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infidelity
Posted on 04-21-15 02:54 PM, in Megaman Origins for the NES (rev. 2 of 04-21-15 02:59 PM) Link | Quote | ID: 159977


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NICE! Love the whole introduction in selecting either game! Very well done RetroRain! :-)

As for the music, I read you wanted the MM2 credits song, with the MM6 sfx. You would have to pick your poison here. You could either, have the authentic MM2 sound engine playing the MM2 credits song, while using a suitable MM2 sfx for when MM shoots during your game selection. Or, use the Capcom 6C80 sound engine, re-compose the MM2 credits song, and simply use the MM6 sfx that utilizes the 6C80. Or you could go hyper advanced, and have the two sound engines co-exist, but imo, that would be overkill, you could force fade the MM2 sound engine, and just before MM is to release his shot at the screen, the 6C80 sound engine kicks on. But again imo that's a bit much. Either way, fantastic job!

infidelity
Posted on 04-22-15 03:38 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159986


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Thanks for your reply, but I'm all done with this project and am now moving on.

As for your Mario2j concerns, yes they should workbjust like the .fds. I didn't need to add any checks, since the game already has checks in place. Each time you reach Toad, a specific register is incremented once. If you happen to reach Princess Toadstool via warping, then that incremented register wont have the correct amount of Toads you've encountered, (07) and when you reach the princess, she increments the register as well. So if that register is not 08, then the game will not let you pass to World 9.

infidelity
Posted on 04-23-15 02:53 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 04-23-15 02:56 PM) Link | Quote | ID: 159988


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Well I'm not out to please everyone, nor do I do my work on the assumption it can be played on real hardware. That's not something I have any knowledge on, if repo guys are willing to do all that extra effort to play my work on real hardware, so be it. But I'm not going to change the way I code, I've grown very comfortable with MMC5, you can get away with so much on the nes with it.

As for all stars itself, again, this was something I wanted to see if I could pull off on the nes. I didn't decide to try to create this thinking, (man I'm going to woo everyone with this amazing rom lol) i simply did this to see if i can pull this off in one rom. If people like it, that's great, if not, thats their opinion and I'm totally fine with that. If emu developers really like my work, or other mmc5 projects by other talented rom hackers, then maybe they should go back and create revisions to their emulators.

Anyway, thanks for playing, it's appreciated, I just had to comment on this

infidelity
Posted on 04-25-15 07:14 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159997


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Hmm, haven't experienced it on any of the three emulators.

infidelity
Posted on 05-14-15 12:59 AM, in Megaman/Rockman 3 Improvement 3.0 Link | Quote | ID: 160087


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Just watched the entire youtube video. AWESOME!

This makes me want to play Megaman 3 all the way through again! That intro was superbly done! Jesus, everything that was improved was amazing!

Great, great work! :-D

infidelity
Posted on 05-20-15 02:22 PM, in I'm having a problem writing PPU tiles to SMB2's titlescreen Link | Quote | ID: 160131


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za909 beat me to it, lol.

If you know the register where smb2 performs its ppu rendering on/off, you could turn it off form one CPU cycle, then load your entire vram routine on one CPU cycle, then the next CPU cycle you would turn ppu rendering back on. You will, however, get a quick black flash due to turning off the ppu rendering. I did this for my legend of link registration screen, due to lots of vram I needed for the differnt screens.

I swear, Mario games are so tightly crammed when code is executed. When I tried doing slight vram writes to smb2j it was tedious.

Anyway good luck!

infidelity
Posted on 05-20-15 08:59 PM, in I'm having a problem writing PPU tiles to SMB2's titlescreen Link | Quote | ID: 160136


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@RetroRain. I'll explain my comment.

Some games set aside a ram register, so that you can edit it without wasting prg-rom space with numerous writes to alter that specific nes register.

What I would, is pause the emulator, add a write breakpoint to the ppu rendering register, now restart the rom while the emulator is still paused, then fire up the trace logger, now click run on the code data logger, and watch what gets stored into the nes register that deals with ppu rendering. See if its doing only hard coded writes, or if its using a ram register to check and alter itself, like A5FE 8D0020(I forget the nes register I'm question off the top of my head)

The whole reason for this post, was to see if you can turn the ppu off manually, so you could perform some vram tests.

