Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,478,777
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-24-24 08:38 PM
Guest: Register | Login

Main - Posts by RetroRain

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 50

RetroRain
Posted on 10-05-15 08:59 AM, in Rad Racer: Car-Battery Edition Released (Updated to Version 1.2) (rev. 2 of 10-05-15 10:32 AM) Link | Quote | ID: 161359


Fuzz Ball
Level: 66

Posts: 910/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Here is the ROM/ISO information taken from the page at the RHDN database:

Rad Racer (USA).nes - NOINTRO
CRC32: 8B9D3E9C
MD5: FA0688FD15C7851878997B0C61B109E9
SHA-1: 97F4195A0113CAA268CE4F8729DFB719C6D6D460
SHA-256: 2A871D3205D176C810D57F8B3EAB65842F53F73C296C57D010FD591A3A25AB58


EDIT:

There was yet another glitch in the hack. It is the same glitch I run into everytime I do a SaveRAM hack. When you run the game for the first time, you have to write the initial values to the SRAM addresses, or else it will take the zeroes in those addresses and write them to the game addresses, which will produce undesired results. I have now fixed this in Version 1.2.

Please let me know if you stumble upon any other bugs. I believe I got them all, but you never know.

Download

I have also updated the link in the first post.

____________________
My YouTube Channel

RetroRain
Posted on 10-08-15 09:16 AM, in Rad Racer: Car-Battery Edition Released (Updated to Version 1.2) Link | Quote | ID: 161385


Fuzz Ball
Level: 66

Posts: 911/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I'm glad you guys like the hack.

As for Rad Racer II, I never played it. But I did watch it on YouTube the other day. It doesn't really look all that great to be honest with you. The first game seems better.

By the way guys, I'm back to work on my Super Mario Bros. 2: Special Edition hack.

____________________
My YouTube Channel

RetroRain
Posted on 10-09-15 07:12 AM, in Rad Racer: Car-Battery Edition Released (Updated to Version 1.2) Link | Quote | ID: 161392


Fuzz Ball
Level: 66

Posts: 912/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
That is to be determined. I'm not entirely sure about that yet. The main point of this hack is to add two-player mode to a game that doesn't have one. The other features would be to add SaveRAM, allow the player to play an unlimted casino mode, a sound test, etc.

I want to preserve the original game as much as I can. Levels are certainly not being touched, with the exception of the new World 7 I plan to add. I want people to be able to play the original SMB2, with two players. Changing the graphics nullifies that originality.

Places where it is okay for graphics changes though are the titlescreen, and a new Game Over screen which I want to be a surprise.

____________________
My YouTube Channel

RetroRain
Posted on 02-23-16 07:30 AM, in Super Mario Bros. 2 (USA) MMC5 Patch Released - Updated to Version 1.1 Link | Quote | ID: 162846


Fuzz Ball
Level: 66

Posts: 913/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Back in October, a member at RHDN sent me a message letting me know that there was a problem with the ending of the game. I told him that I would eventually fix it. I haven't ROM hacked in a while because I've been so busy. Today, I finally took a look at it. It was definitely a mirroring issue. On top of that, I found another mirroring issue in one of the levels where you have to dig through the sand.

When I have some more time, I'm going to play through the whole game a little more thoroughly just to make sure that I didn't miss anymore mirroring issues. But I fixed the ones I found. It really is highly unlikely that there are anymore, but I will play through the game soon just to be sure.

In the meantime, ditch the MMC5 patch you currently have. Version 1.1 has been released.

Here is the download link.

Download

And I have updated the link in the first post.

____________________
My YouTube Channel

RetroRain
Posted on 02-26-16 06:22 AM, in Super Mario Bros. 2 (USA) MMC5 Patch Released - Updated to Version 1.1 Link | Quote | ID: 162853


Fuzz Ball
Level: 66

Posts: 914/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Posted by Quick Curly
Amazing work, RetroRain! I was thrilled as soon as I saw a new post from you! I'm happy to still see you around. It's been too long! Thank you for the update. Hope you're well.

I'm interested in giving this a full run now as well.
Thank you Quick Curly! It's good to see you too!

Posted by Termingamer2-JD
What help this does hack do? I'm not sure what's to making it better MMC5.
It's mainly for hacking purposes. It gives you a better base ROM to work with.

