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RetroRain
Posted on 03-20-15 06:47 PM, in Castlevania MMC5 Patch (rev. 2 of 03-20-15 06:48 PM) Link | Quote | ID: 159718


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You said after your Mario project, you'll be doing those things. Are you doing those things TO the Mario project, or are you doing them to a different project? I'm assuming you meant that after you got done with the SaveRAM stuff, you'll be doing that other stuff to the Mario project. I was just curious. In any case, I wish you luck!

Dude, my Project List keeps growing and growing. I get stressed because I wish I had all of the time in the world to just keep working on my projects. It sucks having to go to a job.

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RetroRain
Posted on 03-21-15 04:26 AM, in Megaman 2 Optimum Released Link | Quote | ID: 159726


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What is Megaman 2 Optimum?

Quite simply, Megaman 2 Optimum is an upgraded version of the Megaman 2 ROM. It converts the ROM's mapper to MMC5, and its graphics format to CHR-ROM. That's it!



Unlike the Upgrade Patch I did for Megaman 1, there are no other alterations to the ROM. This is just a simple mapper and CHR-ROM conversion. The PRG-ROM was not expanded, but the CHR-ROM was maxed out to the new mapper's 1MB limit. The ROM doesn't need to be expanded anyway, since in the conversion of the game to CHR-ROM, all of that PRG space that stored the game's graphics has been freed up. Also, another reason I didn't expand the ROM was so that the editors made for the game could be used. Although I have not tested any of the editors yet, that was my intent. So basically, there is plenty of free space in the ROM without expansion, and there is plenty of CHR-ROM space to work with.

Unlike with Megaman 1, which took me three months to convert to CHR-ROM, this time it only took me one month. I started this project February 20th, and finished it March 20th. I set up this time span in advance. My target release date was to try to get this all done in a month, and I succeeded.

Download

Patch and readme included inside the zip file. This patch is meant for the English version, Megaman 2, not the Japanese version, Rockman 2. This ROM was tested to work on FCEUX 2.2.2. I have not tested it on any other emulators.

If you happen to find any bugs, feel free to let me know. Thanks.

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RetroRain
Posted on 03-22-15 11:39 AM, in Megaman 2 Optimum Released Link | Quote | ID: 159736


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Thank you guys. As much as I would like to start my next project right away, I need to take a few weeks away from the computer, if not longer. Doing this project really caused me a lot of head pain and strain to my eyes. And then there's the real-life stuff (money). So I'm not even sure when I will be doing my next project. But I still have my Project List and I hope that I will be able to do some of them in the near future. Thanks for enjoying my work, and I wish you luck with yours.

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RetroRain
Posted on 04-10-15 06:04 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159836


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You'll figure it out.

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RetroRain
Posted on 04-10-15 05:37 PM, in My Mapper Conversion Pack v1.2 (Pack Discontinued) (rev. 5 of 04-10-15 08:10 PM) Link | Quote | ID: 159841


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The Legend of Zelda and Contra have been converted to MMC5. You can download the latest version of my Mapper Conversion Pack at the link above.

There is a minor graphical glitch due to converting Contra's mapper. I noticed it during the game's second demo sequence. I have let infidelity know about it as well, since it also exists in his mapper conversion. I will update my Conversion Pack if I find out what the problem is. It is a very minor glitch (it does go away after a few seconds), but I just wanted to point it out that it does exist.



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Posted on 04-10-15 05:49 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-10-15 05:58 PM) Link | Quote | ID: 159843


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On a side note, I just wanted to let you know that there is a glitch/side-effect to doing a mapper conversion of Contra. After I got done doing my MMC5 conversion of Contra, I let the game run through its demo sequences. On the second demo sequence, at some point the players destroy the wall, and this happens:



So, I copied and pasted my code into a clean ROM to see if maybe it was the area I was putting the code in, that was triggering that glitch. It wasn't. So, I opened up your MMC3 patch and patched it to a clean ROM. I just wanted to let you know that the glitch exists in your conversion as well.

Now, it has nothing to do with the mirroring, since I tried different mirroring values. And it is definitely background related (not sprite), as you will see it in the Nametable during runtime. I'm not entirely sure what it is, since I did the conversion carefully. It might have something to do with the vblank address $2002. Perhaps the screen is not getting refreshed on time. Although, I'm not sure why doing a mapper conversion would affect this in anyway.

That background glitch does go away after a few seconds, but it shouldn't happen to begin with.

Another thing is that I never played Contra. So, I don't know what level that stage would be, and I really have no desire to play through the whole game just to find out.

Granted it is a minor graphical glitch, but I just wanted to point it out. If you happen to find out what is causing, let me know and I will update my conversion patch.

Thanks.

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RetroRain
Posted on 04-10-15 07:30 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159845


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Also, do you plan on releasing the stand-alone MMC5 patches of SMB1 and SMB2? They are on my to-do list, but I honestly don't feel like doing them if they've already been done.

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RetroRain
Posted on 04-10-15 08:06 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159847


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It's no big deal. I'll just convert them from scratch. I was just trying to save myself some work.