I hope you get it figured out. :-)

infidelity
Posted on 05-21-15 12:25 PM, in I'm having a problem writing PPU tiles to SMB2's titlescreen Link | Quote | ID: 160141


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Good to hear you got it figured out.

infidelity
Posted on 05-25-15 03:36 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160192


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To those who tried out my all-stars hack on an actual mmc5 board.

Can any of you confirm that there were no issues within the 4 games? Particularly smb2 j's title screen chr tiles. And in smb2u, when you defeat world 1-1, and then choose another character, do you get major glitches?

If everything is fine, can you please tell me every detail on the materials and soldering of wires performed? Especially the mmc5 board type.

Thank you to those in advance that can respond to this.


infidelity
Posted on 05-26-15 02:40 PM, in please delete me (rev. 7 of 05-26-15 03:47 PM) Link | Quote | ID: 160199


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please delete me.

infidelity
Posted on 05-26-15 05:53 PM, in please delete me Link | Quote | ID: 160201


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Haha no no not me, I meant the post I created. I'll never leave Acmlm. :-)

infidelity
Posted on 05-26-15 05:58 PM, in please delete me Link | Quote | ID: 160203


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I appreciate that! I seem to have a knack for creating posts, and needing them taken down. Administrators must love me, lol.

I still romhack from time to time, just nothing extravagant like Legend of Link was. Who knows what will come next? :-)

infidelity
Posted on 08-05-15 08:05 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160559


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You are more than welcome to alter the latest patch and submit a new one. I didn't realize the plants acted differently, figured it was just a simple palette switch. Can you elaborate what the differences are? Thank you. :-)

infidelity
Posted on 08-05-15 11:37 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160563


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Ohhh ok, thank you for that!

Again, ShaneM is more than welcome to submit a new version, or if he doesn't want to submit an.ips patch, he could submit a text document on where to paste the hex values in the latest patched rom. Again all up to him, I have zero time for romhacking as of late.

But thank you for the elaboration. :-)

infidelity
Posted on 08-07-15 12:58 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160587


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Posted by ShaneM
infidelity.

I'm working on it as it's more than NOP'd code. I will use a free RAM register since it changed from the FDS version. (RAM $50) appears to be free.

I also have some issues when pausing, such as this. As you can see, it glitches the GFX like Lakitu's cloud, for example. Changing depending on when you pause. (Was it meant to clear OAM when pausing? Because it also missed the Spiny Egg.)




Also, can you share your notes on SMB3 for how you fixed the card game loading with your SRAM patch? I wanted to add the fix to that since it's so darn annoying having the card games pop up after every 80,000 pts. and when starting the game, you could end up having to do 3-4 bonus games every time. Thank you. --ShaneM


Yeah instead of writing large amounts of vram, I instead have the menu stored as sprite tiles, within the very beginning of the sprite DMA at $200. It will unfortunately overwrote whatever sprite tiles are currently in that area, and id they are on screen when you pause, they will glitch up.

Mario 3, ill try to find those notes, I know there were additional registers, that specifically deal with keeping track of the 80,000 score.

infidelity
Posted on 08-07-15 11:40 PM, in [Help] Ghost'n Goblins NES Remix (ASM help) (rev. 2 of 08-07-15 11:48 PM) Link | Quote | ID: 160590


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What you are doing with sprites you posted, is sprite layering like the Megaman games do, like how Megaman has a different color for his face, apart from his body.

The image on how you broke down the different layers of colors you want to use, is doable. But the more you layer on the same horizontal field, the more you increase to the 8 tile sprite limit (8 horizontal sprite tiles) and once you exceed 8 tiles, whether its your creation, or an additional enemy or sprite object is on the same horizontal field, you will experience either clipping/flickering, or an 8x8 sprite tile simply not visible.

If you could care less about the sprite flickering, then you should he fine.

For a hands on experience with screwing with sprite tile placement, use the FCEUX debuggers hex editor, and goto the nes /ram mode. Goto address $200-$2FF ram, that is the Sprite DMA. I always forget the order of the first and last of these, but for example.

$200 is the X position of the sprite tile.
$201 is the sprite tile id (you can see them within the PPU viewer window)
$202 is the color and flip position of the tile (colors use the right most bit. #0,#1,#2,#3. The 0,1,2,3 represent which nes palette to use for the sprite tile. And I think the flip values are 0#,4#,8,C#. You can flip the tile horizontally and vertically.
$203 is the Y position of the sprite tile.

