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RetroRain
Posted on 03-24-17 04:32 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released (rev. 2 of 03-24-17 04:33 PM) Link | Quote | ID: 165266


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Version 1.1 has now been released, and I have updated the link the first post.



Download

Enjoy!

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RetroRain
Posted on 04-22-17 11:31 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 165417


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Version 1.2 has been released. Please see readme for all of the changes and notes.

Download

Enjoy!

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RetroRain
Posted on 04-25-17 03:40 AM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 165435


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Nice! I'm taking a break from my projects at the moment, so I'm going to give this a try.

Good work infidelity!

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RetroRain
Posted on 04-25-17 06:25 PM, in Some ideas I had for other NES multi-cart hacks Link | Quote | ID: 165437


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Zelda Origins

· The Legend of Zelda
· Zelda II: The Adventure of Link

Mega Man: The Wily Wars

· Mega Man
· Mega Man 2
· Mega Man 3

Super Mario All-Stars: Vol. 2

· Donkey Kong
· Dr. Mario
· Mario is Missing
· Mario's Time Machine
· Mario and Yoshi

NES Racing Collection

· Rad Racer
· Marble Madness
· Excite Bike
· Days of Thunder
· Bill Elliott's NASCAR Challenge

The first three I would love to see done. I'm seriously considering doing Zelda Origins. I'd simply have to convert Zelda II to MMC5, and then I could do it.

Out of curiosity, which ones would you like to see? Or, do you have your own compilation? Post about it here!

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RetroRain
Posted on 04-26-17 07:03 AM, in Some ideas I had for other NES multi-cart hacks (rev. 2 of 04-26-17 07:06 AM) Link | Quote | ID: 165449


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I don't know if you guys noticed that (I certainly did), but when you open up Megaman Origins, the title logo flashes on the top part of the screen for a second, before my RetroRain Presents logo pops in. It is so minor, but it bothers the shit out of me haha. Also, I didn't like the way I programmed the whole intro sequence. I could have done it more efficiently, but at the time this was the best I could do.

Since then I learned a lot about the NES from programming my Megaman homebrew demo.

I might redo my Megaman Origins hack, and re-release it. However, to answer your question Zynk, I would not ADD to Megaman Origins. I like the hack the way it is. That is why it is called Megaman Origins. Because Megaman 2 is really the game that started it all, but Megaman 2 would not have been possible if Megaman 1 didn't happen, so the multi-cart hack is appropriately called Megaman Origins, because it includes the very first two Megaman games that made it possible for the series to be what it became.

And I don't see how it is possible to keep the ROM data out of the patch. Someone at RHDN mentioned a different type of patching method, but again, data is data. It's going to be there one way or another.

If I made The Wily Wars, it would be a brand new hack from scratch. I still like Origins just the way it is. But I really want to re-program the intro sequence and make it better. Some music would be nice too, which is what I really wanted.

And this time, I wouldn't program it directly in hex. I would write it in a text file, just like I did with my homebrew. It would be a lot easier to deal with.

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RetroRain
Posted on 04-27-17 08:43 AM, in Some ideas I had for other NES multi-cart hacks Link | Quote | ID: 165462


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The poll shows that most people want Mega Man: The Wily Wars for the NES. And this was the same at RHDN.

In order for me to make MMTWW, I'd have to convert Megaman 3 to MMC5 (which wouldn't be a problem) and (here is where the real work-load is) re-convert Megaman 1 to CHR-ROM.

I converted MM1 to CHR-ROM when I made the MM Upgrade Patch. However, Megaman 1 would have to exist in its original form (with no alterations), and that would require me to re-convert it again.

And as you may know, I already converted MM2 to CHR-ROM (known as MM2 Optimum), so I would use that conversion.

Once that is done, I could then program the boot-up screen from scratch, and then insert everything into the ROM.

MMTWW uses multiple save-files for each game if I'm not mistaken, so after all of that is done, I'd have to figure out how to include that in each game as well. I'd definitely have my work cut out for me.

I'm still undecided if I'm going to do it or not (only because of my real-life situation), but I'm keeping it mind.

