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RetroRain
Posted on 07-10-13 07:25 PM, in Zelda PPU Link | Quote | ID: 154285


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I use xvi32 for when I expand the ROMs and change the mappers and all that other fun stuff.

FCEUXD is the ultimate NES ROM hacking emulator tool! Also the updated version, FCEUXD SP, which is actually what I'm using right now.

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RetroRain
Posted on 07-10-13 07:58 PM, in For nostalgic purposes, what was your first ASM hack? Link | Quote | ID: 154286


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I remember back in the day when I was frustrated, because I didn't really know much about assembly language, and I saw some people doing some really cool things in their hacks. I was so happy the day I did my first ASM hack. Granted the end result was still a little glitchy, but I'll always remember it as my first ASM hack, and it was the first step I needed to dig deeper into the ASM hacking field.

For nostalgic purposes, and to possibly help some of the new ROM hackers on the forum, I'm posting pics of how I did my first ASM hack.

My first ASM hack was making it so that when Mario touched the P-Switch, he got a kuribo shoe instead of having the blocks change into coins.

So, here it is:

The document on the right side was DahrkDaiz' SMB3 notes that he took while he was hacking. It was included in SMB3 Workshop.


Open up the debugger, and check for writes to the P-Switch effect timer, which was RAM address $567.


Mario jumping on the P-switch triggered the write to $567.


Scroll up in the debugger just a little bit, and look for the LDA. Then right click to open up the hex editor, and change the bytes. The new bytes you just typed are highlighted in red. A9 01 means LDA #$01. 01, because that means that the kuribo shoe is on. Then, change the 67 to 77, to changed the address to write to. $577 is the kuribo shoe address, and the addresses are stored backwards. So it is 8D, (STA), 77 05.


And there ya go! Like I said, it is glitchy, but it still works. It is glitchy because the kuribo shoe graphics are not loaded in the PPU. But that can be fixed. But, there is actually better ways to put the kuribo shoe in your SMB3 hack! For a first ASM hack though, it is a baby step!


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RetroRain
Posted on 07-10-13 08:00 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154288


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Ah okay. I never played Ocarina of Time. I stopped playing the Zelda games after Link's Awakening DX. Still, it is interesting to hear new music.

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RetroRain
Posted on 07-16-13 07:11 AM, in General Megaman Hacking Thread Link | Quote | ID: 154319


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Why is creating sprites from scratch and new ASM for them in Megaman 4 such a pain in the ass?



For instance, I used the Totem Pole to create the Wizard. I NOPed out all of the code, and put a JSR $FCD4, which is the routine you use to make an enemy face Megaman, and nothing happens at all. Then, those other Zelda 2 enemies don't land right, even after doing some ASM to them.

Does anyone have any tips for doing new sprites and their ASM for Megaman 4? It is really frustrating.

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RetroRain
Posted on 07-16-13 07:42 PM, in General Megaman Hacking Thread Link | Quote | ID: 154324


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The reason the wizard faces Megaman in that video, is because I left some of the old code in. With all of the addresses and offsets you gave me, I know all of that. And I have his document. I NOPed out all of the code, and when I put the JSR $FCD4 in there, the wizard won't turn at all.

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RetroRain
Posted on 07-22-13 03:59 AM, in Mega Man: Into Darkness Link | Quote | ID: 154387


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The hack is going okay. I haven't been able to work on it as much as I wanted to in the past week and a half, because I am having frontal head pain due possibly to eye strain. I'm seeing doctors right now about my eyes and the head pain. I'll probably be needing to wear glasses.

As far as what I've been working on, mainly new sprites and sprite behavior. I've been having some trouble programming the sprites, but I've been asking for help with it. If you want to see some snippets of what I've been doing, you can check my YouTube channel. Channel is RetroRain2.

Thanks for the interest.

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RetroRain
Posted on 07-26-13 08:15 AM, in Mega Man: Into Darkness (rev. 2 of 07-26-13 08:28 AM) Link | Quote | ID: 154466


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It may be a while for a demo, since I still have a lot of work to do. ASM hacking is A LOT of work. Hopefully by September 1st. But here is a video in the meantime!

Moth Man Stage, Horse Head Stage, Spin Wheel Weapon, and New Sprites!



Special thanks to Matrixz for his help on the hopping Zelda 2 sprite, and infidelity for his notes.

Also, back in the day, Matrixz helped me with the Spin Wheel. I re-programmed it for this hack. Thanks again to Matrixz.

