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Please chime in on a proposed restructuring of the ROM hacking sections.
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infidelity
Posted on 04-26-17 11:44 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165451


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The A+Start is a normal function of the game. It is primarily used for when you get a game over, so you don't have to start all the way back at 1-1. If I remember, it's constantly running on the title screen.

infidelity
Posted on 04-26-17 12:12 PM, in Some ideas I had for other NES multi-cart hacks (rev. 2 of 04-27-17 09:08 PM) Link | Quote | ID: 165452


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I respect NetSplit's opinion. Granted my all-stars project is a multicart, but I had a goal to see if I was able to create one, cause I was always fascinated with Mario bros/duck hunt/world class track meet.

I would love to use MMC3, but that mapper lacks the rom space I require. So until people out there hack the mappers to utilize larger rom space, then I'm sticking with MMC5. You will never be able to deter the masses on things you'd like seen or done. Not trying to be negative, but again I agree with your thoughts on the economics of rare titles being destroyed to bring a new game to life.

As for flash carts, Krikzz and other developers need to utilize larger wram flash chips, they focus solely on commercial size capping them at 512kb each for prg/chr. But MMC5 is my favorite mapper, but I use it because of the vast amount of prg/chr that's available. Open my Legend of Link in a her viewer, & in TLP or YY-CHR. My vision would've never been possible without this mapper.

I feel more consumer demand should be put on flash cart creators. I love the PowerPak I received for my Tetris Zero project. But I've spoken to Krikzz directly, and I refuse to purchase the N8 Everdrive until larger chip support is implemented. I have his Everdrive 64v3, and Mega Everdrive X7, they are remarkable devices on my Ultra HDMI 64, and my RGB SCART model 1 Genesis. The PowerPak runs great on my HDMI NES. Sorry for trailing off topic.

infidelity
Posted on 04-26-17 01:45 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165454


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I'll be honest, I've never played smb2j fully on the .fds version, so I can't say what's missing, if you can provide me comparison videos, I'll take a listen.

infidelity
Posted on 04-26-17 08:04 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165458


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Posted by stgiga
Also, due to lack of menu letter space, Mario Bros. had to be made into the Easter Egg it currently is.


To be technical, there were a few reasons for this decision.

1. I would've had to redo my entire vram routine, for drawing the title logos onto the screen. The original 4 games had hard coded address values to draw the tiles to. But then with Mario Bros., that pushed the number to 5 logos, and I would've had to completely redo my vram routine, so that every logo would be written to both nametables, when that time came. And I wanted none of that.

2. IF, I was to accomplish #1, then I'd be faced with a palette swap dilemma. Mario Bros. uses 3 sets of palettes for the entire logo. I would've been screwed because the game falls between Mario 3, and SMB, so the transition color-wise would not work.

So that's the reasoning for having the Mario Bros. logo drawn at the top of the name table, and semi-hidden. :-)

infidelity
Posted on 04-27-17 01:19 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165465


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Hmm, quite honestly I'm not feeling the drive to add those 2 small durations. I thought it was something more that was missing. On top of that, I haven't learned how to utilize the extra square channels within the mmc5, I've only worked with the raw pcm. Plus, that Famicom sound is quite unique, idk if a square channel can duplicate it. I'm more than willing to chat with someone who has experience in utilizing the square channels with the mmc5.

infidelity
Posted on 04-27-17 03:56 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165467


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Idk if the waveform data for the expanded audio is in this .fds to .nes conversion. I have the kevtris hdmi for my Nintendo, which allows playback of the expanded .fds audio. The cartridge that I had made for me long ago, I could test it out to find out if the waveform data was left intact from the conversion I've been working with.

infidelity
Posted on 04-27-17 04:55 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 04-27-17 11:32 PM) Link | Quote | ID: 165469


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Can someone confirm if this is infact intact?

This should be evident via fceux correct?

If so, load up Mario 2J, start 1-1, open up the hex viewer, set $75C to 03 (might be $75D, this register is the vram write for the sub world number), $75F to 07, and $760 to 03, then die, then you should start at 8-4.

EDIT

OK, I did some tests, specifically with Nestopia on my laptop, since that gives you the option to mess with the volume control of the .FDS expansion audio.

I played the original .FDS version, and can clearly hear the .fds sound. Now, with FCEUX, I tried sniffing through the RAM of the .FDS file within the $C000-$DFFF section. I think that I found the wavetable that is used for the .fds expansion audio.

I looked within my All-Stars game, and the same table is there. I looked on nesdev wiki, to see what register(s) are used within the Famicom, to inititate the .FDS expansion audio. My version of SMB2J in All-Stars has that address set correctly when I boot the game.

So I used the cheat function, to hex edit the ram registers to take me directly to 8-4, instead of playing the entire game. I beat the game, and turned off all of the sound except for .fds expansion audio.

Nothing played... :-/

I may have to goto nesdev and see if anyone can help me out with it. I figured FCEUX or Nestopia would've played the .fds audio.

infidelity
Posted on 04-28-17 12:13 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165472


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I'm not changing or swapping anything anymore. The game is the way it is. If however, there is a solution to getting the .FDS wavetable to output within my .NES rom, then I will attempt that. But if this is a no-go, then this game is completely finished.

infidelity
Posted on 04-28-17 01:29 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165474


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Same here. I own the KEVTRIS HiDefNES, and I enable all the of the expanded audio channels. And I am pretty bad at SMB2J as well, I don't feel like trying to tear through that game, only to find out after all of that i'm back at square 1 with the audio.

