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Synthetekh
Posted on 10-12-20 06:32 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) Link | Quote | ID: 167417


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Yeah I'm seeing exactly the same as everything you've said there.
Go ahead and try a 7th frame, or more if needed, and let's see what we get from it.

Synthetekh
Posted on 10-20-20 03:08 AM, in Megaman - The Wily Wars (USA) - Recovery & Restoration (rev. 2 of 10-05-23 11:17 PM) Link | Quote | ID: 167420


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Patch Link - Restore Megaman - The Wily Wars (USA) ROM  to  Original untampered with form


As a lot of people know 'Megaman - The Wily Wars' was only released on Cartridge (or physical release) in Japan and Europe, so we've only had those two regional releases for the game.
The North American version was only available on the Sega Channel service, way back in the 90s. The game data was downloaded to RAM from the Sega Channel, therefore it was lost every time the Genesis console was powered down, so no one's system stored a copy.

The AtGames Sega Genesis Ultimate Portable Game Player's (released November 13th, 2012) copy of Wily Wars was just the European ROM, so just false hopes there...
but the Sega Genesis Mini that was released to most the world September 19, 2019 did come with a promising looking copy of Wily Wars as being the lost North American version.

I believe there's enough evidence to say that IT MUST indeed be that ROM.
However, there are a couple hacked in modifications I've observed with it, but I've found it to be easily restorable to an untampered-with, original ROM.
As I've read, the company M2 was officially hired to "port" all the games for the Genesis Mini, so these couple hacks would most likely have been done by them.




- Explanation of the USA ROM from the Mini -
The changes hacked to the game appear to solely focus on an anti-seizure measure when selecting a Robot Master from the Stage Select, where originally the screen flashes rapidly, but now only a few slow blinks, and they simply disabled the Security Checksum routine so the game would boot with that change in place (otherwise Red Screen of Death).
Those modifications were made to it in exactly the same ways- byte for byte, as the Jap ROM that also came on the Mini, except this English ROM has a different Address space unique to itself, so it must be a different build of the game that's never been seen before.

In its hacked state neither Checksums are correct, the Genesis Header's Checksum nor the game's internal set of Security Checksums (and the function to utilize them is disabled); however when I revert all the hacked changes made to this unique English ROM, gathered using the differences between the Mini's Jap ROM vs an original unmodified Jap ROM (from Cartridge), all Checksums now match the ROM's data and all the game's Security Checksums are once again in use and properly functional. So from that point on if a single byte of the ROM is changed it'll boot to a red screen of death (as it should), but otherwise boots up normally.

One odd thing however is this USA ROM has the same Company Serial # (in the Genesis Header) as the Jap ROM, though more fitting than having the European Serial # as the Japanese region's came 1st, USA 2nd, & European 3rd, but I'd imagine it's because it never had a physical release...
However even regardless of this, I looked at the Serial # of other Capcom Genesis / Mega Drive games, and for many of them different regions actually do share the same Serial #.

The Serial code is at Address 0x180, and for it and the Jap ROM it reads [GM T-12053 -00], for the European ROM [GM T-12046 -00].




Other Signs of its Legitimacy:
This ROM also has a proper looking USA License screen in similar & same formats of how its done in the USA region of the NES games (there's some differences in each NES game); a good sign to see.
Although yes the European ROM could have been adjusted to make a USA License Screen for release on the Genesis Mini, but doesn't seem to have been nor did they seem to go to those kinds of efforts, nor was there any data to revert involving the License Screen & for the Checksums to match (absolutely no differences with the License Screen between the two Jap ROMs either).

Another sign of legitimacy is the construction hardhat/met enemy turns around before the edge of the screen exactly the same in both the Jap ROMs and this very apparent USA ROM, making for some odd behavior where they flip back and forth rapidly the more the screen edge is closed in on them, but in the European ROM it's fixed so they turn around after halfway leaving the screen, making for much more stable behavior. The order of this fix in the European ver. fits with the order in which the games were released (again Jap, USA, then Europe).

When defeating Wily in MM1 in this USA ROM, at the height of being ejected out of his machine the game awkwardly pauses for a second, same as in both Jap ROMs (from the Mini and the original from Cartridge), but fixed nicely in the European version.

Note:  The European ROM is essentially a later revision of the USA ROM (some bug fixes), with its own license screen & address spacing.  I haven't found anything else that makes it a particularly different variety of the English version.


