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infidelity
Posted on 07-25-13 02:49 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* (rev. 2 of 07-25-13 09:45 PM) Link | Quote | ID: 154458


Fuzz Ball
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Ok, I have Ninja Gaiden working as MMC3.

Tested and working on the following emulators.

FCEUX
Nestopia
Nintendulator (with some shaking issues. Can others please confirm?)

Also tested and working on my RetroPak for my NES.

Ive only played up to Act III on all devices. But everything leading up to Act III, (title screen, cutscenes, level layouts, mappings, etc) are all there and correct.

I do not have a tkrom board/multirom board, nor the proper tools for that, so I cant confirm if my patched work will work on those devices.

V4.0 All 8 Patches
http://acmlm.kafuka.org/uploader/get.php?id=4456

I hope you all enjoy this, this really was more work than I expected! :-0

-infidelity

infidelity
Posted on 07-28-13 04:56 PM, in Mega Man: Into Darkness Link | Quote | ID: 154478


Fuzz Ball
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Excellent title screen!!! :-)

infidelity
Posted on 08-19-13 10:08 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154601


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Just wanted to let everyone know that the new soundtrack is coming along well. Got about 11 songs complete. Each dungeon (1-9) will have they're own song, im currently working on the 7th dungeon song. Once all the songs are complete, im going to sift through all the games that use 6C80 sound engine, to see if there are any sfx I want to use, sfx creation im not that good with.

Gfx by Thanatos is coming along well too. Just about all outworld enemies have been redesigned.

Progress is coming along, I do apologize for the delay in updates, but I feel the next release will be worth the wait. :-)

infidelity
Posted on 09-06-13 10:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154733


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Just wanted to give another update regarding the sound engine.

Progress is really coming along now. The Dark World now has its own theme music. All 9 Dungeons have they're own individual song. There are additional tunes as well, for boss fights and one devoted just for Ganon.

Im holding off on composing an ending song, since im not at the stage of having the entire concept of the game in order.

Currently I have begun working on re-creating the sfx from Zelda 1. With the aid of Matrixz's updated 6C80 document, I have a better understaning of creating sfx from scratch. I have 4 sfx that are 95% identical to its original sound. For those who want to know, then load up the original Zelda rom, goto ram address $602, and insert, 01,02,04,08.

I hope to get intouch with Matrixz involving a proper fadeout of a note.

Thank you all again for your patience!

-infidelity

infidelity
Posted on 09-08-13 03:12 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154743


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Thank you very much Celice! :-)

@Chaobomr, im not sure.

I dont know much about mmc5 cartridges, but for those that want to inject the rom into an mmc5, it'll need to be able to do the following...

1. Have 1024kb space for PRG-ROM & CHR-ROM.
2. Allow access to PRG-RAM from $5C00-$5FFF.

I forget the name of the company I was communicating with, but the guy said if my work didnt use the mmc5 special features such as the additional sound channels, and any form of EX features, he could put it on a cartridge. I dont think ill be able to relocate my PRG-RAM, maybe once the game is just about finished, ill see if I have enough free space in my HW bank, to relocate my PRG-RAM there.

infidelity
Posted on 09-11-13 01:24 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154759


Fuzz Ball
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Gameplay is in the same condition as my current alpha release. The only vast changes are the updated sprite designs by Thanatos-Zero, and the 6C80 sound engine.

Also, im having great success in re-creating the original Zelda sfx, ive got 5 more to work on, then other than an ending theme, im done with the sound engine.

infidelity
Posted on 09-12-13 02:35 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154762


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Heh, im still hoping to have this complete within 2013. The sound engine was the last major feature.

I still need updated sprites for my inventory items and the dungeon enemies/bosses.

I also have to work on where everything will be located, stores, items, etc throughout the light/dark world.

Im really excited to get back to work at the rest of the game. All the sfx are complete, and im in the process of reassigning the sfx id's to all that initiate the sound engine.

:-)

infidelity
Posted on 09-17-13 12:40 PM, in Ghosts'n Goblins MMC3 Conversion Patch (UPDATE: Fixed) Link | Quote | ID: 154798


Fuzz Ball
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Great work on converting mappers solo! :-)

I ran into graphical issues when my work was running on nestopia & nintendulator, but not fceux which is my emu of choice.

I dont know what mapper you converted from, but id like to share my info on what I did for conversions to mmc3.

For the bankswap routine, I use the one found in Super Mario Bros 2. Its never failed me.

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

Then what I do is within the reset vector, I set almost all the mmc3 registers to 00. I had issues with registers $E000 $E001, where the game wouldnt boot, so I just left those out, and the game booted.

This next part is crucial, especially for running the game on nintendulator, nestopia, or even a real cartridge.

