Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,554,790
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-07-24 10:16 AM
Guest: Register | Login

Main - Posts by infidelity

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49

infidelity
Posted on 08-16-15 12:24 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 160669


Fuzz Ball
Level: 66

Posts: 783/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Glad you like it. :-) I've been out of romhacking for quite awhile, I visit from here from time to time. I have no desire to insert the Mario Bros game, infact I don't think there's room to do that. The fact I could cram in those 4 games into 1 rom is a miracle. I've never noticed any out of sync with the wii-shop music I wrote. And again, I don't think i'll be doing any updates to this. I haven't heard from ShaneM in awhile, but he wanted to fix an issue in my SMB2J rom, in regards to the red piranha plants not acting properly as they do in the .fds version. But thank you for playing and enjoying it. :-)

infidelity
Posted on 07-16-16 08:36 PM, in Zelda - The Legend of Link 2016 update released (rev. 21 of 07-19-16 04:11 AM) Link | Quote | ID: 163495


Fuzz Ball
Level: 66

Posts: 784/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Until ShaneM unlocks my original thread, I'm going to put this update here.


YOU MUST DELETE ANY PREVIOUSLY CREATED IN-GAME SAVES FROM WHICH EVER EMULATOR. THIS NEW UPDATE NEEDS TO START FRESH, SINCE THE SRAM HAS BEEN ALTERED. YOU WILL GET A GREY SCREEN UPON BOOTUP IF YOU DONT.


Zelda - The Legend of Link (7-18-2016)
This patch contains a small edit from the 2016 version. When you defeat the game, the file that you used will now have a flashing star.
http://acmlm.kafuka.org/uploader/get.php?id=5092

I honestly never thought i'd go back to this game, once it was released. But there was a significant issue that had me upset a lot, and it was the slowdown issue with the sound engine. That sole reason, was why I went back with the limited time I had, and tried to decipher how to either fix completely, or make it considerably better. Then I started implementing things that I personally wished I did before, but didn't have the time, nor the rom space. So i'll list the following as to what I did.

1: Slowdown of Sound Engine Cut Down ALOT
Back when this was released in 2014, I was talking with members at NESDEV, on how to solve the slowdown issue with my sound engine. The majority of responses, was that I should've had my sound engine as one of the last routines to be loaded within the end of the NMI. So I rearranged my asm, and placed that sound engine at the end. But every time I would get significant crashes, and I couldn't figure out a solution, so I left it as it was.

Fast forward almost two years, I was going to literally step into every bit of code within the sound engine, to figure why it was crashing at the end of the NMI. While I was stepping, an interrupt would occur and then finish and then go back into the sound engine. I kept getting frustrated saying, why wont you stop interrupting! I'm trying to rea...... wait a minute...... So it was then, that I located an unused register, and I performed the following. When the sound engine is about to be initiated, I set the free register to not equal (01) Now here's the part of success, After the beginning of my NMI when the A,X,Y are pushed to the stack, I do a check of the register that was set at the beginning of the sound engine, if it's not equal, I jump to the pull stack at the very end of the NMI. I couldn't believe it when I restarted the game, it didn't crash, and there was no slowdown at Link's house with the octorocks, and links sprite shield!

That's not to say that it is totally fixed, there is still slowdown here and there, but it is NOTHING like my last version. I also placed Link's sprite shield asm at the end of the NMI, because that uses a lot of cpu since I do lots of checks and repositionings of it. I went to various places that I know horrific slowdown takes place, and it was either normal, or a slight slowdown! This is something that stopped me from enjoying my own work, and has been the subject of displeasure ive read throughout the internet. So I'm very happy with just this one fix, which is why I feel this worthy of a re-release. But then after that, I wanted to add things for me personally.
END

2: 3 Save Game File System
I destroyed the original $6000-$7FFF sram when designing my game, because I tried using more space for things, the sound engine ram registers are located within there. The original Zelda HEAVILY uses the sram for PRG, because 3 quarters of the HW bank are occupied with DPCM data. When I converted my rom to MMC5, I wasn't that fully experienced with register $5113, which allows you to swap out 4 pages (2000 bytes each) of sram. It wasn't until my Super Mario All-Stars NES project, that I fully understood how to take advantage of that.

