, it started my game from the first file, I could tell because that was my first 80,000 points on my second file, and some of the cards were already flipped over. I just wanted to put this here, so it can hopefully get fixed at some point.


I found another bug - it's with saving the SMB3 game. When I load an SMB3 game that is already beaten (the STAR * indicator is there), and then I choose Save & Quit to save the game to go back to the game select screen and when I choose the SMB3 game, the STAR indicator is gone as if the game has not been beaten when it should be retained.

erpster2
Posted on 12-03-16 04:21 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 12-03-16 04:24 AM) Link | Quote | ID: 164629


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Posted by infidelity


SMB2J Red Piranha Plant Normal
https://youtu.be/RsHPK0QCNeg




hi infidelity. I did get a chance to play the latest version of the SMAS NES 2016 hack.
The Red Piranha Plants seem to work like normal in that video you posted but only from Worlds 5 to 8. However, when I play Worlds A thru D (starting from world A-1), the Red Piranha Plants behave like the Green ones - they pop up and go down slowly; only the Upside Down Red Piranhas in Worlds A to D behave normally.

I'm pretty sure in the original SMB2J game for Famicom, the red piranha plants popup and go down fast in worlds A thru D.

erpster2
Posted on 01-22-17 04:57 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 164784


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Posted by infidelity
Tonight I'll be releasing yet another revision, but it's a very important one. I'll explain and submit the patch when I'm home.

edit

Main first page has explanation & new patch.


thanks. although the romhacking.net site still has the 7-18-2016 version of the game instead of the updated 1-10-2017 version. can you also post the new version on the Romhacking site?

erpster2
Posted on 02-11-17 02:06 AM, in Megaman the Wily Wars - Editor news and Game related info (rev. 2 of 02-11-17 02:09 AM) Link | Quote | ID: 164846


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Posted by Trinitronity
Shouldn't be, since Regen is the emulator that recreates the actual hardware the closest.

So if Regen gives out no issues, then you probably wont get issues on real hardware either.


It works on Regen except for game saves. Regen can't remember saved games with the Megaman the Wily Wars game, even with the sram patch as I've tested myself. I'm using v0.972 of regen.

the sram patch is not needed for Kega fusion as that emulator does retain saved game progress but the sram patch is very useful for Gens.

erpster2
Posted on 12-21-18 05:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 12-27-18 05:51 AM) Link | Quote | ID: 166792


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a different data corrupting bug was reported on this review of Zelda - Legend of Link on the RH site in late November 2018:
http://www.romhacking.net/reviews/3859/#review

by the way, the game seems to work okay on Mesen emulator as I ran it myself on a Windows 10 computer.


Posted by hossbags2
I noticed if you go to your inventory screen and accidentally choose a blank item and hit enter to go back to the game, the game crashes.


yup, I was able to easily reproduce this problem on the NES emulators (FCEUX, Nestopia, Nintendulator & Mesen)

edit 12/26: it would be nice in a future release that the selection "cursor" on the inventory screen would "skip" empty or blank spaces like in the original unmodified Zelda 1 game.

erpster2
Posted on 12-21-18 05:41 PM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 166793


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any news or progress on this hack?

erpster2
Posted on 12-21-18 05:47 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 12-21-18 05:47 PM) Link | Quote | ID: 166794


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I do not recommend playing this in Regen 0.97x as game saves do not work (it's an emulator problem with Regen itself). game will not remember game saves in Regen, no matter what

use Gens or Kega Fusion to play this game instead
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