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Please chime in on a proposed restructuring of the ROM hacking sections.
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infidelity
Posted on 09-19-12 09:34 PM, in Zelda 1 Question - Hold More Rupee's? Link | Quote | ID: 152410


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Np, and just a couple things i should mention if you dont know already. 1. Theres 3 registers for the rupees, one displays the amount, one takes value in it and adds to the display register, and one takes value in it and subtracts to the display register.

infidelity
Posted on 09-21-12 02:47 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 09-21-12 08:31 PM) Link | Quote | ID: 152421


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I can see what you mean. What was a vast asm hack of Zelda1, is almost turning into a LA fan remake. Ill be sending you an updated .ips and ill explain where im going with this. I want to keep the original Zelda1 sprites, i might have to talk to Thanatos.

EDIT Sent you a pm snarfblam. :-)

EDIT 2 Oh man. Looking at the outworld map of Oracle of Seasons and admiring the tiles in that particular game.....

infidelity
Posted on 09-22-12 10:12 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152426


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This is exactly what i didnt want happening. In the beginning i wanted to stay true to the original design. Im going to take a step back for a few days and re-think. I dont want this game to be a clone of LA, but i do want to improve the gfx of Zelda1.

infidelity
Posted on 09-22-12 06:16 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152431


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Im thinking of going back to the original Zelda 1 gfx, and come up with enhancement ideas for them. The sprites will be staying the same. Im feeling confident about this idea/concept. I have more freedom designing since i rewrote the entire engine.

infidelity
Posted on 09-23-12 09:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152455


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Thank you everyone for your input. I will just continue doing what ive been doing, which is constructing the light world with the LA tiles. @Thanatos, ill contact you when im ready regarding bg/sprite tiles.

infidelity
Posted on 09-27-12 09:23 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152500


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My Zelda hack is running on mapper 5, *MMC5* and i'm going to be using the ExRAM $5104 feature.

Currently, and for awhile, i've been using FCEUX 2.1.2 for my hacking. I obviously know how to setup $5104 properly for what i want, which is "CPU Access Mode* aka A902 8D0451

Now, when i insert that code into my HW Bank, and i try to change any portion of RAM from $5C00-$5FFF, it always reverts back to FF.

So I sniffed around online, and found some sort of answer, that it's emulator specific i believe, that it just doesnt display what you want there, but in actuallity, it does work.

So with my code A902 8D0451, i then added the following...

AD005C 8D2001 = look at the value in $5C00, and store it into $120.

So, i goto $120, and boom, there is FF! I then goto $5C00, and type in 88 *again, doing that just makes FF return in $5C00* I go back to $120, and boom, there is 88!

So i thought maybe the version of FCEUX i have is too old. So i obtained FCEUX 2.1.5. I did all the same procedures, but still $5C00-$5FFF always display FF when you have $5104 activated.

So i ask, will there ever be a fix? I really don't want to switch emulators to have a properly displayed $5C00-$5FFF.

Thank you for your time, and for whatever answers you may have on this subject. :-)

-infidelity

infidelity
Posted on 09-28-12 02:20 AM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152506


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Thank you all for the responses. If nothing can be done, ill just have to pre-determine what i want that area to contain, and jot it all down in notepad. :-p Again the entire area works for me.

infidelity
Posted on 09-28-12 04:23 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152511


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Thank You kuja! And Thank You Thanatos for the link. Next time i can steal wifi ill check the link. :-)

infidelity
Posted on 09-28-12 11:35 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152517


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r2687, is that an incomplete or uncompiled version? I know the next official release will be 2.1.6, and i hope i read this new feature right, that you can see logged code/data in RAM?! Thank you for posting on my behalf! :-) Ill goggle r2687 tonight.

infidelity
Posted on 09-29-12 12:37 AM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152520


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Oh man, im scared to see what it looks like later tonight! :-O

infidelity
Posted on 09-29-12 02:10 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152522


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Light World construction is now at 90% completion. Once construction is complete, it is then that i have to sort out what each screen id contains, regarding dungeons/shops/enemies.

infidelity
Posted on 10-01-12 09:16 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152564


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Well got a minor speed bump to hurdle over.

