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infidelity
Posted on 06-29-17 11:34 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165752


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It's almost done but had to stop, I'm nearly breaking my hidef nes front loader with all these contraptions to test out the game.

I'm very greatfull to Ben, he has made things very simplistic for me with the mmc5 dev cart. And the flasher I've purchased for it is just as amazing.

So I'm now waiting on an actual Famicom to continue testing, courtesy of Ben yet again. :-)

But anyway, results are great, there will still be irq tearing, but it's on par as one would notice via the official mmc3 Mario 3.

infidelity
Posted on 07-06-17 10:31 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 4 of 07-06-17 11:08 PM) Link | Quote | ID: 165761


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Posted by PKstarship
Today I was playing SMB3 on the Ice World, and I got a game over, but when I got a game over I got this tile error for some reason. One thing worth noting is that I got a treasure ship to spawn, and that it only seems to have this error when the treasure ship is onscreen for me so far. (I'm not sure if this is also true for the normal Hammer Bros though)


Thanks for posting that. I had to eliminate the exclamation point icon, so that I could free up a single tile. (for the life of me I cant remember why I did it) So I had to rewrite the nametable writes to that section for the GAME OVER.

Yes if you have the save file, please send it here for me to check out, and just let me know what emu you are using.

EDIT

Figured it out. It is because the game uses 2 vram routines for the world map. It draws the game over screen 2 different ways, it will draw the game over screen at a different location on the nametable, when you have initiated the scroll of the world map. So for simplicity, in World 2, if you were to get a game over where the map is at Morton's castle before the 3rd warp whistle, the nametable would draw the game over routine over a different address location. I never knew that, and I was able to locate the 2nd nametable values. I will upload a new version down the road, but for those that want to manually edit this using a hex editor, here are the locations in the rom.

$541A6 = FE
$541AD = 6B


On a different topic aside from PKstarship's find, I need to send back the MMC5 dev cart Ben made for me. I think I may have damaged one of the prg slots he setup, while I was removing the chips consistently. I received the Famicom from him, so I gotta wait again before I can begin my debugging.

infidelity
Posted on 07-10-17 10:07 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165767


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Hmm. Never had that happen. If you can recreate this glitch, please let me know how to trigger it.

infidelity
Posted on 08-01-17 05:01 PM, in Possible N8 Everdrive modification, for larger chip support (rev. 7 of 08-02-17 08:28 PM) Link | Quote | ID: 165797


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Over the past few years, I've been in contact with the creator of the Everdrive devices, known as "krikzz". My conversations have been based around his usage of 512kb sram chips, for the PRG & CHR-ROMS of the N8 device. This size limit, eliminates the possibility for larger game support, particularly my personal interest, 2mb MMC5 games. With the advancements over the years in perfecting proper emulation for this mapper, on FCEUX, Nestopia, & Nintendulator, plus the knowledge of functionality from well experienced hackers, (kuja killer, Matrixz, & myself, *myself largely due to the previously 2 mentioned*) I feel it has come to the point that flashcarts should be able to implement full mmc5 usage.

Krikzz has confirmed that larger chip support is possible, it requires a firmware update, and a hardware modification aside from the removal/swapping of the smaller to larger sram chips. He has informed me on the locations on the motherboard, to allow the mmc5 mapper to read a larger size over 512kb. At some point, I will purchase the N8, and attempt to perform the hardware modifications. If I have trouble, I'll try to find someone and pay them to do the mods on the flashcart for me.

Krikzz made one other note, that the mmc5 emulation is not perfect. I've asked if he'd be willing to share the mmc5 code, and see if there is anyone that would be willing to expand on the code further, for proper emulation as we see on the 3 major pc emulators.

That's all the information I have at this time. If more developes, I'll update everyone. :-)

infidelity
Posted on 08-03-17 01:13 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165801


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I'm thinking the lack of a response deems this hasn't been able to be recreated.

infidelity
Posted on 08-04-17 12:09 AM, in Possible N8 Everdrive modification, for larger chip support (rev. 2 of 08-04-17 12:16 AM) Link | Quote | ID: 165804


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Update.

krikzz released the mmc5 source code for the fpga chip on the N8 Everdrive. I hope that someone who is experienced with the fpga, or the files that go with it, would be able to enhance the code further. I'd like to know if any authors of the pc emus FCEUX, Nintendulator, & Nestopia, would be willing to take a look and edit the code?

