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infidelity
Posted on 01-27-14 04:38 PM, in Zelda 3 Hack: Oracle of Secrets Link | Quote | ID: 155548


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I loved how my Megaman Ultra has been packaged and sold.

For someone to consider my work worthy of all that time and effort, to be packaged as a real nes product, is truely an amazing feeling.

Ive even gone to extreme lengths, in hoping my Zelda hack can be injected on an actual MMC5 cart.

Ive completely rehauled my entire $5C00-$5FFF exram, so that the only things that are required are 1mb prg-rom & 1mb chr-rom chips. Im using none of the extra features that MMC5 uses, in hopes i can have this packaged.

Im saddend cause my work will never play on powerpaks or the n8 everdrive, cause the chips are only 512kb each.

Anyway from a rom hackers perspective such as myself, I welcome my work on being considered for such a high honor.

infidelity
Posted on 01-28-14 11:49 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 01-29-14 12:37 AM) Link | Quote | ID: 155555


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And here is another update, pretty major towards one of my items.

The Flippers Enhanced Update


Taken from video description....

I've gone back to The Flippers and done some extensive asm work on it. Ive made it so the following happens once you step into deep waters.

1. The A Button box now shows The Fippers, since pressing A gives you a burst of speed.

2. The B Button box now shows a custom Air Gauge. I simply write 2 blank tiles in the center of the B Button box using vram $302, then i insert my magic meter sprite icon into $204-$207, as an Air Gauge sprite icon.

3. When holding down the B Button while in deep waters, the following happens.
3.1 Link's jumping shadow gfx are used, to give the appearance that Link is under water
3.2 Air Gauge cursor goes down
3.3 When Air Gauge cursor reaches a certain position, sprite palette changes from blue to red, indicating Link is almost out of breath
3.4 When Air Gauge is at the bottom, i initiate my custom health depletion asm, and if you continue to hold down the B Button while this is taking place, eventually the death sequence will kick in, resulting in game over
3.5 Link is able to evade enemy attacks, swim underneath Zoras/projectiles/etc

4. When releasing the B Button while in deep waters, the following happens.
4.1 Link's swimming gfx are replaced
4.2 Air Gauge cursor goes up
4.3 When Air Gauge cursor reaches a certain position, sprite palette changes from red to blue

When you exit deep waters, the B Button & A Button sprites are restored, and function normamly as they've done before.

infidelity
Posted on 01-29-14 07:03 PM, in Mega Man Upgrade Patch (rev. 4 of 01-29-14 11:04 PM) Link | Quote | ID: 155560


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Sounds like a mirroring issue.

Need to properly set vertical/horizontal mirroring values within MMC3's $A001 register.

Find all the mirror writes to whatever MMC1 register it uses, i forget the register, then create a jmp routine from that spot, and do 2 cmps for 2 specific mirroring values, then have them branch to the MMC3 equivilant mirroring value into $A001.

EDIT
In MMC1, $8000-$9FFF uses the last 2 bits for mirroring. So #2 is vertical, and #3 is horizontal.

In MMC3, $A001 uses the last bit. So #0 is vertical, and #1 is horizontal.

So however Megaman originaly stored to $8000-$9FFF, do searches for...

A902 20#### / A902 4C####
A903 20#### / A903 4C####


Now you can go about this 2 ways.

1. The actual location to where the jsr/jmp's take you, perform a cmp routine to determine if either #2 or #3 are being sent here, and whichever is true, have it branch to either A900 8D01A0 or A901 8D01A0 for the mmc3 proper mirroring.

2. If the actual location is being used by other things within the rom, you will have to find free space to create your custom mmc3 mirror routine, and you will have to change each jsr/jmp within the entire rom, that does mmc1 mirroring, and them jsr/jmp to your new mmc3 mirroring routine.

Good luck. :-)

infidelity
Posted on 01-30-14 01:46 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155566


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My apologies, idk why my mentality was thinking mm was an mmc1 game. Sorry on the $A000/$A001 mixup too.

infidelity
Posted on 01-30-14 06:06 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-30-14 10:20 PM) Link | Quote | ID: 155568


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Glad you like it! Thank you very much! :-)

As of now im editing my asm, for when Link falls off a ledge, having an issue with releasing the charged sword in mid-fall, causing Link to get stuck. Working on a work-around for it.