All in all when I consider these major factors, this Sega Genesis Mini ROM legitimately looks like it's the lost USA / North American ROM.






- Other Info surrounding the USA ROM -

Genesis Header Checksums of the Megaman ROMs from the Sega Genesis Mini:
USA ROM's Sega Genesis Header Checksum that's written ~ CB82 (matches a calculated checksum once the modifications are reverted)
(Calculated Checksum value before reverting the changes ~ 23AD)

Jap ROM Sega Genesis Header Checksum that's written ~ EA80 (same as the Original 'Mega World' (Jap) ROM's, and once reverted also matches a calculated checksum)
(Calculated Checksum value before reverting the changes ~ 42AB)






--- How to restore the Data in the USA ROM to be Original ---
Below are all the Addresses for the Data that's different between the Edited Jap ROM found on the Genesis Mini and the Original Jap ROM.
- Use the Data at the below Addresses from the Original Jap ROM (as the source for restoring), and copy the appropriate # of Bytes to the USA ROM (from the Mini) but shifted to its Address space, as shown.
  So to clarify again, the differences between these Jap ROMs (the addresses of hacked data to revert) both exist under "(Jap)" label,
so then write that Data from the Original Jap ROM  to  the USA ROM at the Addresses under "(USA - Address differences)" label.


(In Hex)
# of Bytes,  Addresses

    (Jap)  -  (USA - Address differences)
02: 33C  |  33C
01: 5513  |  5513

01: 1824F | 18265
01: 18257 | 1826D
01: 1825D | 18273

01: 18991 | 189A5
01: 18999 | 189AD
01: 1899F | 189B3

01: 1919D | 191AF
01: 191A5 | 191B7
01: 191AB | 191BD

01: 19E93 | 19EA7
01: 19E9B | 19EAF
01: 19EA1 | 19EB5


01: 1F4FD | 1F513
01: 1F52F | 1F545
01: 23BFB | 23C11
01: 24C25 | 24C3B
01: 24C6B | 24C81
01: 24EB9 | 24ECF
01: 24EF1 | 24F07

01: 2547F | 25495
01: 25491 | 254A7



As the USA ROM came on the Sega Genesis Mini the ROM hashes are:
ROM SHA-1      26AD72719991E94DBE477C78E65D68F4A4FE51E6
ROM MD5        8E860E4F7C7EE5FEBAD9134A56766112
ROM CRC32     0CD405DB

After undoing their hacks to it (in its Restored form), the hashes become:
ROM SHA-1      9D91EB73394EB3EBDA7994C8F17B17CB99251B91
ROM MD5        8ED8CECF0939D08521543B9B13F03A61
ROM CRC32     B41EA524





------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
For the above hacking restoration info, refer to the EEPROM Jap ROM.


Note:  About the Original 'Rockman - Mega World' ROM
            (the one with EEPROM saving is official, the SRAM "version" is a Hack)


There's been this idea floating around the internet that there was an official Rockman - Mega World ROM with SRAM saving, in addition to the known official EEPROM version.
-   What's often labeled as the "Rockman - Mega World (Japan) (Alt 1)" version of the ROM (in some No-Intro libraries), data-wise shows itself as the legit ROM (with EEPROM saving).
      The other one that many people believe is an official SRAM alternate version to the EEPROM one that typically gets labled "Rockman - Mega World (Japan)" (in those same No-Intro libraries) has
      very clear signs of being a hack, and steals the title from the legit ROM!

1)  This "SRAM version" includes an incorrect Mega Drive Header Checksum (written as 0x7B91 but calculates to 0x63FC), where as the ROM with EEPROM saving has a correct checksum written as 0xEA80.
2)  And the SRAM ROM's internal Security Checksum Sub Routine is disabled using a bunch of 'nop'ed out code which Byte for Byte matches the code changes from MottZilla's SRAM Patch
        (a patch for the European ROM) but shifted to the correct address space for the Jap ROM.
3)  It also has a Region of "1" instead of "J", which isn't necessarily wrong as some games have unusual mysterious Region Codes (though is still an unofficial region code), but is very strange for Wily Wars
        as normally its J for the Japanese ROM (EEPROM saving) both from Cartridge & from the Mini, E for the European ROM, and U for the USA ROM recovered from the Sega Genesis Mini.







