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RetroRain
Posted on 10-02-13 06:08 AM, in Hack Ideas Thread Link | Quote | ID: 154884


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I wasn't aware that Mario Kart DS had a battle mode that you can play against the computer.

As for the Super NES, I don't really know much about it. I don't know if it uses mappers like the NES does, or if the ROM can be greatly expanded. But I see an ASM hack like this can definitely be done.

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RetroRain
Posted on 10-02-13 06:48 AM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154885


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I simply put the individually-recorded video files together into one clip. I'll go through them with you. I didn't bother adding the Pegasus Boots one, because you already know about it.

Before I begin, I set all of the RAM addresses to 01 to activate all of the items, so I didn't have to play through all of the game to get them.

00:00 - 00:54

The first one, I didn't test extensively for the light world, but I have seen it before in the light world in an earlier demo. As you will see, the bug appears in the Dark World. Most likely it simply has to do with the Hook Shot ASM itself. I doubt it is dependent on the World itself. Link glitches up and then he can't move.

00:54 - 1:08

You may already know about this, since it is most likely not complete yet. Using the hammer in the cave freezes the game.

1:09 - 1:30

Slamming against a cave wall with the Pegasus Boots causes the palette to turn to black.

1:30 - 2:36

You can obviously use the shovel and the sword at the same time, and it causes some problems. Not only graphical problems. You can actually lock the player up, so the player can't move. You have to press the shovel button again to unlock the character.

Also, I don't know if you fixed this or not, but in an earlier build, I was able to use the shovel to chip away the lower-right corner of the outside cave wall, at time index 1:30 - 2:36. Other than that, I'm sure you know about shovel graphics not being perfectly aligned with Link.



If I find more, I will let you know.

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RetroRain
Posted on 10-04-13 11:45 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 154896


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To get the sword, I simply set address $657 to #$01.

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RetroRain
Posted on 10-15-13 05:19 AM, in Mega Man Upgrade Patch Link | Quote | ID: 154924


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Things are so quiet around here, I figured I post this.

A month ago, I came up with a whole list of really great ideas that I could implement into Mega Man 1. Especially after watching gameplay videos of Goonies II. I documented all of these ideas.

Mega Man 1 is perfect for me to practice, and get some experience. Why? The game uses mapper MMC1, which is such an easy mapper to do mapper conversions with, and it has a ton of free space!

1. First up, I upgraded the mapper from MMC1 to Mapper 4, MMC3.

2. I expanded the ROM. It now has 16 PRG ROM banks, and...

3. 16 CHR-ROM banks!! (may require more CHR-ROM for sprite conversion)

And in the process of converting the game to CHR-ROM, I freed up even more space. All of that PRG that was used for graphics is now precious free space waiting to be utilized!!

4. The game is now battery backed. It can use SRAM.

5. I removed the score.

6. Half of the game is converted to CHR-ROM. All backgrounds have been successfully converted!!



I am currently in the process of converting all of the sprite CHR. infidelity wasn't kidding when he said setting up CHR for Megaman can be tedious. I see the road that I have to go down to convert it. It simply will require some patience. I know how to do it though!! Thank you infidelity for the notes you have given me in the past!

When the game is fully converted to CHR-ROM, I will release a patch, that anyone can use to make ASM hacks even more easily for Megaman 1.

But when the conversion is done, I'm considering taking all of my ideas and putting it into the ROM.

My project, Mega Man Nemesis, isn't dead. The project is very much alive, and I hope to be able to do some amazing things to Megaman 1, that infidelity is able to do
with Zelda.

Thank you infidelity for inspiring me! This is my first CHR-ROM conversion, and it is going really really well!

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RetroRain
Posted on 10-24-13 09:30 PM, in Hack Ideas Thread (rev. 2 of 10-24-13 09:32 PM) Link | Quote | ID: 154942


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Another idea for the Super NES/Genesis Mortal Kombat games. It would be rare when the computer AI would perform a fatality/bability/friendship if it defeated the player. Once in a blue moon it would. Most fatalites the AI would do though would be the stage fatalities. Obviously there is a probability there. Could simply make it so that whenever the AI wins, it DOES perform some fatality or other special finisher. Would be pretty cool actually. It probably involves simply changing a value in the game that deals with the probability of it happening. Just another interesting idea I had to post.

