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infidelity
Posted on 03-12-15 06:30 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 03-12-15 06:37 PM) Link | Quote | ID: 159677


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Its not my work thats the issue, you are using outdated emulators, or poorly constructed emulator ports for gaming consoles. I am using the mmc5 mapper, a very tough sophisticated mapper, that lots of gaming console nes emu ports cannot handle.

The only known gaming console nes emulator, that can play a 2mb mmc5 rom, is the Nestopia core within the RetroArch emulator pack for either the Wii or WiiU. I also think for the original Xbox, one of the most recent updated nes emu ports might play it.

To any others that play this rom, only submit graphical glitches and errors unless it happens on the latest builds of FCEUX, Nintendulator, Nestopia.

My work plays perfectly on all those emus, and since Nintendulator & Nestopia display it and play it correctly, that means its perfect for an authentic nes system.

I wish emulator developers would update their ports to the consoles they male it for. I still have my psp, using the old dark Alex cfw, I don't have a ps3 anymore, but I used to have multiman on it, and load up RetroArch. I guess I need to add a disclaimer like I did for Legend of Link, on which emulators to use for this game.

infidelity
Posted on 03-12-15 07:45 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159679


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Excellent! I remember the old freestyle dash, hey.

infidelity
Posted on 03-17-15 03:25 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 03-17-15 03:26 PM) Link | Quote | ID: 159699


Fuzz Ball
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Well here is an update on the sram.

Progress is very slow. There is a lot of work going into this, which is what I was afraid of since I don't have as much free time. But last night, I got a pretty decent amount of code done just for Super Mario Bros.

The way that this needs to be done, is the continue/save/quit menu needs to be all in sprites, because I want to avoid major work in writing/updating vram routines for the display. It may look a bit ugly, but I'm not looking for cosmetic awards, I just want to be able to get the job done.

As of right now, I'm able to save the desired ram registers to sram. I do not have a loading routine. The reason why it's taking longer than expected, is because I have look through and edit code in each of the 4 games within my multirom. I also need to make sure I don't screw any original routines up, when I attempt to insert my sram loading routines.

I will upload a very quick video, showing the menu in action.

I will also upload screenshots of my .sav file open, showing the save contents.

The .sav file is 32kb. The way that this is going to work, is each of the 4 games in my multirom, will have 4 individual save files, just like the original snes all-stars. I cannot save to $6000-$7FFF, because that is used by smb2j/smb2u/smb3, for various level things and asm, etc.

So, I came up with a solution which indeed works. MMC5 allows you to swap in/out all of $6000-$7FFF using the register $5113. I will only be using the 01 page of $5113 for my sram, for all 4 games. Each game will be using every 100 bytes within the sram, in 4 sections. When I say 100 bytes, I mean the various amounts of registers will reside within a 100 byte section of sram, there is no game that will have 100 bytes of registers stored, however, smb3 comes close with around E0 bytes. As of right now, Super Mario Bros. uses $6000 for file 1, $6100 for file 2, $6200 for file 3, $6300 for file 4.

My current asm, when the cursor is on either save/continue or save/exit, I swap out the 00 page of $5113, I load the 01 page of $5113, I then load the desired ram registers, and, depending on which save file you are on (I use $5FFF as the determining register) the ram registers are then stored into sram, then when that's done, I restore the 00 page of $5113, so that there is no crashes when exiting the routine.

So enough of the technical stuff, here's the proof.

Super Mario Bros. SRAM Menu
https://youtu.be/Q64v1sqoGQc

$5113 as page 00, showing $6000


$5113 as page 01, showing $6000-$61FF


$5113 as page 01, showing $6200-$63FF



infidelity
Posted on 03-18-15 07:34 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159701


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Minor Update

Linking all of you to a video I just made, demonstrating my code for loading 4 individual sram files, and constructing they're specific contents into vram, over the Super Mario Bros. logo. So far this is only for that game. I have not created any sram load and store to ram routines. I just want to get all the vram crap out of the way. Super Mario Bros. 3 is going to be a bit tricky, since my vram will be overlapping two different palette attributes, soooo, idk, heh. But at least progress is being made.

https://www.youtube.com/watch?v=wR-e2wZCBF4&feature=youtu.be

infidelity
Posted on 03-19-15 08:20 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 03-20-15 03:34 AM) Link | Quote | ID: 159706


Fuzz Ball
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Thanks guys! :-)

Made great progress with smb! All 4 save slots work! I'll upload a video later tonight, I'm really happy with what I got going on.

