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ShaneM
Posted on 09-14-14 04:25 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 5 of 10-06-14 08:56 PM) Link | Quote | ID: 158382


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I have just fixed the mother of all original SMB glitches. *Drum rolls*

I have fixed Small Fiery Mario (https://www.youtube.com/watch?v=KxMUM1FRym4)! This glitch has got to be the hardest one to fix in the history of glitches. Originally, I had no idea what caused the glitch, as I knew there were two flags (one for player size and the other for player form) but I didn't know what was causing the glitch. It was not until I hacked the SNES version of Allstars (yeah, 65c816 is VERY similar and the code is almost verbatim) that I found the glitch actually had to do with the axe code and how it was erased. (Yes, Allstars fixes it.) The thing was, on the SNES version it took 56 bytes to fix it (0.o); space I just didn't have. But since I located the problem I knew what to do and how I could optimize enough code to create my own custom routine to fix this. So, here it is; fixed on BOTH SMB1 and SMB2J. Enjoy. There is absolutely nothing more to fix/correct on these games as I pretty much fixed every known glitch. My versions are now the most sublime versions of SMB1 and SMB2J. More sublime than the SNES, GBC etc. versions. If you find a bug (not impossible) you can report it to me.

I am the first person in NES hacking history of hacking to fix this. If you borrow the fix, credit me. --ShaneM

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = 846A

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

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ShaneM
Posted on 09-14-14 04:38 AM, in Super Mario World (NES) (rev. 5 of 09-14-14 04:41 AM) Link | Quote | ID: 158384


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Posted by Chaobomr
"patch back to the original game"? What do you mean by that? "No" changes or something along those lines? I apologize if I seem slow. It... tends to happen.

Posted by Chaobomr
How about a link to the ROM?


I'm saying what kind of patch would you even be suggesting if your original intent was to locate the NES version of the ROM? If a patch were made with changes, what good would it do if you don't have the ROM image?

And it would be against the rules to make a .ips patch that patches back into the original, unmodified version of this game...

PS: I'm referring to this statement:

Posted by Chaobomr
I shoulda said "link to .ips" or something like that, unless that isn't allowed either. Crap!


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ShaneM
Posted on 09-17-14 04:33 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-17-14 04:34 AM) Link | Quote | ID: 158418


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I just reviewed the original SMB2J's code after work today and I realized something else that I could do to improve this game so I did.

I had made it originally to stop counting lives after 128. But really, after looking at the original code, I realize that nothing was meant to go above 19 lives. After 9 lives, the game would replace with Crown lives. (The SNES version went with 128 lives because it also saved lives count to SRAM for later. On the NES this was not needed as level saving was not an option. Also, to account for the fact that the Player will be awarded 100,000 pts. for every life left at the end causing an overflow with the score and strange tiles being loaded for lives.)

So I fixed it. I made a small routine to make it stop counting lives at Crown 9, like it was intended to be. That fixes BOTH issues with score overflow as well as strange tiles being loaded. Now, I found a routine that I can potentially optimize to get me another 56 bytes. If I do it, I may also add water sprite animation cycles. But I need to figure out how to go about it. For right now, here is the 'supposed' final version with lives fix. (This fix was made to both SMB1 and SMB2J.) Here is my code first:


lda numberoflives
cmp #$12
bcs end
inc numberoflives
end:rts


SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = A7AB

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip



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ShaneM
Posted on 09-20-14 05:20 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158450


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The final build can now be found here: http://forums.nesdev.com/viewtopic.php?f=22&t=11576&p=134061#p134061

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ShaneM
Posted on 09-23-14 09:13 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158495


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Posted by "ShaneM"

This is the final version of this game as I cannot do anymore with it as it is as good as it can possibly be.


I stand corrected. There IS one last thing that I can and did fix:

Posted by "Mario_Wiki"

This works in World 1-1. Mario or Luigi must hit the block with the Star inside, then they must go to the bit with the half pyramid with 10 blocks on each half, without touching the Star. Then they let the Star touch them, and as quickly as possible, the player must run to the flagpole. If done correctly, when the invincibility wears off, the music from the level will play instead of the usual flagpole fanfare.


