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Messages - Mattrizzle

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1. snes nba jam te - add music during matches like the arcade
The issue is that the announcer lines take too much space in the SNES's 64KB of audio RAM to have decent quality music. The quality and/or quantity of these samples would need to be sacrificed. However, this would be possible without sacrifices using MSU-1.

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Personal Projects / Re: Super Mario Land 2 DX [Released!]
« on: December 27, 2017, 09:57:47 pm »
Not sure if this bug was reported already, but the 1UP Mushrooms in the claw bonus game (one of which is the rightmost mushroom seen in the screenshot below) are red instead of green.


Also, a suggestion. Mario Zone as seen from the main map could use more color. I came up with one possible solution using the existing 4-color palettes from the main map, which can be seen on the right side of the image below:

The center tile of Mario's cap, as well as the row of tiles containing his shirt, use the same white/green/red as the mushroom house level and giant turtle's shell (palette 2). As this palette doesn't have the brown needed for the cliffside, I used dithering to try to mimic the color. The tiles containing Mario's shoes use the light brown/green/darker brown that the rocks use (palette 1). These changes allow the normal green clifftop tiles to be used again without looking weird.

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Exactly, and that logo has five or six colours in that area, so it'd be tough to fix.

EDIT: Hold on, the original Rockman title screen is almost identical to that and doesn't have the problem...? :huh:
The Rockman 4 title screen uses sprites to patch those areas. Unsurprisingly, the sprite tiles and the associated palettes still exist in all versions titled Mega Man 4, but are unused.

They are highlighted in green in the following image:

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Newcomer's Board / Re: Head Graphic Hacking (NBA Jam TE, SNES)
« on: May 29, 2017, 10:18:06 am »
  • The size of a head sprite is 2x2, which is 16x16 pixels.
  • There are 16 different sprites per head type. Dunking sprites are included in this number, and may be used for other actions (e.g. getting knocked down by another player).
  • Yes, all sprites for a head type are included in the same block. The palette is not included in the block, as every head sprite in the game shares the same palette.
  • There are 8B0 bytes in each block. Each head graphic occupies 8B bytes, but the first B bytes are unnecessary. Upon setting a breakpoint on them, I found that they are never read anywhere in code. Similar bytes exist prior to other graphics (e.g. the team logos) for setting the coordinates and size of sprite tiles for Object Attribute Memory (OAM), but they aren't used here.
  • The first address where a head sprite can be found is 1EB6E. This is the secret player Kabuki's first one (the block containing his head graphics can be found between 1EB63 and 1F412.

My document at the following link should answer the remaining questions you have: http://mattrizzle.caffie.net/docs/nbajamte/nbajamte_heads.txt

If there is anything I need to clarify, please let me know.

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ROM Hacking Discussion / Re: The BIG list of randomizers!!
« on: August 27, 2016, 11:06:49 pm »
Here's one more I know about:

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ROM Hacking Discussion / Re: Super Mario Kart CPU Items
« on: August 03, 2016, 09:12:40 pm »
Have I had time to work on the hack recently? Yes, but not quite as much time as I had two years ago.
Have I felt like working on it? No.
So the hack is dead, then? No, I never said that.  ;)

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Bringing up a discussion from earlier regarding Super Mario Kart's CPU weapons - was that hack completed? I read through the topic that linked, and last post regarding it was a video of progress, with the only thing left to do being making the fireball item not potentially hit the player when dropped. I figure it wouldn't hurt to ask in any case haha.
The short answer is no.  There were a couple of other issues. For one, squashing a shrunken player in Battle Mode doesn't cause them to lose a balloon.  Also, I need assistance in deciding how frequently these new items should appear.

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Newcomer's Board / Re: Sprite Editing on Wario Land 1
« on: May 09, 2015, 02:44:59 pm »
It looks messy in Tile Layer Pro because you are viewing Wario's sprites from the incorrect offset.  If you press the + key once to shift the tile editor's view forward one byte in the ROM, it won't look messed up.



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If you set the palette in Tile Molester like it is at the top of this image, the font should display correctly:

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ROM Hacking Discussion / Re: Screenshots
« on: October 10, 2014, 08:22:14 pm »
That's much better! :thumbsup:

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ROM Hacking Discussion / Re: Screenshots
« on: October 09, 2014, 09:47:01 pm »
Honestly, the symbol doesn't look very good.  I can still see the shadow and reflection of the word "Mute" in it. Also, the shading at the top just ends where the original text was.


I was feeling generous, so I tried editing it myself.



Feel free to use it!

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I don't know the answer to your first question, but I answered the second one for someone else here.

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ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: May 08, 2014, 09:05:44 pm »
Video of my WIP patch which allows players to get the CPU items in Super Mario Kart: https://www.youtube.com/watch?v=p9OA64tkd64

(I know this was posted elsewhere on the board, but seeing as that occurrence is in an edited post, it might go unnoticed.)

