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Messages - frsj8112

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Preparing to upload the patch.  :beer:

UPDATE: Seems the uploading process doesn't like anything from Dropbox or Photobucket?!  I'm still working on it.

UPDATE 2:  I'm using the "Scratchpad" to get around the upload issue.... now I have to re-do all my screenshots at 256x224... gotta say, what a PITA!

getting excited!!!!!!

go grimlock go! :)

2
Wow, awesome stuff Grimlock!!!!
Can't wait till tomorrow!!
 :thumbsup:

3
Any ideas? :-/

4
Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: February 28, 2016, 03:34:43 pm »
Maybe, I have to test it through and make sure that all works as it should :)

5
Newcomer's Board / Goonies 2, decompressing tiles with graveyardduck
« on: February 26, 2016, 04:22:19 pm »
Hey guys, I've been trying to decompress the PAL version of Goonies 2 in order to add some swedish characters among the current tile set. But I just don't understand how to use the Graveyardduck python script.
I've managed to get it to work, python 2.x something is installed on my computer and so on. But how do I know from which ROM address to input when running the script?


6
It looks incredible!
Good job everyone involved!

If i remember correctly, there was some samples available of the newly written music?

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Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 22, 2016, 09:51:44 am »
Many thanks Ryan, most appreciated!!


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Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 22, 2016, 03:19:34 am »
Just want to say that this is really cool. I love hacks like this and would love to see more of them. So many of those old games could really benefit from something like this (Legend of the Mystical Ninja, River City Ransom, The Guardian Legend, etc...).

:thumbsup:

Thanks SGP!
And again a big thanks to Disch for pushing me to learn more and more, this has been a blast :)

9
Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 21, 2016, 06:49:27 pm »
Thanks again Disch, your info is giving my brain a real workout!! ;)

But I managed to make something here:


I broke out the routine that reads the characters into $2007 and when it is done with "Game saved!" it does another check to then go into loading "Push start button" to another PPU adress and then to $2007.

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Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 20, 2016, 04:10:22 pm »
Hehe of course ;)

Yes, but I have found the text and the pointer to the string as well. I've moved the string to another location in the ROM and adjusted the pointer, so that is working fine.
But I don't seem to get the line break to work.

There's one string that's appearing just before the last stage (Medusa stage), which says:
"Pit equipped himself
with the 3 treasures"

So there's a line break just after himself, which is in the form FE 25 29. So it's like "himself FE 25 29 with"

But if I add like FE 15 15, the game interprets those as tiles and not a line break. it then looks like this:


Any ideas?

11
Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 19, 2016, 04:15:45 am »
Thanks again Disch, i've found the routine that spits out the password and that has now been bypassed.

How would I approach to add more text under Game Saved?

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Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 18, 2016, 06:53:49 pm »
Hi again, I've corrected the issues with selecting New game and SRAM being loaded.

Also I've followed your advice Disch and I managed to find where to hijack the menu, so that when selecting Continue, the game loads the values from SRAM and then bypasses the password screen and starts up the game.

Now i only have to tackle the Game over screen, so it skips the zero's and says like:
GAME SAVED
PRESS START TO CONTINUE

Video to see the current result: https://youtu.be/DOPzZdyE2qk

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Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 12, 2016, 05:49:21 pm »
Ok guys, this is how far I've come with this.

https://youtu.be/hDOA7-xtcmc

The save to sram runs in the same way as the password generator. Which means that the items, arrow strength, amount of hearts etc etc, when you enter a new stage, will be added to the SRAM at $6200.

Then when I reset and choose Continue and the press Start, the values from the $6200 range will be copied over to the range $600D and then re-using the password loading routine to copy those values to the in-game CPU RAM (see the almightyguru document for the value locations).

So I think I'm getting somewhere. But i still need to get rid of the password screen when continuing a game. And when selecting a new game, the same routines are called, so the game loads from SRAM, but starts at the first level, so I need to have some check to see if Im selecting New game or Continue.

14
Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 05, 2016, 02:26:48 pm »
So i'm back again after a while of studying read and writes to RAM and "Password SRAM" :)

I did follow snarfblam's advice do use the password system to dump the "Password SRAM" in between 600D-6027 to the range 610D-6127. And now that data is saved between resets, yay :)

Now to hijack the screen where the password's are entered. I've sorted out the loading from the new range 610D-6127, but i want to skip the password screen entirely.

I'll be back.

January 07, 2016, 04:58:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Darn, this hijacking the menu screen to jump into my loading routine was hard!

does anyone of you guru's have any tips on how to do this?
i can see that the RAM values 00B1 and 00B2 are used but then it gets too complicated understand where the password screen is fetched from :/

15
Newcomer's Board / Re: Kid Icarus, adding SRAM save function
« on: January 04, 2016, 12:34:27 pm »
Thanks Disch, I missed that about the SRAM range :)


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Newcomer's Board / Kid Icarus, adding SRAM save function
« on: January 04, 2016, 08:24:27 am »
Hi guys!

I've been away for a while, my family has had me occupied  ;)

One of my favorite NES games is Kid Icarus, but the password system is so tedious to use.
So I wanted to get more in to NES hacking other than text altering.

I've followed some of our forum friends hacks (Retrorain, umaggot) and I do understand the principle of storing information in the $6000-$8FFF RAM range.

I've managed to hijack a routine in the ROM (bank 7, always available in Kid Icarus if I've understood it correctly) and moved it inside a new routine, made by me, just to see if it works.

So everytime I collect a heart that's been left when an enemy has been killed, the heart counter will increase and that value will be stored at $6200. I used $6200 because there seemed to be values written to$6000-$60AC.

And that is now working successfully.

But now I would like to try and load data from SRAM.
I was thinking of hacking the menu after you press start at the title screen. If i push the start button at Continue, how can I then hijack into my load-routine and then start my game with hearts loaded from my SRAM?

Sorry for the newbie questions, but we're all newbs at the beginning right?  ;)

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Newcomer's Board / Re: NES, text hacking using pointers and bank switching
« on: November 03, 2015, 01:58:01 pm »
Hi Floppy, is spring break over yet? ;-)

18
Programming / Re: Faxanadu - Assembly
« on: July 04, 2015, 09:12:27 am »
Awesome umaggot!

Sorry for the lame response from my side, but real life has been busy  :-\

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Programming / Re: Faxanadu - Assembly
« on: June 02, 2015, 03:50:58 pm »
Patched the rom and ran a quick test. Is it possible to increase the text speed?

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Programming / Re: Faxanadu - Assembly
« on: June 01, 2015, 05:13:31 pm »
Awesome umaggot!

Sign me up for testing :-)

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