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Messages - MathOnNapkins

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While that is a rather natural question to ask, the answer would highly depend the game in question. In practice, however, many games probably use fairly similar logic to handle jumping and gravity. It would take some time to track down, perhaps with a cheat finder utility (built into some emulators). There are also emulators with TAS features that let you step frame by frame and you could use such a feature to painstakingly measure those properties with high accuracy. But then, you're already kind of doing that with VLC...

tl;drr; (too long, don't read Russian), the password for this particular game is: itinenmotanai

Are you asking a question, or is this a demonstration?

Looking around elsewhere suggests to me that you probably need to sum the first 16 megabits (2 megabytes) as normal, but double the sum you calculate on the last 8 megabits. Why should you need to do this? Best I can tell, Nintendo wanted developers to visualize their game image as a power of 2 in terms of megabits. So imagine creating a mapping that takes Final Fantasy III into a 32 megabit file. The first 16 megabits would go at the beginning, as you'd expect, then you'd add the remaining 8 megabits, then duplicate that same 8 megabits across the last part of the file. Other sources refer to this as "mirroring".


Also note that according to the internal header the FF III rom is 32 megabits, even though the game is only 24 megabits in actuality. Thus this is consistent with the preceding in some sense. You could also conclude from this that Nintendo's format for expressing game image size is glaringly limited...

Newcomer's Board / Re: Can't log into Data Crystal
« on: February 23, 2018, 11:06:55 am »
I can't log in either, I'm asking around relevant staff about it now.

Update: Confirmed there is a problem, it may take some time to get sorted out.

Newcomer's Board / Re: How to make SMB2SMC work??
« on: January 23, 2018, 10:23:20 am »
I would try using double quotes

Code: [Select]
SMB2SMC "SuperMarioBros. (Japan, USA).nes" "Super Mario Collection (V1.1) (J).smc" "_output.smc"

If that doesn't work, maybe someone else out there has an idea.

Newcomer's Board / Re: How do I convert RAR files into Zip files?
« on: January 22, 2018, 11:49:53 am »
I can also vouch for 7zip, haven't looked at WinRAR since.

I have been told by people that are in the know that a lot less people work with version 1.2, so this information is less likely to be known. Most people apparently work with 1.0 or the Beta rom.

Thread has been cleaned up to the best of our abilities and has been reopened. We understand some users may have gripes about Dynamic Designs' past works. But this thread is about a new release, so please keep the discussion factual, polite, and on topic.

ROM Hacking Discussion / Re: again with this MSU-1 stuff?
« on: November 29, 2017, 01:32:38 pm »
If you want to critique hacks the best place to do so is in reviews.

Newcomer's Board / Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
« on: July 27, 2017, 11:53:44 am »
This thread came to the moderators' attention recently and I would like to state categorically that at this present time it would be considered a rule violation to post links to these DLC packages. If the patch itself has these links embedded, that is also rather questionable whether the patch should be hosted by RHDN, but I am not on Submission Staff so I'd have to ask them what they think.

My own suggestion would be that the patch author should provide the means to the user to "plug in" the DLC either by providing a way to input a server URL or set of URLs; or alternatively, provide the user a middleware program to slipstream a DLC archive (obtained elsewhere) into the patch before fully patching the game image. Obviously both of those would require more work on the patch author's part and change the intended dynamic somewhat.

Just because this material was obtained from a now-defunct service doesn't mean that it's abandonware. Unless it is in writing somewhere that the DLC it has been made public domain content (or under a license that is exceedingly permissive in this regard), the current method seems very sketchy to me.

Newcomer's Board / Re: SuperEverDrive
« on: June 29, 2017, 03:46:03 pm »
Hi, another issue im having if anybody could help.
I can play snes DOS games but i cant play the hacked snes WINDOWS games. Its the same with the emulator Snes9X.....anybody know how to solve this issue? very much appreciated guys.

What do you mean by SNES DOS games and Windows games? Did you get one of those old programs that packaged an emulator and a single rom together as a *.exe file?

Newcomer's Board / Re: How do I submit hacks?
« on: May 27, 2017, 11:57:04 pm »
Please don't submit roms, submit patches.