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RetroRain
Posted on 07-28-13 08:20 AM, in Mega Man: Into Darkness (rev. 3 of 07-28-13 09:00 AM) Link | Quote | ID: 154477


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New Title Screen:



Alpha v0.1 is there for the demo.

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RetroRain
Posted on 07-28-13 06:41 PM, in Mega Man: Into Darkness Link | Quote | ID: 154479


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Thanks dude, glad you like it!

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RetroRain
Posted on 07-29-13 06:46 AM, in Mega Man: Into Darkness Link | Quote | ID: 154483


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Posted by Googie
That's one smooth title screen, if anything maybe you can AsM it & put the rotating fire bars in SMB1 into your hack since your using the SMB1 castle graphics. Just wondering if it's possible.
It was already on my list of things-to-do.

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RetroRain
Posted on 07-31-13 09:38 AM, in Mega Man: Into Darkness (rev. 3 of 07-31-13 09:40 AM) Link | Quote | ID: 154505


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I never really did music hacking before, because honestly I don't know jack about music. Don't know how to write it, compose it, nor do I know what all of the notes mean, etc.

Yeah, I'm serious.

But, I started messing with the title screen music. This is more of a test. Just playing around with the notes. I kind like the jump right after the beginning, where it goes into the song.

I can't wait until I can compose something totally awesome!

http://www.youtube.com/watch?v=VVORECNneRM

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RetroRain
Posted on 09-02-13 09:48 PM, in Megaman Nemesis Alpha v0.1 (rev. 4 of 09-02-13 10:14 PM) Link | Quote | ID: 154711


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For Mega Man 4, NES.

I haven't really worked on this for a few weeks, because I got discouraged by all of the ASM hacking. It truly is a pain in the ass to do. However, I haven't released anything in the community for a very long time, and I wanted to release at least something by September 1st. So, here ya go. You can play the work-in-progress Alpha v0.1.

This hack is still very much incomplete, and the two levels are not even fully playable.

Moth Man is almost complete, but not finished. Horse Head is half complete. Still lots of work to go.

To access Moth Man, the stage select cursor needs to be on the top-right of the screen. To access Horse Head, the cursor needs to be on the top-center of the screen.

To gain access to the Spin Wheel weapon I have created, just set cheat address or RAM address $B4 to #$FF or some other number around #$C0.

NOTE: You have to set Cheat address or RAM address $B2 to #$FF or some other number around #$C0 to gain access to the Rush Jet, which you will need to get through a certain part of Moth Man's stage.

Have fun!

http://acmlm.kafuka.org/uploader/get.php?id=4465

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RetroRain
Posted on 09-02-13 09:48 PM, in Mega Man: Into Darkness Link | Quote | ID: 154712


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Mega Man Nemesis Alpha v0.1 Work-in-Progress released. See ROM Hacking Related Releases.

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RetroRain
Posted on 09-09-13 06:29 AM, in Mega Man: Into Darkness Link | Quote | ID: 154755


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The video is not availabe because I deleted it. That's all. The other video is still up.

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RetroRain
Posted on 09-17-13 04:30 AM, in Ghosts'n Goblins MMC3 Conversion Patch (UPDATE: Fixed) (rev. 2 of 11-15-13 11:35 PM) Link | Quote | ID: 154794


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I have successfully converted Ghost'n Goblins for the NES, to Mapper 4 - MMC3. I wanted to do something on my own, without help from anyone. And for the most part, I succeeded.

The game runs fine, however, due to the conversion, there are a couple of graphical glitches. But, they are not really glitches. What it is, is that the proper PRG-RAM isn't being loaded into the PPU. However, this can not be avoided. I have messed with this for quite a few hours. It seems to be a side-effect of switching the mapper over. Other than the lives screen, the scrolling map screen, and the game over screen, the game runs fine.



If you happen to find out what is causing the improper PRG to load, please let me know! I changed all of the ROM bank switching addresses, and for some reason the problem persists.

By the way, there is only one spot in the hard-wired bank that has free-space you can use. It is at $F1A3, incase you want to know. Placing the bank-swap routine at $CA76 or $C84C causes graphical problems on the title screen and on the lives screen if I recall correctly.

I think you can get around these glitches with some hacking, or if you decide to convert the game to CHR-ROM.

Anyway, here is the patch!

