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Messages - dougeff

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1
Newcomer's Board / Re: SMB1 Title screen hex edit
« on: September 09, 2017, 03:26:39 am »
Sgt Jack V. It appears my previous advice was wrong. Now that I look at the disassembly, I misunderstood some things. (or possibly not, but any way, this version is shorter).

BTW, in FCEUX you can only edit the rom in 'view=ROM file' on the hex editor, so looking at 9ff0, enter these last 2 lines for the PPU data...

1B24100A160E22EC041D18192823C868
5523E84200000000000000000000FFFF

Should fix your title screen. Then click File/Save Rom As... in the hex editor.

-----------------------------------------
IMPORTANT NOTE FOR ALL FUTURE SMB HACKERS
-----------------------------------------

This is how SMB1 decodes the TITLE SCREEN DATA, from DrawTitleScreen: (line 1587 in the disassembly).
1st byte = high byte of PPU address (if zero, end of file)
2nd byte = low byte of PPU address
3rd byte = PPU control / repeat count
4th byte+ = data

3rd byte, divided into bits 76543210.
d7 = direction, 0 = L to R, 1 = U to D
d6 = repeat same byte?, 1 = y, 0 = no
d5-d0 = how many repeats 1-63 (if zero, would do 256 repeats)
 (or how many non-repeat bytes of data, if repeat is off)

--------------------------------------------------------------------------------------

So, looking back at the data I suggested...

23C8 68 55 - PPU address $23c8, $68 = 01101000 = repeat on, repeat same byte $28 times, data = $55

(I colored the left hill top the wrong palette, fix it now)
23E8 42 00 - PPU address $23e8, $42 = 01000010 = repeat on, repeat same byte $02 times, data = $00

00 - end of file

and you can't have data on the last 5 bytes of the CHR-ROM, unless you edit the disassembly (or ROM) on line 1607, CPY #$3a. So, that is, the last set is expected to start before $3a bytes from the start of the 'draw title screen buffer'.

2
Newcomer's Board / Re: SuperEverDrive
« on: July 26, 2017, 07:50:18 pm »
I don't know much. But, converting the Pilotwings cart to Mario Kart would be 1000x easier than what you are describing.

Basically, you remove the old ROM chip, replace with a ROM chip that you flashed. Done.

On second thought, it would cost as much as a Mario Kart copy, just for the EPROM programmer.


3
Newcomer's Board / Re: SuperEverDrive
« on: June 30, 2017, 08:02:55 pm »
An IPS is a kind of patch. You need the original ROM, and you need an IPS tool. It will take the original ROM and replace some of the bytes, and output a new ROM.

The tricky part, is, there are frequently multiple original ROMs of the same game. You have to make sure that it's the EXACT one that the hack author used. That's why you will see info like...
SHA-1
CRC32
MD5
Etc, on each hack page. These are means to verify that you have the exact ROM.

4
Back in the day, developers might have used a similar computer (like Apple iigs) and maybe used drawing programs like Deluxe Paint II.

The apple iigs has the same processor as SNES, and can do 4 bpp graphics, similar to many of the modes on SNES, and sprites.

Though, I can't be sure of exactly what they used. This is speculation, mostly.

5
Newcomer's Board / Re: Can you recommend books?
« on: June 05, 2017, 04:26:35 pm »
I would start with the WDC 65816 manual

https://wiki.nesdev.com/w/images/7/76/Programmanual.pdf

And the 'official doc'.

http://www.romhacking.net/documents/226/

And the wiki.
https://wiki.superfamicom.org/snes/show/HomePage

In fact, just browse the docs under 'Super Nintendo'.

And get BSNES-Plus. Learn the debugging tools.

Fonts and text might be compressed. Plan on spending a lot of time reverse engineering the compression system of the game.