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RetroRain
Posted on 10-26-13 02:38 AM, in Greater-Than or Less-Than ASM? (rev. 3 of 10-26-13 02:41 AM) Link | Quote | ID: 154946


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How do you do greater-than or less-than with 6502? I want to check a range of values. If the value is #$00 - #$11, it will jump to $8FC7, if it is #$12 to #$13, it will jump to $8FCD, and if it is #$14 - #$19, it will jump to $8FD3. Granted, I could simpy do a bunch of CMPs, but I don't want to waste the space. Is there a better way to do it? Thanks.


$8FB9:A5 1B LDA $1B = #$00
$8FBB:C9 00 CMP #$00
$8FBD:F0 08 BEQ $8FC7
$8FBF:C9 12 CMP #$12
$8FC1:F0 0A BEQ $8FCD
$8FC3:C9 14 CMP #$14
$8FC5:F0 0C BEQ $8FD3

$8FC7:A9 26 LDA #$26
$8FC9:8D 06 01 STA $0106 = #$02
$8FCC:60 RTS

$8FCD:A9 27 LDA #$27
$8FCF:8D 06 01 STA $0106 = #$02
$8FD2:60 RTS

$8FD3:A9 28 LDA #$28
$8FD5:8D 06 01 STA $0106 = #$02
$8FD8:60 RTS


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RetroRain
Posted on 10-26-13 02:53 AM, in Greater-Than or Less-Than ASM? (rev. 2 of 10-26-13 02:58 AM) Link | Quote | ID: 154949


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So, are you saying that there is no greater-than or less-than technique? I have no choice but to do a bunch of CMPs?

EDIT - Okay, never-obsolete posted at the same time I made my reply to infidelity's post.

So I can use either BMI, BPL, BCC, or the BCS?

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RetroRain
Posted on 10-26-13 03:17 AM, in Greater-Than or Less-Than ASM? Link | Quote | ID: 154951


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Ah, I see. Yeah, sounds a little bit trickier, but I see what you are saying. Alright, I appreciate your help. Thanks for the help both of you.

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RetroRain
Posted on 10-26-13 08:02 PM, in Greater-Than or Less-Than ASM? (rev. 2 of 10-26-13 08:07 PM) Link | Quote | ID: 154953


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Not by itself. The CMP just checks a value. You have to use other opcodes like BCC (Branch on Carry Clear) or BCS (Branch on Carry Set) like never-obsolete gave in the example above. The 6502 has special "status" flags that can be set/un-set, and depending on if the flag is set, you can branch to another spot in the code.

I have used BCC and BCS in my hack MM Nemesis, but I don't personally care for using them though. That's just me. I think because I don't have a lot of experience using them, and I don't like dealing with "flags". I like to simply stay with LDA, STA, CMP, JSR, and JMP opcodes.

Anyway, never-obsolete, after evaluating BCC/BCS, I have decided to use a table instead, because it actually suits my purposes later on down the road when it comes time to do some heavier hacking. It is a lot easier to read, and not all stages require long tables. It saves a lot of checking, and makes it easier to hack later on. But at least I know now how to do the greater-than/less-than stuff. It should come in handy for the future.

Thanks again for the help though.

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RetroRain
Posted on 10-28-13 07:41 AM, in Mega Man Upgrade Patch Link | Quote | ID: 154959


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No problem! I can't wait to release this patch to everyone!

Conversion is 65% done.

Cut Man and Ice Man Stages done.



Tomorrow, I will be converting the other 4 robot master stages!

All of the graphical CHR work was done a while ago, and all of the major coding is done. I'm simply putting the tables in for the stages now (This is the fun part of it! )

At the rate I'm going, I hope to have this patch out by December 1st. After I get done with the stages, I have to take care of the inventory/weapons, play through and test the whole ROM, and write up a document of all of the new addresses/offsets so you can use this ROM to your advantage. It would be out a lot sooner, but there's this really annoying thing called a job I have to go to 5 days a week.

You have no idea how frustrating it is when you are in the middle of something, and you know exactly what you have to do, but you simply don't have the damn time to do it.

Thank God I'm off from work tomorrow, so I can get a lot of work done on this.

Oh, and I don't know if I'm ever going to do another CHR-ROM conversion after this. The work load is insane!

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RetroRain
Posted on 10-28-13 07:23 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154964


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No. I'm making this patch so that you can do that yourself. With this patch, you should be easily able to add 2 more stages, possibly even 3 or 4, revamp the stage select, even add a full inventory menu. The sky's the limit. There's a lot of free space just sitting there now, waiting to be used!

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RetroRain
Posted on 10-29-13 12:08 AM, in General Megaman Hacking Thread (rev. 2 of 10-29-13 12:19 AM) Link | Quote | ID: 154968


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Anybody here use the Rock n' Roll editor for Mega Man 1? How the hell do you increase/decrease the screen ids for the levels?