I'm actually refraining from doing anymore mapper hacks, since I would rather produce actual hacks of games. However, for my next hack, which shouldn't take me more than 8 days, from start to finish (I planned it out), I actually have to convert the game to MMC5, because the game lacks free space, and there are a couple of other things that the mapper will allow me to do. I plan on releasing that mapper conversion AFTER I finish and release my hack of that game.

I will be getting back to my SMB2 hack soon, but I want to do this hack first. First, I'm going to thoroughly play through SMB2 to make sure there are no more problems with my mapper hack, and then I'm going to do this new hack.

I'll give you a hint -- It's another SaveRAM hack, for a game that desperately needs it.

____________________
My YouTube Channel

RetroRain
Posted on 02-27-16 02:41 AM, in Super Mario Bros. 2 (USA) MMC5 Patch Released - Updated to Version 1.1 (rev. 2 of 02-27-16 04:00 AM) Link | Quote | ID: 162857


Fuzz Ball
Level: 66

Posts: 915/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I tested SMB2 MMC5 thoroughly. There are no more bugs. Version 1.1 is the final version.

____________________
My YouTube Channel

RetroRain
Posted on 03-15-16 12:16 AM, in Super Mario Bros. 2 (USA) MMC5 Patch Released - Updated to Version 1.1 Link | Quote | ID: 162925


Fuzz Ball
Level: 66

Posts: 916/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Assuming the game hasn't been ASM hacked in anyway, there shouldn't be a problem. But you don't really need the patch if you're not going to ASM hack or use MMC5's capabilities.

But if you're going to patch it to your hack, I would advise creating a backup first.

____________________
My YouTube Channel

RetroRain
Posted on 03-18-16 01:48 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 162939


Fuzz Ball
Level: 66

Posts: 917/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Nice! I like that game! I just wish that the last few stages weren't so hard, and that the game itself wasn't so short.

I never had a problem with the palettes, but it's cool to see that you're doing something with the game.

____________________
My YouTube Channel

RetroRain
Posted on 03-19-16 05:26 PM, in Coming Soon... Hopefully April 18th (rev. 3 of 03-27-16 07:39 PM) Link | Quote | ID: 162944


Fuzz Ball
Level: 66

Posts: 918/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
My next SaveRAM hack, the one I hinted at 3 weeks ago, is Teenage Mutant Ninja Turtles: Cowabunga Edition.



Most of the work that has went into this hack thus far, has been mostly prep work. The TMNT ROM is a real pain in the ass to work with --> bad enough that the actual game itself is a pain in the ass because of its difficulty.

But yes, a SaveRAM hack for a game that I felt really needed it badly.

Once this has been released, I'm seriously considering doing a SaveRAM hack of Megaman 3, before getting back to my Super Mario Bros. 2 Two-player hack.

Just figured I'd post this because news around here has been a little quiet lately.

Have fun guys!

____________________
My YouTube Channel

RetroRain
Posted on 03-27-16 07:43 PM, in Coming Soon... Hopefully April 18th (rev. 2 of 03-27-16 07:46 PM) Link | Quote | ID: 162956


Fuzz Ball
Level: 66

Posts: 919/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Last Monday, I got an inspiration for another hack (this one is not a SaveRAM hack), and I went right to work on it. It will be done very soon. I'm hoping to have this new hack done by April 1st, and this TMNT hack out by April 18th.

This new hack wasn't even planned. It just came as an inspiration, and I'm really excited about it. So yeah, TMNT CE is being pushed back to April 18th. Sorry for the delay. I shouldn't give release dates to begin with, but I was pretty confident in the time span it would take, until this new inspired hack came up. I want to finish this new hack, and then I'll finish TMNT CE.

____________________
My YouTube Channel

RetroRain
Posted on 04-04-16 08:14 PM, in Two hack releases, and some story Link | Quote | ID: 163005


Fuzz Ball
Level: 66

Posts: 920/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I wanted to have my Zelda hack released on April 1st, but unfortunately that didn't happen, because I came down with a really bad eye-strain. I have decided to get away from computer work altogether, because even though I love ROM hacking and everything game design, I care more about my health.

Unfortunately, Teenage Mutant Ninja Turtles: Cowabunga Edition (SaveRAM hack) will not be released. It is 55% complete, but it is still incomplete, and the save functionality still wasn't implemented yet.