After that im debating on either tackeling the caves/shops, or fixing the dungeon sprite palettes.


infidelity
Posted on 01-30-14 10:59 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155570


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Not sure what you mean by that, if your saying i just simply insert a jmp within my routine, thats not going to do anything.

Anyway, that has been taken care of today.

infidelity
Posted on 01-31-14 10:39 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 155576


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Verrrry excellent screenshots! Definitly like what I see! Great work! :-D

infidelity
Posted on 02-01-14 05:24 AM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155582


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Nintendo has they're due. I never release my work without the origimal authors name.

And no I did not use a tile editot, I havked the vram routine to the tiles I want displayed, and positions as well.

infidelity
Posted on 02-06-14 03:29 PM, in Mega Man X1 Hacking! Link | Quote | ID: 155636


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Does this editor actually allow you to alter a levels layout, like change tsa blocks, reposition enemies/bosses? Cause from the looks of the screenshots, all I see is palette changes.

infidelity
Posted on 02-07-14 04:09 PM, in Mega Man X1 Hacking! Link | Quote | ID: 155645


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I really wish someone would develop a debug system for one of the snes emulators, like the one for FCEUX.

I already know of the one for snesx, im not that into it, but if the one from FCEUX was built within an snes emu, id be alllllll over that!

infidelity
Posted on 02-11-14 08:06 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155664


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New update

First, I'd like to ask those that know Link's Awakening inside and out.

Is there any kind of map that displays ALL of the underground passages? I'm looking for an example much like this, http://portfolio16.de/zelda/map4/map_en.htm but in underground passage form.

I've searched the internet many times, but I couldn't find anything.

The reason I ask, is because I'm now able to manipulate Zelda's original cave asm routine, to have it load up another cave from a different screen id, and when Link exits, he will exit on that current screen id. It's pretty cool! But Im holding off on doing major asm and setting up stuff, until I know how Link's Awakening has it's underground caves.

I'm NOT interested in Dungeons, those are separate within the original Zelda rom, Level's 1-6 & 7-9 have they're own 80 byte ram table, completely separate from the outworlds table.

So I anyone could shed some light on all of the underground caves in Link's Awakening, that would really help me out, that would be a great template to use.

Also, I've composed new music for caves/shops/let's play money making game. :-)

The other thing I need to worry about, is the 4th sprite palette within Dungeons. Various bosses and enemies use that palette, but I've made it into a golden palette so that certain sprites, items, can use that palette. But it's putting me into an issue, for things like the Dodongos, pushable blocks, etc, they all use a specific palette, especially the pushable block in a dungeon, since they mimic the BG palette, so that it actualy looks like the block is really moving, but it's technicaly a sprite.

Other than the things I've mentioned, everything has been going at a great pace! This rom is sooooooo close to BETA form, but the things I've mentioned, id really like to get figured out/situated, before I release a beta.

Thanks everyone! :-)

infidelity
Posted on 02-11-14 11:02 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 02-12-14 02:02 AM) Link | Quote | ID: 155668


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Right, I noticed the select glitch using vba, and I was able to walk through walls, accessing other screen id's, but I didnt want to waste time collecting 256 individual screens if its already been done.

Also I wont need all of them, idk this game like I do with the earlier zeldas, but id really like to know the paths that take you to other parts of the outworld, that you are only able to access via underground.

Even if I cant get actual images of those caves, if I could have images of the outworld screen ids that connect one another, that would be just as helpfull!!

EDIT

And one more thing.

Bigger or Smaller Trees?


Taken From Video Description...

Having a dilemma on giving the entire light/dark world an overhaul, in relation to the trees.

Even though I'm running on MMC5, I have a different way of my TSA's loading palettes, that are different from the original Zelda rom. I never intended to utilize the 8x8 individual tile palettes.

So, I'm contemplating the idea of redoing every tree in my project, but I'm fearing the task since this project is close to a full BETA release.

So I've uploaded this video for you all to take a look at the trees I currently have, and the new ones I'm experimenting with.