I read the readme, and looked through the editor, and I don't see any information pertaining to this.

Thanks.

EDIT - Nevermind. I found it. You can barely see the scroll bar on the bottom.

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RetroRain
Posted on 10-29-13 06:41 AM, in Mega Man Upgrade Patch (rev. 4 of 10-29-13 09:11 PM) Link | Quote | ID: 154973


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I appreciate the support and feedback guys.

All 6 robot master stages have been converted, but I wanted to ask you guys if you ever came across these bugs hacking Megaman 1?

http://www.youtube.com/watch?v=5_HoYxClGgg







I may be forced to port all of my work over to a clean ROM if I can't figure out how to fix these enemy bugs. So far I'm only noticing it for Iceman and Gutsman stages. (The metools are glitched becaused they are a part of the weapons/status CHR which I did not do yet).

I was very careful and went very slowly as to not overwrite any important code or data. When I copied all of the enemy data from the original ROM over to my custom ROM, the bugs still persist. I'm wondering if somehow during the expansion process the enemy data got corrupted.

If you have any ideas on what could've caused these bugs and/or how to fix them, please let me know. Otherwise I will have to port everything over to a new ROM (which I honestly don't want to do, but will have no choice).

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RetroRain
Posted on 10-29-13 07:53 PM, in Mega Man Upgrade Patch (rev. 7 of 10-29-13 09:13 PM) Link | Quote | ID: 154981


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Posted by Zieldak
I also replied this on the video:

I know something about these bugs. They may be caused by the weird enemies placed in those points of the stages. In Guts Man's stage, those change enemy GFX (In my hack I deleted them which totally screwed it up). They act as enemies now for some reasons. I think. But I know it's caused by those weird enemies.

Those are located at:
Ice Man - Screen Number 04, Screen ID 03 on a clear ROM.
FF on the middle-top of the screen, and 1F on the bottom. IF makes the enemy repeat (Peng), which may have been corrupted while converting.

Guts Man - Two FFs on Screen Number 05, Screen ID 00, which changes enemy GFX.
There are also two on the next screen, on the top-left corner. If you delete it, those enemies won't change their graphics from that point to their GFX.

Try making a backup and deleting those in Rock&Roll. If it supports this. I know they are necessary, but it's just a test to see what's broken.

EDIT: Or those enemy commands (FF, 1F and their locations etc) just don't like MMC3 format. Also, Moving those may fix the bug, but I'm not sure. But only by 1-1 x and y coordiantes!
Yeah I suspected that the enemy data was corrupt in some way, but I'm not sure how as I didn't touch anything near it, and I copied the original ROM enemy data over to my game, and the problem still persists.

Unfortunately my ROM won't display properly in Rock n' Roll because of the expansion, so in order to check I'm going to have to find the exact level/enemy offsets in my ROM and hack the editor to display them properly.

Posted by infidelity
I cant watch videos on my phone, is it just a graphical glitch for certain enemies? Maybe its a seperate chr routine that is hard coded for specific sprites within certain stages? :-/
What happens is that at a certain point in both stages, enemies that don't belong all of sudden just spawn constantly, slowing down the game, and creating major problems.

My only 2 options to fix this is to hack the Rock n' Roll editor to display those 2 levels properly, and see if the enemy data got screwed up somehow, or port my code and CHR over to a clean ROM and do it very very carefully as to not trigger it.

But that's the thing that bothers me. Is that I was very careful to begin with.

The thing is, I can continue to convert the CHR for the Wily Stages and finish this conversion, but if you guys can't play 2 of the stages, then that kind of makes this conversion pointless. I want to squash this bug before continuing.

So I'll think it over, and see if I can fix it. If not I'll just port my code over.

I might even try to do a simple ROM expansion on Megaman and see if that alone is causing the bug. If so, then I'm not sure how to proceed. I'll keep you guys updated.




EDIT - UPDATE

I think I figured out what is causing the problem.

I simply expanded the ROM, and that didn't cause it. Which is good.

I simply changed the mapper to MMC3, and the enemy glitched happened slightly on Ice Man's stage. Gutsman's stage reset the game when I got up to the part with the floating smiling enemies.

Megaman has a lot of free space in the hard-wired bank starting at $FF00, going all the way up to $FFDF. Putting all of my custom ASM code in there on a regular ROM didn't cause any problems in the two stages.

I suspect the game has a hard time dealing with the mapper conversion.

Mind you that to simply test the Mapper conversion theory, I used infidelity's MMC3 conversion patch. When I was converting the game to MMC3 for my CHR ROM conversion, I did it from scratch on my own, so I can see what I had to work with.