~ Post History ~

Original Post - 10-19-20 07:08 PM  -  (2020, Oct 19th)
(6418 bytes collapsed)

Synthetekh
Posted on 10-20-20 10:27 PM, in Megaman - The Wily Wars (USA) - Recovery & Restoration (rev. 3 of 10-22-20 10:09 AM) Link | Quote | ID: 167422


Ninji
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Neat~
Yeah what an unusually interesting situation to work with.

That'd be cool if I can submit a patch. I mean I feel like concerning over the patch technically containing official data could just be splitting hairs for nothing, so maybe I should just do it since its such a negligible amount of it broken up into tiny segments anyway.
Heck I wish I could just give the ROM directly in both its restored and altered states, since it can be a little tricky to find the download for this one, but at least
Spoiler:
whenever you need easier answers just put reddit in your search, usually helps :o


I think I'm going to stick with the European one since I'm already familiar with its Addresses, and is from a technical standpoint (besides the license screen kind of stuff) really a later revision with no new bugs introduced as far as I've seen.
But eventually I'll probably do it for the other 2 as well.

Synthetekh
Posted on 10-23-20 09:16 AM, in Megaman - The Wily Wars (USA) - Recovery & Restoration (rev. 2 of 10-24-20 09:43 AM) Link | Quote | ID: 167426


Ninji
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I guess what I'll do is just explain the circumstance to a mod over at RHDN, and see what they think with this.

As for here, I just looked at the rules again and it just says under "DON'T":
"Post ROM/warez links on the board. You are free to exchange links with others through private messages, but do not post them out in the open."
Seems pretty relaxed, and at least this isn't a Nintendo game lol.

Posted by Zynk
This is a nice discovery

Yeah~
!!

Synthetekh
Posted on 10-24-20 09:38 AM, in Megaman - The Wily Wars (USA) - Recovery & Restoration Link | Quote | ID: 167430


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Posted by MiniCompute

Heh but it should be fine if you speak to one of the mods and have them clarify it.


Relaxed compared to the specification at RHDN anyway lol (though even then that's mostly based around just what their site's purpose is).

Yes, definitely going to do that first. I don't want to find myself in a position of assuming, nor guessing wrong.
But hopefully it's not enough of a complication to cause any issue.

Thank you for that safe guard to be sure I don't go doing it wrong, much appreciated .

Synthetekh
Posted on 11-07-20 06:57 AM, in Epic Racers - Super Mario Kart hack Link | Quote | ID: 167440


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For what it's worth, the presentation of the hack feels nicely complete, and although it's old artwork, it's some of the better I've seen in a hack honestly hahah.
Looks drawn in proportion well.. something plenty of people get wrong easily including myself, and the colors are mostly all done with vibrant attractive shades which I hardly see in other works (for example more golden orange yellows over greenish yellows or strait yellow, typically with nice contrasting between them).
The character selection screen was actually quite enjoyable to stare at, and got a good laugh from the title screen.

Track layouts were overall interesting, though a bit quirky with the sharper turns. Track themes were overall quite nice. I'd imagine it was likely a hell of a lot of work replacing all the characters (I've seen the massive # of frames.. about 12, and then in each size D: ).

I know the feeling pretty well though, maybe too well. I have someone who's always after me to help him with character hacks (pretty interesting ones however) and I can hardly begin to put the energy into it.
So I basically... just.. gradually, quit, stating as many reasons as I could mention over much time.... but he's determined (4.5 years now).

Glad it's behind you finally.

Synthetekh
Posted on 11-07-20 10:14 PM, in Epic Racers - Super Mario Kart hack Link | Quote | ID: 167442


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I would have felt the same way if it were something I was involved in.

I have a hard time working on almost any group project because my ideas tend to really go in different directions and to different kinds of specification of how I want to see things implemented.
And then I end up working at a very inconsistent pace, and want the experience of learning to do all parts myself anyway haha (though open to having some help if it can work out really well).

I would say to me it's interesting to have seen something that I feel has some value (not all bad, not all good), but it's always cheapened a lot as well when something isn't really as it should, or could have been, and I'm sure if you felt like or had the time to really improve upon it fully it would be a lot better.
But yep, it is what it is, and that's how stuff often goes.

Lack of unique music really is a down side for many hacks, and I also felt it here, particularly for all track and character victory themes that strayed much at all from their original.
I've apparently trained myself to usually block out music in such instances since I never really expect much, being that composing something great and hacking it in is a stumbling block for almost everyone.