6
Quote
Could I try turning the screen off and then back on?

If you turn the screen off and on, during rendering, the PPU will try drawing the top of the screen again... midscreen (the lower half of the frame will be shifted down). Also, you will draw a line of the main BG color accross the screen during the OFF period...and if you are drawing palettes, that line will be rainbow colored.

There is a way to adjust the scroll for the 'screen back on' lower portion of the frame that is misaligned (to realign it), but it requires that you know the exact scanline you are on, and also requires exactly perfect timing.

TL,DR...do it during V-blank.

7
Base tile address, is where in the VRAM the tiles have been loaded. Not where in the ROM they came from.

BG tile base position set with registers
210b  wb++?-
210c  wb++?-
        bbbbaaaa
            aaaa = Base address for BG1/3 (Addr>>12)
        bbbb     = Base address for BG2/4 (Addr>>12)

OBJ(sprite) tile base position set by register
2101  wb++?-
         sssnnbbb
bbb  = Name Base Select (Addr>>14)


Tiles can be anywhere in the VRAM, which is why you need to tell it where they are. It's like a pointer to an array.

8
ROM Hacking Discussion / Re: How to edit Bowser's Hitbox?
« on: April 17, 2017, 05:29:41 pm »
Search the ROM for these bytes.

Add, maybe 8 to the first number. (Left edge)

Add, maybe 5 to the second number (top)

Subtract 2 from the last number (bottom)



9
I don't know. Probably.

10
No.

But,
WorldNumber           = $075f

It looks like you just want a world select game genie code. BTW, SMB has the most Game Genie codes available, for any NES game.

Start On World 2   YSAOPE, YEAOZA, PEAPYA   
Start On World 3   YSAOPE, YEAOZA, ZEAPYA
Start On World 4   YSAOPE, YEAOZA, LEAPYA
Start On World 5   YSAOPE, YEAOZA, GEAPYA
Start On World 6   YSAOPE, YEAOZA, IEAPYA
Start On World 7   YSAOPE, YEAOZA, TEAPYA
Start On World 8   YSAOPE, YEAOZA, YEAPYA



Interesting side note, since the ROM is always located in $8000-$ffff...the Game Genie always sets the upper most bit, and therefore subtracts that from its calculation of the ROM address.

In short, the game genie code for address 075f...becomes 875f. There is no way to affect addresses 0-7fff. It is hard-wired to only affect addresses 8000-ffff.

11
ROM Hacking Discussion / Re: How to edit Bowser's Hitbox?
« on: April 16, 2017, 09:25:59 am »
I think bowser's ID is $0a, that means it's.

BoundBoxCtrlData:
...
.db $00, $02, $10, $15

Try editing these.

12
ROM Hacking Discussion / Re: How to edit Bowser's Hitbox?
« on: April 16, 2017, 08:26:57 am »
From the disassembly...I think it's one of these lines...maybe.

BoundBoxCtrlData:

But you might have to change more than just bounding box data.

13
I'd love to hear more about your plans for custom music.

Are you going to write new songs / hire a musician? Or, port songs from another SNES game, or maybe just corrupt (that's a good thing) the existing music data?


14
Newcomer's Board / Re: Japanese Super Mario 2 title screen
« on: March 26, 2017, 01:06:58 am »
SMB2 FDS filesize is 44k. NES NROM is 41k. I'm guessing, they had to remove some things to make it fit...like title screen.

Of course, editors designed for SMB won't work for it. They are different games.

No easy solutions, I'm afraid. Move on. Not worth the effort.

15
Newcomer's Board / Re: Advice for a SNES newb
« on: March 20, 2017, 11:46:28 pm »
It could be very easy.

(Edit)
Set bit 0 of $420d.
Set Programming and Data banks to $80 or higher...with a jump long.

Search the ROM for JML and JSL opcodes, and add $80 to all the bank bytes.

I think that's it.

16
Newcomer's Board / Re: I need help...
« on: March 03, 2017, 10:19:03 pm »
Pointless side fact. Euler's name is pronounced "Oiler".