https://www.youtube.com/watch?v=kit2I3OhXfI&feature=youtu.be

The video shows how I can save and load the following

1: Mario & Luigi's scores & high score
2: Mario & Luigi's lives
3: Retain Power-Up of Mario & Luigi
4: Retain Coins of Mario & Luigi
5: Resume last player when saved from 2 player mode
6: Disable select button when save file has been created
7: Small vram asm on title screen, dependent on 1p/2p mode
8: Resume exact world player saved from


I was informed on some incorrect/missing asm from my smb2j rom, of incorrect palettes for the GREEN spring board, and RED piranha plants in Worlds 4 and on. The original .fds swaps out the palettes with asm. The asm in the rom im working with, had some $BIT opcode usage, but it wasn't cutting it. So I was able to decipher where the palette table was, and I've stored it into $5C00-$5FFF exram, so that the proper swaps take place. I watched it myself swap on its own, when I came to the GREEN springboard, and RED piranha plants.

I was also informed on Luigi's physics, that he slides more than Mario does. I was able to watch how the .fds performs this. What it does, is when you are Luigi, the game forces an RTS over the area, that controls the sliding for Mario. When it's disabled for Luigi, he slides way more than Mario does. So I setup asm within my ExRAM, to allow both Mario & Luigi to have individual sliding mechanics, just like in the .fds game.

infidelity
Posted on 03-20-15 04:05 PM, in Castlevania MMC5 Patch Link | Quote | ID: 159717


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Agreed! I love mmc5. After my Mario multirom project, I'm going to figure out methods to utilize the exram tile attribute, which makes each individual 8x8 tile select a palette, not for a 16x16 tileset. I'm also going to look into the extra sound channels, I'm thinking on using matrixz's work, and re-edit the sound engines register locations, like I did with Zelda.

infidelity
Posted on 03-20-15 07:08 PM, in Castlevania MMC5 Patch Link | Quote | ID: 159719


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Oh the All-Stars project will be finished once I'm done with all the sram work, I wont be doing anything else with that project once it's done. The exram tile attribute thingy, id like to try on another project.

infidelity
Posted on 03-21-15 03:43 PM, in Megaman 2 Optimum Released Link | Quote | ID: 159729


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Excellent work RetroRain! :-) Looking forward to seeing more of your work!

infidelity
Posted on 03-26-15 03:33 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159752


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I have not experienced any issues with smb2u, and I'm currently working on SRAM support for that title. Are you using the up to date pc emulators for FCEUX, nestopia, nintendulator? If so, please submit a video, if not, give exact details as to how to trigger the issue, thank you.

infidelity
Posted on 03-29-15 05:15 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 03-29-15 05:43 PM) Link | Quote | ID: 159759


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Posted by Model FZx
Nostalgia NES for Android, and I believe thats a port of NESTopia. The issue doesnt take much for me: just select SMB2us, select a character, and experience the falldom. I have pictures.

Also, how is Peach a playable character? Isnt she the ome being kindnapped O.o


Try my latest work, on the latest FCEUX, Nestopia, or Nintendulator PC emulators. I'm using the MMC5 mapper for my work, which is very advanced, and not a lot of non pc emulators have it correctly emulated. I cant do anything for you on this matter, it's up to the author of the emulator ports, to properly emulate the MMC5.

UPDATE

Just finished the SRAM for Super Mario Bros. 2 All that is left is Super Mario Bros. 3 to have new SRAM asm. And very good news in regards to the N-Card game. I now know why my old sram was creating multiple n-card games. I read a document by Southbird, on where to look to find the n-card score registers. I fooled around with them, to re-create the n-card glitch, and I was able to do so. So now I know what to do with the N-cards in regards to sram.

infidelity
Posted on 04-01-15 03:44 PM, in Any Mario 3 rom experts here? (rev. 3 of 04-01-15 07:26 PM) Link | Quote | ID: 159772


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Does anyone know where within $6000-$7FFF, the world properties are for hammer bros being turned into penny ships, and, when you unveil a white mushroom house?

I'm willing to redo my current SRAM, so that these functions I asked about can be preserved when you exit the game.

Data Crystal does not have info on what I'm asking. If anyone can help me out with that, it'll really speed up the process of releasing the final version.

Thank you. :-)

EDIT
Cha-Ching!
http://smb3project.googlecode.com/svn-history/r16/trunk/SMB3/smb3.asm

infidelity
Posted on 04-04-15 07:29 PM, in Any Mario 3 rom experts here? Link | Quote | ID: 159785


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The penny are activated, when you exit a stage with even numbers. The last 2 digits of your score are always in multiples of 10. Then, you need your coins to be a certain value.

If your score is 10, coins are 11. Score is 20, coins are 22, Score is 30, coins are 33.

Then, just before you hit the stage cleared card, you need yo have the last 2 digits of your timer as even numbers, doesn't matter the order, just as long as the last two numbers are either 0,2,4,6,8.