If I'm able to get the FDS audio to playback via an emulator, then Ill see if whether or not my HDMI NES will play the .FDS audio at Princess Toadstool.

infidelity
Posted on 04-28-17 03:19 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165476


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idk why I need to redo the song? The song sounds just the same as it does within the .FDS version, it's just missing 1 track which is the expanded audio.

infidelity
Posted on 04-28-17 12:52 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 5 of 04-28-17 01:36 PM) Link | Quote | ID: 165479


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Looking like a no-go. From what I was told at nesdev.


Actually, the FDS is essentially a cartridge, containing hardware enhancements just like normal cartridges.


So from what I'm getting, is that even though the sound data is present in my all-stars game, it lacks the hardware to output it. But I'm waiting on another question I had, as to how that can be with the DISK version of SMB2J, it's on a pc disk.

I'm at 5-1 now on my all-stars cartridge, but I'll still try to beat the game on my nes, just for my own personal confirmation.

infidelity
Posted on 04-28-17 09:23 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-28-17 09:35 PM) Link | Quote | ID: 165482


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If the .fds wavetable is the same as a PCM sample, then I will convert the .fds write registers to utilize the mmc5 $5010 PCM. I borrowed the cheering DPCM from Mike tyson, and I have the mmc5 playing it during my wii shop channel song. So I'm familiar with that channel. I'm intrigued, thanks for all that information, I'll tinker around later today.

Hmm, I'm wondering, if this is the same as a dpcm sample, then why did that game need to use expanded audio? And if this really can be used as DPCM or PCM, then why hasn't other conversions utilized the APU $4010 or MMC5 $5010?

You're certain this is true, that $4010 or $5010 can read and output the expanded wavetable?

infidelity
Posted on 04-29-17 08:45 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165490


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I will not make graphical changes to any of the games. This is not an anniversary game, this is my representation of the games in their original form all together.

If people want to make separate patches then fine. But my finalized version will not include any further modifications, unless something that is brought to my attention that is debilitating.

So from MrPete1985's report, I feel this game is now finished.

infidelity
Posted on 04-29-17 10:17 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-29-17 10:37 PM) Link | Quote | ID: 165492


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True regarding the irq in Mario 3. I still need to obtain a chip flasher, so I can debug it myself.

The fds, no I havent touched it. I'm still contemplating about it, waiting for a response via nesdev.

And I'm not adding an 8x8 vertical sprite bar on the rightside of Mario 3. Again these are all miniscule issues which really is a person to person preference, aside from my irq in Mario 3. If people want to release patches for such things, to apply to my game then I'm fine with that. I feel I'm getting bombarded with "what about this, what about that, this here, this there, etc" but I personally feel I've brought all that there could possibly be brought to the table, to get the most out of my original release from back in 2015. So with all of that, these will be the final things I'll try to get around to.

1. Fixing the irq in Mario 3 (this will be the longest wait)
2. Attempt to restore the .fds missing track in smb2j, through the MMC5 PCM.

infidelity
Posted on 04-30-17 02:47 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165497


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The garbage on the rightmost part of the screen is not a bug. They are drawing a sidescroller on a horizontal nametable, when typically it's done vertically, they do this because of having the irq on the screen, and they are drawing vertical tiles from $2000ppu, onto $2800ppu. This gives the game a much larger level to explore. The developers knew they needed more time to prepare the next set of tiles to be drawn, so they created some asm, to help make it not look so bad. But in 1988, we had tube televisions, so we couldn't see the previous tiles and previous attribute palettes, but with emulators and hidef televisions, we see everything. So this is not a bug, it was a developers choice to design the game this way. Yes, it can be hidden with 8x8 black sprite tiles, but I'm not going down that road.

infidelity
Posted on 04-30-17 09:39 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165501


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Not really working out, tried using one of MMC5's pulse channels, but it just doesn't sound right at all. Tried mimicking the same $4000 APU, but that didn't seem to work out either.

infidelity
Posted on 04-30-17 10:57 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 05-01-17 12:02 AM) Link | Quote | ID: 165503


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Ive stated before that i'm not changing the song. That is the song that was composed by the developers, I am not altering it, i'm not changing it, i'm not removing it. To me, there is not one wrong thing with that song, other than the .FDS expanded audio track being missing.

This game is all finished. All that needs to be done, is for me to debug the Mario 3 IRQ for cartridge use. Idk when that will be, since I don't have a chip flasher.

So i'd like to say thank you to all the people that tested and help report debilitating issues within this game. I'm all done with this now. Enjoy!

EDIT

I just defeated Super Mario Bros. 2 Japan on my HDMI NES. This HDMI device allows the output of all the known expansion sound chips found on different cartridges. So, with the .FDS audio option enabled, I saved Princess Toadstool, and the .FDS expanded audio played on my system! So for those that want to hear this for themselves on a Nintendo system, you will need Kevtris's HDMI NES kit.

infidelity
Posted on 05-01-17 12:53 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165505


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Posted by stgiga
I agree now that the game is finished for those that want the entire original experience, including glitches.


What glitches are you referring to?

infidelity
Posted on 05-01-17 04:02 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165507


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The rightmost boarder in Mario 3 is NOT a bug.

That image you uploaded, what is that? What is it exactly that causes that and where and when?

infidelity
Posted on 05-01-17 12:13 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165510


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There's nothing more I can do regarding the .fds, it's a hardware issue. I have no desire to create or emulate a new pulse channel. The sound is the way it is.

I will look into the up+start glitch on the all-stars screen. Once that's taken care of, I'm moving on until I get my chip flasher, then I'll return if I have the irq in Mario 3 resolved.
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Main - Posts by infidelity

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