So just a few days ago, I went back to see if I could pull it off within Legend of Link. I'll spare getting into details, but I was able to make it so just before the registration screen kicks on, I simply copy a byte at a time from the 1st sram page, then i'll swap the page, and paste that byte into the new sram page, and I do that for the rest of the pages. And I added a safety check, so that my routine doesn't overwrite saved data once it's created. Then it was just a cosmetic issue for me to come up with, in order to use the File system on the registration screen. So glad I got that working! It always upset me when players would defeat the game, and were faced with having to delete all that they did to start over fresh. I'm sorry it took almost two years, but this has finally been resolved.
END

3: Inventory Items In The 3 Boxes & Current B Button Item Now Saved & Restored
This one was just for kicks. I could've cared less about having this. But I discovered I had just a slither of free sram that I could utilize for this idea. It was an incredibly easy thing to perform, so I'm glad I added it in.
END

So that's everything. I will no longer be updating or adding anything new to this. The only time is if there is a significant game crashing issue. I have no time to debug or test this out. I have tested on all 3 major PC emualtors. FCEUX, Nestopia, Nintendulator. The game boots, plays, saves, loads, etc. The only thing I'm waiting on, is to test this on my actual front loader Nintendo. I hope you all enjoy the upgrades and fixes. Idk when i'll be back, but I really wanted to get this out to everyone, I just hope it's not buggy as hell with this 3 file save system.

Also if anyone here knows how to contact moderators at romhacking.net, would you please do so, so they can be directed here to the .ips file, and obtain it themselves so they can update their thread they made for Legend of Link, to include the 2016 patch. Thank you!

-infidelity

p.s. I'm pretty amazed no one has discovered my hidden features in almost two years, heh heh heh. :-D

infidelity
Posted on 07-17-16 06:41 PM, in Zelda - The Legend of Link 2016 update released (rev. 2 of 07-19-16 04:12 AM) Link | Quote | ID: 163501


Fuzz Ball
Level: 66

Posts: 785/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
http://www.youtube.com/watch?v=URgivBEeuAo

https://youtu.be/TOq7O6Brcg4

https://youtu.be/2hSO83iV-2k

https://youtu.be/Vawhs3qpHIg

infidelity
Posted on 07-17-16 09:06 PM, in Zelda - The Legend of Link 2016 update released (rev. 2 of 07-19-16 04:12 AM) Link | Quote | ID: 163507


Fuzz Ball
Level: 66

Posts: 786/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
The game is playable/beatable from beginning to end. Unless it's a disastrous game crashing issue, then yes let me know please. But I had a very rare amount of free time to do the things I did. I don't have the free time anymore for any new projects or doing things in general, work 60 hours a week and my personal life is pretty fubar now. And I haven't touched my game in almost two years, but as of the past few weeks, I wanted to go back and fix/add things that I wanted personally for myself, but seeing the results actually work (haven't beta tested, nor will I do to time) I felt like informing, and eventually submitting a 2016 patch, this is worthy imo of a new re-release. I'll get more in depth about the things I did, when it comes time for a patch.

I miss being here, miss all of you, love this site and its community, just blows that I've had some messed up crap hit me twice now. I had plans for major project involving a Nintendo female character, but that will never see the light of day. But thank you all for watching the videos. I contacted ShaneM in hopes my original thread gets unlocked.

infidelity
Posted on 07-18-16 07:23 PM, in Zelda - The Legend of Link 2016 update released Link | Quote | ID: 163513


Fuzz Ball
Level: 66

Posts: 787/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Oh I forgot to mention, this new update you have to start with fresh. So if you have previously created sram saves from whichever emulator, delete those, then run the rom. This is be because the sram has been altered, it's not like the last version.

infidelity
Posted on 07-19-16 04:01 AM, in Zelda - The Legend of Link 2016 update released (rev. 3 of 07-19-16 04:02 AM) Link | Quote | ID: 163517


Fuzz Ball
Level: 66

Posts: 788/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Posted by kuja killer
thats very great to hear about the slowdown fixed. I guarentee you'll be getting lots of comments from people about it.

