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infidelity
Posted on 04-08-15 05:24 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159821


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Holy shit wow, lol! I'll definitely try that tonight! Thank you for posting that!

infidelity
Posted on 04-08-15 08:25 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 04-09-15 01:55 PM) Link | Quote | ID: 159825


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Thanks for the info Insectduel! :-)

Well i've decided to keep the glitch intact. I was able to achieve getting to -1, and saved from there. It turns out, that 23 gets loaded into $75F ram (World ID). So when it comes time for a user, to reload his/her save file from World -1, I do a hard coded check for 23 within the specific sram register for that save file. If it's 23, I then perform tile writes, to make the World number look blank.

Again, this is only for when the register fills in with 23. So idk if any other value gets stored within there. All I've had seen, is World 2-1 loop over and over once you enter the pipe at the end. So I believe I have resolved the tile glitch, and i'll upload a video of my proof.

Minus World in My All-Stars Project
https://www.youtube.com/watch?v=Yb0ifbs5VJo&feature=youtu.be

What I also found cool, is when you return to the title screen once you've gotten a game over, you can obviously start back to World 1-1. BUT, when you get a game over from the Minus World, and you are at the title screen, if you hold A & press and hold Start, you will start back at the Minus World, just like if you got a game over in say, 3-2, and held A and pressed start to start back at 3-1. :-)



OK another update.

So again with Super Mario Bros, that game is all set with the Minus World, and no more issues are present.

I went to check out Super Mario Bros. 2 Japan, to make sure the same loop issue with 8-4 didn't take place, and it doesn't from what I've seen.

I was asked if I could add the STAR icon to file menus, when you have defeated whichever game you are playing. I'm deciding to go down that road. Super Mario Bros. & Super Mario Bros. 2 Japan, will be a piece of cake, since those 2 roms have dedicated registers for when you do defeat the game.

Super Mario Bros. 2 USA & Super Mario Bros. 3, this is going to be an issue. I don't know if those two games have dedicated registers for when you defeat the game. I know that when you beat Mario 3, you get a full inventory of P wings. I don't know what triggers that, but if I know the routine that fills your inventory with P-wings, I can slip in a sub routine to set a register within that games sram file, to signify that file has a defeated game.

I'm not sure i'll add a save menu to the world map of Mario 3. I know the original All-Stars does it, but I have everything based off of when you are in a level, and some of those registers are used differently when you are on the world map. I know this may be a slight inconvenience for players who want to save in a pinch, but I really have no desire to go further with the sram than it already is.

So, if anyone knows about the P-wing full inventory in Mario 3, and what my best bet should be with Mario 2 USA on when to signify you defeated the game, that would all help greatly. :-)

Once I get those all ironed out, i'll release what should be the absolute final version. Thanks again everyone! :-D

infidelity
Posted on 04-09-15 12:08 PM, in Any Mario 3 rom experts here? Link | Quote | ID: 159828


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Thanks for posting all of that! I did however solve the issue, and everything shown here is exactly what I have backing up for the sprites. Thank you again for posting this, I'm sure this will be very helpful for others!

infidelity
Posted on 04-10-15 03:19 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-10-15 05:20 AM) Link | Quote | ID: 159835


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Great thanks for that disassembly! I will add my sub routine within that. I'm already adding code to the 4 games for a star icon. Mario 2 USA, I need to create a reset function for the start button, since THE END just sits there.

Mario 1 And Mario 2 Japan have been prepped for the beaten star icon.

UPDATE

The following video demonstrates myself saving after defeating the 4 Mario games, then I go back to the file menu for each game, to show the star icon.
https://www.youtube.com/watch?v=DmDcIxg5ILc&feature=youtu.be

I will not be adding the sram to the world map of Super Mario Bros. 3, I'm not interested in adding it.

There is 1 problem that still persists, and it's with Mario 3. I'm saving 133 bytes of info, and the game just hates it, it performs a vram hiccup. I thought my idea of just using the MMC5 extra nametable to cover it would do the trick, but if you are scrolling the screen fast, and pause at just the right time, the vram will glitch up, and cause an ugly vram tear on the in-game screen once you return from the MMC5 nametable.

I figured it was just within the irq info bar, so I was going to live with it, but then I tried out Nintendulator & Nestopia, and those emulators glitch the entire screen, not just within the irq info bar.

I'm not sure what else to do to stop this. I'm very hesitant to release the rom. The rom IS complete, it's all set, I just don't want to release it until that glitch can be resolved. :-(

infidelity
Posted on 04-10-15 05:48 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159842


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I never knew there was a bug like that.

infidelity
Posted on 04-10-15 06:38 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159844


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Hmm interesting. I'll have to take a look down the road. Thats the 2nd level. The demo mode goes in sequential order of the levels. Thanks for letting me know, I'm curious as to why this is.

infidelity
Posted on 04-10-15 07:43 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159846


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No I'm not. Anyone is more than welcome to rip them out of my multi-rom. They will just need to edit the bank ids. Mario 2u shouldn't be an issue. Mario 2j is vastly complicated from my conversions. I'm not redoing that one ever again, lol!

infidelity
Posted on 04-10-15 08:51 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159848


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$C8B8-$C8F7 is a table that is loaded for the wall desctruction. $C8C8 is where it screws up in my conversion.
$1C6E7 loads A888 and 918E, pointers to the tables i described above.
$1C55E loads B9D3C6 & $1C563 loads B9D4C6, for the low/high byte pointer address.

have a read breakpoint on $16 before the wall explodes, and run each time till it plays. Do this with both converted and regular version, you will see a difference. I tried pushing the stack before the ASL, and pulling the stack just before the bankswaps RTS, but i still got the same issue.