Here's a video: https://www.youtube.com/watch?v=DiFJityZiH4

The code I created to fix it:


;In the routine "NoWind"
lda FlagpoleMusicFlag ;is the flag music playing?
bne NoChgMus ;if so, branch to original code
jsr GetAreaMusic ;otherwise reload area music (this line is original code)


If you borrow this code please credit me or I will be pissed. Thanks. ()" (And I know quite a few people and whether or not you know ASM and I will check the code to see if it's mine and call your bluff, too. So save yourself the embarrassment and just credit me if you use it because it took me time and effort to trace the code. [...Credit me for any/all my glitch fixes, too, since I notoriously fixed every known one.])

Since I made SMB1's code "my bitch" (street slang), I've mastered ASM and the game's code. So, I still have like...say.. 49(?) or so more free bytes from the Cheep-Cheep optimization, so if you have any more original glitches that you want me to fix, NOW is the time to link me to it/them.

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = D8A4

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 09-26-14 10:04 AM, in My Simple Megaman Engine - Version 1.3 Released Link | Quote | ID: 158525


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Very impressive work, RetroRain.

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ShaneM
Posted on 09-29-14 06:26 AM, in NES Remix II - My Times in SMB:TLL (New Record) Link | Quote | ID: 158564


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I'm very competitive when it comes to SMBTLL (SMB2J). I'm a hacker of the game as well as a gamer of it. I've broken 1 record in NES Remix II. Here are my times and a video at the end as proof. I challenge you all to beat my other times (the one with record I will give a *)

Stage 1/7 = 13.3
Stage 2/7 = 19.9
Stage 3/7 = 19.8*
Stage 4/7 = 26.5
Stage 5/7 = 26.5
Stage 6/7 = 27.6
Stage 7/7 = 29.0
Stage 7/20 (Remix 2 category) = 22.2
Stage 18/20 (Remix 2 category) = 18.9
Stage 19/20 (Bonus category) = 2:39.3 (This last time sucks because I really only play my Wii U when I'm in the bathroom. I'm sure I could improve/break records on others if I had more time.)

*I speak at the end to prove it's me.*

https://www.youtube.com/watch?v=KL2IH6xjEjg&feature=youtube

EDIT: I've improved three *time*s since this upload. Will upload the changes by Friday, when I get a day off.

Stage 6/7 = 26.7 (so .9 seconds better)
Stage 7/20 (Remix 2 category) = 21.1 (1.1 seconds better)
Stage 19/20 (Bonus category) = 2:35.4 (3.9 seconds better)


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ShaneM
Posted on 09-30-14 06:02 AM, in What is a ROM Hack? (rev. 2 of 09-30-14 06:02 AM) Link | Quote | ID: 158583


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Posted by justin3009
Is there a real possibility of being in trouble via IPS patches, or patches in general?

The main reason, I think, would because you worked inside a game that was copyrighted, but the patch itself is strictly changes, code YOU wrote, which I would think bypass any legality issue.


It would be an issue if monetary value of any kind came into play for the patch itself. Legally, the most you can do is request donations through systems such as PayPal, but only for personal labor and time. Nothing more.

That way, one is 'compensated' for their actual labor but not for the copyrighted material/mascots. Xdelta format is usually preferred for mere shifts in data. --ShaneM

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ShaneM
Posted on 09-30-14 08:09 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 09-30-14 08:22 AM) Link | Quote | ID: 158586


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Has it bothered anyone else that there is no collision between Piranha Plants and kicked Shells? Should I add collision between them?

EDIT: Should I also add collision between Piranha Plants and other enemies???

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ShaneM
Posted on 10-01-14 05:24 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 2 of 10-01-14 05:25 AM) Link | Quote | ID: 158601


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Okay. Then it's settled. I'll add collision. I also fixed other things, too. I work 40 hours this week so I'll get around to it by this weekend. (I'm also helping someone else on here with ASM coding, too.)

@Insectduel
Collision is registered with HB, but because the shell moves so fast (data issue) it goes undetected. That also occurs when the player jumps right under the moving cloud on bonus rooms when moving too fast. I may be able to fix this depending on the amount of space it requires. The Piranha fix will only take about 16 bytes.

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ShaneM
Posted on 10-02-14 07:30 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158613


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I did it. I created collision between kicked shell and Piranha Plants (even Upside Down ones). I left enemy touch collision alone because it was causing issues. But if anybody wants to know the fix, let me know and I'll PM you a build with it.