It appears the level editor did someting to the rom, where when i access the inventory screen, my in-game screen gets garbage written over it.

Luckily *and even snarfblam made a metion that i should do this :-p) i have a backup of my work before i used the latest editor, my rom is currently at version 140.

So i loaded up v140 and it's ok.

So what i plan on doing, is copying all of the data *blue when you look at it in code data logger/hex viewer* and pasting it into the proper sections in v140 *a copy of it obviously*

I'm thinking the editor must've trailed off somewhere, and edited asm it wasnt supposed to? Either way, it's an easy fix. :-)

Once that is done, I need to continue designing the outworld. Here is an example...

https://anonfiles.com/file/f07cc815930a73a50ef85c0c6d2204b9

Using specific screen constructions from LA as a template, i need to come up with my own designs in the gray areas, to seemlessly connect all of the screen id's.

Once that is done, that is when i need to figure out all the shops/enemies/etc.

It is also when i need to come up with some sort of 'swap gfx check locations' and the same goes for the palettes.

That's all for right now. :-)

-infidelity

infidelity
Posted on 10-02-12 04:22 AM, in How do you change the color of a PPU tile? (rev. 2 of 10-02-12 04:41 PM) Link | Quote | ID: 152571


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The attribute table did the trick, because that blue bomb is actualy a bg tile, not a sprite tile. The sprite 0 bomb appears behind that blue BG tile when you initiate a scroll. Watch $200-$203 when you first initiate a scroll. Its palette is at $202.

infidelity
Posted on 10-02-12 12:12 PM, in Will FCEUX 2.1.# Ever Display $5C00-$5FFF Properly??? >:-( Link | Quote | ID: 152572


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I tried the emu for a minute. I cant use it due to it being horrificly slow on my laptop, and thats with no additional features running along with it. I do see what you mean with the features, but its cosmetic. I dont like the new things added to the log.

infidelity
Posted on 10-02-12 03:50 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 152574


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Thank you so much Matrixz! Honestly the only thing that would be somewhat challanging, is the way i want to connect the screens. Other than that i should do fine. Once i can get the light world designed completely, ill be working to a 1st public demo.

infidelity
Posted on 10-19-12 10:57 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152699


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If i ever get around to making my video tutorial on basic nes asm, i know now where to post it. :-) Id love to share my tidbits from what was taught to me, and what i learned on my own. :-)

infidelity
Posted on 10-20-12 06:11 AM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152705


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Oh i remember my early days. For the life of me, i couldnt grasp the concept of branching, and when i think back, im like, wtf was my issue? Haha! It was only a few months ago where i started doing custom pushes/pulls, and various transfers here to there.

infidelity
Posted on 10-22-12 09:34 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152727


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Ok, i feel this thread is getting a little crazy/off topic. I've got a few minutes to spare with free wifi, sp let me try to share some insights on asm.

For 6502 asm, I was taught by using opcodes, which by some die hard 6502 coders is frowned upon, but for me, it worked.

This is so cliche, but 6502 asm is not for those who think they can pick it up in a day, month, year, you name it. I've been doing this since 2005, and to this day i'll still need to look up some certain things to figure out what to do.

But enough about my past with asm, id like to share some quick examples, and share some quick insights on specificly working with .nes games.

Part 1. How To Hack *whatever*
If you are truely serious in wanting to hack a game, you have to learn how that particular game works. Every game is built differently. I thought from working with the Megaman games, that I could work with any game. That is not the case. A perfect example is Matrixz document on Megaman 4. He literaly started from beginning to end, on figuring out how Megaman 4 worked. Once you know how a game works, you can edit the shit out of it to your likeing.

Of course, you would have to know how to work with 6502 asm first. But mosr importantly, you need to know how the NES works.

Part 2. The NES
Before I begin, I have to note that I work based off of using opcodes, not writing text for asm.

I'm going to briefly summarize a few things with dealing with the NES.

