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infidelity
Posted on 07-06-11 09:20 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris (rev. 2 of 11-10-12 12:15 AM) Link | Quote | ID: 144621


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OLD THREAD
DO NOT OBTAIN ANY FILES FROM THIS THREAD
PLEASE GO HERE FOR NEW THREAD

http://acmlm.kafuka.org/board/thread.php?id=7573

I wanted to create a 2 player hack of the original Tetris for NES. And during my time dissecting the rom, I came across a hidden feature. When Nintendo was developing Tetris, they infact were toying with the idea of a 2 player mode. The video I posted, shows an original Tetris rom, with the register $BE set to 02, instead of it's default 01.

Hidden 2 Player Tetris Mode


With all that said, I began working on implemening the mode for real. So I present to you 2 Player Tetris. I call it Tetris Zero

This may not be a big deal to many people out there, considering Tetris 2 has 2 player mode. But I've always had a thing for the original Tetris. The look, the sound, I just love it, way more than any other rehashed, reworked versions of Tetris ever made.

I also wanted to try and perform a rom hack completely on my own, with no assistance, outside help, etc, to try to take the training wheels off in modifying ASM, and writing custom ASM. And after what I've done, I'm getting more and more comfortable with revisiting an old project that severly needs to be completed.

I've uploaded to the uploader here, a zip file containing an .ips of my work, along with my ROM/RAM findings, newly unlogged areas for 'if needed' future modificatinos, and a readme file stating the current bugs and things not implemented.











http://acmlm.kafuka.org/uploader/get.php?id=3958

Hope you all enjoy!

infidelity
Posted on 07-07-11 04:43 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris (rev. 2 of 11-10-12 12:15 AM) Link | Quote | ID: 144679


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OLD THREAD
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http://acmlm.kafuka.org/board/thread.php?id=7573

Thats an awesome story about your grandmother! When i was a little kid, mine bought me a Sega Master System II, and she would try to play Double Dragon with me. :-p I wonder what year Tengen released they're version? I love the shape of they're carts!

infidelity
Posted on 07-11-11 03:26 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris (rev. 2 of 11-10-12 12:16 AM) Link | Quote | ID: 144840


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OLD THREAD
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http://acmlm.kafuka.org/board/thread.php?id=7573

Thank you for those kind words Gannio. :-) I wanted to also work on a rom that had little to no hacks of itself, that way it stands out, and maybe influence other hackers to hack Tetris further. My released findings can let one make they're own pieces.

infidelity
Posted on 07-13-11 03:59 PM, in Tetris Zero - A 2 Player Rom Hack Of The Original Tetris (rev. 2 of 11-10-12 12:16 AM) Link | Quote | ID: 144938


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OLD THREAD
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http://acmlm.kafuka.org/board/thread.php?id=7573

Thank you kuja for saying all of that! The one thing i want to learn and understand, is working with scanlines, to create irq tricks like in MM Forever. Its one thing to look at code and insert it to make it work for myself, its another to understand it.

infidelity
Posted on 07-14-11 10:15 PM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 144968


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I always thought Castlevania 3 used it at the title screen, but the movie reel sides are sprites. I tried doing manual writes to $5200-$5202, and got odd results from $5200 alone which enables it, sets what side, what tile, and how many scanlines to show

infidelity
Posted on 07-15-11 02:34 PM, in Whats the best MMC5 ROM to understand vertical split scroll? (rev. 2 of 07-15-11 10:13 PM) Link | Quote | ID: 144981


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EDIT-I was able to manualy edit 5200-02 during the ships stats. The vertical section was dedicated to the 2C00 nametable which is cool. But those 3 addresses dont give the same results when inserted in another MMC5 rom. Vertical even loaded separate CHR!

infidelity
Posted on 07-17-11 10:33 PM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 145154


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I'm assuming there's more to do, other addresses to use, than just $5200-02, to get the proper results within different roms with MMC5.

infidelity
Posted on 07-18-11 03:48 PM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 145274


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Matrixz-I'll try that out and see if i get different results. :-) Kuja-Yeah that every other 8 pixels i hate as well. I was thinking the exact same concept with vertical scroll on both sides, with the centered stationary, i have another concept in mind...

infidelity
Posted on 07-21-11 10:19 PM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 145362


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Still cant get this to work properly. The vertical scroll is able to load that 2C00 nametable somehow. I cant replicate that in my game. I eve set 5104 to 00 for Ex0. Im able to a 3rd virtual nametable, but its just one tile for 256 of them. Ugh.

infidelity
Posted on 07-22-11 01:13 PM, in Whats the best MMC5 ROM to understand vertical split scroll? Link | Quote | ID: 145383


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Yes ive messed around with $5105, and was able to adjust where each nametable is stored, that has already been written to the nametable. 00-NT1. 01-NT2. 02-BLANK. 03-This is what i believe to be the 3rd nametable, cause it shows one tile 256 times.