Here's a program that can create such a patch:

When you're ready to submit the patch, use the "Submit Files" link on the sidebar.

Note: this thread was moved out of Personal Projects b/c that subforum is for WIP projects, not announcing the release of something. This is the most appropriate subforum I could think to move it to as it's, strictly speaking, not a rom hack, but a custom setting for emulators.

Also, your images seem to require someone to be logged in to ngemu in order to see them. Consider uploading them somewhere more generalized so they can be seen.

If you want to advertise a Patreon or Kickstarter, keep it to your forum signature. If you want to suggest it as a hack, there is a thread for that on this forum and you can sign up on for an account and edit the relevant wiki page there.

Programming / Re: source code for importing NES levels?
« on: February 24, 2017, 02:07:51 pm »
Closed b/c this isn't really a programming question or discussion about a programming topic. If you want someone to code a remake of a game, either you (renegade74) or the person you've convinced to do work for you will have to do the reverse engineering involved. That is, unless someone else has already done the relevant research, documentation, and programming to extract the code and assets in a format that will be readily convertible into a remake.

Datacrystal peeps: Is this more suitable for the wiki instead?

ROM Hacking Discussion / Re: Mario strikers charged hack/mod
« on: November 11, 2016, 11:06:09 am »
This thread was moved out of the Personal Projects subforum as I don't think it would comply with its rules. Once it has been edited to conform to those guidelines, PM myself or another mod and we will move it back and delete this post.

I modified that address with 1F 05 instead of the 1F 15 which is the one by default and I get all red flashes instead of dull red/green/blue ones.

So did you change one or two bytes? As long as you just change the byte at 0x067E6F (unheadered) and keep the value there in the interval 0x00 to 0x1F, you should see a spectrum of intensities. 0x00 would be no tinting of any color, 0x01 being hardly noticeable, with the effect becoming markedly less subtle with increasing values.

Code: [Select]
0003A50D: 03 18
0003A50E: 03 18

Adjusts two consecutive entries in a data table. Those extend the last two states in the Ether Medallion animation to make them last 8 times longer.

Code: [Select]
00067E6F: 1F 05

Modifies the immediate operand of a LDA instruction. This lowers the intensity of the flashing colors that tint the title screen as the sword is dropping into place. Instead of cycling between tints of full intensity red, green, and blue, it's now cycling between dull red, green and blue.

Code: [Select]
00075805: 0E 02
00075818: C0 40
00075819: 01 00
0007582C: 38 08

Modifies immediate operands to ADC instructions in a routine that adjusts colors to gradually tint more towards white. IIRC this is used when the seal on Ganon's Tower is being broken by the Crystal Maidens. The tweaks put in place cause the flashing process to take about 7 times longer.

Code: [Select]
000DE03C: 72 70
000DE03E: 9C 95
000DE040: FF 57

These modify the lower bytes of entries in a large table full of palettes. The first two reduce the red component, and the last change reduces the red and green components of a color. Which palettes? It would take more effort I'd rather not do at the moment to figure that out. Best I can say at the moment is that they are palettes meant for BG tiles in indoor parts of the game. Specifically, my notes mark them as "DungeonMain BG palettes (6 in each group)"

I already basically investigated these several months ago b/c someone in a Zelda IRC channel asked me about them. I figured they would have put that information up somewhere, guess not?

I am curious to know how this music pack mechanism thing works though. The emulator program would have to monitor something to know when to load the right track and sound effects. And I would also assume that they'd have to emulate the SPC-700 to at least some degree to not break anything as there are infinite loops where the S-CPU awaits responses back from it.

Edit: It does appear that all of the other changes were to data that gets fed to the S-APU, and it is a massive quantity of changes. Maybe that's how they accomplished this trickery? Presumably the "APU" in the Wii U is just a fake and the program being uploaded is for a simpler virtual device that plays the appropriate sounds / music when fed the right numbers? I don't have that rom so it would be hard to deduce whether it's real SPC-700 code and data, but I am leaning towards probably not based on what you've said.

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