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ROM Hacking Discussion / Re: Super Mario Kart CPU Items
« on: May 07, 2014, 07:56:08 am »
I'm not at my home computer at the moment, so I can't post any new media.  However, I can say that everything is finished aside from figuring out how to make a dropped fireball not hit its user, making squashed shrunken players lose a balloon in Battle Mode, and the biggest thing: modifying the subroutines for item probabilities to allow the roulette to stop on the "new" items.

Edit: A video.

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ROM Hacking Discussion / Re: Super Mario Kart CPU Items
« on: March 18, 2014, 10:30:18 am »
I'm surprised that this simple thing has created so much buzz! Thanks to JoeresioRex (the OP) for giving me the idea.

Anyway, I'm not finished with this yet. A patch is in the works which makes these items attainable by normal means.  The hardest part left is figuring out how to prevent the fireball from hitting its user shortly after dropping it behind them, unless I only allow it to be thrown.

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ROM Hacking Discussion / Re: Super Mario Kart CPU Items
« on: March 15, 2014, 03:23:54 pm »
Neat. Is this ever actually used in the game?
Yes. They are obstacles specific to Match Race.

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ROM Hacking Discussion / Re: Super Mario Kart CPU Items
« on: March 15, 2014, 02:47:47 pm »
After a few hours messing with the bsnes Debugger, I've discovered this:
Subroutine $80:F17A is called when a placeable item is used. Prior to the jump the value from direct page address $B4 is stored in X, and one of the following values is stored in Y:

00: Banana Peel (placed on ground)
01: Green Shell (thrown)
02: Red Shell
03: Chomp (acts like a thrown Green Shell)
04: AI Items (placed on ground) *$
05: AI Items (thrown) *+
06: Banana Peel (thrown)
07: Green Shell (placed on ground)

* The specific item placed depends on the character value. Mario and Luigi don't have placeable items, so they default to the Princess and Toad's Poison Mushroom. The Poison Mushroom doesn't have the desired effect in Battle Mode--while it does shrink and slow down anyone who touches it, they cannot be squished and the effect lasts until the end of the battle.

$ Bowser's fireball doesn't seem to spawn at all with this value.

+ While this is the value used when computer players throw items in front of them, it normally seems to behave the same as 04 when used by a player (there's probably an additional timer variable, because CPU AI holds onto items as Jeville mentioned in a prior post) Bowser's fireball does appear with this value. Nevertheless, it will collide with Bowser shortly after being placed if he is sitting still, as the fireball spawns at the "bottom" of its clockwise radius (6 o'clock).

Here are the relevant cheat codes:
80E93500 + 80E937?? Banana Peel replaced with another placeable item (replace ?? with one of the values in the list above)
80EEF280 + 80EEF3F4 Allows AI Items to be thrown by a player (side effect: AI will no longer hold items before throwing them)

7E0D7C03 Player 1 always gets a Banana Peel from item boxes
7E0D7E03 Player 2 always gets a Banana Peel from item boxes

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Personal Projects / Re: eDKit - Donkey Kong '94 (GB) Level Editor
« on: February 22, 2014, 09:40:17 am »
Great job! I'm so glad to see that my old data is finally being used for something (or I assume, at least).

Here are other features to keep in mind:
  • Whatever determines which cutscenes play at the beginning/end of a level (e.g. D.K. carrying Pauline away, Mario running through a door) isn't a part of the level data. For example, if you were to give World 0 levels the locked door and key instead of Donkey Kong and Pauline, after unlocking the door, D.K. would still appear with Pauline and attempt to climb the stage. These animations could be hard-coded.
  • All of the Super Game Boy palettes are stored in one area of the ROM, LZSS-compressed, but it's been so long that I can't remember where they are.

Some offsets for non-level data:
3C000-3C093 Non-level tilemap pointer table (Map screens, post-boss sequences, menus, etc.)
78000-780DF Palette map pointer table (not the colors themselves, but these determine which areas of the screen get assigned which of the  four Super Game Boy palettes)

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I'm torn between N and O.  I like the raised effect of N, but the text is hard to read with the white highlight on the darker blue.
I like the light blue and red used in O, but I keep reading the title as "Arp Efence Orce" because the white letters of each word stand out more than the other colors, and my eyes are drawn to those first.

Perhaps you could go with something like this?

 It's essentially N with a lighter blue used on the logo. Less contrast between the highlight and main color on the raised text improves legibility.

20
In addition to Satoshi_Matrix's post, your sprites are too large.  At most, the playable character sprites in SMB2 can only be 16 pixels wide and 32 pixels tall without rewriting the rendering code.

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