If bigger is the way I decide to go, this will take extremely long to accomplish.


Basically, it's all because I want to add in the actual 'brown' color for the base of the tree.

infidelity
Posted on 02-12-14 01:52 AM, in General Megaman Hacking Thread Link | Quote | ID: 155670


Fuzz Ball
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The dance formation you are talking about, is the game loading 3 sprite animations of the boss in action. It'll be loged as data (blue).

Idk where any of those are located, I haven't touched a MM game in years, but that's how it's done.

infidelity
Posted on 02-12-14 12:18 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155674


Fuzz Ball
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Thank you for replying Xeruss!

I feel the same particularly towards my dark world design, and palette usage.

infidelity
Posted on 02-15-14 02:55 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 02-15-14 03:00 PM) Link | Quote | ID: 155685


Fuzz Ball
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Thank you for your input Vanya! :-)

And now, I have 2 MAJOR updates, one of which has been something I've wanted accomplished for a very, very long time, and that's all of the screen id's having they're very own unique secret/cave. And the most important part, and what I was able to pull off, is all screen id's from the upper/lower light/dark worlds, are all copied from ram and stored into sram, keeping/saving everything you have discovered/unlocked on them!

I had to do 3 separate things, all 3 which do the same thing, but are tweaked for those 3 things. Whatever current portion of the light/dark world you are on, and before you access the new area, I have the rom take the current 00-7F outworld ram, store it into sram, then I load the new location Link is going to from sram, and store that into ram. These are the 3 things that do that...

1. Ram swap taking place when scrolling from upper to lower light/dark world, or from lower to upper light/dark world.
2. Ram swap taking place when using The Ocarina.
3. Ram swap taking place when saving.

The other update, is that I've made it so keys Link collects, can be used in the outworld. The asm I wrote is only for specific tile id's on specific screen id's.

So here are my 2 updates.

All Screen ID's Are Now Individual
taken from video description....

The Legend of Zelda has 00-7F screen id's within ram. Since I modified the game to allow 3 more sets of 00-7F screens, this meant that each time you are on a screen id that is shared by 3 other areas, that you can only have 1 secret/cave/item/etc to appear on that screen id.

I've finally come up with a method to swap out the current ram, and insert it into sram, and have the new screen id properties for whatever portion of the light/dark world you are entering, be inserted into ram.

This is a VERY big deal, because I now have the freedom to assign whatever I want to happen on 4 sets of the same screen id, with them all being individual from one another! Screen id 10 in the upper light world can be a bombable wall, while screen id 10 in the lower light world can be a treasure box, while screen id 10 in the upper dark world can be Level-1, while screen id 10 in the lower dark world can be a shop.




Outworld Keys & Different Caves On Same Screen ID
taken form video description....

This video shows my custom asm, on allowing keys to work in the outworld. I've only allowed this to work with specific tile id's on specific screen id's.

And this video also demonstrates my individual screen id properties, showing how I can have multiple different things happen on the same screen id, when in different portions of the light/dark world.




Please enjoy! :-)
-infidelity

infidelity
Posted on 02-17-14 07:51 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 3 of 02-17-14 09:46 PM) Link | Quote | ID: 155709


Fuzz Ball
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Hmm, must be whistle related. Ill have to dig up my old notes and see what i did. When defeating a koopaling i know i refresh the playing field when advancing to the next world.

Thank you for reporting the glitch. I'll take a look as soon as i can.

EDIT
I re-created the glitch the way you described. I guess im lacking the clearing of level flags after using the whistle. Ill see what i can do.

infidelity
Posted on 02-17-14 11:37 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155715


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That is separate from the whistle. This has now been fixed.

UPDATED v5 2-17-14
http://acmlm.kafuka.org/uploader/get.php?id=4578

Notes....

UPDATE 2-17-14
I've been shown a glitch with the whistle. The next world you warp to, the levels are not reset. Meaning, anything you uncovered within the world you warped from, will have certain things cleared in the new world you enter.

I'll need to be carefull in 2 player mode, so that i can differentiate between Mario & Luigi.

