Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,556,046
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-07-24 03:28 PM
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 11-25-17 11:37 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 165981


Fuzz Ball
Level: 66

Posts: 943/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
I don't know what that device is, this is the first time I've ever heard of it. You'll have to take this up with the developers of that device. The .sav needs to be outputted at 32kb's.

infidelity
Posted on 02-26-18 09:28 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-26-18 11:19 PM) Link | Quote | ID: 166243


Fuzz Ball
Level: 66

Posts: 944/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Very impressive work! :-)

You are correct regarding the exram check in SMAS-NES, but I believe my crt patch is correct? I'll try to take a look when I can on my debug MMC5 cart & famicom. (courtesy of Ben Boldt)

Again great job on using FPGA. My games use CHR-ROM, there is no usage of CHR-RAM in any of my code. I use the MMC5 address $5130, to swap out 4 pages worth of CHR graphics.

If you have the MMC5 CHR maxed out (like both my games do), then you can swap out 4 pages worth of "00-FF" CHR graphics.

00 = 1st set of CHR 00-FF (A900 8D3051)
01 = 2nd set of CHR 00-FF (A901 8D3051)
02 = 3rd set of CHR 00-FF (A902 8D3051)
03 =:4th set of CHR 00-FF (A903 8D3051)

From wiki MMC5...

"Upper CHR Bank bits ($5130)7 bit 0 ---- ---- xxxx xxBB || ++- Upper bits for subsequent CHR bank writes

When the MMC5 is using 2KB/1KB CHR banks, only 512KB/256KB of CHR ROM can be selected using the previous registers. To access all 1024KB in those modes, first write the upper bit(s) to register $5130 and then write the lower bits to $5120-$512B. When the Extended RAM mode is set to 1, this selects which 256KB of CHR ROM is to be used for all background tiles on the screen.

The only ExROM game with CHR ROM larger than 256KB is Metal Slader Glory, which uses 4KB CHR banks and does not use extended attributes. In other words, no official game relies on this register, and most don't even initialize it."

Edit: video showing curtain asm working on my famicom mmc5 cart

https://youtu.be/55dWPWSKsv0

infidelity
Posted on 02-28-18 12:15 AM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-28-18 12:03 PM) Link | Quote | ID: 166245


Fuzz Ball
Level: 66

Posts: 945/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
ExRAM is not battery backed. I use ExRAM for various functions.

The way I'm able to load the different roms, is by having code loaded into ExRAM that sets up the various banks for whichever game, so that when I'm in $5C00-$5FFF, I can swap out all of the NES's RAM, then I jump to the reset vector which then kicks on the selected rom.

Once within whichever game, I use the ExRAM for whatever I need it to. It's a main function for Super Mario Bros. 2 JPN, because I had to restore the missing PRG-RAM the game uses originally in the famicom.

The ExRAM also includes registers near the end of it, to determine if certain actions were performed by the user.

As for the header, yeah it's a mess. Both my mmc5 games only use 32kb sram. I use CHR-ROM because I swap out swaths of pages to perform animation.

Both All-Stars, & Legend of Link, use 1024kb for CHR-ROM. I'm dependant on mmc5's $5130 function, which allows me to determine which section through the entire CHR-ROM to load the graphics from.

infidelity
Posted on 03-14-18 07:32 PM, in The Ultimate Mega Man 1 (U) Hacking Notepad Link | Quote | ID: 166271


Fuzz Ball
Level: 66

Posts: 946/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Very in depth, awesome contribution! :-)

infidelity
Posted on 03-25-18 06:17 PM, in Pong (3-5-18) Link | Quote | ID: 166285


Fuzz Ball
Level: 66

Posts: 947/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
My 2nd NES game that I wrote from the ground up

Pong
http://acmlm.kafuka.org/uploader/get.php?id=5309

This one was a bit tricky to whip up, because it is the first where I had to create my own sprite hit detection.

The paddles, I made it so the velocity of the ball changes when it hits certain spots of them. The outermost parts of the paddle ricochet the ball fastest, where close to the center/dead center, will result in a slower velocity.

The hit detection is not the best, especially at the very tips of the paddles, again this is my first time so go easy on me, heh.

This is also my first time in trying to create AI. It's not the best in how I went about it, when you try out first player, you'll notice pretty quickly how the AI paddle functions.

The scoring goes from 0 to 255, once you pass 255 it simply goes back to 0.

I wanted to stay as close to the arcade version as possible.

Thanks to all who download it and try it out. :-)

-infidelity

infidelity
Posted on 12-28-18 12:57 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 12-28-18 10:57 PM) Link | Quote | ID: 166808


Fuzz Ball
Level: 66

Posts: 948/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
I looked up that inventory crash, (good find, people) turns out I missed a JMP that needed to be changed, after I shifted some code to free up additional rom space. The problem is, is that I need to sift through my rom versions to figure out exactly where that JMP originally went to.

I'm barely on his site due to working 60 hours every week, my free time is slim to none so I haven't been able to do any sort of projects or upkeep on them. I'm not sure when I'll be able to get to this and release a new patch, but this WILL be fixed I can assure you all on that.

As for requests, cosmetic uplifts, etc, I'm just not interested. The game the way it is (gameplay and visuals) will remain the way it has been for years. However, those that wish to modify or tweak my work are more than welcome to release their own patches with their desired changes.

Thanks for the report, to those that are active on romhacking.net, please report over there that I am aware of the crash, have found the issue, and will release a fix down the road. This site (acmlm) will be the first to know of it.