I gotta tell ya when i updated the "megaman 3 improvement" to ver 2.0 almost 2 years after my intial release in 2013 --- update in June 2015 i think ...ohhhh my god i swear EVERYONE talks about the extremely little-to-none lag for Megaman 3 more than anything i ever did in the hack's entirety.

Somehow people love that more than any other kind of edit for some reason. Maybe a little odd, but it does make me happy. I've seen very many youtube videos, and recorded streams on Twitch always mentioning "megaman 3 is so awesome with NO lag" ...number 1 most talked about thing heh

So if that's any indiciation, then im sure people will be praising you for that alot too.


kuja that is amazing! Major props for all the hard work you have done with Megaman 3! I've seen videos and heard and read comments on your work, I know that is such a gratifying feeling, and I'm very happy for you! :-D And thanks for your kind comments on my fix, it was really bumming me for so long, I tried playing it myself for fun and would end up shutting it off. But now it's so much better, I cant wait to actually sit down with it. I actually forgot alot of what I did and where stuff is in this game, which will make it that much more fun. :-)

Posted by MathUser2929
http://www.romhacking.net/hacks/2136/

I noticed your hack page hasn't been updated since 2014. Maybe someone should update that.


yeah I've noticed, I hope it gets updated asap.

I updated the patch again, but this is truly it. Small edit, a flashing star will now appear next to the game file, that was used to defeat the game.

infidelity
Posted on 07-21-16 03:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163533


Fuzz Ball
Level: 66

Posts: 789/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Posted by frsj8112
I've just remade my cart of LoL

Here's a vid: https://youtu.be/o1Dx1Rg9MsM


Excellent to see thanks for posting!

And thank you Quick Curly!

infidelity
Posted on 07-23-16 09:06 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 07-23-16 10:51 PM) Link | Quote | ID: 163597


Fuzz Ball
Level: 66

Posts: 790/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Thanks for the kind words! :-)

infidelity
Posted on 07-27-16 12:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163607


Fuzz Ball
Level: 66

Posts: 791/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Thanks Stufid!

Idk if I'll ever do another Megaman project, back in 2010 I lost pretty much everything in regards to it, then I had a small hint of excitement with Evolution & Melee, but they all fizzled. When I've seen the projects of "Forever" "Odyssey" "-infinity" I've felt I can't top any of those. Those 3 to me are the pinnacle of Megaman romhacking.

However with all of that said, what I was doing was trying to tell a story back in 2005 with Ultra in regards to X. I may not have the skills of the authors of the 3 previously mentioned hacks, but there parts of me that want to go back and finish my story, but there is just no time in my life like I used to have before. I don't like disappointing anyone, and am truely happy that there were so many that cared about Ultra 2, but alot of personal stuff popped up then and even now. I even tried divulging into snes, to think of an idea for Ultra 2, but again it's all about time, and I just don't have it anymore. I would love to this full time, making games, but it doesn't pay the bills unfortunately.

infidelity
Posted on 07-28-16 07:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163625


Fuzz Ball
Level: 66

Posts: 792/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
The sram chip on the MMC5 board, must be 32kb in size.

If the sram chip on the MMC5 board is not 32kb, then the game will crash. Not every mmc5 board has a 32kb sram chip. That's why there are sporadic results with the cartridges. I don't know anything about them, I don't have the materials or the know how to perform the tests myself.