17
Newcomer's Board / Re: Super Mario Bros. NES Title Screen HELP
« on: January 23, 2017, 06:10:43 pm »
Start over. Start at the top left of the C, and go left to right, filling in the tiles. Drop 1 line down. Start at the top left, fill left to right. Continue exactly like that till done.

It may or may not fix it. It may be helpful overwriting the BROS as well, with identical tiles as what's there.

18
Gaming Discussion / Re: Retro Gaming never dies!
« on: December 20, 2016, 09:26:54 am »
Quote
Arguing if Sega is better than Nintendo as they take their daily meds.

Nintendo is better. More games, better games.

Now where is my stool softener?

19
Gaming Discussion / Re: a few nes game genie codes
« on: December 14, 2016, 10:21:13 am »
Ninja Gaiden III 3 Game Genie Codes...

Level Select...(3 codes, except 2-2)

VAKZUZEZ + YIKZKZAE +

1 = 1-1b    PAKZXZIA
2 = 1-1c    ZAKZXZIA
3 = 1-1d    LAKZXZIA
4 = 2-1      GAKZXZIA
5 = 2-2      (no third value needed, the value here is already 5)
6 = 2-2b    TAKZXZIA
7 = 2-2c    YAKZXZIA
8 = 2-2d    AAKZXZIE
9 = 2-3a    PAKZXZIE
a = 3-1a    ZAKZXZIE
b = 3-2a    LAKZXZIE
c = 3-2b    GAKZXZIE
d = 3-2c    IAKZXZIE
e = 3-2d    TAKZXZIE
f = 3-3a    YAKZXZIE
10 = 4-1a    APKZXZIA
11 = 4-2a    PPKZXZIA
12 = 4-2b   ZPKZXZIA
13 = 4-2c    LPKZXZIA
14 = 4-3a    GPKZXZIA
15 = 5-1a    IPKZXZIA
16 = 5-1b   TPKZXZIA
17 = 5-1c    YPKZXZIA
18 = 5-2a    APKZXZIE
19 = 5-2b   PPKZXZIE
1a = 5-2c    ZPKZXZIE
1b = 5-2d   LPKZXZIE
1c = 5-2e    GPKZXZIE
1d = 5-3a    IPKZXZIE
1e = 6-1a    TPKZXZIE
1f = 6-1b    YPKZXZIE
20 = 6-1c    AZKZXZIA
21 = 6-2a    PZKZXZIA
22 = 6-2b   ZZKZXZIA
23 = 6-3a    LZKZXZIA
24 = 7-1a    GZKZXZIA
25 = 7-2a    IZKZXZIA
26 = 7-2b   TZKZXZIA
27 = 7-2c    YZKZXZIA
28 = 7-2d   AZKZXZIE
29 = 7-3a    PZKZXZIE
2a = 7-3b    ZZKZXZIE
2b = 7-3c    LZKZXZIE
2c = 7-3d    GZKZXZIE
2d = 7-4a    IZKZXZIE
2e = 7-5a    TZKZXZIE
2f = 7-6a    YZKZXZIE

(one code...)
SXOKXLSA   stay on current sub-level after dying

0x5f is the RAM address for level / sub-level

20
Gaming Discussion / Re: a few nes game genie codes
« on: December 05, 2016, 10:48:24 am »
Here's some Rush'n Attack NES Game Genie codes...level select...

OXEIYPSX + AXOIIPYP + PEESAPYP - level 2
OXEIYPSX + AXOIIPYP + ZEESAPYP - level 3
OXEIYPSX + AXOIIPYP + LEESAPYP  - level 4
OXEIYPSX + AXOIIPYP + GEESAPYP  - level 5
OXEIYPSX + AXOIIPYP + IEESAPYP - level 6

There's probably a simpler way to do this, but it seems to work. 0x20 is the address for level. 0-5 are valid values.

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