If anyone can redirect those people here, I will give more info.

But this is going to happen, I'm purchasing the N8 Everdrive, & the larger 1024kb chips, and Ben Boldt has been gracious to offer assistance in the hardware modifications to the N8 device!

That's all for now. :-)

infidelity
Posted on 08-04-17 12:23 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165805


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Just got around to mailing back the mmc5 devcart for repair. :-) Once I get it back, I'll resume work on finishing the irq fixes.

infidelity
Posted on 08-07-17 10:17 PM, in Possible N8 Everdrive modification, for larger chip support Link | Quote | ID: 165816


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Update.

I've purchased the N8 Everdrive, & the 1024kb chips.

But an even bigger update. lidnariq from nesdev, took the time to look through the mmc5 source code, and stated that KRIKzz already has the mmc5 pretty much all there, and lidnariq was open in revealing the needing of minor additions/small changes.

Everything is looking very good so far, Ben Boldt on hardware, and now lidnariq on the coding end.

That's all for now. :-)

infidelity
Posted on 08-09-17 11:54 AM, in Possible N8 Everdrive modification, for larger chip support (rev. 2 of 08-09-17 11:55 AM) Link | Quote | ID: 165820


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Update.

Well, I'm now at a roadblock with no timeframe to when I can go further. lidnariq revealed that the OS needs to be adjusted. I asked KRIKzz if he would be willing to share the source, and he refused (which I respect and understand). So I asked if he would make the change himself for me in the OS. I'm assuming he looked through it, stated it is too much work for 1 custom cart. It is very unfortunate, and I would've never purchased the cart knowing this OS issue at the time. So, Ben Boldt is still going to perform the hardware mod on the everdrive, then I need to find someone with FPGA experience, that will adjust the mmc5 source files for me, so that my cartridge can at least be at that state. I didn't want to keep pressing him on the subject, but I feel this isn't just for 1 custom cart. The blueprints have been laid out for anyone, on how to do this mod. It's unfortunate that he went this far with giving the mmc5 source, figuring the hardware schematic, only to be stopped by his undesired feelings on adjusting the OS. So that's where the project stands now.

infidelity
Posted on 08-11-17 02:19 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165822


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Back at work on the irq's. Thank you, Ben!

http://imgur.com/a/9hVkp

infidelity
Posted on 08-13-17 06:08 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 08-15-17 12:49 PM) Link | Quote | ID: 165827


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Hmm, thought I took care of that awhile ago? Not much else I can do with that one. People are just going to have to know not to use those kind of quirky d-pad combinations, when pressing start from the introduction sequence.

Now, an announcement...

After many, (and I can't stress the significance of that word) MANY hours of debugging, I can confidently say that I have all of the irq's in Mario 3, at an acceptable rate on an official MMC5 cart! The only one, that has random fluctuation, and there really is nothing I can do about it, is the Watership stage in World 8. The info bar is fine, it is the water that is the issue. It's random, and it's quicker than a millisecond, but it happens nonetheless. This one took the longest of figuring out. This stage, like many others with splits, have 2 irqs going on. One for the water, the other for the info bar. I gave up because I've exhausted every possible combination, till I started reusing ones I already tried. That's when I learned there is just nothing much else I can do for that one. The other factor which I believe is the culprit, is that there is alot of sprite action going on, with cannons and bob-ombs and explosions, & the dpcm playback too.

These are the stages that I've tested extensively, and I'm very pleased with what I've got done. There will be some tearing, this has to be, or else I'd get severe fluctuation within the entire split.

1: Normal in-game info bar
2: World's 1 & 2 mini castles
3: 3-2
4: 3-3 & 3-8
5: World 8 watership
6: All Koopakid airship introductions

All that is left is to create the new patches, and at some point today I'm hoping to release them.