infidelity
Posted on 07-25-11 05:54 PM, in Question for Matrixz regarding MegaFLE (rev. 2 of 07-25-11 05:55 PM) Link | Quote | ID: 145493


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My MM5 rom has 64 PRG & CHR. I edited the .DAT file to look where my new locations are for the HW Bank '$FC010'and CHR '$100010' Now, all of my levels appear perfectly, but, the enemy editor doesnt display sprites? Do i need to edit the editors source?

infidelity
Posted on 07-25-11 10:12 PM, in Back To Work On Megaman Ultra 2 Link | Quote | ID: 145498


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Just wanted everyone to know I'm starting Megaman Ultra 2 again. I have one dedicated day a week, where I can put alot of time and effort into my work.

I've also decided on changing the name of the game to "Megaman Evolution" for the sake of making this fresh for myself, and since the transition from classic Megaman to X, is evolution in itself.

I've uploaded a video of the pre-intro/intro. I made this just about a year ago.

Over the past month, I've begun jotting down ideas on how I want this entire game to play out. Before I never had a gameplan, just went gun-ho and started coding, and inserting stuff, and in doing that, there were things that I didnt like, and I began undoing, redoing, rethinking, and that ate up alot of time, and nothing ever really got done. Plus 5 years ago I had a severe lacking in asm skills. But I'm at the point in my asm ability, where I can do pretty much whatever I want to a Megaman rom, and fullfill all my ideas.

It may not in the end be as fancy as MI, Forever, Oddysee, in terms of asm trickery, amazing mapper usage, and imo, people from Capcom secretly working on romhacks for kicks, :-p But I'm hoping that it will bring alot of joy to people that play it, and that the game is fun in the eyes of people that play it, and, for me to finally close the book on my vision of the rise of X.

Take whatever you've played in the Ultra 2 alpha, and throw it out the window. I'm starting entirely from scratch.

Megaman Evolution Pre-Intro/Intro


What I'm most proud of in this video, is I completely redid the capsule i ripped from Megaman 8, and properly stripped it using YY-CHR, and, you get to see X in action, wiping out Dr.Light's helper robots. *I love how I made poor Fireman cover his face before being obliterated*

Again, this intro I did was made a year ago. Most likely I'll be removing the image of Megaman being asleep, since at the end of Ultra, he's pretty much wide awake, and in his traditional armor.

Thanks for watching, and I'll keep you all updated as much as I can. I was able to write so much here today, and upload a video, cause I'm stealing someones wifi right now in my work truck. I don't have the internet at home, (cant afford it) I've been using my cellphone to write stuff. And the reason why my replies, posts are so short, is i'm only allowed 255 characters. :-/

Take care everyone. :-)

infidelity
Posted on 10-20-11 07:00 PM, in CHR-ROM MMC4 PPU Question Link | Quote | ID: 148148


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I've converted an MMC1 rom to MMC4, and got it to boot and play. In this rom, the GFX are loaded from the right side of the PPU, and the sprites are loaded from left side of the PPU.

I examined various MMC4 roms with the PPU open, and see that GFX are loaded from the left of the PPU, and sprites are loaded from the right of the PPU.

I was able to make what was a CHR-RAM rom, to a CHR-ROM rom. I'm able to swap chunks of gfx in and out of the PPU at will.

Now, for my particular rom, I'm unable to load... 00-3F, 40-7F, 80-BF, C0-FF on the left of the PPU, and... 00-7F, 80-FF on the right of the PPU.

Whenever I try to set the $8000 bits for that, the PPU will actualy show it, but instantly crash the rom?

This is what my PPU looks like, before doing any modifications to $8000, and what various MMC4 CHR-ROM PPU setups look like


This is the code I have running. *it's a tweaked version of what is at the end of SMB2's rom.

0A 48 A906 8D0080 68 8D0180 0901 48 A907 8D0080 68 8D0180 60

Originaly, the A906 & A907, were 86 and 87, but that gave me tearing/glitches through the game. And when I set them to 07/06, it didnt cause tearing. But, when I try making them either C6/C7, thats when the game crashes.

From Disch's Notes on MMC4

"$8000: [CP.. .AAA]
C = CHR mode select (see CHR setup)
P = PRG mode select (see PRG setup)
A = Address for use with $8001"

So i'm at my skills end of figuring this one out. Is there anything wrong with my pasted asm, and if so, what should I do to change how the PPU sets itself up for my likeing?