However, I am releasing the mapper conversion patch for TMNT, which I planned on releasing AFTER my SaveRAM hack got released, and I am releasing (even though it is incomplete) my Zelda hack which I got inspired to do over a week ago.

Zelda 3D





Please read the readme, before playing. Zelda 3D was inspired by the 3D effect used in Rad Racer. I wanted to implement it in LOZ, and call it Zelda 3D. Yeah, it was gimmicky, but I thought it was cool. Just incase you are wondering, I did not get the eye-strain from the 3D effect, but from the many hours of focusing on the hack. I spent sometimes 6 hours straight on the project, because I wanted to get it done as fast as I could.

The select button toggles the unfinished (it's not even real 3D) 3D effect.

Download

And here is the TMNT MMC5 patch.



It is complete with documentation, even how to show you how to convert it manually if you wish.

Download


So yeah, this is most likely the end for my computer projects. I hope you enjoyed my work.

~RetroRain

____________________
My YouTube Channel

RetroRain
Posted on 04-20-16 06:28 AM, in Can I get some help with hacking FF for the NES? Link | Quote | ID: 163042


Fuzz Ball
Level: 66

Posts: 921/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
If it makes you feel any better, if I wasn't having this health issue I'd certainly help you do this. But as of right now I'm not willing to put my health at further risk by doing anymore ROM hacking.

And this is the truth man. I certainly would help you do this if I could.

I wish you luck with this. Try posting on the RHDN forums also.

____________________
My YouTube Channel

RetroRain
Posted on 04-23-16 04:15 AM, in Can I get some help with hacking FF for the NES? (rev. 5 of 04-23-16 04:55 AM) Link | Quote | ID: 163049


Fuzz Ball
Level: 66

Posts: 922/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Stufid, did you ever get any help with this?

Posted by Stufid
1. Get ridda the blue color in the intro and in the windows and make 'em red

In order to make the windows and intro screen red, change these offsets to #$16.

0x3a12c

0x3eb3a

0x201e

There may be more, but these are the ones I checked for the intro, world map, inventory, and Coneria. Let me know if blue happens to show up somewhere.

Posted by Stufid
2. make the dialog window drop down faster, like in one of Grond's FF hacks

Dialogue box open speed. The higher the value, the faster the box opens.

0x3d630

Dialogue box close speed. The higher the value, the faster the box closes.

0x3d6a9

Posted by Stufid
3. Disable the sound the dialog window makes when it drops down, like in one of Grond's FF hacks

Remove Dialogue Box Open Sound

0x3d61a - 0x3d61e

Make this range all #$EA.

Remove Dialogue Box Close Sound

0x3d69d - 0x3d6a1

Make this range all #$EA.


There ya go!

____________________
My YouTube Channel

RetroRain
Posted on 04-23-16 11:27 PM, in Can I get some help with hacking FF for the NES? (rev. 2 of 04-23-16 11:29 PM) Link | Quote | ID: 163053


Fuzz Ball
Level: 66

Posts: 923/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
Shouldn't they be in the same place as they are in the original FF ROM?

No offense, but unless the graphics are compressed or something, you should have no problem doing that yourself. Just a little bit of patience is all you need. I know how hard it can be to find graphics sometimes, but when you really want to find them, you will. Just play around with the palettes in the tile editor, and scan by each tile slowly. You'll find what you're looking for.

____________________
My YouTube Channel

RetroRain
Posted on 04-28-16 07:01 PM, in Can someone please help me with a SMB2 problem? Link | Quote | ID: 163061


Fuzz Ball
Level: 66

Posts: 924/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I assume that this is the Turbo Edition that was posted in the Release Forum?

Does the bug still exist in the hack? If so, I'd like to help if I can. Let me know.

____________________
My YouTube Channel

RetroRain
Posted on 05-27-16 08:03 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 163147


Fuzz Ball
Level: 66

Posts: 925/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I'm doing some ROM hacking, but I'm doing it in small increments as to not burn myself out. I went to the doctor to have my eyes checked, and my eyes are fine. So whatever it was that I was doing, it was from too much focus on the computer. So now I only do things for smaller periods of time.

Anyway, one of the things I always wanted to, which to this day I still have not done, is make a complete hack (levels, graphics, music, ASM, etc.). So, I started this hack about a month ago. I don't have a title for it yet, but it's a Megaman 2 hack.

