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infidelity
Posted on 05-01-17 08:32 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165514


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No not yet, I was doing matainence within my thread. Possibly tonight I'll have it released.

infidelity
Posted on 05-02-17 11:05 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 5 of 05-03-17 03:56 AM) Link | Quote | ID: 165522


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Sorry I worked a double yesterday, had no time to work in it. Today I'm hoping to resolve it. It's a bizarre bug, since the only allowed pushbit I allow is "...1...." which in hex is 10, and that's the start button. I'll have to create a subroutine to cancel the start button asm, if any other pushbits are activated.

Are you able to reproduce this with just the start button in rapid successions?

EDIT

Ok v5-2-17 has been uploaded, features 2 things.

1: Fixed the pushbit crash during the All-Stars introduction

2: Made it so the game saves and restores the halfway point for both players in Super Mario Bros. & as well within Super Mario Bros. 2 Japan

infidelity
Posted on 05-03-17 04:25 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 05-04-17 11:33 AM) Link | Quote | ID: 165539


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The mechanics of the game itself, are intertwined within the title screen, I found this out right away back in 2015 when I first started the project. I would've had to written lots of additional code, just to have that not happen. So I left it the way it was, those games leave you next to nothing to branch elsewhere for bankswapping, to utilize additional code. I've used up most of the mmc5 exram, to act as additional prg-rom. I may go back and have another look down the road. It's an unfortunate eyesore I get that, but it gave me problems at the time, but thank you for your input on it.

EDIT

I took a look last night, I think I can pull it off. I checked the games RAM Map on Data Crystal, to see if there's a register for the title screen. I found one, but it shares with other things, hopefully tonight I can test it out. The code is small, but nowhere to go for a sub routine. So my plan, is to take that code with me into another bank, without having to JSR, or JMP elsewhere to swap the bank.

It's a last resort method which I've used a lot, it involves swapping the current bank you are in "on-the-fly"

infidelity
Posted on 05-04-17 10:32 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 05-04-17 10:58 PM) Link | Quote | ID: 165544


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Thank you so much for that! Really appreciate those words! :-D I'm still very happy with the responses and reactions and attention, this particular project has received. A lot of work has been put into it over the last few years. I have a new update slated for tonight, fixing the issue with the SMB1 title screen, when you reload a save where you have the fire power, and that palette is loaded up on the title screen. This has now been finally fixed. Got a lil creative, it's unorthodox, but works.

EDIT

v5-4-17 uploaded

infidelity
Posted on 05-05-17 12:22 AM, in Connect 4 "alpha_5-4-17" (my first nes homebrew attempt) (rev. 3 of 05-05-17 12:34 AM) Link | Quote | ID: 165545


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Last year, I took my first step into building my own game from scratch. No game was used as a base. However, this game has been left in the dark for quite awhile, and I've lost the drive to complete it, due to working nearly 60 hours a week, I simply don't have the freedom I used to, to do such things as this.

A brief story as to how I came to create this game. I was having dinner with my daughter one night, and she used my smartphone and wanted to play Connect 4 against me. After a few minutes, I thought "hey this would be a good attempt at trying something very small, to create on the NES."

I am not the best graphics designer by any means, and the title song is not even complete, but I wanted to share this regardless, in hopes that one day it may inspire others to attempt to try creating your own game from scratch.

The game IS playable, however it is based around 2 players, obviously. I'm not that smart to think of code to create an AI to play against. I simply made this game, so my children & I could play against eachother. Coming up with the Algorithm was a huge pain in the ass for me. That took the longest time. If you view this game in FCEUX's hex viewer, you will clearly see the game board within the $0-$FF range.

It was a great challenge to do all the stuff I did, there are other ideas I have for doing homebrew, or even ports of some of my favorite Radio Shack Tandy Color Computer games, way back from my youth.

Some screenies.















I don't ever think this will be finished. Because one, I lack the graphic fortitude, and I refuse to have another situation happen to me, as did with a certain other project of mine. & secondly, I don't feel the drive for trying to develop some sort of AI for this. If I were to make a cartridge out of this, I would want this to be complete, and include AI.

For the technical aspect of this game, I chose the MMC3 mapper, simply because I need to bankswap, and have CHR-ROM. I could've used MMC1, but I don't like the 4 to 5 writes to the same mapper register to switch stuff around.

Controls

Use the Up/Down arrows to cycle through numbers & letters for your name. Use Left/Right to move the blinking cursor, you are allowed 8 characters. Then press the Start button when you are finished.

Use Left/Right to select what color you'd like for your game piece. I basically give the user the ability to select all available colors offered from the NES. Then press the start button when you are finished.