But that's why the game either crashes, or just reuses file 1 over the other 2. My game swaps out $6000-$7FFF of the nes sram, when you cycle through the files on the registration screen.

infidelity
Posted on 07-29-16 04:32 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 163631


Fuzz Ball
Level: 66

Posts: 793/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
The minimum to pull the master sword is to have 6 heart containers. I'll take a look tonight to see of there's an issue. There shouldn't be since I never touched that code.

infidelity
Posted on 08-06-16 03:11 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 11-05-16 12:55 PM) Link | Quote | ID: 163703


Fuzz Ball
Level: 66

Posts: 794/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
I wish I had the magical answer for this. It is confirmed that this works on an mmc5 cart, I had one shipped to me. I believe the board is an EWROM mmc5 board. I apologize for people having such a difficult time getting this to boot on real hardware, but it is possible.

More in depth with my sram setup. You want to start the game for the first time completely fresh, no sram at all. $5113 by default is page 00. When the registration screen pops on, the default file is always file 1, because that occupies page 00 of $5113. When you go to either file 2 or file 3, what a happens is the following. I swap out page 00 from $5113, and have it insert either page 01 or page 02, I then check a specific register to see if this page has been properly constructed (because more than 3 quarters of S6000-$7FFF is occupied with PRG-RAM), if there is data on this page, I do nothing, if there is no data on here, what I do then is load page 00 back, and I load each individual byte from $6000-$7FFF, one at a time that is, I'll store it to ram, swap back to the either page 01 or page 02, store the byte, then I reload page 00, and I do this process until the PRG-RAM is copied. Because if the PRG-RAM is not present in either page 01 or page 02, the game will crash.

I have tested this extensively on FCEUX, and the most accurate and pickiest emulators Nintendulator & Nestopia. All 3 major PC emulators deliver the correct results I set out to accomplish. I personally have zero idea how carts are made and designed and setup, that's out of my league. All I can tell you, is that my code is correct, my design in the way I want it to function is correct. It has to be a hardware issue, and it seems absolutely related to sram, because again, The Legend of Zelda heavily uses $6000-$7FFF for PRG-RAM. If the MMC5 $5113 is swapping, and nothing has been written to the new page by the time it is swapped into $6000-$7FFF, then the game will crash.

Also I just want to say how appreciative I am, to how badly people want this to work on real hardware. It means alot to see the lengths you all go to. I've seen many youtube videos from various people, and I'm honored and humbled at all the dedication and work it takes to pull it off.

infidelity
Posted on 08-07-16 12:20 PM, in Super Pitfall NES (improvements) Link | Quote | ID: 163711


Fuzz Ball
Level: 66

Posts: 795/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Ohhhh holy moly! What a beautiful looking version! When I was a small child, my father had the Tandy Color Computer 3, and he bought Super Pitfall from a local Radio Shack. I played the shit out of this game! A few years later a friend of mine had it for his NES, I flipped my shit cause I'm like, no way that's for coco too, I want it! So he sold the nes version to my dad for $20 haha! I also remember my mother jotting down on her own piece of paper, where all the hidden guns and icons were, where you had to jump at certain point to make them appear, ahh this game was so much fun.

Anyway enough nostalgic ramblings from this fan. I am just utterly impressed with the graphic usage, I don't care if it's hand drawn, or used gfx from other titles, it works! It makes the caves look more fuller and vibrant. And tat title screen is fantastic as well!

Bravo, kudos, we'll done, it's so great to see this port get such a tremendous face-lift!

infidelity
Posted on 08-11-16 01:44 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video Link | Quote | ID: 163743


Fuzz Ball
Level: 66

Posts: 796/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Fantastic work Retrorain! :-D I will be keeping an eye on your progress with this! Great job!

infidelity
Posted on 10-04-16 08:20 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 10-04-16 08:24 PM) Link | Quote | ID: 164459


Fuzz Ball
Level: 66

Posts: 797/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Posted by erpster2
hi infidelity.

It's great that you posted a new version of the Legend of Link game that has a 3-game file save system - I had been wondering for a few years why only 1 file save was available in previous versions and not 3 like in the original Zelda1 game.