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RetroRain
Posted on 04-27-17 09:08 AM, in Some ideas I had for other NES multi-cart hacks (rev. 2 of 04-27-17 09:09 AM) Link | Quote | ID: 165464


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Yeah the fact that they're all MMC5 isn't the problem. They all have to use the same graphics format as well. That's the thing. I looked into Mapper 45 as Disch suggested one time, and MM1, 2 and 3 add up to more bytes than that mapper can handle. So MMC5 is the only way to go. And MM1 has to be converted to CHR-ROM in order to incorporate all 3 games into one cartridge. Had I not previously converted MM2 to CHR-ROM, the work-load would have been insane. It took me a whole month just to convert MM2, and 3 months to convert MM1 (that was my first conversion, so I'd most likely be faster the second time around).

That is one of the things I can't stand about the NES. The bullshit with the mappers and graphics formats.

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(post deleted) ID: 165481

RetroRain
Posted on 05-05-17 05:33 PM, in Connect 4 "alpha_5-4-17" (my first nes homebrew attempt) Link | Quote | ID: 165561


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I hear ya man.

Making a homebrew is a TON of work. I learned that with my Megaman project.

Just making the sprite engine alone. Sprites aren't hard, but taking a bunch of 8x8 sprite tiles, and depending on the object's direction, setting the sprites up and mirroring them properly is quite a bit of work.

I finally learned the real important difference between ROM hacking and homebrew development. Homebrew development requires a TON of time. So do it if you have the time, otherwise stick to ROM hacking.

That's why I don't even know if I'm going to continue my Megaman project. I might go back to hacking a MM ROM.

Anyway, your game looks cool, and I really like the titlescreen. That's a nice titlescreen you got there. I'll check this out in a little while. Good job with it!

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RetroRain
Posted on 05-05-17 05:40 PM, in Super Mario Bros. 2 - Standard Mario Patch v1.2 Released Link | Quote | ID: 165562


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Yeah time sure does.

For right now, 1.2 is the last version. Until I feel motivated again to work on SMB2. The amount of work I had to do just to do what you see in this patch was certainly a lot more than I thought I'd be doing, and after a while I was just wanted to be done with it already.

I still have not ruled out 1.3. In 1.3, I will make level changes. Coins and turtle shells will be more common. That is what I really want to do if I make a 1.3.

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RetroRain
Posted on 05-14-17 10:41 PM, in An idea - Collaboration Project - Homebrew Demo Zelda Remake (rev. 2 of 05-14-17 10:45 PM) Link | Quote | ID: 165599


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Just an idea I had.

Is anybody interested in making a homebrew remake of Zelda 1 for the NES? It would just be a small demo, of some of the overworld, and the first dungeon.

All new graphics, using the Link's Awakening engine, its sprites/graphics.

I want to do something like this, but honestly, I'm no graphics artist or music expert.

And I say demo, because of time. I don't have the time to invest in a whole game, and because of the scope of such a project, I'd rather aim for a demo first.

The demo is some of the overworld, with the first dungeon fully playable. However, unlike the original Zelda, the dungeon wouldn't be the same room with minor differences. The dungeons would be more like Link's Awakening dungeons. Each room would be unique.

We'd use the stop and scroll for the overworld areas. The dungeons could either be stop and scroll or slightly moving camera.



WHERE THIS IDEA CAME FROM:

That Castlevania facelift that is on the frontpage of RHDN. I actually played some of it, but I have to say the facelift is awesome.

Imagine a remake of Zelda 1, with high quality graphics, and an updated engine similar to Link's Awakening.

But I'm no graphics expert, and I'd definitely need help in that department.

The first thing I'd want remade is the titlescreen.

I'm willing to program the titlescreen if someone makes it.

What I had in mind is the modern Zelda logo...



with better mountain and waterfall graphics. And obviously a better font for the game.

We'd have to decide on which mapper to use, either MMC3 or MMC5. MMC5 is awesome, but MMC3 has been proven to work on most emulators and easily on real hardware. We could use MMC3, and always update it later on if need be.

CHR-ROM preferrably for quick and easy graphics swapping.


It would be interesting if we have a lot of talented people involved in this, and see where it goes. We could even make a group logo and use it as the startup logo. Something like Team board2 or whatever.


So, what do you think?

Yay or Nay?

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RetroRain
Posted on 05-15-17 11:08 PM, in An idea - Collaboration Project - Homebrew Demo Zelda Remake Link | Quote | ID: 165603


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Thanks.

I would love for more people to get involved with this.

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RetroRain
Posted on 05-28-17 10:50 PM, in Mega Man Remastered Link | Quote | ID: 165647


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Celebrating the 30th Anniversary of the Mega Man series with a remaster of the first game that started it all!

