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stgiga
Posted on 05-03-17 07:20 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165532


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Posted by infidelity
Sorry I worked a double yesterday, had no time to work in it. Today I'm hoping to resolve it. It's a bizarre bug, since the only allowed pushbit I allow is "...1...." which in hex is 10, and that's the start button. I'll have to create a subroutine to cancel the start button asm, if any other pushbits are activated.

Are you able to reproduce this with just the start button in rapid successions?

EDIT

Ok v5-2-17 has been uploaded, features 2 things.

1: Fixed the pushbit crash during the All-Stars introduction

2: Made it so the game saves and restores the halfway point for both players in Super Mario Bros. & as well within Super Mario Bros. 2 Japan


I won't have time to test it, as I was swamped with work I will be done with next month.

stgiga
Posted on 05-12-17 08:22 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165591


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Hi! I just wanted to point out that, without a header like it is on cart, your hack is the exact size of the SNES release without a copier header. With a copier header, it has the same file size as a trained copy of the hack with no ines header. The PC-10 data banks bring that number closer to the all-stars+World multicart. I wonder if Nintendo recompiled the 6502 code in old-style snes code recycled from the old roms in the Abe's release? In fact, game genie codes can be ported, and many debug or physics code stubs/bugs are in both versions... They probably used snes-colorized mmc5-8x8 graphics in the same graphics resolution as the nes of 256x224/240. The skid sample was also upsampled, along with the tubular bell. If one wanted, they could create a patch that when applied to all-stars on snes (preferably sfc), it demakes the game into your hack, so that those who have the wrong version of SMB3 can still play, and so those who have bad patchers can still play due to the differences and file sizes being closer to identical (more so if using the US version/Eu version.)

Anyhow, good work, and in my short free time I have not found any bugs. I think bnash22005 had something to say, but did not say it, which makes me think he had a bug that fixed itself, but that was just a guess. I have personally seen no bugs though, so good work! This is stgiga signing off, so good luck on your new projects!

stgiga
Posted on 05-13-17 06:54 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165593


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Posted by bnash222005
Posted by stgiga
Hi! I just wanted to point out that, without a header like it is on cart, your hack is the exact size of the SNES release without a copier header. With a copier header, it has the same file size as a trained copy of the hack with no ines header. The PC-10 data banks bring that number closer to the all-stars+World multicart. I wonder if Nintendo recompiled the 6502 code in old-style snes code recycled from the old roms in the Abe's release? In fact, game genie codes can be ported, and many debug or physics code stubs/bugs are in both versions... They probably used snes-colorized mmc5-8x8 graphics in the same graphics resolution as the nes of 256x224/240. The skid sample was also upsampled, along with the tubular bell. If one wanted, they could create a patch that when applied to all-stars on snes (preferably sfc), it demakes the game into your hack, so that those who have the wrong version of SMB3 can still play, and so those who have bad patchers can still play due to the differences and file sizes being closer to identical (more so if using the US version/Eu version.)

Anyhow, good work, and in my short free time I have not found any bugs. I think bnash22005 had something to say, but did not say it, which makes me think he had a bug that fixed itself, but that was just a guess. I have personally seen no bugs though, so good work! This is stgiga signing off, so good luck on your new projects!


The only bugs I seen were the leaves animation which infidelity fixed and the title screen music and the SMB 1 and SMB2J world music was doing that weird skipping but I have not encountered it again since that one test run. Other than that I do not think there are any more bugs and I hope there are not any bugs. I just hope infidelity can get the irq thing fixed and I hope that the Super Mario Bros 2J ending song plays on an actual NES console with no problems.


Whoops, sorry for the mistake. Evidently you found another hack.
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