Annnnnnnd, I performed one last update which was pain to do, from the way I designed the beginning of the game.

You will now only have to suffer going through the all-stars introduction ONCE. When you reset the emulator/system, and when you exit from any of the 5 games, you will be immediately kicked back to the game selection screen, not the all-stars introduction. The only time you will see that from now on, is from a cold power on. I made it so you can't simply reset the game immediately once it's booted, you need to access the game selection one time, in order for the proper register to be set up to bypass the introduction.

infidelity
Posted on 08-14-17 11:44 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165831


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New patches uploaded!

I have tested my work on both an official Famicom, & a front loader NES. And have tested my work on all 3 PC emulators, FCEUX, Nestopia, & Nintendulator.

When using an emulator, if you exit from any of the 5 games, or perform a reset of the emulator, you will now be kicked back to the game selection screen.

When using an MMC5 cartridge on a Famicom or NES, if you exit from any of the 5 games, you will now be kicked back to the game selection screen. Pressing reset on whichever console will bring you back to the All-Stars introduction.

As always, enjoy! I'm moving on from this game now, there is nothing more left to do.

infidelity
Posted on 08-15-17 12:43 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 5 of 08-15-17 12:55 PM) Link | Quote | ID: 165835


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1: I have, and have had, zero desire to attempt putting that game into my compilation.

2: Just the PRG-ROM alone, is 80,000 bytes. I believe I have roughly 70,000 untouched, so there is that.

3: That game uses mapper 090, and it works pretty quirky, and would take awhile to study, and see how the mmc5 can mimic it's functions.

4: The CHR-ROM is 40,000 bytes, that right there, is 1 full CHR page of 00-FF pages, that's 1 quarter of my 1024kb CHR. That right there, is a definite no go.

Sooooooo, again, *guns aside, heh* It. Will. Not. Fit.

You're just going to have to settle with the 45 in 1 pirate rom, or look up Ben Boldt's notes on how to extract Mario World, and make it a standalone rom with a hex editing program.

And if someone here could inform Romhacking.net of my latest upload, so they can update their site, that would be great. Thank you. :-)

infidelity
Posted on 08-16-17 12:00 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 08-16-17 12:04 PM) Link | Quote | ID: 165839


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Hmm, have you tried the nestopia core? Keep me updated.

The intro should always play when the rom is first booted up. I made sure the 3 emulators on my laptop do so. But that is strange why that particular retroarch core isn't playing it?

Again, try Nestopia for Retroarch and let me know. Thanks for the report!

infidelity
Posted on 08-17-17 12:38 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165842


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Yeah if Nestopia plays it, then it's correct. How you described it on Nestopia is how it's supposed to be.

That other you mention is no good for my games. When it comes to emulator ports, I've always suggested Nestopia because it's correct. But thank you for letting me know, I think I'm still going to leave it as is. If this didn't work in Nestopia then I'd be worried and looking it over.

And I really appreciate how long much you like the intro, I loved doing all that work on it, really glad people like it, but I can understand people wanting to skip to the game selection screen quicker, even I do heh, but I never want that intro to go away. So Nestopia on gaming consoles is the way to go.

infidelity
Posted on 08-18-17 11:59 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165850


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Thank you. :-)

infidelity
Posted on 10-16-17 03:06 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165949


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updated to v10-15-17. minor update to my mock FDS bios introduction screen.

infidelity
Posted on 10-16-17 03:09 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 10-16-17 03:11 AM) Link | Quote | ID: 165950


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updated 10-15-17. fixed inventory menu exploit. minor adjustment to timer from when ganon explodes, to when link get back the triforce. readjusted my original pitch values to their original ones, on specific songs within the game.

infidelity
Posted on 10-18-17 02:20 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 165957


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Your welcome!

If it's something debilitating, or a glitch/exploit, I'll try to take care of it. But that inventory exploit was an interesting find from users. There's only so much 1 person coding a game can cover, heh. But it's taken care of. :-)

infidelity
Posted on 10-24-17 12:21 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 165961


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updated again, realized there was pitch errors in my registration screen song.
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Main - Posts by infidelity

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