Pics from Toxic Man Stage:









I want to try to put the Toxic Seahorse theme in. I'm not good with music, but I'm going to see if I can compose something. If anyone wants to help with the music, that would be awesome. You'll be put in the credits as my music guy!

____________________
My YouTube Channel

RetroRain
Posted on 07-17-16 08:13 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 3 of 07-17-16 08:18 PM) Link | Quote | ID: 163505


Fuzz Ball
Level: 66

Posts: 926/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I'm on vacation this week from my job, and for quite a while I've wanted to make a NES demo. I attempted this years ago, by making something with Zelda, but my mindset wasn't really ready for it. So this time, I'm giving it another shot, as I really want to make a NES demo.

I know I have my work cut out for me, but I'm having fun doing this, and I don't mind the struggle. The point of making this demo is to LEARN. Plain and simple. I want to learn more about the NES, how to deal with some things such as collision detection, making my own TSA system, and programming my own physics.

I have included a metool from Megaman 1. He will be the demo's test enemy. I have a lot of work to do, and it won't be a while until I release it. I will release it though once I have Megaman being able to do everything he can do, and fight with the metool.

In other words, the playable demo will consist of Megaman running, climbing, sliding, charge shooting, the metool firing shoots, mega bullets, repelling off the shell, Megaman gettting hurt, etc.

I am super excited to be working on this, as I have learned by coding my latest Megaman engine in GameMaker (https://www.youtube.com/watch?v=xYJpyryXeRM). I learned how to make programming easier by using State Machines, which is what I used in to make the enemies in my Megaman demo in the video.

I am using ASM6 to program this, and so far everything has gone smooth. I have run into a very snags here and there, but it's okay, as I am learning from mistakes!

Most of the work right now at the moment is setup work. I have put the graphics in, and I have set up the NES registers. The demo will use Mapper 4 (MMC3), and I will make changes as I go.

This is a learning experience for me, and I can't wait to have a playable demo for you guys!

Releasing a big demo is a big task, requires tons of work, and can ultimately kill motivation and the will to finish it. That is why I am focusing on a small demo, with just these little things.

Pic of early demo running on FCEUX.
http://acmlm.kafuka.org/uploader/get.php?id=5090

____________________
My YouTube Channel

RetroRain
Posted on 07-17-16 08:15 PM, in Zelda - The Legend of Link 2016 update released Link | Quote | ID: 163506


Fuzz Ball
Level: 66

Posts: 927/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
There were some overworld map problems that existed in your latest version. Do you want to be notified of any bugs again, other than the ones you already know?

____________________
My YouTube Channel

RetroRain
Posted on 08-04-16 03:41 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 3 of 08-04-16 03:50 AM) Link | Quote | ID: 163677


Fuzz Ball
Level: 66

Posts: 928/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
It's been 18 days since I started working on my homebrew. The amount of work involved is unbelievable. Here is a video showing off what 18 days of programming looks like:



Most of the time was spend writing all of my regular routines, such as:

setting the variables
clearing the screen
clearing the attribute tables
clearing the paletttes
clearing the RAM
clearing the sprite RAM
draw handler
palette fade-in/fade-out
timers
setting up the joypads

etc.

But I can't wait to finish the player select screen, and start going into the actual programming of the Megaman object.

Megaman versus a Metool!

The thought of simply that is enough for me, since programming a whole game by myself is way too much work.

The player select screen will work just like in Super Mario Bros. 2. Whichever player is highlighted, the other one is dimmed out, and when you select a player, the character shifts over to the center of the screen, teleports up, and then you go right to the test stage.

This is all a learning experience for me.

____________________
My YouTube Channel

RetroRain
Posted on 08-04-16 11:00 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 2 of 08-04-16 11:01 PM) Link | Quote | ID: 163692


Fuzz Ball
Level: 66

Posts: 929/994
EXP: 2437867
Next: 23984

Since: 09-30-07

Last post: 1933 days
Last view: 955 days
I would like Bass to be in the game, but I need some good sprites for him. Bass would behave like he does in MM&B, multiple shooting in all directions, double jump, etc. Yeah the characters would have their own differences which make them unique.

Right now I'm more focused on programming Megaman himself. I have to get all of his movements down.

____________________
My YouTube Channel
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 50


Main - Posts by RetroRain

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.238 seconds. (331KB of memory used)
MySQL - queries: 134, rows: 166/166, time: 0.228 seconds.