I will post my new build on Friday. My damn job has me burnt out working 40 long hard hours this week. Will post then.

Here is a pic for now.



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ShaneM
Posted on 10-04-14 05:37 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) Link | Quote | ID: 158635


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Few things I did with the free bytes that I had left from the optimized code (bank $00 in both SMB1 and SMB2J, with the exception of #2 & 3.1 being in bank $02):

1) Fixed an SFX glitch.

2) Fixed the coin on the status bar during Victory Mode (credit for this goes to Nintendo's programmers, who had unused data present which fixes the issue)

3.1) This is limited to SMB1 on Side A: Added more Bloopers to 9-3 to give it an even more authentic feel of FDS's Minus World (-3)

3.2) This is for both SMB1 and SMB2J: Instead of using sunset palettes for Bonuses, I decided to revert them to original night and day ones (I left stages like 4-3 [SMB1] and 8-2 end, 8-3 & A-3 [SMB2J] with sunset palettes). This has another effect; it fixes the oversight by Nintendo where they left 2-1 and C-1's Bonus as day in the original SMB2J (http://nesmaps.com/maps/SuperMarioBrothers2j/SuperMarioBros2jMap2-1.html and http://themushroomkingdom.net/maps/smb2j/C-1). They now have their proper night palettes and the day ones have theirs. Nintendo either A) chose to make them all day because of lack of room or B) Forgot them.

4) I created collision between kicked shell and Piranha Plants (even Upside Down ones). I left enemy touch collision alone because it was causing issues. But if anybody wants to know the fix, let me know and I'll PM you a build with it.

--
I am still open to suggestions or issues concerning this game.


C-1 with its proper night palette.




The coin is no longer white, but has been fixed on 8-4 and D-4's ending.






I added pics of the confirmed 9-3 working. It shows how closely I adhered to Minus World -3 of the original FDS SMB1. So you all can be confident that this is a fully stable build of BOTH games. All I really did was use more Bloopers this time around.








SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = CB03

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

-ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-06-14 05:49 AM, in SMB Lost Levels: Extended Edition with SRAM Saving (FDS hack) (rev. 3 of 10-06-14 05:55 AM) Link | Quote | ID: 158660


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I've further fixed collision bugs with Piranha Plants as well as enemy code and enemy loading code.

1.) Fixed Piranhas to have collision when touching enemies instead of being limited to shell collision.

2.) Fixed bug with Piranha Plants and Upside Down Piranha Plants where they wouldn't load on many occasions. This is another Nintendo original glitch and has NOTHING to do with too many enemies being on the screen at once. Stages where this fix is most noticeable (but not limited to) are 5-1 (SMB1), 6-2 (SMB1), 8-1 (SMB2J), D-2 (SMB2J) etc.

3.) Turns out there are actually 3 Goombas on 1-1 (SMB2J) where one never ever previously loaded (under any circumstances). This has now been corrected. Other enemy issues have been resolved, too.

4.) I made a change to 3-1 (SMB2J) where the end Red Koopa Troopas were previously on top of Piranha pipes. Since I added Piranha collision they would get caught in a loop. So I moved them a little after the pipes, into a "Nintendo-logical" place.

This is really D-2. I just loaded it though A-1 to test it. It shows off shell to Upside Down Piranha collision. Points have been awarded for defeating them, too.




Me showing off my newly-added enemy-to-Piranha collision.




All the enemies now load since I optimized the enemy slot buffer glitch. Here is 8-1 of SMB2J with the Upside Down Piranha Plant loading successfully for the first time!!! (Along with all enemies properly loading.)





This is really one of the most comprehensive SMB hacks and most awesome *FDS* ported hack of this game. The fixes in this game are superior to any other official remake of this game including the GBC/SNES versions. This is how this is going to go down: The final deadline for this finished product is 10/12/14 for users to submit their suggestions on this game. After that, this will be a finished product. As of now, I've got nothing I can think of to make this game more sublime. (I can't add water/lava animation as I don't have enough free CHR RAM.)

