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Messages - FUTURA

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1
I've said it before too, it's not possible to create a "faithful" dithered version because X1 uses 8 colors per sprite and NES only 4.  All you can do is make some gimmick version.  And on top of that it will look like crap on real hardware or people using NTSC filters to mimic real hardware.  So there's no point.

Shanem, there shouldn't be any changes to the floaty numbers

Then I'd be more than happy with a gimmick version. After all, you did say you'd release a version for it.

Yeah, gonna put out two patches, one with NES colors, one with X1 colors.  Personally I think the X1 colors & dithering look terrible but apparently people like it

2
As I've said before, I'd really love a faithful dithered version of this so it literally looks like it was ported directly from the X1. So I fully support that decision if it happens.

3
I just want to release one patch and incorporate the options into the one rom.  It's eas(ier) to offer just the original colors and the new colors without graphic changes too.  I could offer THREE skin options to satisfy the various tastes, but I really feel like the mild hybrid look I'm working on is just the right amount of both systems look.  When porting from one system to another, you don't always make a one to one copy of the graphics and everything, if you can you want to make the graphics look better, just like how the gameplay is improved by having the better NES engine.

Maybe once I release the beta for testing if people still really think it needs a dithered mode it could be added in.  But to do it, it needs to be 100%, which is going to look terrible on some stuff.  Like for example, the water levels, the entire screen is dithered, which on a real NES or using an NTSC filter on an emulator creates a giant mess


Banding caused by dithering (example from Messatu's X1 style)



Water levels would have banding across the entire screen

I would like a dithered mode. I actually wouldn't mind playing it messy on an actual CRT TV. It would present a new challenge and I like that, because it might make playing it harder, and I relish higher difficulty.

Plus I love the retro look it gives off in that screenshot of it. I'd play the heck out of that mode.

4
Try using a program like SBWin to convert the .bin rom to .smd and then rename the .smd extension to .gen. See if that works.

5
ROM Hacking Discussion / Re: How to set an image as a Mega Drive rom?
« on: January 17, 2021, 09:15:43 am »
It's been maybe a year since I've used it, but IIRC you open the Default_logo.bin in Tile Layer Pro, TileMolester, or the image editing software of your choice, make sure the proper graphic codec (bpp) is set to match what the Genesis reads (the default image will then become clearly evident), and then paste in your .bmp over the default image.  Then save.

Thanks. Based off of this I spent a lot of time trying to figure it out. After hours of trial and error I finally did it. I was able to create an intro screen at the start of a rom that is skipped by pressing START button.

That's a new skill under my belt.

6
ROM Hacking Discussion / How to set an image as a Mega Drive rom?
« on: January 16, 2021, 04:50:22 pm »
Ok so the idea is I have an image (BMP file 320x224) that I want to set as a Mega Drive BIN file, so that I may use it with the "addintrogen" program here:

https://www.romhacking.net/utilities/1046/

It says to edit the "Default_logo.bin" file with any graphic editing software. However there is no tutorial on how to do this (or recommended editor even) and I just want to be able to import my BMP file into the rom and save it for the updated "Default_logo.bin which would then have the image I added, so then I can use that new modified Default_logo.bin as an intro to a Mega Drive rom using the "addintrogen" program.

Does anyone have a guide on how to do this, or alternatively knows a different and/or easier method?

7
An odd thing happened. I recently went back to retry this, and the Two Player option actually loads into gameplay now, where it didn't before.

So I used the password option to enter level select, and selected "Two Player" when going into a level.

I tested by choosing "Carnage's Resting Place" on level select, as Two Player, and it loaded me right into the level.

The only issue is that since it is two player, I cannot move beyond the very first section of the level as I cannot control the second character Venom to move with Spider-Man.

It's just the "One Player" selection on the menu and on the level select that causes the entire game to freeze.


8
So I have results and it rather odd but here codes.

I have cooked up this list of game genie codes. It pinpoints your cursor to the exit button and automatically exits to Pac-Jr.
It achieves this by jumping to the end of the rom to add the numbers to ram (Therefore giving me room) then jumping back.

The only problem I've seen is that this set of codes doesn't work on Kega Fusion. It will break at the password screen. I've tested on gens r57 to much better results.