$F5 = Mario Controller Push Bit
$F7 = Mario Controller Push Bit (Held)
$F6 = Luigi Controller Push Bit
$F8 = Luigi Controller Push Bit (Held)

Whats bizzare, is $17-$18 are universal for Mario & Luigi.
$17 = Controller Push Bit (Held)
$18 = Controller Push Bit

7D00-7D3F Mario's level complete flags.
7D40-7D7F Luigi's level complete flags.

Routine For Mario = A03F A900 99007D 88 10F8
Routine For Luigi = A03F A900 99407D 88 10F8

OK, all the above does not matter. Whenever one goes to a new world, the other goes with him. So this is the only routine i'll need.

$3553A = A07F A900 99007D 88 10F8 60

DONE!

infidelity
Posted on 02-20-14 12:36 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155734


Fuzz Ball
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Thank You! :-)

It was Matirxz idea on which LA song I should try to compose, since I'm not familiar with LA.

I do perform the faint delay the original song uses, but I feel it could be a bit more noticeable than what I have now. I also composed a triangle track, since the original gb version does not have that, just 2 square channels are used throughout the entire song originaly.

I may revisit the song, since I've expanded my sound engine, cause I now remember what you mean by the volume fade in's/out's.

infidelity
Posted on 02-22-14 06:10 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155750


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OK I think this is all set.

v6
http://acmlm.kafuka.org/uploader/get.php?id=4580

taken from included notes within .zip...

UPDATE 2-22-14
I've been shown 2 more glitches.

1. When using the whistle, and going to any world, the timer is set to 400 once you enter a world. This has been fixed by doing a check of $727 (world id) and if it's 08 (world 9) then i bypass the timer asm.

$3C8D3 = 20339F EAEA
$3DF43 = AD2707 C908 F005 A904 8DEE05 60

2. When you obtain a 3rd level card, and decide to reset the game, you still contain 3 level cards, this is never supposed to be the case when you clear a stage. So if a user decides for whatever reason to reset/shut down the rom once they obtain a 3rd level clear card, i perform a check to see if you indeed have the 3rd card when you start the rom, and if that's the case, i wipe out the 3rd level clear card. $7D9C-$7D9E = Mario's Level Clear Cards. $7DBF-$7DC1 = Luigi's Level Clear Cards.
So i'll do checks of $7D9E & $7DC1, and if they are not equal, wipe'em out.

$3DF20 = 20B69F
$3DFC6 = AD9E7D F005 A900 8D9E7D ADC17D F005 A900 8DC17D ADFF7F 60

DONE!

infidelity
Posted on 02-26-14 08:26 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 02-26-14 08:26 PM) Link | Quote | ID: 155795


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Posted by shanem
I found a glitch that is sort of related to the save patch. It is related in the sense that it could cause the Player to be forced to erase their current save. I was wondering if you could fix this glitch: https://www.youtube.com/watch?v=AClCpyg6toI


First off, you sent me a link to a video about a World 5 airship glitch, nothing to do with what you are talking about. Plus, this video is in NO relation to my .ips, because, the date of the video being uploaded was in May 2013. My 1st .ips of my work was not released until November 2013. And for shits & giggles, I went and attemped to re-create that airship glitch, on one player & two player mode, and I could never get that airship to retreat to the lower part of World 5, where I kept Luigi.

Second, I'm not going to work on this any further. I've fixed the glitches, which are legit and I wanted them fixed so thank you for reporting them, but I haven't gotten any kind of thank you for each of the times I went back and worked on what you discovered. I don't expect it to be quite honest, but a lot of people do thank others for the work they do. Im getting this vibe from you that you just want stuff, especially after what I saw you write in Drakon's thread on his creation of sram for smb2.

Again, legit glitches im all about fixing, im nowhere perfect in asm, but sending incorrect links, and asking for additional things, that's a whole other thing.

Posted by Chaobomr
Speaking of glitches, this isn't game-breaking or anything, but whenever Raccoon Mario jumps, this white dot appears on his hat.


I don't see it. I tried this in FCEUX, Nintendulator, Nestopia. I had raccoon Mario run, jump, fly, descend, jump while ducking, I got no white dot in all of those emulators.
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Main - Posts by infidelity

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