Enjoy the holidays, and thank you to everyone for continuously enjoying my work, means alot! :-)

infidelity
Posted on 01-08-19 12:55 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 166833


Fuzz Ball
Level: 66

Posts: 949/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Posted by Googie
Posted by infidelity
I'm barely on his site due to working 60 hours every week


Make that money, bro.


Hahaha! Tryin' to! :-D

Anyway, the new patch has been released. Be sure to read the readme. :-)

infidelity
Posted on 01-08-19 03:17 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 166836


Fuzz Ball
Level: 66

Posts: 950/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Posted by erpster2
edit 12/26: it would be nice in a future release that the selection "cursor" on the inventory screen would "skip" empty or blank spaces like in the original unmodified Zelda 1 game.


You can do that in my game, by pressing the select button.

infidelity
Posted on 01-20-19 02:19 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 166872


Fuzz Ball
Level: 66

Posts: 951/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Posted by X2 Whiskey
Hello,

Yeah this is my first post. Anyways, I like soldering things and I put together my first repro of this game using the last 2018 version on a ETROM board from an Uncharted Waters donor.

The game plays fine, but for some reason the save doesn't work. I rechecked the board by uninstalling the EPROMS and replacing the original Uncarted Waters ROMs and the save feature was working fine there.

Is anyone else having this problem on their physical cart versions?


I have a reply to this from the man who built me my personal cartridge of this, and who's helped me be able to beta test my work on his nes.

“ETROM doesn’t have enough SRAM.  But the etrom board will work. You have to remove the SRAM and the WRAM chips , install 256kb chips.   Then find the two solder pads labeled CL15 and SL15.  On the CL15 pad you’ll see a small connector in between the two halves of the solder pad.  Cut this line so the CL15 is not working any longer.  Then just solder the SL15 pad.   Doing this enables the use of the larger SRAM chips.  The save should work fine after that. “

infidelity
Posted on 02-21-19 03:05 PM, in moderator please delete/lock (rev. 2 of 02-23-19 08:35 PM) Link | Quote | ID: 166897


Fuzz Ball
Level: 66

Posts: 952/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
moderator please delete/lock
-infidelity

infidelity
Posted on 02-23-19 05:43 PM, in moderator please delete/lock (rev. 3 of 02-23-19 08:36 PM) Link | Quote | ID: 166899


Fuzz Ball
Level: 66

Posts: 953/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
.

infidelity
Posted on 02-17-20 02:37 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-18-20 11:53 AM) Link | Quote | ID: 167233


Fuzz Ball
Level: 66

Posts: 954/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
UPDATE
New .ips released. Link on the first page updated.



You are only supposed to pick up the Master Sword once you've collected the first 3 triforce pieces in the light world. I made it so that when register $671 is FF, which is the green triforce pieces, you are able to pull the master sword. I have 2 other registers doing checks, $688 & $659, but it has been many years since I've dicked around with code, and I didnt log what those 2 registers are for. I will examine this when I can, and if I can replicate the error you guys are pointing out, I'll release a patch asap.

I sincerely appreciate everyone still enjoying this game, and the reports of major glitches/breaks/etc.

-infidelity :-)

infidelity
Posted on 02-21-20 12:41 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 167239


Fuzz Ball
Level: 66

Posts: 955/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Oh, good find! I'll take care of that when I can. Yes, as EggplantPimp pointed out, hit me up on Twitter if any other debilitating/errors are found in my work. I've been doing Twitter since I get instant notifications on my phone.

infidelity
Posted on 02-23-20 03:56 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 167240


Fuzz Ball
Level: 66

Posts: 956/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
New patch is uploaded, front page link is updated. :-)

infidelity
Posted on 02-28-20 05:33 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 167242


Fuzz Ball
Level: 66

Posts: 957/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
I did that on purpose incase no one found the blue ring in the light world castle.

infidelity
Posted on 03-04-20 11:30 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 167245


Fuzz Ball
Level: 66

Posts: 958/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Thought I fixed that years ago. Plesse write down which patch version and re-create this for me plesse.

infidelity
Posted on 03-05-20 06:28 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 167247


Fuzz Ball
Level: 66

Posts: 959/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Ok but I need to know, or have you show me, exactly how you triggered it.

infidelity
Posted on 03-13-20 11:47 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 167259


Fuzz Ball
Level: 66

Posts: 960/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
Ok it's all fixed, It'll be some time till i release the .ips, want to make sure I didn't interfere/break anything.

infidelity
Posted on 03-24-20 07:47 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 167272


Fuzz Ball
Level: 66

Posts: 961/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
New .ips uploaded.

3-12-20
-------
1:fixed crash when exiting inventory when you have no inventory items.

infidelity
Posted on 03-24-20 07:48 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 167273


Fuzz Ball
Level: 66

Posts: 962/968
EXP: 2370195
Next: 91656

Since: 05-24-07

Last post: 970 days
Last view: 825 days
New .ips uploaded.

3-24-20
-------
1: SMB1 & SMB2 JPN
;redid the lives counter so that when you have over 9 lives,
it displays your correct amount. However, once you pass 99
lives, (62-FF hex) it is hard coded to always say 99 lives.

2: SMB2 USA
;fixed error where the game does not reset the lives counter,
after a game over with a saved file.

3: SMBAS-INTRO
;fixed correct release year for SMBAS-NES, it was 2015.
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 3.999 seconds. (330KB of memory used)
MySQL - queries: 130, rows: 162/162, time: 3.981 seconds.