During gameplay, simply move your game piece with either Left/Right, and use the A button to drop your game piece.

Enjoy!
-infidelity

http://acmlm.kafuka.org/uploader/get.php?id=5222

infidelity
Posted on 05-05-17 12:48 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165547


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?? during the 5 game selection screen?

infidelity
Posted on 05-05-17 01:04 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 05-05-17 01:04 AM) Link | Quote | ID: 165549


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It's not happening for me, I even deleted every config file created for it. I never touched anything to interfere with the title screen. That is kind of bizzare. But nothing I did would have an impact on the game selection screen. I've done the same with all 3 PC emulators.

infidelity
Posted on 05-05-17 01:53 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165551


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I am playing the official .FDS version of Mario 2J. The red piranha plants are not bitting Mario from underneath. Idk what you are watching, but I have the .fds playing and it's not happening for me.

However, the leaves you mention, those do blow around in the .FDS, I don't know why they are not doing the same with my version. I'll have to take a look when I can.

infidelity
Posted on 05-05-17 02:06 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 3 of 05-05-17 03:56 AM) Link | Quote | ID: 165553


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I'm using the Famicom .FDS file on FCEUX.

And I see the problem with the leaves....

Famicom $C52C-$C543 swaps this 18 byte section out and reads it back, to give the leaves their motion. Nintendo does not do that, since the Famicom uses that section of it's ROM as RAM. I need to figure this out on the MMC5 end, I don't think I can cram this within my MMC5 EXRAM... I'll get back to you on that.

EDIT

Alright, got the leaves bah-low-win in da wind! :-D

I'm a little iffy with this one, cause i'm using 18 bytes out of my exram, and i'm hoping I don't have anything going on there in those sections.

Is there anyone that is SUPER familiar with this game, as it deals with what registers are used, and what are not used in SMB2J???

I ask because id like to have this code not in my MMC5 EXRAM, but within the stack from $110-$140, that area looks vacant. ShaneM used to be on here but idk what has happened to him, but if there is anyone that has any kind of notes, detailing what registers are used and what are not, that would be a great help!

So again, the leaves now blow in the wind, just like they do in the .fds version.

Just uploaded the new version now.

infidelity
Posted on 05-05-17 10:34 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165556


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Why are you mentioning connect 4 in this thread and not the other?

It's not a patch file, because it's not copyrighted material. This is a homebrew game I made for the system, so I'm allowed to upload the rom itself.

infidelity
Posted on 05-05-17 03:49 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165559


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bnash222005, I wasn't being rude, sorry if it came off like that, cause that's how I'm perceiving your response.

Thanks Ice Man, I'll get on that when i can. Sorry everyone.

(But the all-stars that's in the uploader, the leaves blow in smb2j correct? Want to make sure I uploaded the right all-stars patch)

infidelity
Posted on 05-05-17 05:57 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165563


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Alright np.

OK the link should be fixed now. But I'll re-upload the .ips tonight, I'm out on the road.

infidelity
Posted on 05-05-17 08:00 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165567


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Awesome, and thanks!

infidelity
Posted on 05-06-17 05:39 PM, in Connect 4 "alpha_5-4-17" (my first nes homebrew attempt) Link | Quote | ID: 165575


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Thanks guys! Wish it was more complete, but I'm happy people are trying it lut. :-)

infidelity
Posted on 05-06-17 08:42 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165577


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Thanks! :-)

infidelity
Posted on 05-14-17 01:46 AM, in Connect 4 "alpha_5-4-17" (my first nes homebrew attempt) Link | Quote | ID: 165596


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Thanks I appreciate all that!

As for the logo, I found a high quality version of it online, and I used various paint programs to degrade the color quality, and shrink it's size, then did some touch ups to it.

infidelity
Posted on 05-18-17 08:54 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165623


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Can someone please update romhacking.net to include the latest .ips patch from here plesse? Found a complaint regarding a glitch that has already been resolved.

infidelity
Posted on 05-22-17 03:40 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165628


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Thank you, it's been updated! :-)

infidelity
Posted on 05-24-17 10:54 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165633


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My universal flasher finally came in the mail. I was successful in erasing, and reflashing the chips on the development cartridge Ben made for me.

Just have to add my custom debugging to Mario 3, then I'll begin testing.

infidelity
Posted on 06-21-17 11:25 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 06-21-17 12:04 PM) Link | Quote | ID: 165726


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Thanks! :-)

Yes I made a compilation of the entire soundtrack.

http://acmlm.kafuka.org/uploader/get.php?id=4696
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Main - Posts by infidelity

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