Again I apologize if I have certain things backwards, its been awhile and I'm away from any kinda of emulator.

Now $200-$203 represents 1 sprite tile. It does this all the way to $2FC-$2FF.

Mess around with that to get a feel for it.

infidelity
Posted on 08-08-15 12:50 AM, in Why infidelity uses the MMC5 mapper ines 005 (rev. 6 of 08-10-15 01:40 PM) Link | Quote | ID: 160592


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I hope that this gets spread around the internet like wildfire. So that other sites, and forums read this, and understand my actions. So if there are non Acmlm users here that are reading this, by all means share this post, link this post, etc, however it can get across, the more that see it/read it, the better.

I've been out of the scene for a few months now, my personal life is more busy than ever. I've been sort of enjoying the fruits of my labor, over my latest two projects, "Zelda - The Legend of Link" & "Super Mario All-Stars NES"

The consensus I've come across time and time again on the internet, is the issues people have with my projects on specific emulators, or retropaks/everdrives, etc.

So what I am about to do, is name off some things I've read (paraphrasing if you will) and answer them as best I can. But first....

Why I use the MMC5 mapper

The MMC5 mapper, is the most impressive & powerful mapper ever created by Nintendo. Some will talk about the Konami mappers being just as powerful, specifically due towards it's audio power, but that's not what I'm after. The MMC5 allows the user to max out the PRG-ROM & CHR-ROM chips to 1024kb's/1mb each, making that game a full 2mb's! That is an exuberant amount of space for a Nintendo game. A vast majority of retail Nintendo games, range from the sizes of 513kb's/769kb's. With 2mb's of size, you have so much freedom in the PRG/CHR department.

Speaking purely on the PRG-ROM, take my project "Zelda - The Legend of Link" for example. Without the PRG-ROM being maxed to 1024kb, there would be no Dark World, hell the Light World wouldn't be as big. There would be no advanced sound engine, no additional space for added assembly for enemies, or other various actions such as writing massive amounts of tile tables to the vram engine. Now take my other project "Super Mario All-Stars NES" for example. Without the PRG-ROM being maxed at 1024kb, there is NO WAY, that I would've been able to cram in those 4 games into 1.

Speaking purely on the CHR-ROM, again, take ZTLOL for example. Without the CHR-ROM maxed at 1024kb, there would be no fancy CHR Swapping. By now everyone has seen my story introduction, with the Windwaker Link & Ocarina of Time Link. That is all performed by CHR Swapping. Have you ever seen or created a flipbook, using stick figures on each individual page, and on those individual pages, you have the stick figure in a different position each time you flip a page? That's basically what CHR Swapping is, the MMC5 allows you to swap out different CHR pages, to give the appearance of animation taking place. Without that 1024kb's of CHR-ROM space, that introduction would've never seen the light of day.

Those two giant paragraphs pretty much sum up why I use the MMC5. It allows for so much creativity for the user to accomplish things, code wise & graphic wise.

On top of those things, the MMC5 can allow the user to have 4 individual save pages of $6000-$7FFF! The user can either use that area for actual saving features, or, the user can use it as additional PRG-RAM, or even PRG-ROM! The MMC5 also has very advanced graphical features, making it so instead of a 16x16 block having an individual palette, you can now set all individual 8x8 tiles (like in Super Nintendo) to have their own individual palette! Me personally, I have not utilized that feature, if you want an amazing example of that in action, I highly suggest you look at kuja killer's "Megaman Odyssey."

Answers To Some Remarks I've Seen

His game doesn't work, it just shows up as garbage
Answer: This is the #1 remark I've come across time and time again. There is nothing wrong with my game. The problem is with the emulator the player is using. The emulator obviously lacks the proper emulation of the MMC5 mapper. What is happening, is that the MMC5 reads pages 00-FF for the CHR tiles. But in my game(s), i have 4 individual 00-FF pages. So the emulator does not have that setup properly, causing garbage gfx to appear. Players sometimes like to stick to what they've been using for years & years, and don't like to update, or are just casual rom hack explorers, and find the easiest emulator on the internet they can obtain. In order to play MMC5 games properly, especially enhanced ones, it's recommended to update or obtain, the latest PC versions of FCEUX, Nintendulator, or Nestopia. PC emulators ported over to video game consoles, such as Xbox, PS3, Wii, various handhelds or smartphones, the porter needs to make sure the emulator he/she is porting, has MMC5 capabilities.