You need to set up $8000 & $8001 for proper usage of chr. I have this code in the reset vector as well. If you dont have room, what you will have to do is perform a bankswap near the end of the reset vector, to somewhere else in the rom that had free space, to load up the routine.

A205 8E0080 BD####(address that loads table for chr setup) 8D0180 CA 10F4

This is what BD#### needs to load.

00 02 04 05 06 07

Anyways, congrats again! :-)

infidelity
Posted on 09-17-13 12:45 PM, in Quickest and Easiest Mapper Conversion Ever! Duck Tales 2! Link | Quote | ID: 154799


Fuzz Ball
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Hahaha awesome! I did this back in July myself! You are right, pretty easy to convert this one. :-)

infidelity
Posted on 09-20-13 06:07 PM, in Ghosts'n Goblins MMC3 Conversion Patch (UPDATE: Fixed) Link | Quote | ID: 154808


Fuzz Ball
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MMC1 is tricky with some games. I tried my hardest to convert whichever ones were favorites of mine I grew up with, and on a good amount of them, I fell short of success.

One thing is setting up custom chr page loading routines. From the games ive worked with, MMC1 loads 256 chr tiles as 1 whole page. Whereas MMC3 loads and stores chr differently due to the multiple mapper registers of the MMC3 mapper. MMC1 will typicaly have 2 registers in ram that are for all bg and all sprite, and if you got an irq going on, youll have another register loading the chr page for the irq split.

I created a custom routine for converting a games original MMC1 chr page setup, to a proper MMC3 chr page setup, (which depends on what chr setup you have going on, aka, bg has 2 sets of chr, sprite with 4, or, bg has 4 sets of chr, sprite with 2.)

At some point I will upload my guide on how I do conversions, I havent been home in a couple days to upload my docs.

Im on no way an expert, but simple MMC1 games ive had success. The most difficult was the success of converting Ninja Gaiden to MMC3.

Anywho, its great seeing mapper conversions taking place, its a great way of knowing and understanding mappers.

-infidelity

infidelity
Posted on 09-20-13 06:51 PM, in Need answers from those familiar with the combo dungeon system, with The Legend (rev. 2 of 09-20-13 06:54 PM) Link | Quote | ID: 154809


Fuzz Ball
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I apologize for starting another thread regarding Zelda, but I felt the thread name would attract hackers that havr delt with this setup.

To those who dont know, my entire outworld for zelda, im able to assign an individual 8x8 tile anywhere for every screen id, thus, removing thr outworlds combo system.

In my game, my outworld for both the light & dark world are complete.

Im now at the point of putting attention to the 9 dungeons. This is an aspect I have not begun to indulge in.

However, I had to for the dungeons that design the 2 secret rooms, (room with special item)(room with 2 stairs)

I manged to find the original routine that loads the tile construction for storage starting $6530ram.

Now, my rom is 2mb in size, and I do not have the room to go into vast creation for the dungeons like I did with my outworld. And if I use my 1 tile id represents an entire tsa block, that still limits me of only 00-3F individual rooms, and I need two sets of 00-FF rooms, since Levels 1-6 occupy 00-FF, and 7-9 occupy an additional 00-FF.

My question is, do dungeons have a combo system, can you manipulate it to place any kind of tsa anywhere? Suggestions on how to achieve this?

If I cant exploit it the way id like to, ill have to keep the original dungeon system as is, and just use snarfblams dungeon editor to make the changes.

Thanks for reading, and for any advice you can throw my way.

-infidelity

infidelity
Posted on 09-21-13 02:03 PM, in Need answers from those familiar with the combo dungeon system, with The Legend (rev. 2 of 09-21-13 04:30 PM) Link | Quote | ID: 154816


Fuzz Ball
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Yeah im not going to increase the screen id amounts, im not going for a complete overhaul of the dungeons, but I would like to have freedom of how the floors look. Im also not looking to screw with the mechanics of the shutters and locked doors either.

Im confident in my thinking, for having levels 1-9 use the tile drawing routine, but having a cmp routine to determine which sets of combos to load for levels 1-9, making them all unique.

Thank you for reading!

Edit: I think I found a solution, ill post more about it when I can. :-)

infidelity
Posted on 09-21-13 05:11 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* (rev. 2 of 09-21-13 05:18 PM) Link | Quote | ID: 154817


Fuzz Ball
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I have updated my conversion pack to v5.0

It also includes a detailed document on how I convert mmc1 to mmc3. Im no expert in this, and have had mixed results, but its really good for chr work.

http://acmlm.kafuka.org/uploader/get.php?id=4475

infidelity
Posted on 09-23-13 02:07 PM, in Need answers from those familiar with the combo dungeon system, with The Legend Link | Quote | ID: 154821


Fuzz Ball
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Making good progress in having individual tsa blocks for some of the dungeons. This asm im writing up will only be for Levels 1-6, because all those combined levels reside within screen id's 00-7F. I do not have enough free space for Levels 7-9 to have their own individual tsa sets, so for those levels, I will be altering them with snarfblams dungeon editor.