Mega Man Remastered (formerly known as the Upgrade Patch) is a patch for the first Mega Man game, which enhances it in so many ways, without modifying the levels or graphics (minor graphics and palette changes, which are listed below). To those that are familiar with the Upgrade Patch, you could consider this Version 1.7 of it.









Here is a list of all of the new changes made since Upgrade Patch Version 1.6:

· Mega Man's face on the titlescreen has been fixed. It was missing two pieces on the right side of his face.

· Continue is now New Game, and Erase Data is now Continue, and they function as such. Data is no longer erased. If you want to start a fresh game, select New Game. If you want to load a previously saved game, select Continue. Remember, the game is saved after the completion of a stage, and when you obtain the special weapon in Elec Man's stage. The Wily stages are the only stages that are not saved. This allows you the ability to play through all of the stages in the game.

· The gameover screen now looks more like Mega Man 2's. It was too bland before.

· The cursors for the titlescreen and gameover screens have been updated.

· My credits: 2014 RetroRain is now 2017 RetroRain.

· Dr. Wily has been fixed on the stage select screen. His face was all black. This has now been remedied.

· Besides the select button, the up and down keys can also move the cursor on the titlescreen and gameover screen.

· The Ready text at the beginning of a stage now flashes.

· If you fall down a pit or on spikes, your health meter will now show empty. It didn't do that in the original game.

· You can now toggle obtained weapons with the select button. As such, the pause feature has been removed. But this is not a big deal, as the inventory screen doubles as a pause feature.

· The score balls have been removed completely.

· Newly designed Remastered logo for the titlescreen.



Here is a TOTAL list of all of the changes that Mega Man Remastered has made from the original game. This list can also be found in the readme:

· Converted to Mapper 4: MMC3.
· Graphics format converted to CHR-ROM.
· PRG and CHR ROM expanded to the new mapper's maximum limit.
· The game now has the ability to save and load your progress.
· All-new titlescreen.
· Updated font for stage select and boss-preview screens.
· Updated cursors for titlescreen and gameover screen.
· Stage select screen has a new palette.
· Boss-preview screen is now like Mega Man 2's, with the preceding flash to it removed.
· Gameover screen has been updated to look more like Mega Man 2's.
· Updated palettes for Cut Man and Elec Man stages.
· Score and score balls have been removed from the game.
· Mega Man palette updates for three weapons: Ice Slasher, Elec Beam and Bombs.
· Boss energy bars moved over to the right side of the screen.
· Updated health and weapon capsule graphics to match those of the later Mega Man games.
· Ready text has been updated: It now flashes, has a new font, and the time it is displayed for has been cut in half.
· Up, down and select can move the cursor on the titlescreen and gameover screen up and down.
· Falling down a pit or on spikes will display your health meter empty.
· Select button toggles between obtained weapons (hence removing the pause feature).



This patch is to be applied to the English version, Mega Man, not the Japanese version, Rock Man. This ROM was tested to work on FCEUX 2.2.2. I have not tested it on other emulators. You may use this patch as a base for your Mega Man hacks, just please give credit if you do.

Download

Enjoy!

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RetroRain
Posted on 05-29-17 09:19 PM, in Mega Man Remastered Link | Quote | ID: 165649


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Thanks Googie. By all means, if you want to use it as a base for your hack, go right ahead.

There will be another version later this week or next week. A couple of people on RHDN found a palette bug with the select/weapon-switch system. I will fix that and release it as Version 1.1.

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RetroRain
Posted on 10-02-17 10:27 PM, in Would you buy a new videogame retro console that's not made by Atari? (rev. 2 of 10-02-17 10:33 PM) Link | Quote | ID: 165936


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Would you buy a new console that is 8-bit, and puts out brand new retro games, and that's not made by Atari?

One-Question Survey

It's a simple question with a simple answer to choose from: Yes/No/Maybe

Would you buy it?

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RetroRain
Posted on 01-15-18 12:41 AM, in NESmaker Link | Quote | ID: 166103


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You ain't kiddin.

My mind was blown watching that video.

On one hand I think this is incredibly awesome. On the other hand though, I feel like the web would start getting saturated with crappy fan games.

I'm assuming one would still be allowed to put their own code in. Because if they can't, that would kinda suck.

I think the concept is neat, but at the same time, I feel like in a few years after its release, would it even matter anymore if your game was for the NES, if everyone was doing it?