I just got done taking another look at that Contra glitch. I logged the game's code, and even tinkered with the bankswich routine. It's the not the bankswitch routine, from what I can tell.

Do you think it's possible that when you do a mapper conversion to a game, it slightly de-stabilizes it, even though everything runs fine? You know that famous Sherlock Holmes line, when you have eliminated the impossible... Well anyway, if it's not the mapper prep code, it's got to be the bankswitch routine right?

It's bugging me that the original game's code wasn't touched at all, except for JSR'ing of the bankswitch STA. It would have to be that right? I'll keep poking around it.

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RetroRain
Posted on 04-10-15 09:22 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159849


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With SMB3, could you post a video of this glitch? I might be able to help you if I see exactly what's wrong. You mentioned that you're writing 133 bytes, and then the VRAM gets screwed up. Post a video so I can at least get an idea of what you're dealing with.

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RetroRain
Posted on 04-11-15 06:22 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches (rev. 2 of 04-11-15 06:22 AM) Link | Quote | ID: 159852


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It's hard to see it in the video, probably because it happens so fast.

Can you explain the problem in more detail to me?

When you press start to bring up the Save/Continue/Quit box, it is at that point you are saving all of those bytes of data? If it is affecting the VRAM, could you maybe space out your saving writes, and wait for vblank to refresh?

Did you try (just for temporary testing purposes) saving less bytes, and seeing if the problem still occurs?

Are you saving this at an interrupt, or just during regular code?

Give me more info. Might also help if I can see the video of it glitching up the whole screen in Nestopia.

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Posted on 04-11-15 07:11 PM, in General Megaman Hacking Thread Link | Quote | ID: 159860


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Posted by Vanya
Someone should try doing this what with all the rom expansions and mapper conversions.

Custom MM3 Intro mock up
That was actually really well done.

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RetroRain
Posted on 04-11-15 07:12 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159861


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Excellent!

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Posted on 04-16-15 06:14 PM, in I need help with music and sound for Megaman Origins (rev. 4 of 04-16-15 06:20 PM) Link | Quote | ID: 159910


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I had to shorten the thread title, since there is a limit of how many characters you can have.

Anyway, my current hack, which has been in development for 3 weeks, is halfway done. In fact, the other half is going to be super easy and should only take a couple of days at best to finish.

There is just one problem. I'm not music literate. This includes terminology, how it works, etc. Now, I have the data for the song that is going to be for the titlescreen (it's already in the ROM), but I don't know how to go about executing it.

Basically, the song is the Megaman 2 Credits Theme. However, I want to leave out that space-echoed bit at the end of the song, where it says Thank you for Playing or something like that.

This is what the document nestech.txt has to say about Sound:

    +---------+----------------------------------------------------------+

| $4000 | pAPU Pulse #1 Control Register (W) |
| $4001 | pAPU Pulse #1 Ramp Control Register (W) |
| $4002 | pAPU Pulse #1 Fine Tune (FT) Register (W) |
| $4003 | pAPU Pulse #1 Coarse Tune (CT) Register (W) |
| $4004 | pAPU Pulse #2 Control Register (W) |
| $4005 | pAPU Pulse #2 Ramp Control Register (W) |
| $4006 | pAPU Pulse #2 Fine Tune Register (W) |
| $4007 | pAPU Pulse #2 Coarse Tune Register (W) |
| $4008 | pAPU Triangle Control Register #1 (W) |
| $4009 | pAPU Triangle Control Register #2 (?) |
| $400A | pAPU Triangle Frequency Register #1 (W) |
| $400B | pAPU Triangle Frequency Register #2 (W) |
| $400C | pAPU Noise Control Register #1 (W) |
| $400D | Unused (???) |
| $400E | pAPU Noise Frequency Register #1 (W) |
| $400F | pAPU Noise Frequency Register #2 (W) |
| $4010 | pAPU Delta Modulation Control Register (W) |
| $4011 | pAPU Delta Modulation D/A Register (W) |
| $4012 | pAPU Delta Modulation Address Register (W) |
| $4013 | pAPU Delta Modulation Data Length Register (W) |
+---------+----------------------------------------------------------+
+---------+----------------------------------------------------------+
| $4015 | pAPU Sound/Vertical Clock Signal Register (R) |
| | |
| | D6: Vertical Clock Signal IRQ Availability |
| | 0 = One (1) frame occuring, hence IRQ cannot |
| | occur |
| | 1 = One (1) frame is being interrupted via IRQ |
| | D4: Delta Modulation |
| | D3: Noise |
| | D2: Triangle |
| | D1: Pulse #2 |
| | D0: Pulse #1 |
| | 0 = Not in use |
| | 1 = In use |
| +----------------------------------------------------------+
| | pAPU Channel Control (W) |
| | |
| | D4: Delta Modulation |
| | D3: Noise |
| | D2: Triangle |
| | D1: Pulse #2 |
| | D0: Pulse #1 |
| | 0 = Channel disabled |
| | 1 = Channel enabled |
+---------+----------------------------------------------------------+
Coming from someone who has no idea on how to execute music, let alone understand the terminalogy (what the hell is a pulse anyway?), I have no idea how to program this.

