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infidelity
Posted on 02-26-14 10:34 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155799


Fuzz Ball
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No need for apologies, i understand.

The sram hack is not perfect by any means. Its pretty much an auto/saver. If there was enougj empty ram registers, then it probably would be able to contain an actual save function. Everything is practicly within sram, and all im doing is setting commands wether or not to allow the sram to wiped under certain conditions.

But im pretty much done with that hack now, its as good as it will get from me. Anyone whos willing to go further with my work, is fine by me.

infidelity
Posted on 02-26-14 11:24 PM, in NES games with sram saving and other changes Link | Quote | ID: 155800


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Posted by Drakon
I'm not making these hacks to please people I'm making them for myself so I make them the way I like.


Amen! Always stick to that mentality with this stuff here. :-)

infidelity
Posted on 02-27-14 07:32 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155829


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Yeah i have no issues with anyone using my patches in they're work. And yes id appreciate the credit for my sram work.

infidelity
Posted on 02-28-14 07:52 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155874


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Chaobomr beat me to it, he is correct.

Trax was the other alpha tester.

The only remaining issue from what was posted on the former wiki page, is the sfx issues when you obtain either a heart or rupee, and sometimes the wrong sfx is played.

And now for another news update.

My latest build has been confirmed to work on an actual ETROM MMC5 board. My project does not use any of the enhanced features of the MMC5. The only thing that I utilize, is the PRG & CHR ROM's being maxed at 1024kb a piece.

And as of today, the rom has 0 issues within Nestopia & Nintendulator, and as mentioned, on an actual NES.

Currently im updating the dungeon tileset, then once that's done I need to work on my caves.

Things are still progressing smoothly, inching closer to a beta form.

infidelity
Posted on 02-28-14 11:49 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155882


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Yes I know, but this was done years ago before I knew what flash carts were. I was in contact with Krizz, the creator of the Everdrive N8, to see if he would ever consider updating his N8 to support 1024kb PRG/CHR chips, but he said he's not going to.

I learned about flash carts late into the production of The Legend of Link. So this will be the only project of this magnitude that I will do.

Since I now know that my work can be played on actual nes hardware, I'm making it my goal that if I do decide to any more future projects, that they are universal for all emus, carts, flash carts.

Down the road I'm going to see if I can inject my current rom into a Virtual Console nes title, maybe Castlevania III, and see if it will boot on my hacked Wii U.

infidelity
Posted on 03-01-14 03:51 AM, in Mega Man 2: The Mystery of Dr. Wily - Version 1.1 Released Link | Quote | ID: 155889


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Awesome! :-D

infidelity
Posted on 03-01-14 04:27 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155895


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No there will not be a smaller size to this game. This will be my only project ever, to be dependent on an actual MMC5 cart with 1024kb PRG/CHR ROM, if users wish to play this on an actual nes.

Until a flashcart developer adds 1mb prg/chr chips, then an ETROM board is the only way to go for nes play.

I only got the PowerPak from a fan of my work with Tetris Zero. It was at that point that I started learning, about how vastly different the actual nes and nes emulators are from one another, as it pertains to how code is utilized.

Once I received the PowerPak, I began to learn exactly what needs to be setup for the nes to load a game.

Its totally different via an emu, cause the cartridge mapper(s), and various functions are written within the emulator, so it does the dirty work for you, and for someone who wasn't totally into writing stuff for the actual hardware, this became a huge battle to win, cause just about none of my projects worked on the nes, except for Megaman Ultra.

You have to literally tell the nes at bootup, everything it needs to see, and especially whatever mapper it is that you are using.

It was only a few months ago I learned about the Everdrive devices. I know the N8 is way more reliable than the PowerPak, it's just I cant afford any of his devices.


infidelity
Posted on 03-03-14 03:40 AM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155926


Fuzz Ball
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$7FFB is infact used by the game. I think it in world 8, so that spot is no good.