To see the problems. Open the ROM, and go to Ice Man's stage. You will see an enemy glitch as you are about to enter the water. Afterwards, reset the game, and go to Guts Man's stage. I ran past the first smiley enemy, and got hit by the second one as he dove down. When that happens, the game resets on its own.

Here is a video showcasing the bugs.

http://www.youtube.com/watch?v=7kByer9nRc0







I need to think about what I'm going to do to get around this problem. I really want to do this conversion. So I need to think some things through.

I'm wondering if I might be able to try a different mapper or something.

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RetroRain
Posted on 10-30-13 04:45 AM, in Mega Man Upgrade Patch (rev. 2 of 10-30-13 05:17 AM) Link | Quote | ID: 154989


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What I'll try to do is convert the game myself to MMC3, and if the problem still persists, then I'll just convert the game to CHR-ROM using Megaman's original mapper. There will still be a lot of free space due to the CHR-ROM conversion!

So yeah, I thought about that today when I was at work. If MMC3 doesn't cut it, I can still make this conversion happen! So it's a minor set back!

EDIT - MMC1 doesn't support VROM. I'm currently exploring other possibilities.

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RetroRain
Posted on 10-30-13 07:10 PM, in Mega Man Upgrade Patch Link | Quote | ID: 154992


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Yeah. I did that last night. Actually, I did a lot of things last night.

First, I changed the mapper to MMC3 myself, without using your patch. The bug still exists.

Second, I checked the level editors for both the original ROM and the MMC3 ROM, the enemy data is fine. Just to be sure, I edited the enemies for those 2 areas where the problems originate, and the game still bugged/reset anyway.

Third, I played through the whole game with the Code/Data Logger on, to see if the free space we were using for the MMC3 Bankswitch Code ($FF00) wasn't already being used by the game. It wasn't.

In fact, when I got done logging the whole game, there was still over 7.50% of bytes that didn't get logged. There appears to be a lot of data in the game that is simply not being used, which could be considered free space.

Anyway, I have come too far in this CHR-ROM conversion to just abandon it. I might just finish the conversion as best as I can, and see if anyone can help me squash the bugs when the conversion is done.

There has got to be a way. If the game is crashing simply due to the MMC3 conversion, is there anyway to fix that from happening? I don't get why it is happening. Every bus page is being changed ($C000, $C004, $C005, etc.). This shouldn't be happening.

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RetroRain
Posted on 10-31-13 05:10 AM, in Mega Man Upgrade Patch Link | Quote | ID: 154995


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Hmmm, you may have just saved this project. I put the new code in my own MMC3 conversion, and the bug doesn't seem to be there.

But I have to put it in my CHR-ROM Megaman ROM to see if it fixes that as well. In order for me to do that I'm going to have to update all of my custom JSRs, so it isn't something that will take a second to do. I'll do it tomorrow, as I just got home from work and I'm exhausted.

It would be really neat if that fix corrects that horrible enemy problem there.

I'll let you know.

Thanks infidelity.

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RetroRain
Posted on 11-01-13 06:40 PM, in Mega Man Upgrade Patch Link | Quote | ID: 155004


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All fixed!!!

Yes, it was the bankswitch code! I updated my personal document to change the Bankswitch code from SMB2. So all that was missing was a PHA and a PLA huh? Pretty crazy.

The enemy glitch in Ice Man stage no longer happens, and the game no longer resets at Gutsman Stage!

Thanks infidelity! I really really appreciate it!

Now I can continue on with converting the Wily Stages!

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RetroRain
Posted on 11-04-13 09:19 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155028


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Good work infidelity! I haven't tried the patch yet, but I will soon. I want to finish my conversion before I do anything else. But I saw the video, and it's a nice small hack.

When I saw that you did this, I thought it was a coincidence, because the other day, I was thinking of SMB3. It must have felt good to get away from Zelda for a little while huh? I know that when you are around a game or a hack for so long, you need to get away from it for a little bit, because it isn't fresh anymore. Well anyway, good luck with your projects.

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RetroRain
Posted on 11-04-13 09:22 PM, in Mega Man: Into Darkness Link | Quote | ID: 155029


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I'm so looking forward to getting back to this project when my MM1 Conversion is done. I'm either continuing where I left off, or porting my work over to MM1. I have so many ideas for MM1. But what I can say is that the story for my hack is mostly complete. It is so awesome, which is why I can't wait to get back to work on it.

Also, new title is Mega Man: Into Darkness.

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