Why Doesn't He Use MMC3? It's The Most Popular, They Work On Everything.
Answer: MMC3 lacks the free space I require for additional PRG-ROM & CHR-ROM. There's no huge explanation for this one. :-/

I Tried This On The N8 Everdrive. It Doesn't Work
Answer: The N8 Everdrive (and I believe the Retro PowerPak) uses two 512kb SRAM chips for PRG-ROM & CHR-ROM. I've contacted krikzz, the creator of the Everdrive devices, and he has no desire to revise his device, to incorporate 1024kb PRG/CHR-ROM chips. I even suggested I purchase the same style chips, only 1024kb's each in size, but he said there is more to it than the chips themselves. So enhanced MMC5 games will never work on those devices. It is up to the respected creators. The only way you will ever see these games on actual Nintendo hardware, is by people sacrificing crappy MMC5 games that have the required size, and destroying them so that these enhanced games can replace them.

That Mario All-Stars Game. Why Didn't He Insert The Mario World Pirate As Well?
Answer: That game alone is 769kb's in size. The 4 Mario games I had inserted into the PRG-ROM, made it impossible for that game to be alongside the others. There also would be no room for any kind of introduction screen, controller function, etc.



That's all I pretty much have to say on all of that. I don't have the freedom to rom hack like I used to anymore. I'm not saying that I'm done forever, but I have zero clue as to when i'll ever get back to it. Anyways thanks for letting me get all of this out. :-)

infidelity
Posted on 08-08-15 01:21 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160593


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Try these, ShaneM

$434 = State of N-Spade card game
$435 = Number of turns remaining
$441 = Initialization state of N-Spade card game
$740 = Keeps count of N-Spade matches of active session (9 means game is done)
$741 = If set, there's an N-Spade game "in progress" (so if you lose, you pick it up later)
$7968-$796A = N-Spade next score, treated as 3 byte integer
$7E82-$7E93 = Active set of N-Spade game cards

I'll keep checking here for your updated notes on my red piranaha issue.

Also...

Posted by Termingamer2-JD

Don't forget that they are twice as fast, too.


ShaneM, is this true for the original .fds? Is my version lacking this?

infidelity
Posted on 08-09-15 09:40 PM, in Metroid MMC5 Patch Link | Quote | ID: 160608


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@grimlock.

DAMN, I love those screenshots! :-) When do you expect that to be completed? I would definitely sit down and play through that some day.

infidelity
Posted on 08-15-15 10:29 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160667


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The most reliable PC emulator to run is FCEUX 2.2.1 or higher. Also the latest PC build of Nintendulator runs it too. Nestopia, however, lacks the PCM MMC5, so you do not hear the cheering during the character introduction screen.

The issues of random crashes/freezes are known on my end. This game features my first ever attempt, of creating a HW bank from scratch, setting up the mapper registers, having various jsr's to different areas to setup different things. I've never been able to grasp the concept of *nes timing* or, how when to prepare myself for when an interrupt will decide to kick in, during a heavy custom routine.

So you will *randomly* come across a freeze in the following places.

1. Anytime during the character introduction.

2. When trying to load Super Mario Bros. 2 Japan really fast.(bypassing everything super fast to just load the game) This will be noticeable after the Famicom introduction, where the screen just stays black.


How I load the 4 games, is once a game is picked, I setup $5C00-$5FFF with all the proper banks to first set the game up, then I go into $5C00-$5FFF, so that I can load those routines, and swap out all the banks, including the hard wired bank. And then to actually start the game, I perform an indirect jump to the Reset Vector at $FFFC, so that it loads the reset vector for whichever game has been inserted into the NES.

So I do apologize for all the quirkiness, I've never been afraid to admit im not the best asm coder. This one had a lot of big firsts for me.

I cannot stress enough, when you see garbage gfx, it's because whatever emulator you are using, does not have the MMC5 emulation perfect. It's not utilizing the MMC5 register $5130.
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