And of course, the world you are in, needs to have a hammer brother on the world map. And I think this only works on Worlds 1,3,5,7.

W

infidelity
Posted on 04-05-15 09:13 PM, in Any Mario 3 rom experts here? Link | Quote | ID: 159792


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well its a cheap way out, but no glitches showing, heh.

https://www.youtube.com/watch?v=-w6PfaG8q6g&feature=youtu.be

infidelity
Posted on 04-05-15 11:14 PM, in Any Mario 3 rom experts here? Link | Quote | ID: 159795


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I want to preserve as much as possible, the when the player saves and restarts. I don't want the player to be penalized for saving and quoting, only to have certain things unveiled, now gone, or, have to reattempt to unlock/uncover.

But now I'm able to save 12E bytes worth of info, 4 individual times too. Now that I'm able to save, and not have the rom crash, or show vram glitches, I will now begin the work on restoring the saved files when you press start after the title screen. :-)

infidelity
Posted on 04-07-15 01:28 PM, in Any Mario 3 rom experts here? (rev. 2 of 04-07-15 01:29 PM) Link | Quote | ID: 159806


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update news
http://acmlm.kafuka.org/board/thread.php?pid=159807#159807

infidelity
Posted on 04-07-15 01:28 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 04-07-15 06:42 PM) Link | Quote | ID: 159807


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BIG NEWS UPDATE

SRAM is complete! :-D Super Mario Bros. 3 was the most difficult to get working properly. I'm very excited with what is able to be saved and restored! I will release a full list for what can be saved and restored within each game, when I release the final version.

As of right now, all that is left is to design the vram sram, for the Super Mario Bros. 3 logo, where you select the 4 Mario games. This one is going to be a bit tricky, since that games logo tiles are massive, so I need to create a whole new table to stick in for the vram FILE menu.

I'm also doing checks with Nintendulator & Nestopia, to make sure the sram for Mario 3 is working correctly, and so far its flawless on those emulators.

Mario 3 is going to be fun! :-) I'm actually looking forward to playing it myself. :-)

https://www.youtube.com/watch?v=w1c9GsKv7uo&feature=youtu.be

infidelity
Posted on 04-07-15 11:35 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-08-15 12:07 AM) Link | Quote | ID: 159811


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Thank you frsj8112 :-)

TADA!

http://acmlm.kafuka.org/board/thread.php?pid=159593#159593

infidelity
Posted on 04-08-15 01:17 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159813


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Excellent to see it on real hardware! Thanks for the video! :-)

infidelity
Posted on 04-08-15 01:55 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-08-15 01:58 PM) Link | Quote | ID: 159817


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Posted by Korxroa
works on BizHawk latest version

Glitch Minus World Tile with Load Game in SMB1 File Menu,
In World 1-2, Warp to World -1 (like World 2-2), Save & Continue.

Removed Minus World (changed warp -1 to 2-2), fixed like SNES version of SMB1 or SMBD for GBC.

Hard Mode in SMB1 with SRAM,
World 8-4?? beat the game and save, changed to World 1-1 like all replace Goomba with Buzzy Beetle.

Added Star Tile to World (for example W1-1*) in File Menu with Hard Mode Only, all replace Goomba with Buzzy Beetle (SMB1 Only not SMB2J).

can't change world (Left/Right button for world and press A button for stage), beat the level in File Menu like SNES SMAS or SMBD for GBC.

can't Pause Menu with Save (press Start button) with Map Screen in SMB3 like SNES SMAS or Southbird's SMB3Mix.

Plans for new version of SMAS NES?
-Removed Minus World in SMB1 Only.
-Hard Mode support (SMB1 Only) and Star Tile to World (beat the game) in File Menu (all 4 games).
-Change World (for example W1-1 to W2-1 or W8-4 to W1-1*) (beat the level) (all 4 games).
-Pause Menu with Map Screen support (SMB3 Only).



Ohhh shit on a stick...

This is the issue with being the only developer, heh. I see the problems with SMB1. I've fixed the glitch where 8-4 gets reloaded when you defeat it, and I fixed the B button where you are able to select a world when you defeat 8-4.

I never even thought of the minus world. i don't know how to activate it, I thought this was just an emulator based glitch to the rom?

Also, due to the fixes I just mentioned, the buzzy beetles now replace the goombas when you defeat 8-4.

I might consider the STAR icon on the saved files, but idk yet. Thanks for reporting the issues on smb1, sorry I missed that everybody.

infidelity
Posted on 04-08-15 05:11 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159819


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So it doesn't matter if its warp 2-4, as long as I can make it down one of those pipes with all 3 piranhas? I thought they disappear when the txt appears?
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Main - Posts by infidelity

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