EDIT - 11/15/13

http://acmlm.kafuka.org/uploader/get.php?id=4472 (Old Patch - DELETED)

http://acmlm.kafuka.org/uploader/get.php?id=4487 (New Patch, no problems)

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RetroRain
Posted on 09-17-13 05:16 AM, in Quickest and Easiest Mapper Conversion Ever! Duck Tales 2! (rev. 3 of 11-15-13 11:47 PM) Link | Quote | ID: 154795


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Just did this, a few minutes after my Ghost'n Goblins thread.

Duck Tales 2, for the NES, is now Mapper 4 - MMC3!

No problems what-so-ever! Here it is!

UPDATE - 11/15/13

http://acmlm.kafuka.org/uploader/get.php?id=4473 (Deleted)

Patch deleted due to a fault in the bankswitch code. If you want this patch in its proper form, please download infidelity's latest conversion pack. Thanks.

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RetroRain
Posted on 09-17-13 05:43 AM, in Rygar MMC3 Conversion (UPDATE: Fixed) (rev. 2 of 11-16-13 12:01 AM) Link | Quote | ID: 154796


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NES: Rygar
Conversion: UNROM to MMC3

UPDATE - 11/15/13

http://acmlm.kafuka.org/uploader/get.php?id=4474 (Old patch, DELETED)

There was a problem with the bankswitch code. Here is the new patch:

http://acmlm.kafuka.org/uploader/get.php?id=4488

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RetroRain
Posted on 09-23-13 08:55 PM, in My Conversions To MMC3. Patches/Documents *UPDATED v9.1 12-3-13* Link | Quote | ID: 154826


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Can I ask you a question while we are on mapper talk?

Here is the SMB2 Bankswitch Routine.

$FF88:0A        ASL
$FF89:48 PHA
$FF8A:A9 86 LDA #$86
$FF8C:8D 00 80 STA $8000 = #$AD
$FF8F:68 PLA
$FF90:8D 01 80 STA $8001 = #$02
$FF93:09 01 ORA #$01
$FF95:48 PHA
$FF96:A9 87 LDA #$87
$FF98:8D 00 80 STA $8000 = #$AD
$FF9B:68 PLA
$FF9C:8D 01 80 STA $8001 = #$02
$FF9F:60 RTS
$FFA0:8D 00 A0 STA $A000 = #$FF
$FFA3:60 RTS


I don't really understand the ASL at the very top. It obviously works, I just don't know why it works.

When re-writing all of the old bankswitch registers (such as $C000, $C001, $C004, etc.), shouldn't it take that value and simply insert it into $8001? Why does it ASL the value, and then store it?

For instance, if I'm going to switch to Bank 4, which is #$03, in my mind, I would LDA #$03 or PHA/PLA #$03, and STA $8001. I feel like it is changing the #$03 to a new value by ASLing it, and then storing it, and for some reason, it works.

I'm just trying to understand why the ASL is needed.

Thanks.

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RetroRain
Posted on 10-01-13 06:30 PM, in Hack Ideas Thread Link | Quote | ID: 154880


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Time to revive a sleeping thread!

I have an idea for Super Mario Kart, if anyone wants to attempt it.

Pretty much this - Battle Mode is pretty much useless unless you have 2 people playing. I was thinking, what if there was an additional option where you could play against the computer AI? You can choose the driver for the computer, or there is an option which picks the driver by random. In fact, you could have an option that picks the drivers random for both players. Then, you choose your battle ground (and you could even have a random selector for that too!), and presto! One-on-one against the computer AI! Should be interesting to see how intelligent the computer is, and it could prove to be very challenging. If there is free space or a way to obtain some more free space, you could add a couple more battle grounds too! It may be possible to hijack the code for the AI that is meant for the GP racers, and use that for the Battle Mode AI.

Personally, I think it sounds like a good idea worth doing if you have the skills to do it. I would do it myself, but I'm not ready for the Super NES just yet.

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RetroRain
Posted on 10-01-13 06:40 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154881


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Do you still want reports on bugs? I'm not sure what bugs you fixed or didn't fix, or what you are or aren't aware of. But playing through your Alpha v0.6, there are plenty of bugs I have found, and I actually have them recorded on video. One of the bugs, I know how you can fix it, because I see what is causing it. It has to do with the Pegasus Boots. You don't necessarily need to be using the Pegasus Boots. You simply have to have them equipped. Once they are equipped, if you walk onto the next screen, and just before the screen finishes scrolling, press and hold down the B button, the player will instantly move his x position all of the way to the other side of the screen.

Let me know. If you want, I can upload a video of everything I found.

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