SMB2J original ROM (65,000 bytes) CRC16 = BA55
My hacked SMB game CRC16 = F7E4

http://www.mediafire.com/download/ddzkgk9qcxwgyep/New_folder.zip

-ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-06-14 06:32 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 10-06-14 06:39 PM) Link | Quote | ID: 158662


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Posted by ifightdragons



https://www.retro5.net/viewtopic.php?f=14&t=35


Please use "url" with brackets and end the link with the same to save users time of having to paste the full url. End it with a "/" and bracketed "url" at the end (have the "/" within the brackets and before "url" at the end). So... https://www.retro5.net/viewtopic.php?f=14&t=35


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ShaneM
Posted on 10-06-14 07:11 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 5 of 10-06-14 07:19 PM) Link | Quote | ID: 158664


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Posted by ifightdragons
I'm slightly autistic and have a hard time understanding stuff like that.


Something like this: [_url_]www.something.com[_/url_]. All you have to do is minus the _ to get it to work in the future.

But I can understand if that is an issue for you. What I can do is add them myself for you when I see them missing in the future. So don't worry about it. I'll try to take care of them for you from now on.

If I can be of any further assistance to you or if you are having issues on the forum, you are free to PM me at any time. --ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-06-14 08:43 PM, in Basic phpBB Commands (For New Users) (rev. 8 of 10-06-14 11:54 PM) Link | Quote | ID: 158667


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These are some basic commands to help new users out when they want to perform various forum functions such as linking, coloring etc. Replace all the () with [] to get these to work. EDIT: The ones marked with an * do not work on this forum.

Linking: (url)www.something.com(/url)

Quoting: Simply select "Quote" on the upper right of a another user's post. Or you can also do (quote="username_here")text(/quote)

*Centering Text: (center)text_goes_here(/center)

*Right Alignment: (right)text_here(/right)

*Justify Text: (justify)text_here(/justify)

Italicize Text: (i)text(/i)

Bold Text: (b)text(/b)

Note that you can do multiple codes for single texts, too. So, for example, to make something BOTH bold and italicized, you'd do: (i)(b)text(/b)(/i)

BG Text Coloring: (bgcolor=color)text(/bgcolor)

Striking Text: (s)text_here(/s)

*Subscripting Text: (sub)text_here(/sub)

*Superscripting Text: (sup)text(/sup)

*Reversing Text: (reverse)text(/reverse)

Spoiler Alerts: (spoiler)text(/spoiler)

Linking to Images: (img)www.something.com(/img)

Hidden Spoilers: (hiddenspoiler=text1)text2(/hiddenspoiler)

*Offtopic Text: (offtopic)text(/offtopic)

*Noted Text: (note)text(/note)

*Bordering Text: (border)text(/border)

Let's say that I want to add text for a link instead of the whole link like... a link to a Mario hack but instead of showing the whole thing, you want it to say "mario", you would do: (url=www.something.com)mario(/url)

Some of these may not work specifically on here but most should work for the most part. These are some I gathered from my personal experience as a moderator/administrator on other forums over the years. Another rarely used one is Youtube, which is for sure not used on here: (youtube)(/youtube)

--ShaneM

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At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-07-14 08:54 AM, in Nintendo: Japan vs. America Corporate (rev. 8 of 10-07-14 10:24 AM) Link | Quote | ID: 158669


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Nintendo is of course a corporate business, meaning that their main goal is to make money. Nintendo needs customers, though customers do not necessarily need Nintendo. This is one reason why Nintendo differs so much depending on the region. In my opinion, I feel Nintendo of Japan is much cooler and reasonable compared to its American counterpart. In this read, we'll examine some key aspects.

1) Nintendo of Japan was more 'real'. Let's face it. No matter who we are or where we live, we will ALL eventually be exposed to sex, drugs, religious acts of some kind and violence/cursing. Nintendo of Japan is more hardcore in this aspect in that these petty little things don't matter to them. I've personally translated Pokemon Green (on the hacking sub-forum category; I've got a new build to post, too). One thing is that they removed the drunk man scene, as well as mentions of "heaven" and even the mention of "Kanto". Some of the other text scenes that they cut were beyond me as there seemed to be nothing wrong, IMO, like the Mew diaries being changed. Zelda I omitted the word 'Bible' etc. The list for this goes on.