Synthetekh
Posted on 12-21-20 11:03 AM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 167456


Ninji
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Well I'm consistently doing a lot better with ways I've found I can manage my health (I also have a chronic sinus infection I realize, and getting deep congestion out helps me tremendously), so progress should be more steady whenever I get time to work on my projects.


Anyway, I've been looking at projectiles and other objects passing through a good portion of Megaman's head, and it looks like this is more of an endeavor to fix than I thought it'd be, so I think I'll put it off for a while.

Oddly there's interaction between the Top end of Megaman's Collision Box, and the floor of most Sprite Platform Objects, where if I raise his height much at all so that the collision boundary of his head isn't so short, then suddenly it behaves like his feet are inside the platforms and when you try to walk on them you get pushed out to the edge and drop.
Very buggy behavior.

I checked absolutely that the Bottom end of Megaman's Collision Box was not mistakenly lowered any (and if it were, he just stands higher making him graphically float in the air some, and walks just fine over them).

So I'm going to have to take plenty of time to dig into the programming between Megaman and his interaction with the Sprite Platforms sometime.

Side note:
I checked MM 1 - 7 + MM&B, and MMX, and many of those games have the collision for the height of his head a bit short. I'd imagine this is actually deliberate somewhat to give some leeway to avoid being hit a little easier.
In Megaman X his head's collision is very short.

I do think his head's collision should be just a little taller though.

Synthetekh
Posted on 01-17-21 05:59 AM, in Megaman: The Wily Wars - Classic Fluency Link | Quote | ID: 167472


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Wow you've found a lot of hard-coded speed and delay values and such, very nice!
Looks like your efforts are coming along pretty well.

The stuff you've found are things I definitely want to have documented, but hadn't had the time to get to a lot of those yet. I appreciate the contribution and is certainly helpful. Thanks for sharing!
We both also seem pretty observant of a lot of the issues the game has to be fixed.

Yeah, I spent the past 10 years learning how this game works whenever I get time to, which isn't nearly as often as I'd like, but I've definitely learned a lot about it.

Synthetekh
Posted on 03-08-21 10:27 PM, in Megaman: The Wily Wars - Classic Fluency (rev. 2 of 03-08-21 10:31 PM) Link | Quote | ID: 167505


Ninji
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Oh, very nice LiquidMarble! Thanks for sharing your update.
Yeah it gets pretty time consuming working on this as much as it could use, and yeah the skill level issue too.
For myself, I've gained the skills needed to see this project through all the way, but free time keeps me going rather slow, plus needing breaks with how tedious this stuff can get after many days of solid work.

Thanks MathieuN82, glad to make this happen!
It'll be a looonng time before it's truly finished, because some of what I need to do takes a considerable amount of time, and I'm just going to keep fixing any little bug / issue I find, which there's a lot of.
But I'm working mostly on the ones critical to enjoying the game first, and finding a lot more time to work on this now, so I'm really hoping by the end of this next year I'll have every main issue fixed (including the lag problem).

I'll later make a patching program for this too (for European, USA, and Jap versions) so people can individually choose what fixes & changes they want to apply / revert.


I'm working on trying to get another update released pretty soon, but I want to be sure to include a fix for how Magnet Missile turns corners in this next one, and I'm having to document all of Magnet's programming to make a proper solution (and a ton of Weapon related RAM Addresses as well), so I've been deep into that this past couple weeks. Good opportunity to get that documentation done anyway though to aid in making a full disassembly of Wily Wars at some point too.
A feature mostly done already in this coming update is the ability to still shoot your Plasma when out of weapon energy on Rush (plus the ability to shoot 3 shots with Rush & Rush Marine like in MM4).
I've now Increased the size of Plasma (1 pixel in height) to fit Wily Wars. It was identical to the NES games, which didn't feel right to me and doesn't fit the height of his arm cannon in WW (the smaller size does fit for the NES games though).
And then I'll clean up more issues to go with these things.

Synthetekh
Posted on 03-26-21 03:10 AM, in Megaman - The Wily Wars (USA) - Recovery & Restoration (rev. 2 of 03-26-21 07:10 AM) Link | Quote | ID: 167523


Ninji
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I'll go ahead and just post the patch.

