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Messages - Dizzy9

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Personal Projects / Re: Super Mario Bros 3 Item Slot hack
« on: November 16, 2013, 08:38:03 am »
Wish I could play it.
You mean Item slot hack? Is it not working? :huh:

Or you mean That guy's SMB3 hack?

Also, my submission has been approved.
Link in first post was changed. Also thanks to MathOnNapkins for pointing out a few things...sorry for trouble.

Personal Projects / Super Mario Bros 3 Item Slot hack
« on: November 14, 2013, 04:10:43 pm »
Hi all
Back in 2010, I invented this hack for someone for use in his own SMB3 hack. Sadly, that hack was never finished(although, it was about 95% finished, I played it.)
Today, I decided to release it. Why I waited so long? I don't know. I'm always afraid of releasing my hacks...
Anyway, this hack adds an item slot to standard SMB3 game. Hack utilizes priority system-when you get flower while having (for example) tanooki suit, fire flower will go to Item slot(replacing lower priority item). If it's opposite(you have fire power while touching tanooki suit) flower will still go to item slot and you will be granted with tanooki suit.
Long time ago I and a friend made a video of the hack:

Hack works with other hacks(with various issues, of course)
-Blue mario bros.(No issues here)
-Super Mario Bros. Chaos Control (no issues here)
-Super Wario Bros. 3(no issues here)
-Luigi's Chronicles 2(changes 4 tiles on the right bottom at title idea why. Otherwise-works fine)
-Frank’s 2nd SMB3 Hack(No issues here)

You can download hack from here:

Apply it on Super Mario Bros 3 (PRG1).

That is all, I think.

Have A Nice Day!

Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 14, 2013, 03:43:31 pm »
You did it! Well done!  ;)
I'll play it when I get home, thanks :)

ROM Hacking Discussion / Re: Battletoads and graphics
« on: August 16, 2013, 11:04:51 am »
Because it was too hard?
No, They never mentioned why I was informed that i was bad, and nothing else.

In BT, even 2 enemies could stuck player and kill, if second goes from behind.
Yes, that's why you need to be smart to win. Enemies can hit each other and they also have significant lag before attacking player, you can trick them into killing each other.

ROM Hacking Discussion / Re: Battletoads and graphics
« on: August 16, 2013, 08:17:28 am »
You must ask creators of flash carts,  some emulators limited to 256kb.
The PRG and CHR size are limited by number of bits in registers. AOROM have only 3 bits, allowing up to 256kb of PRG(8 banks x 32kb).
Theoretically that mapper can support 512KB, but no games was released with that size.
Yes, but you need to add 74377 chip to the PCB or it will not work.(On real hardware)

By the way, did you create your own Battletoads level hack?
I did, but only 3 levels. I was devastated after reading comments when I first posted it(on other site), and I have no more courage to finish it anymore.
I also did  Friendly fire hack, so pleyers don't hit each other.

You want to make squeeze the name into less number of tiles, right?
That might work just fine ;)
I have a question-any idea why there's a duplicated fish GFX at the end of CHR ROM? Is it used?
Will need addidtional CHR space to pull this squeezing trick.

Sorry I can't do that. It turned out to more more time demanding than I expected.
Resizing fish\animal names is easy...but extending windows to make those names fit is just...time consuming.
The problem is:
The game does load whole map onto screen only when you are in village, and when you quit village. Also, the map loading function is hard-coded most likely need to write a new map loading function from scratch.
You may say "Yeah, loads map after a...(for example) catching a fish!".
Sadly, that's not the case. Look at this screenshot again:

The black tiles outside windows here are not empty tiles, they are, in fact, overworld tiles with colors all set to black.
When you exit this screen, map is not loaded, only the parts that were overwritten by windows...
Whew....term "window" is also not correct. For example the water background with fish uses same algoritm as windows do!

It don't seem like a too HARD job to get this done, but will take a lot of time for sure. Maybe someone can find another way.

Anyway, here's (very little) notes I have made:
jsr $C0CA-Load map. It's called when you exit village. Have hardcoded pointers.
jsr $C9B4-Load one vertical column of the map into PPU. Uses following RAM locations:
     $69-Hi PPU
     $6A-Low PPU
     $20-$3E:0x1E bytes of tile buffer which will be written to PPU.

Oh well, I looked into code, and it seems that "newline" opecode is missing. The "fish caught" screen can only be 2 lines, making fish names 9 symbols at best.
Normal text also have no newline opcodes, but it waits until text hits end and then moves text to lower line.
9 letters for a fish name is quite a problem..."YELLOWTAIL TUNA" is 15 letters long... Here's a list of text opcodes I found:
Text opcodes:
1A-Draws a "*" above next letter.
2A-Code accepts it as opecode, but it does nothing in game...?
C0-Draw a RAM variable
C1-Draw a RAM variable
C2-Draw a RAM variable
C3-Draw a RAM variable
C5-Draw a RAM variable
A0-Draw a RAM variable
B0-Draw a RAM variable
B1-Draws "Mole" text.(probably animal name is based on RAM variable as well)
B2-Draw a RAM variable
B3-Draw a RAM variable
F0-Draw a RAM variable
F1-Draw Password first line
F2-Draw Password second line
F3-Draw Password third line
D0-Draws " caught!" message
FF-Stops the text
There's also some bytes after every fish, but it seems to never be used, what's it?

