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snarfblam
Posted on 03-10-12 03:05 AM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150397


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Check out http://wiki.nesdev.com/w/index.php/PPU_registers.

It sounds like all you need to do is set bits 2 and 3 accordingly on $2000 (PPU control).

I'm guessing that the game caches the value of the register. You want to look for writes to $2000, see where it loads the value that gets written there, and that's the cached value. Find out where it initializes the cached value, and it will probably be as simple as flipping bits 2 and 3 on a constant in the init code.

snarfblam
Posted on 03-11-12 06:00 PM, in "Groen" - Bionic Commando editor (V4 release) (rev. 3 of 03-12-12 01:47 AM) Link | Quote | ID: 150413


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This looks pretty sweet. I actually had a BC editor coming along until my HD failed.

I'm having a problem, though.



That happens when I select a ROM. I don't see a suggested ROM version/revision/CRC/MD5, but I tried (E), (U), and (U)[!], with both Groen 2 and 3. The error message isn't very informative. Maybe I'm missing runtime libraries? I'm running Xp x64, in case that matters.

snarfblam
Posted on 03-11-12 07:51 PM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150419


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I'm not sure what SMB3 has to do with it, and I don't have much to go on here, without seeing your code or the original code. Does Zelda use 8x16 sprites? This is also controlled by a flag in the $2000 register. Make sure you haven't accidentally cleared it.

snarfblam
Posted on 03-11-12 08:06 PM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 150420


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I'm not sure that the redistributable is installing correctly. It unpackages a self-extracting archive which I then tried to run and nothing seemed to happen. I checked and I seem to have the relevant DLLs installed anyways, so I don't think that's the issue. So I have no idea.

My editor got as far as showing whole areas with sprites. It couldn't actually edit, but all the data was loaded and organized, so all I had to do was connect the mouse clicks to the code. You would think I've learned my lesson, but I'm still terrible about backing up important things.

snarfblam
Posted on 03-12-12 12:58 AM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 150430


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Tried it. No luck! I'm not so sure the issue is the dependencies. I wish the error was a little more informative. I really can't make sense of it.

I'm running XP x64. I'd try running it on a more "normal" OS, except this is all I have handy.

snarfblam
Posted on 03-12-12 11:06 PM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 150435


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To be honest, I'm not exactly dying to edit Bionic Commando. I'd like to take the editor for a whirl, just to check it out, but I'm not about to install a new OS just to run the editor. I tried multiple compatibility modes, which didn't help. If I had VS6 I'd try to compile it and run it myself, but I don't.

I've tried three ROMs with each version of the editor, one of which matches NesCartDB's CRC32 (for a headerless ROM).

So if it's not the DLLs, and it's not the ROM, my only guess is there's a compatibility issue with XP x64. If it works on XP and it works on 7 it should work on XP x64, but things don't always happen the way they should. I'm over it.

snarfblam
Posted on 03-14-12 03:19 AM, in "Groen" - Bionic Commando editor (V4 release) Link | Quote | ID: 150452


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Looks like that was the problem.

Glad to see you got it sorted out so quickly. It's nice to see a solid editor for Bionic Commando!

snarfblam
Posted on 03-15-12 01:43 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150473


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Posted by infidelity
I only have Windows 7, and therefore, cannot use any of the current Zelda level editors, so I have to do everything by hex.

Zelda Tech and Dungeon Master should run under Windows 7. Having the right version of the .NET framework might help (I think they both target version 2). If not, I'd be curious to find out what the problem is.

If you are interested in working on a hack, maybe you could contribute to or incorporate existing efforts. There's a post about a very extensive (but incomplete afaik) hack to the game's engine to give much more freedom on RDHN. Scroll up to see my auto-map hack.

snarfblam
Posted on 03-16-12 12:08 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150489


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Thanks for posting the error report. It's enormously helpful when you know exactly what is wrong right off the bat.

Would you mind trying out an updated version? http://snarfblam.com/ztechhome/zeldatech3.4.zip

Is Dungeon Master giving you similar difficulties? Either way, I'll check it out and try to make sure it doesn't have the same kind of issues.