I ended up not PMing an Admin / Mod since they're hardly online and didn't want to bother them with something that's probably a very trivial issue if at all.
Plus at least it isn't anything with Nintendo related content hahaha.

https://dl.dropboxusercontent.com/s/lmhkouad9bge3q2/Megaman%20-%20The%20Wily%20Wars%20-%20USA%20Restoration%20Patch.zip

If an Admin sees this and finds an issue with it, please let me know and I'll remove it.



Spoiler:
+ I could also upload the ROM in patched and un-patched forms somewhere on the internet as the Genesis Mini ROMs were decently hard to find, but you'll have to look on your own for that of course!
Or you can PM me here for a link actually (it's not against the rules).

- FAQ -
"DON'T: Post ROM/warez links on the board. You are free to exchange links with others through private messages, but do not post them out in the open."

Synthetekh
Posted on 03-26-21 11:40 PM, in Megaman - The Wily Wars (USA) - Recovery & Restoration Link | Quote | ID: 167526


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Sure thing! Yeah it saves you the work of having to revert the changes yourself.

Yeah the Hashes are okay to post.

As it came on the Sega Genesis Mini the hashes are:
ROM SHA-1 . . 26AD72719991E94DBE477C78E65D68F4A4FE51E6
ROM MD5 . . . 8E860E4F7C7EE5FEBAD9134A56766112


After undoing their hacks to it, the hashes become:
ROM SHA-1 . . 9D91EB73394EB3EBDA7994C8F17B17CB99251B91
ROM MD5 . . . 8ED8CECF0939D08521543B9B13F03A61

Synthetekh
Posted on 07-02-21 05:53 AM, in ---- (rev. 2 of 07-02-21 06:10 AM) Link | Quote | ID: 167764


Ninji
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Huh? What?

Edit: NVM, I see what this is about.

Synthetekh
Posted on 07-02-21 06:08 AM, in In regards to "----"ing of my previous posts Link | Quote | ID: 167765


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It's alright, try not to worry about it so much. Believe it or not, plenty of people have issues people wouldn't expect. Most just tend to be less vocal about it (which is fine either way) so it goes unnoticed.

I had/have severe a anxiety disorder, OCD, severe emotional sensitivity, social awkwardness, energy problems, trouble focusing, chronic health issues, and most of my life was just pretty miserable.

It took me a whole decade of very seriously dedicated self development to finally get completely beyond the first 4 (amazingly it's possible, though it never seemed so before), and still working on the rest.
For the most part I enjoy life a ton now, but there's still some challenges left.

Synthetekh
Posted on 12-26-21 10:29 AM, in Megaman the Wily Wars - Mega Edition ~ (Informational & Showcase Thread) (rev. 5 of 01-01-22 09:30 AM) Link | Quote | ID: 167928


Ninji
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MM1 Weapon Bar Icons are in!.... finally~

Merry Christmas:




Spoiler:
I took a ridiculous amount of time to complete this set... 11 months (and I didn't work on the last icon- Magnet Beam, for 5 months lol.. darn). I'm going to try not to ever do that again.
For reference I completed the MM3 Icon set in only 2 days from start to finish, according to the dates on my backup files.
Most of the MM1 Icons took me around 3 days each to complete, as they were more difficult (especially Electric, Ice, and Fire, even cut blade ironically due to the shading complexity), but it didn't need to take 11 months D:

MM2's Icons are next! ... and then.. MM4 - MM11 ... ;D


Also an update to MM3's Icons that I've been holding onto for a while:
(623 bytes collapsed: )

Synthetekh
Posted on 01-16-22 03:03 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167963


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I could try to do something about that... but I'm only familiar with 68k assembly (Sega Genesis) haha.. so I may need to study the NES hardware a little first (how memory management & referencing is done). I tend to work a bit slow, but I will give it an attempt.
I'd suspect maybe an address or palette ID needs to be changed; I found the colors themselves to start.

Synthetekh
Posted on 01-24-22 01:14 AM, in Megankreuzstilette Link | Quote | ID: 167980


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I really enjoyed the Rosenkreuz Stilette games. The Castlevania theme was really interesting with a Megaman style game.

Looks awesome~
I don't usually find a lot of time to play through a game anymore, but I'll go through this when it's released.

Synthetekh
Posted on 01-29-22 09:18 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167985


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I figured out a simple solution!

Since Beat's palette doesn't have its own colors (shares with Plasma), nor its own Address (it may be possible to give it its own Address without too much trouble... need to investigate further), the simplest answer I've found is to change Beat's palette ID to the same value as Wind's ID, so that those two share the same color palette instead.