Anyway, back to topic thread, I'm still trying to figure out a new method for my Mario 3 sram glitch during in-game play.

infidelity
Posted on 04-11-15 01:40 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159850


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https://www.youtube.com/watch?v=GIZ40Z4zSig&feature=youtu.be

But, with Nestopia & Nintendulator, the entire screen gltiches, not just the irq.

infidelity
Posted on 04-11-15 07:11 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 04-11-15 06:08 PM) Link | Quote | ID: 159855


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Posted by mrrichard999
Man you do some of the best work I have seen when it comes to ROMS! Another great job!

Hey if you ever want to help me on my Metroid hack please send me a msg!


Thank you I appreciate that! :-) I don't know Metroid, id like to do something way down the road but not now lol.

RetroRain: Its most certainly I'm loading /storing so many bytes. I've tried having my routine at the very beginning, and very end of the nmi, and both tests produced the same result. I'm probably going to have to create a duration of blankness, while the saving goes on so that you don't see the glitch. Only this time ill shut off ppu rendering, instead of my mmc5 nametable swap.

Saturday Update

GOT IT! My idea worked! My new method of saving the Mario 3 sram, while avoiding the irq glitch, is to shut down the ppu rendering before my sram routine begins, then after the sram routine is complete, then turn ppu rendering back on, so you don't see the glitch. What I had to do, was re-disable (if that's even a word) the PAUSE register when you exit out of pause, at that point is when I start all my routines for the ppu rendering, sram, clear PAUSE register. I've tested this on Nintendulator & Nestopia, and its perfect! I will jot down the exact hex address, for others who want to change the duration of the blankness. I don't like having it too quick, so I gave it a little bit of time being blank. I'll try to upload this asap, I think everything is all set. PHEW!

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

infidelity
Posted on 04-11-15 11:02 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-12-15 03:11 AM) Link | Quote | ID: 159862


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The CMP at $7DF47, is the duration for the blankness. When $1F is 02, that is when the sram is taking place, anything 03 or higher is ok for when to cancel the blankness.

EDIT

Released newer update. Super Mario Bros. 1, 2j, 2u, was missing the (game defeated register) to determine whether or not to install the STAR icon on the save file, cause the earlier release today had those games save without beating the game, and having a star icon appear. So that's been fixed.

infidelity
Posted on 04-12-15 03:07 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-12-15 06:02 PM) Link | Quote | ID: 159871


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Yeah I noticed that late last night. I just uploaded the new version. I also noticed that I was lacking the proper registers to be backed back, for a non finished N-card game in Mario 3. So now when you save and shut off with an incomplete n-card game, and you return to the game, the cards will be restored to how you last left it.

And as for the cheep cheep, I like how I set up the individual characters that come out. I kept the cheep cheep on the ground cause there is no water between the pipes, so its flapping itself across the ground to move. You and others are more than welcome to alter its 8x8 tile y positions.

infidelity
Posted on 04-13-15 02:31 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159882


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I extremely appreciate all of that, thank you very much! I'm glad my work is enjoyable! :-)

infidelity
Posted on 04-15-15 03:56 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159903


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I'm sorry I have no desire to do so. I only work with US releases, and don't have the drive to incorporate my work onto different region roms. If it were as a simple as a copy /paste, then I would've done bunches years ago. I'm sorry for the bad news. :-(

infidelity
Posted on 04-16-15 10:42 PM, in I need help with music and sound for Megaman Origins Link | Quote | ID: 159913


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My document has bee saved in the acmlm forums. http://acmlm.kafuka.org/board/forum.php?id=131

Also, look for Matrixz's latest updated 6C80 document, he incorporated my mm2 interpretation notes, to co-exist with his mm3-6 notes.

infidelity
Posted on 04-19-15 01:45 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159932


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Please upgrade to the 4-18-15 release. Error with N-Card game in Mario 3 yet again. First page describes it.

infidelity
Posted on 04-19-15 03:20 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159940


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Have you tried the latest pc builds FCEUX, Nestopia, Nintendulator? Its most likely the emulator, my work us mmc5 with 1mb of prg/chr-rom.

infidelity
Posted on 04-20-15 05:03 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159957


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I hope one day that nes emus, get an MMC5 facelift. I'm having great success with this mapped, and simply refuse to revert back to another. You can do so much with this mapped, the quality and quantity of what you want to pull off, is outstanding. Sorry to all of those that can't enjoy my work, on whatever nes emulator you are using.

infidelity
Posted on 04-21-15 01:17 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159974


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Oh boy. Yeah ill need to make it so the reset function takes you back to the all-stars intro. The 4 games still have their regular reset vector setups, but I thought I had it fixed awhile back. Thanks guys for the reports, ill try to have an update later today.

As for outdated emulators, I cant hunt down every author, i've tried one time with the Wii emulators, and I've even spoke on multiple occasions with krizz , the Everdrive N8 creator, but nothing has been done from mu requests for proper MMC5 emulation. All I can say is if anyone here is able to contact authors of the emulators, to direct them to my mmc5 projects, or any other mmc5 projects from other developers, to entice them to create a revision to the emulator. Believe me id love for the FCEUX ports for PS3 & Wii WiiU to play my games properly.

Anyway, ill try to release an update today. Thanks again for the reports.

infidelity
Posted on 04-21-15 02:50 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159976


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Updated.

http://acmlm.kafuka.org/board/thread.php?id=8211
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