"RAM" means the entire area from $0 to $7FF in the NES. That is where all sorts of shit takes place. This is where you want to start when trying to decypher a games inner workings. This area deals with, code, contoller inputs, gfx, sound, sprites, music, additional information, you name it.

"ROM" means the actual NES ROM. ROM means the NES Cartridge. ROM means the entire game.

"SRAM" means the entire area from $6000 to $7FFF. This is where *if the rom is setup for it* you save game content to a battery packed game. However, if the rom is not setup for saving, you can use this entire area for additonal RAM. I've only discovered this potential recently, and now use it for additonal RAM for my new hacks.

Now, i'd like to share one portion of "RAM" that is COMPLETELY universal, for every nes game, and should be one of the most important things to learn first when dealing with the NES.

"$200-$2FF" is the area that deals soley with sprites. Each sprite tile uses 4 bytes to determine what it is. For example, this is for 1 sprite tile, starting at at the address $200-$203

80 10 00 80

$200 = 80 (this is the Vertical Position of the sprite tile)
$201 = 10 (this is the tile from the PPU that will be displayed on the screen)
$202 = 00 (this is the palette to use for the tile)
$203 = 80 (this is the Horizontal Position of the sprite tile)

Here is a great example to mess with this area for yourself. Grab a copy of Megaman 3, and when you are on the title screen, begin messing with that entire area $200-$2FF, and you will see what i'm talking about.

Part 3. A Quick Example Working With Code

I'm going to demonstrate some very quick piece of code, to give you a visual idea of how to work with asm. It's very simplistic.



What you see here, is the Hex Editor of FCEUX, looking at an example ROM.

Look at line $4010. In actuality, to the NES, this is really $4000. This may be confusing to some, but this is because of what is called the "iNES Header" at the beginning of the ROM. At $0 in every single ROM, that is available for emulators, is vital information for all of the NES Emulators. This tells the emulators what kind of mapper it uses, how big it programming and graphics sections are, etc.

Now with that out of the way. Lets look at the example at $4010

A900 8500 A900 8D0001 4C0080

A900 stands for, Load 00, or, LDA #$00
8500 stands for, Store into 00, or, STA $00
A900 stands for, Load 00, or LDA #$00
8D0001 stands for, Store into 100, or, STA $100
4C0080 stands for, Jump to $8000, or, JMP $8000

A quick note on Jumps. To wherever it is you want to jump to in the current bank, take your mouse cursor, and click above the actual spot you want to jump. That is the actual address you want to jump to. Again, 4C0080 stands for JMP $8000. See the A9 at 4010? What is the spot right above it? It's 4000 *aka $8000*

Now, lets look at the example at $4070.

206480 60 A510 C910 D0F9 E610 60

206480 stands for, Jump To Subroutine $8064, or, JSR $8064
60 stands for, Return From Subroutine, or, RTS
A510 stands for, Load register 10, or LDA $10
C910 stands for, Compare for the value 10, or, CMP #$10
D0F9 stands for, if register 10 does not have the value of 10 in it, then branch to a specific location, or BNE #$F9
E610 stands for, increase register $10, or, INC $10
60 stands for, Return From Subroutine, or RTS

i'm really sorry but i have to jet, if anyone would like to finish the examples, or even this one, please do so.

Oh, and this is a MUST HAVE for all 6502 rom hackers! I still use this to this day!

6502 Opcode List
http://acmlm.kafuka.org/uploader/get.php?id=4327

infidelity
Posted on 10-23-12 01:31 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152731


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@NovaYoshi, i see your point. :-) Im just speaking from personal expierence, with viewing roms in the hex viewer. @mickevincent, the purpose of my $200 example, was just to demonstrate how to edit a sprite tile's position, image, color.

infidelity
Posted on 10-23-12 04:43 PM, in Do you want to learn 6502 ASM? (Think again) Link | Quote | ID: 152733


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Exactly, za909. Itr not just Megaman 3 that does this. The reason i chose that game for my example, is that the entire area from $200-$2FF is not written to while on the title screen, and, you can see your results cause nearly 50% of the bg is black.
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