To do this change the value at 71648 from 0x09 to 0xB1 (71638 if Unheadered ROM as the iNES header is 0x10 Bytes at the beginning of ROM space).

There is a Weapon ID table for the Color Palettes from 7163F - 71648.
Plasma = 09
Yamato = B0
Wind = B1
Blizzard = B2
Flame = B3
Plant = B4
Knight = B5
Tomahawk = B6
Centaur = B7
Beat = 09

These values are not literally the ID themselves, but get added to a weird Address Table to determine the Table's Offset, and the values pulled from it determine what Address the Weapon's Palette is loaded from.


Further details on the Address Table:
The Weapon Palette Address is 2 Bytes (in NES CPU Address space). Because of Bank Swapping we'll have to calculate the final Address of the Weapon Palette that will refer to ROM space.

--- First though ---
Byte 2 (least significant Byte) of Weapon Palette is read from the weird Address Table at 9000 - 90FF (NES CPU memory / Address space); 6F010 - 6F10F in ROM:
Add: 9000 + B1 (Wind) = 90B1. Which has a value of 7A.

For Byte 1 (most significant Byte) of Weapon Palette, the weird Address Table is at 9100 - 91FF; 6F110 - 6F20F in ROM.
Add: 9100 + B1 (Wind) = 91B1. Which has a value of 96.


Put 96 & 7A together, and this (967A) is the Address for the Weapon Palette Data (in NES CPU memory).
- ROM Banks get loaded into CPU memory at 8000 - FFFF (but with MMC3 I think maybe just 8000 - 9FFF).
- Banks with the MMC3 mapper (which MM6 uses) are 0x2000 in size each.

So subtract 0x8000 from 967A, and we get 167A (the Address within the Bank).
Add 0x10 for the iNes Header that the ROM contains, 967A + 0x10 = 968A.

I don't know how to tell which Bank is currently loaded (in this case I already know it's 0x37), but we'd add 0x2000 * Bank # (0x37) to 168A, and that would get us our final result.
The Address of Wind's Palette Data is 6F68A.
You could also look at the data in NES CPU memory (so at 967A in this case), and search some of that data in the ROM to find it.


If there's room to include Beat's own Address values to this Address Table, and blank space for the Palette Data itself, then it could easily have its own Palette & Address, but I'll need to really investigate this further to be sure it doesn't overwrite something else.

Synthetekh
Posted on 01-30-22 10:21 AM, in [HELP]Megaman's color when using Beat in Megaman VI Link | Quote | ID: 167988


Ninji
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You're welcome!!
Glad to put this issue to rest!

And it was a great way for me to start getting familiar with NES programming, and Bank (memory) swapping!    (something I was dreading due to the additional complexities)

Synthetekh
Posted on 02-18-22 09:03 PM, in [HELP] SMB3 - Super Princess Peach 3 Title screen colors (rev. 4 of 02-18-22 11:44 PM) Link | Quote | ID: 168020


Ninji
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Okay so you'll have to change the mountains back to green, as there's no green left in any of your Palettes.
That makes some of the tiles in the "P" in Princess turn green as well of course, and to fix that I think the Tile Mappings for those tiles in the title text needs be changed to use a different Palette #.

I don't know where the tile Mappings for the title screen are located in the ROM, but I'll try to find them.


Edit:  HERE'S the answer!!

For both ROMs:
~ SMB3. (USA) ROM  &  SMB3. (USA) Rev A. ROM ~
(uses the same Addresses)


Bush/Mountain Color Palette:
32B08 - 32B09: Change from '2527' back to '2A1A'

Title Screen Tile Mappings:
32A5B: Change from 8A to 0A
32A62: Change from AA to A2
32A6B: Change from A6 to A4



I didn't study the Tile format super well, but got the fix you need anyway.
But seems like 1 Byte affects the Palette ID of 4 16x16 Tiles? Looks like 2 Bits per Tile?

I used SMB3TE (SMB3 Title Editor) to find the data, but it changed a bunch of stuff when it edited, so I tracked down what changes it made until I found which data belongs to the Tile Mappings for the Palette ID. And I used it to give me the correct values, 0A, A2, & A4.
Ironically the data turned out to be right above the Color Palette (32B08, technically 4 Bytes starting at 32B06), so I was already close from the start.
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