...But what I will say, is that they are absolutely right about the development time without their special kit.

That small Megaman homebrew engine demo I released, although how small it was in scale, took SO MUCH work to do.

Very interesting though.

Thanks for posting this Nah.

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RetroRain
Posted on 01-15-18 05:22 PM, in NESmaker Link | Quote | ID: 166105


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Based on this news, I decided that if this kit winds up not being as good as it can be, in the future, when I return to homebrew development, I will create my own programs to assist in development. Whether this kit will be good or not, I admire the innovation behind it.

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RetroRain
Posted on 01-17-18 10:41 PM, in I need motivation... Link | Quote | ID: 166117


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I'm confused about what you mean, about needing motivation, based on what you said.

You need motivation for ROM hacking, or motivation for projects outside of ROM hacking?

If you need motivation for ROM hacking, then you'll know deep down inside, which projects you really want to do. What game do you feel like hacking or feel you can do something cool with? Mario, Metroid, Zelda, Megaman?

But if you are torn between ROM hacking and other projects outside of ROM hacking, ask yourself, what MEANS more to you?

Just feel it out. You'll know. What do you care more about? They'll always be multiple things you care about, but you'll have an urge to do something over something else. If you're not feeling that urge and none of the projects you have are motivating you, then you should get away from them for a while, and start something new, or do something different.

I know that feeling of lack of motivation. It honestly sucks. Right now I wish I could say that I have a motivation problem. Right now I have a time problem, not a motivation problem. All of my projects are on ice until my real-life starts getting better.

Good luck Googie.

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RetroRain
Posted on 01-21-18 08:35 AM, in I need motivation... (rev. 5 of 01-22-18 04:50 AM) Link | Quote | ID: 166128


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I happened to have some free time this weekend, so I decided to see if I could find the data for you.

EDIT: Post updated

Posted by Googie
1. Fix the first checkpoint in Bomb Man's stage.
This is not an easy fix. I spent over two hours doing some manual hacking, to see if I could figure this out for you. When I initially opened Visine, I didn't see the checkpoints, so I just tried to find the data manually. After finding the various data, and checking the documented data and disassembly of the game, and even changing the checkpoint value in Visine after the fact as a confirmation, the game doesn't seem to cooperate if you change the checkpoint value (at least from what I saw in Bomb Man's stage). And then when I did get the screen I wanted to load, the scrolling was locked, and enemies wouldn't appear on the screen. I'll do some more testing tomorrow to see if I come up with something, but there is no guarantee.
Posted by Googie
2. Make Mega Man climb the ladder fast like in MM3.
0x15808 megaman upward climb speed

the higher the number, the higher the speed (01 will give you a good speed)

0x1583A megaman downward climb speed

the lower the number, the higher the speed (FE will give you a good speed)

Posted by Googie
3. I wanna have the hallways shortened like in MM2 for the robot masters.
This can be done, but it will require a lot of patience and trial and error. There are tables that have to be changed, which contain the screen IDs, and you'd have to mess with the scrolling, the objects for the doors, and possibly the rooms themselves, in order to get it all in sync with each other.

Taken from the Visine tutorial document:

KEY_P - For MegaMan 1 only, it changes the current room (screen) used. Hold Shift for the previous room index. MegaMan 1 uses room order. Unfortunately, some of these tables have a weird format, meaning you cannot change them for the following levels: Cut, Wily1, Guts and Ending levels.

I have seen, however, in Megaman Reloaded for instance, the one-screen passage to the boss chamber, so it can be done. But it will require a bit of work and some patience. You'll defintely have to change the table values. Cut Man's stage room order table begins at 0xC10. And as it says in the Visine tutorial, it has a weird format. For instance, if you compare the screen IDs in Visine to the tables that are actually in the game, they don't line up the way they should.

In all honesty, programming-wise, Megaman 1 sucks. I don't think it was programmed all that well. Even with the climbing speed, I had to track those values down, and they were hard to find. And in other MM games, it is one offset you have to change. But because of the way MM1 is programmed, there are two offsets, one for upward movement, and one for downward.

And the checkpoint algorithm isn't good either. It would require a good amount of effort in order to get the checkpoints to work right, as changing them from their originals causes the game to not function properly.

Posted by Googie
4. Make the robot masters weaknesses different, if someone helps me they can change it however they want.
Can you list what robot masters you want to be weak to what weapon?

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