My asm routine for loading the tiles, is the same method for when I load tsa blocks in my caves, 1 tile id represents an entire tsa block. I ran into a complication, because I have to jump around within ram for storing the tiles in the correct addresses, but I realized once my low byte passes 00, I have to inc my high byte, but, the asm wikl revert back to a lower address, meaning I have to dec the high byte address. This has become troublesome, and taking up too much code. I came up with a new idea that will work, I just need time today to write up the routine.

infidelity
Posted on 09-23-13 08:36 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 154825


Fuzz Ball
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This is the v5.0 listing.

Updated MMC3 conversion list
9/17/13
-infidelity

UNROM to MMC3 (as of 9/17/13)
-----------------------------------------
Castlevania
Contra
Duck Tales
Duck Tales 2
Goonies II
Gun Smoke
Megaman
Metal Gear
Super Pitfall

NROM to MMC3 (as of 9/17/13)
---------------------------------------
Ice Hockey

CNROM to MMC3 (as of 9/17/13)
----------------------------------------
Arkanoid

MMC1 to MMC3 (as of 9/17/13)
---------------------------------------
Addams Family
Blaster Master
Darkwing Duck
Megaman 2
Metroid
Ninja Gaiden
The Legend of Zelda

BAD MMC1 to MMC3 Conversions (as of 9/17/13)
------------------------------------------------------------
Double Dragon
Fester's Quest
Kid Icarus
Knight Rider

infidelity
Posted on 09-24-13 03:14 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 154829


Fuzz Ball
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I wish I could answer this with full confidence, lol. Im assuming its needed for proper switching/usage of the status flags? Ive wondered this too back in the day when I started learning about the mmc3 bankswitch. I wish I had a better answer for you. :-(

infidelity
Posted on 09-27-13 03:38 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 154851


Fuzz Ball
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Maybe in the future ill venture down that road. Im kinda burnt out from mapper conversions at the moment, I want to continue focus on my Zelda project which is almost complete.

infidelity
Posted on 09-29-13 02:52 PM, in Need answers from those familiar with the combo dungeon system, with The Legend (rev. 3 of 09-29-13 03:36 PM) Link | Quote | ID: 154865


Fuzz Ball
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Its been a few days since ive updated this, so ill try to explain what I did.

I have two 4000 byte banks, that house my new drawing routines for all the dungeons in the game.

Level 1-6 reside within $F8010.
Level 7-9 reside within $AC010.

My tile routines are for the areas within the outter walls. I do not have enough free PRG-ROM to have individual tiles for an entire dungeon room. I was more focused on the areas within the outter walls, where Link moves around. This now gives me the freedom to setup the floors any way id like, so I can new paths, puzzles, etc.

What I did was, at $6C80ram, I set a write breakpoint on that address, that is where the first tile is inserted. When the breakpoint kicked in, I looked to find out where the asm was that allowed for the drawing routine.

From that origin, I perform a bankswap to the appropiate bank depending on the current level loaded within $10.

Within each bank, I have the 00-7F screen id's load an individual 53 byte table, the table includes tile id's. When the first tile is loaded, (ex, B0), it will get stored, I then inc the value of B0 to B1, then store it, inc the value of B1 to B2, then store it, inc the value of B2 to B3, then store it, and thats it, I just repeat the sequence over and over until the last tsa blocl is designed, then I go back to the original bank.

I contacted snarfblam and gave him all my documentation on what I did, so I can have the freedom to design the new dungeon layouts within my level editor he originaly designed for me.

Things like shutters, bombable walls, doors, enemies, bosses, im not screwing with, im leaving all of those features the same.

Also palettes will be left alone, no individual palettes for individual tsa's.

Thank you both, never-obsolete & Trax, for reading and commenting. I extremely appreciate it!

infidelity
Posted on 09-30-13 01:46 AM, in Need answers from those familiar with the combo dungeon system, with The Legend Link | Quote | ID: 154876


Fuzz Ball
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My outworld uses 4 sets of 00-7F screen id's. 1st set is my upper half of my light world. 2nd set is my lower half of my light world, 3rd set is my upper half of my dark world, 4th set is my lower half of my dark world.

The outworld tiles use no compression. Each screen id for the outworld, im able to assign individual 8x8 tiles anywhere.

How im able to accomplish this, is I have my rom running mmc5 with prg-rom maxed to 1mb.

I also rewrote the palette asm, so I can assign individual palettes to a 16x16 tsa block.

infidelity
Posted on 10-02-13 03:42 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154883


Fuzz Ball
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Yes I was aware of the pegasus boot screen glitch, and it was fixed.

My current rom has been tweaked alot since 0.6, but I would still like to know what you have found.

Thank you!
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