Auto Skip:
AA7A-JN6G
9E6A-J6XL
D26A-JADN
NA6A-K05R
9V7V-7GMA
AP7V-6ADC
9V7V-6ADE
G37V-735G
9V7V-7GMJ
BB7V-6ADL
9V7V-6ADN
HB7V-735R
9F7V-66XT
AV7V-6ADW
RB7V-7TMY

Same code but in hex:
043A86:6600
04386A:4EF9
04386C:001E
04386E:7B60
1E7B60:33FC
1E7B62:0003
1E7B64:00FC
1E7B66:FC36
1E7B68:33FC
1E7B6A:0008
1E7B6C:00FC
1E7B6E:FC38
1E7B70:4EF9
1E7B72:0004
1E7B74:3870

So theoretically you could use that code with a code that accesses pac-man on the END button on the password screen instead of the EXIT button. That way accessing pac-jr is mapped to EXIT and accessing pac-man would be mapped to END, both on the password screen, and you would have them both automated to execute on their menu selections with that code I am quoting.

You'd only need a code that attaches pac-man to be accessed from the END button in order to have pac-man load practically identical to pac-jr, thus fixing the pac-man score problem. I have contacted Tony Hedstrom to make this code.

9
I don't understand -- how could they play the game and not have it? Did they delete the ROM or something?

If you can get the fixed ROM you can easily recreate the patch -- that's exactly what a patch creation program does. It looks like someone named "Segaman" is responsible for the fix, and someone by that name was affiliated with Piko Interactive at some point.

I asked and they said they no longer had the rom, that they sold it and it will only be obtainable/buyable as a physical cartridge. So I really don't know what's going on with it.

10
To be fair I am asking about something that technically already exists based on the video.

Maybe soneone has the patch or can re-create it.

11
Fix Mega Drive/Genesis Ninja Gaiden so the controls work properly and such.

Topic https://www.romhacking.net/forum/index.php?topic=32076.0

12
So the prototype of Ninja Gaiden for the Genesis/Mega Drive has unfinished controls. As a result when you walk forward on the game, the character will automatically move down.

This is a hinderance when playing the game as the level layout requires some precise control movement.

I came across a youtube video where someone seemingly fixed the controls for the game, here:

https://www.youtube.com/watch?v=E4amZAh-xnw

As you can see by the gameplay of the video, the controls of the game are much nicer!

However it seems that the person behind that video does not have the fix for the game.

So would it be possible for it to be re-created? Just a simple IPS patch for fixed controls and such so everything works properly.

13
ASM Patch for this hack.
Code: [Select]
arch md.cpu
endian msb

output "outrunners_hack.md"

origin $00000000
insert "outrunners.md"

constant cheat_enable($6000)

origin $00005B7A
bra.w   $5B88

origin $00009B0E
        cmpi.b  #2,(cheat_enable).w
beq.w   $9B22


IPS for Patch: https://www.mediafire.com/file/vcpb5tr6l8wolhn/outrunners_hack.ips/file

By any chance do you have a patch to unlock the "Virtua Formula" car on the menu screen?

In this video:
https://www.youtube.com/watch?v=oYq2W6893hU

Go to 8:41 in the video and you will see the Virtua Formula car appear on the menu.

It does not appear with the game genie code or the patch you gave.

Can you make an IPS patch OR game genie code to unlock this for the Japan version of Outrunners so it is automatically there? Thanks!

14
FUTURA, I think I understand what you're asking for. Try these codes with the regular Pac-Man 2 ROM and when the game starts, don't touch anything and see if that's kind of what you want.  The Sega and Namco screens are still there, but it automatically skips the entire sequence where the ghosts are running around, it automatically skips the Pac-Man 2 title screen, and it automatically goes from the Start screen to the original Pac-Man game, all without having to touch anything.

I can also have it skip the Sega and Namco screens, but I think it looks better with them (and I was too lazy to do them).  There are 5 codes below, although I'm pretty sure I can get that down to 2 or 3 codes (it is currently just skipping each section instead of jumping past all of them). 

Pac-Man 2: The New Adventures (Genesis) Game Genie

AAWT-JA5N +
LAWT-JCDR +
AEXA-JAGN +
AAKB-WA3G +
RETA-J6XA
Skip the opening sequences and automatically boot into the original Pac-Man game.

YEAH! That is VERY close!

I like the opening sequences too. Is it possible however to skip the Pac-Man 2 menu completely?

And then have the same thing for the Pac-Jr game would be amazing!

January 07, 2021, 06:09:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
For this game, how would I go about disabling all the music/sound effects that play ONLY on the password menu?


15
So I have results and it rather odd but here codes.

I have cooked up this list of game genie codes. It pinpoints your cursor to the exit button and automatically exits to Pac-Jr.
It achieves this by jumping to the end of the rom to add the numbers to ram (Therefore giving me room) then jumping back.