Yes, It would be really gorgeous if you shared all your notes :thumbsup:
Anyway, I played with it a little, and from what I can see, It's easy job. How many fishes are in the game?
I think I can help with this. I can see some opcodes( FF ends text while D0 draws a "Caught!" message) But I'd like to have a complete list of these, so I wont waste a lot of time.

You want something like this, right?

ROM Hacking Discussion / Re: Remember a nes game
« on: May 19, 2013, 07:03:11 pm »
Japanese game with game, 3 selectable characters and ninja?
Maybe it's Lupin the third?
But water thing just don't fit here...

So is this a Journey to Silius with new Graphics, music, and levels?

And are you using the Journey to Silius music engine for the music?
I could, but since alzen wants to have new music only at title screen, I'll go with famitracker engine. It'll be faster than disassembling Silius engine.

Any music style is ok, technically. No new sound channels, only standard ones.
DPCM can be used, but can be difficult.
Music can be written in Famitracker. Max music file size is 8192 bytes after exporting to bin. But, believe me-it's hard to achive, and you don't need to worry about that.

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 23, 2013, 10:27:30 am »
There are NES mappers that allow the screen to scroll up/down as well as left/right. Does the image you're basing this on have that capability? Flying could be problematic otherwise.
What the...?
Any NES mapper can do that.
Also, how does the control scheme work out? There are four buttons on the SNES, but only three different functions (Jump, Spin Jump/Dismount, and Accelerate/Fireball/Cape Spin.).
Hold B to run, press UP+A to Spin Jump/Dismount.

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 09, 2013, 06:32:20 pm »
You can't just replace music data, you also have to do much more stuff, like inserting new music engine(I'm pretty sure the original one is limited with some effects) and changing a lot of functions that use sound engine(like calling starting new song, sound effects, stopping them etc). Also, new songs will be different size. I GUESS songs from nfs are bigger, so you also need to expand the game and write code to switch PRG banks when needed. A lot of work...

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 06, 2013, 01:11:08 pm »
I'd like to make "L" all red - instead of red and yellow.
Not sure...may be possible, but your logo seems to be smaller. Again, patch would be essential for checking if this can be done.

And you're right. All blue letters are transparent and green was made of blue + yellow.
Using blue is a waste, solely because transparent color is blue too...

I looked up about game's mapper.

In theory, it'll be possible to expand game...reigsters allow for 2x more PRG and CHR.
So if there's need for something extra (like levels or music) it's possible but will require a lot of work.

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 06, 2013, 11:48:30 am »
Why not change the clouds to use Yoshi's palette?
Can't be done.
Backgrounds can't use sprite's palette(and vice versa).
I have a B plan... And it seems to work.
All I have to do now is find out how to set tiles FF and 9F to use BG palette 2 instead of 1.
Once again help is welcome. My romhacking knowledge is basic.
You mean...which one? Posting a patch would help a lot.
Also...I don't like dithering...
I can't know how you arranged colors in palettes, but I have a question.
Is "A" in "Mario" a transparent color? Cause I can see's it? What's the third color?

ROM Hacking Discussion / Re: Screenshots
« on: December 22, 2012, 05:42:57 pm »

Any ideas for better palette scheme?

ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 20, 2012, 05:30:54 am »

Do this, I say.
I mean, resize white box by 2 and move by one pattern to the left. Then move all objects inside white box by 1 pattern to the left.
Resize green name boxes by 2. And, finally, move "L **number** " one pattern up and pokemon's name two pattern left.
This way you can gain 4 patterns for pokemon name. Should be enough.

Maybe we could fix the text glitches by having an extended header and set the sub mapper to 5 (MMC5).
How adding a sub mapper alone can fix text glitches?

Personal Projects / Re: Final Fantasy VII NES Project
« on: November 29, 2012, 06:38:36 am »
If Aerith die before Vincent can join, then it's not really hard., but time consuming.

Personal Projects / Re: Final Fantasy VII NES Project
« on: November 28, 2012, 06:36:22 pm »
Could you talk to vincent in that coffin on the bottom right? And possibly figure out what tells the game to add more party members? It would be pretty disappointing if that wasn't possible.. Please Lugia? Just watch the code when a new party member arrives. Note: I have NO clue how this is done. Well, I suppose I have some clue but I know nothing about 6502 asm so if you don't want to do it, its fine. At least you can enjoy the art :)
I assume that That Vincent guy joins you when talked to? But what you exactly want? Things like this are really easy to find. Just use debugger to find writes to the right value in the RAM. You can alternatively give me a fceu save state file so I can do it for you. But want to find the code, but what's next?

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