2) Japan is the true headquarters of Nintendo, so they get content first as well as fuller content. I think of giveaways like the Mew giveaway and Celebi event (we never even had a chance for the Celebi event...I had to hack it back into Crystal). I also think of the female trainer sprites in G/S that were changed to have pants rather than shorts. Seriously, wtf Nintendo of America? Two inches longer??? What the hell difference did that make? They weren't exposed to begin with. They got fuller better content like the FDS. The bottom of NOA NES' had extension ports but we never got an add-on... The FDS had an extra sound channel and games we never even got. Heck, the FDS library is HUGE (as well as Famicom). Games like SMB2J, Doki Doki Panic in its full, Deep Dungeon etc. We really got screwed. Don't even get me started on the Pokemon Cards. In the TCG GBC game we got a promo Meowth card packaged but Japan got the legendary Dragonite holo card... the rarest freakin' card in the game as a REAL card??? Seriously? Plus their expansions were so much fuller, Gym Challenge had more cards (they omitted a naked Misty that wasn't even visible), Fossil had Mew, Neo 2 and 3 had holos we never got, promos we never even got, unreleased cards...full sets like the vending series. Anime of Pokemon was censored/omittted entirely. Nintendo could have done better when coming to the States.

3) Nintendo of Japan is really more sincere. NOA has communication issues. Think about it. All the main games are created there with people like Shigeru Miyamoto. Where the originality stays fresh. When they come to the States, we get watered down versions by corporate and poorly translated/mistranslated games. The problem with Nintendo of America: They try too hard. Plain and simple. It's all about the money and its always been that way because this is business. But there's a point when people get too greedy and fear lurks around corner with people afraid to release things because of fear of bad sales. So some duche idiots with no sense of creativity come and change it the way THEY feel it should be. Did you also know that when Pokemon first came here they wanted to change the monsters COMPLETELY because they looked to 'scary' but Nintendo of Japan said no? Censoring crap unnecessarily and cutting content. I mean, do they realize that youths today are already exposed to garbage daily in real life and good shows like Family Guy etc. No wonder Sony and Xbox are so successful; they keep it REAL! I understand wanting 'family' content but to what extent? It wasn't that bad to begin with... I think had they been more true to their products they would have been a lot more successful here in the States.

Bottom line: Nintendo of Japan is better. Nintendo of America made bad choices and are a little too greedy for money; NOA has good businessmen but they lack creativity (and integrity).

EDIT: Example of lack of integrity: Pokemon cards in Japan are cheaper but use a higher quality gloss paper; a box comes with 60 packs whereas our box comes with 36. They 'expand' our sets to include non-holo versions of cards to milk us out of more money because we are supposedly richer than the Japanese. In Japan, EVERY SINGLE BOOSTER PACK came with a holo. (Some like Gym Heroes came with BOTH a holo and a rare.)

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 10-07-14 08:45 PM, in Can someone give me DahrkDaiz's Mario Adventure reserve box? (rev. 5 of 10-08-14 12:08 AM) Link | Quote | ID: 158675


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@TheYoshiAngel

Please be sure to read my thread: "Basic phpBB Commands (For New Users)". It seems that you didn't hyperlink. It is stickied to the top of this sub-forum.

Second thing - Never ask for commercial ROMs on here. Hacked patches are fine. --ShaneM

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
(post deleted) ID: 158677

ShaneM
Posted on 10-08-14 12:02 AM, in Is there a SMB Life cap and Life counter fix patch? (rev. 7 of 10-08-14 06:27 PM) Link | Quote | ID: 158680


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Two ways to fix this (JSR anywhere that uses 'inc numberoflives' for these to work):

1) To stop lives at 127 do this:


fix:
inc $075a
bpl skipdec
dec $075a
skipdec:
rts



Option 2: To get it to stop at Crown 9 (as it was intended to be):


fix:
lda numberoflives
cmp #$12
bcs end
inc numberoflives
end:
rts


Here are the patches for hackers who don't know ASM (literally took 5 minutes to put together). Patch them to a clean SMB1 NES ROM:

127 lives cap: http://www.mediafire.com/download/g9byr092ndxgybl/127.ips

Crown 9: http://www.mediafire.com/download/k8546b6p84aywvo/Crown_19.ips
--ShaneM



____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?
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