Believe me, if it was a definite unused sram register, id've used it.


infidelity
Posted on 03-03-14 03:21 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155931


Fuzz Ball
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Convert the rom to mmc5 for sram swapping. :-/

infidelity
Posted on 03-04-14 02:15 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 155951


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Thank you for the post, but this is going to be inevitable. This has been a long battle of mine, it's a good as I can get unfortunately with that custom asm. But thank you very much for the post!

infidelity
Posted on 03-04-14 01:02 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155954


Fuzz Ball
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Excellent work! Yeah that n-card was annoying.

infidelity
Posted on 03-08-14 06:46 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156031


Fuzz Ball
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Fast update. I'm now in the process of writing asm to allow for underground passages, multiple caves linked together, so Link can travel underground, to reach certain portions of the outworld only accessable via underground.


infidelity
Posted on 03-11-14 09:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 156070


Fuzz Ball
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New Update

Here I show my alpha build of underground passages. It's still being worked on, but the main gist of what I wanted done, has been accomplished.

Underground Passages

taken from video description...
This here is my custom asm, which allows underground passages within my romhack of Zelda 1.

Currently when entering connecting caves, the music gets reset, & Link's X/Y position is always for entering from the bottom up. These issues will obviously get fixed.

The video demonstrates 3 screen id's from above & underground, showing 1 of the screen ids sections inaccessible, that you can only get to that side via underground.


infidelity
Posted on 03-24-14 05:30 PM, in Rockman 2/ Megaman 2 musician needed. Please... Link | Quote | ID: 156197


Fuzz Ball
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http://acmlm.kafuka.org/board/thread.php?id=3937

My document on the Megaman 2 sound engine, located within the Rom Hacking Archives of acmlm.

infidelity
Posted on 03-29-14 06:40 AM, in Help programing Parallax Scrolling in Megaman 5. Link | Quote | ID: 156238


Fuzz Ball
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Fancy scrolls like that have various combinations, such as an irq split & chr-rom swapping to display tile animations, giving a portion of a background that scrolls either slower or faster, than the regular speed of the horizontal scroll.

infidelity
Posted on 03-29-14 03:35 PM, in Super Mario Bros: The Wrath of Bowser (Hack Cancelled, Project Still Alive) (rev. 3 of 03-29-14 03:36 PM) Link | Quote | ID: 156241


Fuzz Ball
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Posted by RetroRain
I converted this myself from scratch. No patches were used to convert this (no offense to infidelity, who made a MMC3 patch for this game. I just wanted all of the work in this hack to be my own).


How DARE you try something on your own! :-p j/k lol! Great work!

infidelity
Posted on 04-03-14 04:08 PM, in Help with custom ASM coding in Megaman 5. Link | Quote | ID: 156267


Fuzz Ball
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Not to get ofg topic, but kuja could you elaborate on the mm3 boss asm, as to how its more simplistic than say mm4? Im curious, lol.

infidelity
Posted on 05-02-14 03:11 PM, in Metroid Blast - Hack in progress Link | Quote | ID: 156474


Fuzz Ball
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The sprite design of Samus is amazing!

infidelity
Posted on 05-06-14 06:47 PM, in Metroid Blast - Hack in progress (rev. 2 of 05-06-14 06:49 PM) Link | Quote | ID: 156493


Fuzz Ball
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Idk Metroid's assembly, but for projectiles, id try these ideas.

The colored spheres on the ground that shot half circled fireballs. Id watch that sprites asm, and see how it loads the projectile routine. And if your enemy is in the same prg-rom bank as the projectile asm, simply create a custom jsr routine to the start of the projectiles asm, for when you want the projectile to be initiated by whatever your jsr'ing from.

Also watch Kraid & Ridley too, for how they shoot projectiles. Idk other enemies off the top of my head that shoot.

infidelity
Posted on 05-08-14 05:06 PM, in Metroid Blast - Hack in progress Link | Quote | ID: 156508


Fuzz Ball
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Your welcome, and thank you btw! Beta coming very soon. :-)
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Main - Posts by infidelity

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