From my re-release notes on the 1st page.

"2: 3 Save Game File System 
I destroyed the original $6000-$7FFF sram when designing my game, because I tried using more space for things, the sound engine ram registers are located within there. The original Zelda HEAVILY uses the sram for PRG, because 3 quarters of the HW bank are occupied with DPCM data. When I converted my rom to MMC5, I wasn't that fully experienced with register $5113, which allows you to swap out 4 pages (2000 bytes each) of sram. It wasn't until my Super Mario All-Stars NES project, that I fully understood how to take advantage of that.  

So just a few days ago, I went back to see if I could pull it off within Legend of Link. I'll spare getting into details, but I was able to make it so just before the registration screen kicks on, I simply copy a byte at a time from the 1st sram page, then i'll swap the page, and paste that byte into the new sram page, and I do that for the rest of the pages. And I added a safety check, so that my routine doesn't overwrite saved data once it's created. Then it was just a cosmetic issue for me to come up with, in order to use the File system on the registration screen. So glad I got that working! It always upset me when players would defeat the game, and were faced with having to delete all that they did to start over fresh. I'm sorry it took almost two years, but this has finally been resolved."

infidelity
Posted on 10-08-16 04:15 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164473


Fuzz Ball
Level: 66

Posts: 798/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
idk if i'll have time to ever get back to this game, so there is a glitch with Mario 3 and Mario Japan?

Are those all the issues?

infidelity
Posted on 10-25-16 04:39 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164510


Fuzz Ball
Level: 66

Posts: 799/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Well I had some spare time to take a look at the issues, and I think I've resolved them.

SMB2J = Red Piranha plants now act differently than the green ones. They move faster, and they still pop out of pipes when Mario or Luigi stand beside them.

SMB3 = N-Card game from whichever file, no longer transfers to other files. When game is completed, the star icon always stays.

The only thing I cant really decipher is the SMB2J random freeze after the Famicom/Nintendo intro.

If people could do checks on Super Mario Bros. 2 USA, that would be great, I swear I had an issue regarding extra lives or something, I could be wrong. But before I release this new patch, I just want to make sure SMB2U is ok.

infidelity
Posted on 11-05-16 11:08 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 11-06-16 12:12 AM) Link | Quote | ID: 164543


Fuzz Ball
Level: 66

Posts: 800/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
So right now i'm still waiting before releasing the new 2016 patch. But I've included very brief videos showing some my latest changes.

New Erase Function
https://youtu.be/DJjuWjBAFew

SMB2J Red Piranha Plant Normal
https://youtu.be/RsHPK0QCNeg

SMB2J BIOS Intro
https://youtu.be/WG7ilMXrw_I

The only things that I did not create videos of, are the touched up IRQ's within Mario 3, & the N-Card issue within Mario 3 where an unfinished File 1 card game transfers itself to Files 2-4.

EDIT

2016 patch released. Link will be here & on the first page of this thread.

Super Mario All-Stars NES (2016)
http://acmlm.kafuka.org/uploader/get.php?id=5137

infidelity
Posted on 12-04-16 07:49 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 164633


Fuzz Ball
Level: 66

Posts: 801/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
I watched YouTube videos of the red ones that go up and down from the ground tubes in the A-# worlds, and the red ones go slow in the famicom version, and the upside down ones go fast in and out.

infidelity
Posted on 01-12-17 01:47 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 01-13-17 12:25 AM) Link | Quote | ID: 164730


Fuzz Ball
Level: 66

Posts: 802/968
EXP: 2370154
Next: 91697

Since: 05-24-07

Last post: 969 days
Last view: 825 days
Tonight I'll be releasing yet another revision, but it's a very important one. I'll explain and submit the patch when I'm home.

edit

Main first page has explanation & new patch.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49


Main - Posts by infidelity

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 3.794 seconds. (338KB of memory used)
MySQL - queries: 130, rows: 162/162, time: 3.778 seconds.