The only problem I've seen is that this set of codes doesn't work on Kega Fusion. It will break at the password screen. I've tested on gens r57 to much better results.


Auto Skip:
AA7A-JN6G
9E6A-J6XL
D26A-JADN
NA6A-K05R
9V7V-7GMA
AP7V-6ADC
9V7V-6ADE
G37V-735G
9V7V-7GMJ
BB7V-6ADL
9V7V-6ADN
HB7V-735R
9F7V-66XT
AV7V-6ADW
RB7V-7TMY

Same code but in hex:
043A86:6600
04386A:4EF9
04386C:001E
04386E:7B60
1E7B60:33FC
1E7B62:0003
1E7B64:00FC
1E7B66:FC36
1E7B68:33FC
1E7B6A:0008
1E7B6C:00FC
1E7B6E:FC38
1E7B70:4EF9
1E7B72:0004
1E7B74:3870

Not quite what I was expecting.

The result I was hoping to get would be to load the ROM file, and to have the Pac-Jr game menu appear instantly cutting out the sega logo and the pac-man 2 new adventures menu completely.

The same thing for the hidden Pac-Man game as well.

16
I was curious about this as well and tried my hand at it a couple weeks ago.

I'm sure a well timed jump command or JSR should do the trick. I'll give it another go sometime this week. :)

Ah cool! This could be fun.

17
This sounds like a great idea for a rom-hack, because that way... nobody has to enter passwords in Pac-Man 2 - The New Adventures in order to play both Pac-Man and Pac-Jr.!  :laugh:

Yeah, that was the idea. To turn those games into their own separate ROMS sort of.  :thumbsup:

December 31, 2020, 11:03:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Not having much luck with this, can anyone figure out the IPS patch for these?

18
So the game Pac-Man 2 The New Adventures has Mega Drive/Genesis versions of Pac-Man and Pac-Jr within the rom/game itself, and can be accessed with password codes.

https://www.youtube.com/watch?v=DJHX9P-ePQk

What I was hoping for was to make 2 separate IPS Patches for this, both instantly loading one of the two games upon loading the ROM/game.

So one IPS patch would effectively remove Pac-Man 2 The New Adventures AND Pac-Jr, so only the original Pac-Man game plays on the rom/game.

The other IPS patch would effectively remove Pac-Man 2 The New Adventures AND Pac-Man, so only the original Pac-Jr game plays on the rom/game.

Is this possible and can I get help for these patches? Thanks!

19
I have these 3 games working on the SEGA Mega Drive/Genesis, but all 3 games suffer from the same issues.

Issue 1 - The game emulation speed is slow. Running the games in Overclocked Gens R57Shell Mod 150Mhz emulator seems to run the games at a normal speed.

Issue 2 - The games' audio/sound effects do not play. The games are effectively silent.

Issue 3 - You cannot select other options the main menu. You can only select the first option (which is fine in the cases of these games).

I do not think I am allowed to share the roms, but I CAN tell you exactly how I made the roms.

How to make the roms:

Step 1: Download NeMul here: https://web.archive.org/web/20171017104107/http://pscd.ru/uploads/files/games/smd/N/NeMul.7z

Step 2: Download the NES roms for Donkey Kong, Mario Bros and Popeye (I know you will be tempted to try out other games, which you can feel free to do so but these are the only games besides Duck Hunt that I could find that ran almost flawlessly without glitches or visual issues).

Step 3: Create a folder, and place the NeMul BIN file into the folder as well as the NES roms.

Step 4: Hold shift and right click on the folder, and choose the option "Open command window here". (If you're a Windows 10 user you will have to follow this guide to add this option back onto your PC: https://www.windowscentral.com/add-open-command-window-here-back-context-menu-windows-10 ).

Step 5: Use this code on the command prompt, making sure that the first name is of the NeMul BIN file, the second name is the NES rom file, and the last name be the output filename.

Code: [Select]
copy /b emulator.bin + nesrom.nes convertednesrom.bin
Step 6: You can use a checksum fixer on the output ROM which should now load on Mega Drive emulators.







If anyone is able to make a fix for these issues then we should have 3 classic games running smoothly on the Mega Drive/Genesis!

20
So RoboCop 3 for the SEGA Mega Drive/Genesis has a game genie code to give the game a "GameBoy" look.

This is the code:

RYHT-A6Y8

However, this is the result:



I was hoping maybe there could be some kind of IPS patch which can adjust the color palette, so it looks more like ACTUAL GameBoy colors, like this:



If anyone can adjust the color palette of the effects of this particular code to look more legitimate would be amazing! Thanks for any help.

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