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infidelity
Posted on 10-03-13 01:12 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154892


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For sword, from starting position, go Down, Down, Left, Up.

The alpha builds never had proper placement of items, enemies, etc. Even the dungeons are not properly functional.

If anybody encounters a game freeze when entering a new screen id, please let me know via screenshot or even the hex value within $EB. And, I need to what direction you entered from.

infidelity
Posted on 10-07-13 03:54 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154902


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Ive been very busy the past week, working on a new item for Link. Progress has been fantastic imo.

Im hoping by tomorrow ill have a new video demonstrating what I did.

What I will say, is that The Lens of Truth will not be in my hack. There were too many possibilities for me to choose/not choose, and a vast majority would've required a major overhaul of how my tiles are drawn.

Anyway, ill try to get a video up asap.

:-)

infidelity
Posted on 10-08-13 04:06 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 10-08-13 04:08 PM) Link | Quote | ID: 154904


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As promised, i deliever a new video.

I have created 2 sets of custom asm for Link. One is an item, the second is a feature geared towards 4 specific tile id's.

Anyway, here is the video! A very detailed description/explanation will follow.

Roc's Feather & Falling In Bottomless Pits
Link's Design & Flip Animation Created By Thanatos-Zero



Again this all started because i was having dead ends with myself, in deciding on which direction i wanted to go with The Lens of Truth. So i decided to sift through Link's entire saga of items he's used throughout. I've never played any of the GameBoy Zelda titles, (except for Minish Cap) and i came across an item that intrigued me, Roc's Feather.

I did not want to play Link's Awakening all the way through just to obtain/see this item in action, so i went to Data Crystal and found the ram addresses for Link's inventory items, and set one of them to Roc's Feather.

So i tinkered around with it, and saw that he basicly can't jump any solid object, only the holes in the ground. I was told by my younger brother, that this item allows Link to jump over certain enemies, but right now i'm not going to go that route.

So i first began with figuring out how to make Link jump. I began messing with Link's xy registers $70 & $84, i had to disable the main asm so i could have manual control over the registers.

I was successful in controling the registers to my liking, and created a series of xy corrdinate tables, to make it so Link was jumping. Once i was able to get him to jump in all 4 directions, i began working on hit detection with solid objects.

$49Eram is the register that tells which tile id Link is currently on/up against. Now, remember earlier i said i was messing with $70 & $84? Well this turned out to be a problem, because when coming into contact with a solid object in mid jump, Link would go through it and get stuck.

So i came up with a sneaky alternative. $70 & $84 are the actual physical locations to where Link's sprite is located on the screen. $70 & $84 are vital to determine what Link comes into contact with.

$248-$24Fram are the registers used to house Link's sprite tile id's palette, & xy positions.

So what i did, was instead of altering Links physical xy positions, i alter his tile id xy positions. So now, when Link is in mid jump coming towards a wall, his $70 & $84 locations are still the same, while his gfx are showing a different location. So when he comes into contact with a wall in mid jump, his motion will stop, and he will fall straight down!

So when it came time to create a shadow effect for Link, i knew i could pull it off with ease. So what i did, was set 2 sprites within $240-$247, and i took Link's physical $70 & $84 xy positions, and had them constantly written to where my shadow sprite tile sy positions are, and viola, Link has a shadow following him where ever he goes!

Now, with Roc's Feather pretty much created & done, i knew that i would have to now create new asm for allowing Link to fall down the pits throughout the Light/Dark World.

This was a very big pain in the ass to do, it's still not 100% but it's pretty damn close.

The tsa block of the hole that Link comes into contact with, has 10 spots surrounding it that Link can come into contact with. So i've had to set 10 checks on 4 tile id's, while doing checks on Link's xy positions using AND to compare the lower bits.

In The Legend of Zelda, Links horizontal values are always #0 or #8, & his vertical values are always #5 or #D. That's why when you jerk him around slightly, you will see him shift somewhat when you are not on one of those values.

So I had to do AND cmp's of specific bits, to determine if he is in the correct position for whichever specific asm to have kick in, to pull Link into the hole.

Once the asm was initiated, i then began on using $15ram which is a frame counter, and do AND again to determing how much to INC/DEC from the xy registers, to give it the appearance that Link is being dragged towards the center of the hole. Once i nailed down as close to possible of getting him centered, i kept the values and continued on further.

Thanatos-Zero drew me up the falling gfx, so i inserted those, and then realized i had to do more asm.