Thanks again!

snarfblam
Posted on 03-19-12 11:54 PM, in Contra Demo - Fifth Edition Link | Quote | ID: 150529


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So this one time a dude bumped a four-month old thread and made me think Trax released a new demo of his hack.

snarfblam
Posted on 03-20-12 11:15 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150532


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Posted by infidelity
Dungeon master worked right off the bat. I figured I apologoze if it looks as if the wall shaking is terrible.

I thought it looked awesome.

I've had issues in the past with NES footage on YouTube. I tried uploading some Contra gameplay footage, and YouTube halved the frame-rate, causing flickering sprites to disappear completely. I haven't had any issues since I started using the XVid codec, so you might want to try that.

snarfblam
Posted on 04-12-12 02:47 AM, in Contra Demo - Fifth Edition Link | Quote | ID: 150688


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Not sure if trolling or...

snarfblam
Posted on 04-14-12 08:00 PM, in Contra Demo - Fifth Edition Link | Quote | ID: 150695


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Not sure if trolling or.......................................

snarfblam
Posted on 04-28-12 07:56 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150766


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I second the motion. It would be a good idea. Adding it to the HUD shouldn't be very difficult. I've messed around with the HUD before (my auto-map hack), so I could help if it makes things easier.

I suppose it would make sense to re-purpose the arrow item as an arrow pick-up. You would need to either add the arrow pick-up into some shops, or add it to the goodies that enemies drop (or preferable both). Doesn't seem too tricky.

snarfblam
Posted on 04-29-12 04:31 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 150771


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Posted by Thanatos-Zero
While we are on it Infidelity, do you think you could make the game look more like LA, OoS and OoA?

Somebody else is already working on that. It would be cool to see the two projects merged together. That would be one amazing hack.

snarfblam
Posted on 06-05-12 02:29 AM, in need help hacking att table on scrolling screen Link | Quote | ID: 151235


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Maybe some pictures would help. 2BEB0A5555000055 looks incorrect. You specify a length of ten data bytes, but there are only five. Also, are you familiar with how attribute bytes work, i.e. what tiles are affected by what bits of which bytes? (Just checking.)

snarfblam
Posted on 06-05-12 03:35 PM, in need help hacking att table on scrolling screen Link | Quote | ID: 151240


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Yes, that has to do with scrolling. It looks like in order to make things simple, they fit each helmet + roster into a single whole screen. Had they not done that, those addresses would have been all over the place.

There is RAM for 2 nametables. In Temco Bowl, which uses horizontal mirroring, the nametables appear at $2000 and $2800, and are arranged vertically. As the screen scrolls downward, you scroll from the screen at $2000 into the screen at $2800, and then it wraps around back to the top of the screen at $2000.

Attributes appear at those addresses + $03C0, so one at $23C0 and the other $2BC0. And the helmet attributes appear $2B bytes in either attribute table, so for one screen they'll be at $23EB, and for the next $2BEB.

snarfblam
Posted on 06-16-12 12:01 AM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151375


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Step 1: Get rid of VB6
Step 2: Get C# Express or VB.NET Express
Step 3: No. No more steps.

I've made level editors with VB6 and I've made level editors with VB.NET, and I vastly prefer .NET. I like C# even better for level editors, so if you have any experience with C-style languages, give it a whirl.

If you want I can share the source for my Metroid editor or Blaster Master editor (C#) or either of my Zelda editors (VB.NET).

snarfblam
Posted on 06-16-12 01:06 PM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151382


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Posted by infidelity
Due to what i did to the outworld, your editor no longer works.


Well, I figured as much . Unless you're already pretty handy with VB6, though, I'd give VB.NET a try instead. (C#'s syntax would probably make things harder unless you spend a lot of time with Java/Javascript/C++/PHP). Your choice, I was just sharing my opinion.

Hell, if you want, give me the necessary info and I'll toss together a rudimentary editor that will work for you hack. Once it's up and running, I'll hand it off to you and you can add features or update as necessary for changes in your hack.

I'd really like to see this hack get done.

snarfblam
Posted on 06-17-12 03:49 PM, in Seeking Advice On How To Write A Level Editor In VB6 Link | Quote | ID: 151395


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I don't mind in the least, or I wouldn't be offering. Unless you mean that you would rather make it yourself. At any rate, it would be quicker and far less effort for me to make a level editor than for you. I've got myself set up like a level editor factory. If you're interested, just shoot me a PM.
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Main - Posts by snarfblam

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