Thank You for reading. :-)

infidelity
Posted on 10-21-11 04:27 PM, in CHR-ROM MMC4 PPU Question Link | Quote | ID: 148158


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Yes mapper 4 my bad. The original chr-ram routines are obsolete due to the mapper change. All of the gfx are arranged and appear correctly now. The game works, displays fine. I just want to change where the mapper loads the 4 8kb/2 16kb chunks in the ppu.

infidelity
Posted on 10-21-11 08:39 PM, in CHR-ROM MMC4 PPU Question Link | Quote | ID: 148171


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With you saying "must" about the 2 16k being on the left, and 4 8k on the right, sounds like my idea cant work, np then. And yes, ive modified my $A000 mirroring with custom asm, so now my hor/ver scrolls function correctly as they did in MMC1.

infidelity
Posted on 10-22-11 07:17 AM, in CHR-ROM MMC4 PPU Question Link | Quote | ID: 148182


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All the gfx for BG/Sprites work. They all appear correctly. Ive been trying to make it so 1x4kb is on the left ($0000) and 2x2kb is on the right ($1000), but when trying to do that, the rom crashes, as explained in my 1st post. :-)

infidelity
Posted on 03-09-12 10:30 PM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150396


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First let me just say that i've been tooling around with The Legend of Zelda since about October 2011. The changes I've made on my own from then, to now...

1. I've converted the rom from MMC1 to MMC3
2. Added a CHR-ROM engine for gfx swapping (BG/Sprites)
3. Expanded the rom to the fullest limits allowed within MMC3 (rom size, PRG, CHR)
4. Added an IRQ engine with working split screen dependant from the original sprite 0 split, for keeping the status bar stationary during x/y screen scrolls
5. MAJOR asm work on modification/creation of new weapons, tricks

Now i've wanted to sooooo badly, to do as much as I could on my own with asm, but i'm having an issue with my IRQ split screen.

Now i've tried doing as much research and messing around on my own, with trying to get this to work 'properly' so here's my problem.

When I have a ton of sprites on the screen at a once, I can literaly position my split screen where ever I want. But, the less sprites that are on the current screen, the split begins to flicker badly, even disappear, and sometimes crash the rom.

Originaly I didn't realize this till a few days ago, but I did this work back in November 2011. I originaly had my split appear below the status bar in the game, so I could freely move the screen below the status bar in any direction. But a few months later, I began to notice that if there was no sprites on the screen, the game would eventualy crash.

It was yesterday that I was tooling around with a screen that had as many sprites possible, and I could position my irq at any length horizontaly.

So i tried looking at Disch's doc on the IRQ usage in MMC3. What he said is that a rom that uses 8x16 sprites 'yup, zelda 1 does' HAS to be occupied with $1000-$1FFF and BG occupies $0000-$0FFF.

Now, I can move my tiles within the ppu, where ever I want now due to my CHR-ROM engine. So I figured, ok, I'll just have the BG tiles appear in $0000-$0FFF, and sprites within $1000-$1FFF. I shifted the gfx, and to what I knew would happen, all the gfx in the game we're garbage.

So, I then started messing around with the values within $8000 at the end of my hw bank. I have A906 & A907 stores into $8000. Now let me remind you, my BG is now in $0000-$0FFF, Sprites are in $1000-$1FFF. So, I change them to 86 & 87. When I did that, with my PPU Viewer open, the gfx shifted back to the way they we're before, so it was like I did absolutly nothing.

Then I realized.....

It's the way the rom is READING the PPU.

So my realization was, "the rom is reading the sprites at $0000-$0FFF and is reading the BG at $1000-$1FFF. It doesnt matter about where you put the gfx in the rom, it's the roms way of saying, bg loads at $0000, sprites load at $1000"

So, with no knowledge on how to change the way a rom reads the PPU, i began just noobishly changing individual bytes within the HW bank, to see if I could get any changes. I did one change that pretty much did it for the BG, but the sprites were still screwed up and not being loaded from $1000-$1FFF.

With what I thought was a fix for the BG, I tried using my IRQ split again, and it still gave me the wrong results. :-(

So i ask. Is there a universal way of detecting a rom's method of READING the PPU? Is there a way to tell the rom to read the BG in $0000-$0FFF and read the sprites at $1000-$1FFF? Because I've seen regular MMC3 games like that, ex SMB3, MM4.

Thank you for taking the time to read this. At some point, i'll go into further detail on what i've been doing, and what my goals are with this. :-)

infidelity
Posted on 03-10-12 07:57 AM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150398


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Thank you for that info! :-) Ill start checking out $2000 sometime over the weekend, and ill post my findings/results. Again, thank you. :-)

infidelity
Posted on 03-10-12 03:40 PM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150400


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Well theres 2 reasons as why i didnt. 1. I felt that would be overkill, when all im doing is practicing asm, and just tinkering with the rom. 2. I can code up to MMC5 about 95% myself. If i cant figure it out on my own, i dont attempt it.

infidelity
Posted on 03-11-12 07:10 PM, in How to change the way a rom READS BG & Sprites within ppu? Link | Quote | ID: 150416


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Well, i was able to change the value in $2000 that tells the rom where to read the BG and Sprites, but my sprites dont appear correctly. The top tile of a sprite appears, but not the bottom tile. Idk. Smb3 has 8x16 and that occupies $1000. :-/
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Main - Posts by infidelity

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