I needed to back up Link's xy position & facing position ($98) when he enters a new screen id. That way, when Link falls down the hole, he is repositioned.

I *kind of* found the routine that depletes his health, but i can't log it cause it's within ram, and i have no idea how to watch it or determine what is going on. There is a jsr that i saw within the trace logger, that goes within ram to initiate it. So i simply stuck that routine at the very end of my Falling Down ASM. But, it picks and chooses on it's own how the health is depleted. It's supposed to be 1/2 of a heart every time he falls, but in the video, you will see that is not the case.

The other reason why i want to keep that routine, is because it properly initiates the death sequence once you have 0 health. If i manualy go screwing with $66F & $670, i'm not sure what will happen, i'd like to stay within the routines that Zelda uses to deplete his health, and kick on the death sequence.

Anyway, that's all i have for now. I hope you enjoy the video. :-)

-infidelity

infidelity
Posted on 10-10-13 03:50 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154911


Fuzz Ball
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Originaly I did a palette change of a lightish purple when it was activated, and returned the palette back to normal whrn it was off. I also had it where you could read peoples minds if they were lying to you about something, and I also rigged it where when you play the money making game, it would display the + amount from the 2 -'s.

Either way, I wanted to expand further with it, but it would've required way more work, hence why it was the dead last item that needed the most attention/work, just keot avoiding it.

So now that Link has 12 items, im done with creating new ones.

infidelity
Posted on 10-16-13 03:01 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154925


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Im looking forward to seeing what you design/come up with! Glad my notes were usefull, and good luck with CHR-ROM, its alot of fun. :-)

infidelity
Posted on 10-26-13 02:50 AM, in Greater-Than or Less-Than ASM? Link | Quote | ID: 154947


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First, dont do a cmp of 00, waste of code. If you want to do a cmp of 00, you simply load the register, than follow it with a bne/beq, or whatever branch opcode it is that you want. When comparing multiple values, have your 00 cmp first, then you can follow with c901, f0##, c902, f0##.


infidelity
Posted on 10-29-13 01:01 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154978


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I cant watch videos on my phone, is it just a graphical glitch for certain enemies? Maybe its a seperate chr routine that is hard coded for specific sprites within certain stages? :-/

infidelity
Posted on 10-30-13 12:17 AM, in Mega Man Upgrade Patch Link | Quote | ID: 154982


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Ill have to check my notes again om mm1. Im assuming a mapper address is being incorrectly loaded. Again I gotta check my notes, dont know off the top of my head the mapper mm1 uses.

infidelity
Posted on 10-30-13 02:14 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154990


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RetroRain, you said...


Unfortunately my ROM won't display
properly in Rock n' Roll because of
the expansion,


Im not familiar with mm1's editors, but, have you tried just making megaman1 an mmc3 conversion, then withoit expanding the chr or prg, play the game to see if that enemy glitch happens, and, run the mm1 editor to see if whatever that is suppised to appear correctly, does correctly?

infidelity
Posted on 10-30-13 08:27 PM, in Mega Man Upgrade Patch (rev. 5 of 11-01-13 12:35 PM) Link | Quote | ID: 154993


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I took a quick look, using the iceman level sprite glitch as a template, i narrowed down 2 bankswaps getting logged when they originaly dont in an unmodded rom. The 2 bankswaps originaly do an sta,x & sta,y. So i tried simply inserting a tya/txa before the routines but the glitch kept happening.

Hopefuly tonight i can narrow it down further and get this finalized.

UPDATE

I think i figured it out.

Its the bankswap routine.

I added 2 opcodes, a pha and a pla. At the beginning and at the end of the bankswap routine. Please edit the routine, and let me know if this works. I only tested iceman.

The (##) opcodes are the new ones.

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

infidelity
Posted on 10-31-13 12:38 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154996


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Ahh, so im guessing you have asm right after the bankswap routine.

Instead of changing all your jsr's, you could just put a jmp where the bankswap routine is located, then have that jmp point to the new location of the bankswap routine.

Again let me know if this works with your chr-rom project. Ill update my mmc3 pack once i hear from you.

And your welcome! :-)

infidelity
Posted on 11-01-13 06:54 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155005


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Excellent news! :-)

infidelity
Posted on 11-02-13 03:59 PM, in General SMB3 Hacking Thread (rev. 2 of 11-03-13 01:30 PM) Link | Quote | ID: 155012


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UPDATE

http://acmlm.kafuka.org/board/thread.php?id=7810

infidelity
Posted on 11-03-13 01:28 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 14 of 09-07-14 04:33 PM) Link | Quote | ID: 155017


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UPDATED TO v7 9-7-14

DELETE OLD .IPS FILES.