Incase you are curious, this is for my hack Megaman Origins. It is coming along great!! But it needs this music, and one sound effect. The music is for the bootup screen, so it needs to be programmed from scratch.

Now, watching this music log during the Megaman 2 Credits scene, I noticed that the bytes are not logged in sequential order. A certain amount of bytes are logged, and then as the song goes, other bytes are logged, etc.

All I need is this Megaman 2 credits song in my game, and one sound effect, and I'm on my way to finishing this project.

Megaman 2 doesn't use the Capcom Sound Engine that is present in MM3-6, so this makes things less complicated I would assume.

Can anyone give me some advice, insight on how to go about doing this? Thanks.

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RetroRain
Posted on 04-17-15 06:44 AM, in I need help with music and sound for Megaman Origins (rev. 4 of 04-17-15 06:53 AM) Link | Quote | ID: 159918


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I took a look at the MM2 sound engine. It sounds like it would be better to simply load the MM2 sound bank in, and then read the song, and have it played using that sound bank. The only problem is that I don't know how to actually go about doing that. I don't want that echoed-space effect at the end of the credits song. I have the data for the song already in the ROM (it exists anyway since it is already in MM2, so putting it in there again was probably un-necessary). But I don't know what JSR I should jump to to play the song data.

I didn't really want to spoil this (it was supposed to be a surprise for everyone), but this is what I'm going for, in regards to the music and sound effect:



When you select which game you want, Megaman aims at the screen and shoots his blast, it fades to white for the blast, and then to black, and then it loads the appropriate game. By the way, all of this is already in the ROM. I just have to program the key presses, and write the frames and palette fades (the data for these is already in the ROM).

So, I need the MM2 credits song without that space-echoed ending, and that MM6 blast sound when Megaman aims at the screen and fires.

I can finish this hack, but without the music and song, it's not going to be the same. Maybe I could release the hack without the sound, and someone could help me get the sound in there?

I'm just saying this incase I can't figure out this music/sound thing from the notes. It seems very involved, and over my head. As I said, music and sound are not my specialities.

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RetroRain
Posted on 04-21-15 12:49 AM, in Megaman Origins for the NES (rev. 6 of 05-05-15 05:05 AM) Link | Quote | ID: 159962


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We have all seen the little blue guy, but who is he? And what is his purpose? To find out, we must go back to the beginning, and discover what made this guy the blue bomber we all know and love today!

Join Megaman as he begins his early adventures that set the standard for future entries in the series.

Showcasing Megaman 1 & 2 in...... Megaman Origins!






This patch is no longer available for download. Sorry.

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RetroRain
Posted on 04-21-15 02:08 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159965


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I found a bug while playing SMB2J. I made a video of it.

Shortly after arriving at World 2-2, I hit the reset button on the emulator (I'm using FCEUX 2.2.2), and instead of taking me to the titlescreen of SMB2J, which it should, it takes me to World 1-1, and it's a water level. Just thought I'd let you know.

Here's the video: https://www.youtube.com/watch?v=v3SGpvgMf20

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RetroRain
Posted on 04-21-15 02:10 AM, in General Megaman Hacking Thread Link | Quote | ID: 159966


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I'm definitely looking forward to this.

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RetroRain
Posted on 04-21-15 02:11 AM, in Concept of a new Megaman 2 hack - MEGAMAN II ARCADE Link | Quote | ID: 159967


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Now that Megaman Origins is out of the way, this was the next project on my list. I'm thinking about starting this soon.

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RetroRain
Posted on 04-21-15 06:20 AM, in Megaman Origins for the NES (rev. 4 of 04-21-15 06:24 AM) Link | Quote | ID: 159972


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To be perfectly honest with you, I wanted to have a third option on the bootup screen. The option would've been this: ??????

Once you had beaten Megaman 1 & 2, the question marks would reveal Megaman 3. However, I could not add Megaman 3 for one simple reason. Megaman 3 uses CHR-ROM, where-as Megaman 1 & 2 use CHR-RAM. Either MM1 & 2 would have to be CHR-ROM, or MM3 would have to be CHR-RAM. Granted I converted MM2 to CHR-ROM, but MM1 was only converted to CHR-ROM in my Upgrade Patch, so I couldn't use it. It had to be a simple CHR-ROM conversion with no other alterations, since the games had to be the original un-altered versions.

In fact, I had even thought to call this Wily Wars for the NES (much like infidelity's SMAS for the NES) if I was able to include Megaman 3.

I have not entirely ruled out the possiblity of re-doing my CHR-ROM conversion of Megaman 1, using the MMC5 mapper and not altering anything else, much like I did with MM2.

Anyway, thank you for letting me know that this works fine on another hardware device.

And yes, if infidelity hadn't done SMAS for the NES, I would not have been inspired to do this, much less think to do it.

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Posted on 04-22-15 05:46 AM, in Megaman Origins for the NES Link | Quote | ID: 159984


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Thank you!

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