1 GLITCH WAS DISCOVERED.

1. MINI-GAME WAS CAUSING SCORES TO BE INCORRECTLY STORED, EITHER MARIO WOULD INHERIT LUIGI'S, OR VICE VERSA.


PLEASE DELETE ALL PREVIOUS SAVE STATES & .SAV FILES. ONLY USE THE NEWLY CREATED FILES WITHIN THE .ZIP FOR THIS v6 .IPS.

LINK IS AT THE END OF THIS POST


old release post
Someone from nesdev asked if I could possibly check out smb3, and see if I could add a save feature to it. It intrigued me because I was totally obsessed with this game when it first came out, and I've never messed with a Mario title ASM wise.

Anyway, within a 2 day span, I was able to figure out how the SRAM of smb3 works, and also used Data Crystal for pointers on where specific registers were located.

Right now, my locations for custom SRAM registers reside at locations $7FFC-$7FFF. I don't know if those are used normally within the game, but just running around within world 1, I didn't see any action.

If any experienced smb3 hackers out there, can shed light on any or all free SRAM registers, please let me know!

OK, so the gist of how this all works, is that I force the rom to not overwrite the entire SRAM during boot-up. When you select 1/2 player for the first time, I set $7FFF as not equal, so that when you reset the rom, the SRAM wipe routine in smb3 is bypassed when $7FFF is not equal.

In doing that, a vast amount of functions remain intact from your previous play.

However, what is not originally included within SRAM, are Mario & Luigi's lives, and the current World, so, I set those registers up within $7FFC-$7FFE.

Now with all that said, my hack allows the following to be saved.

Coins
Score
Lives
Level Cleared Cards
Cleared Levels
Cleared Sprite Levels (hammer bros, penny ships, etc)
Entire Item Inventory
Current World


Because i'm not sure with free SRAM registers, I can't get any fancier with saving Mario/Luigi's map xy positions, current form of Mario/Luigi, (big,small,fire,racoon,etc) or current map screen for levels that require to be loaded from either side, (like world's 2-7), and I don't know where the register is to adjust that anyways.

I have 2 screenshots, and a vid using FCEUXD, to show this in action.

What is not included in the video, and personally to me which I think is pretty cool, is that when you play 2 player mode, and Luigi clears specific levels, and you decide to reset the rom and play a 1 Player game, Luigi's cleared stages are still intact!







Below is the .zip file located within Acmlm's Uploader, it contains an .ips, a .sav file for those RetroPak users, it also has my notes on everything that I did, so for those extreme asm smb3 hackers, they can take my work further if they'd like.

UPDATED v7 9-7-14
This works on all emulators, and on the nes via carts or powerpaks.

http://acmlm.kafuka.org/uploader/get.php?id=4591

Enjoy!

-infidelity

infidelity
Posted on 11-04-13 03:31 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155024


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Personal preference. I like the idea of the game saving your lives count and what form Mario & Luigi are when you save. Its almost like New Super Mario Bros for the DS/Wii.

If I knew of extra free sram registers, id implement it.

Thank you for trying my patch.

infidelity
Posted on 11-04-13 09:23 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155030


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Thank you!

Yes its nice to take a slight break from Zelda every now and then, lol.

I love this little hack I created, im looking forward to playing this at will on my NES, and not worrying about all my cleared levels, items, etc, disappear when the NES is shut down/reset.

Thanks again!

infidelity
Posted on 11-06-13 05:57 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 11-06-13 09:07 PM) Link | Quote | ID: 155035


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infidelity
Posted on 11-07-13 02:43 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155043


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I wouldnt even know where to begin to fix that. Im really sorry. Idk why only a specific scene(s) dont work do to a pal system. Figured code was code, idk if its a cpu cycle issue/difference from ntsc/pal. :/

infidelity
Posted on 11-07-13 04:38 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155046


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Im not an expert at this, my only theory is maybe its a cpu-cycle issue? Isnt the timing different from a pal machine to an ntsc machine?

Im totaly clueless on that. Ive never workred with anything pal related to nes. Im really sorry.

infidelity
Posted on 11-07-13 08:47 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 155049


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Certain games are coded a certan way for pal systems im assuming. I wonder if a regular ntsc ninja gaiden produces the same result as my mmc3 patch does?
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Main - Posts by infidelity

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