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Messages - KingMike

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1
Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: Today at 02:53:19 pm »
You write the code as a text file but did you format it correctly?

First line you need lorom/hirom to tell it the format.

Then you would format the address as something like

Code: [Select]
org $80F990
NewBootCode:
and then your code. To fix the reset vector.

Code: [Select]
org $80FFEC
 .dw NewBootCode
At least, I think $FFEC is the Native Mode Reset vector (the start point of the code) and this should write the address of your new start code.
(.dw is the started instruction to insert a "word", a 2-byte value. I can't recall if xkas support that but it should. Maybe it was "dw")

If you didn't correctly define the address to insert your code in your ASM file, it might have defaulted to address 0 in the ROM, possibly corrupting it. You should probably double-check that.

2
General Discussion / Re: SNES/GEN vs. GBA list
« on: Today at 02:43:29 pm »
Probably many of them are subjective.

In the case of Yoshi's Island, I suppose many would say GBA because it has a few extra levels.
But Yoshi's floating sound effect is to me a sound replacement that is almost as annoying as Mario's crying. Also I'm not sure if the game really took the lower resolution into consideration in the port. (1-E is the level that made me wonder that, the part where Yoshi has to dodge a mace while landing on Poohie while the screen scrolls down rather unfair, like it's still meant for the SNES' taller vertical resolution which allows for more reaction time)
I'm sure SMW and probably SMB3 did make some level adjustments to account for the resolution difference.

Tales of Phantasia, I'm not as familiar with but I hear it added some PS content, like an extra player character. But as usual, lower sound quality and some slowdown (never mind debates about the localization itself).

Aero the Acrobat added a save feature to the game (which might be a godsend for some, considering many considered the original an unforgiving game) but in a few minutes playing it, I recall the controls were more slippery than the original (I remember people complaining about the control in the original, but I don't know what was so bad about it. Maybe the unusual "drill attack" mechanic takes a bit of getting used to?)

Breath of Fire 1 and 2 I think used translations mostly copy-pasted from the originals (a shame as even in 2002 people had told Capcom well what they thought of the original BoF2 translation). But they added quicksaves as well as, at least in BoF2, an EXP/zenny boost to speed up the game. I only played BoF2 as far as Highfort. Seems the game has a tendency to crash at the cutscene after finishing it, maybe igniting some PTSD from those who remember getting trolled by that dungeon in the original. :P

R-Type III is apparently a unanimous "original". Sounds like there's many reasons that (last I checked) the SNES version was ballooning in price while the GBA version remained cheap.

Also, a couple Japanese RPGs missing from that list, but probably few people played them for that reason.
Metal Max 2 Kai (Data East released that game on their deathbed, shelving the MM Returns port as a result)
Sansara Naaga 1x2
Super Chinese World (Ninja Boy) I think got a two-game compilation as well.

I hear DKC3 got a different soundtrack on the GBA, not sure if it's enough to make it a recommendation though.

3
Personal Projects / Re: Translations of early Famicom games
« on: July 22, 2017, 02:15:09 pm »
Someone already did Famicom Board Game: Railroad King (1987) though I've had mine sitting around forever. That game is one with CHR-ROM switching. When I get back to it, I'd have to do some disassembly probably to find room to do some bank-swapping. You would have to do a mapper hack probably and find if there's something you can swap out (like maybe the title screen?) during gameplay.
If it's an CNROM game, then GNROM (such as used in SMB/DH) would seem the logical extension of that mapper, but since that mapper appears to write PRG and CHR registers at the same time, maybe not the best?
I remember DvD said he had a hard time with Portopia fitting the text back in and had to do some ROM expansion to fit it.

4
Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: July 22, 2017, 01:55:36 pm »

EDIT: Okay, I changed the flag in the internal header to $30. So the next step is to write my first ASM jump (*squeeing internally*) to set $420d. Going out on a limb here and presuming the huge block of FF's at 6020h-7FB0h is free.

Code: [Select]
$00/8001 18          CLC                     A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIZc HC:0190 VC:000 FC:00 I:00
$00/8002 FB          XCE                     A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIZc HC:0220 VC:000 FC:00 I:00
$00/8003 C2 10       REP #$10                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:envMXdIZC HC:0250 VC:000 FC:00 I:00
$00/8005 E2 20       SEP #$20                A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:envMxdIZC HC:0288 VC:000 FC:00 I:00
$00/8007 A2 00 01    LDX #$0100              A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:envMxdIZC HC:0326 VC:000 FC:00 I:00
$00/800A 9A          TXS                     A:0000 X:0100 Y:0000 D:0000 DB:00 S:01FF P:envMxdIzC HC:0366 VC:000 FC:00 I:00
$00/800B A9 00       LDA #$00                A:0000 X:0100 Y:0000 D:0000 DB:00 S:0100 P:envMxdIzC HC:0396 VC:000 FC:00 I:00
$00/800D 48          PHA                     A:0000 X:0100 Y:0000 D:0000 DB:00 S:0100 P:envMxdIZC HC:0428 VC:000 FC:00 I:00
$00/800E AB          PLB                     A:0000 X:0100 Y:0000 D:0000 DB:00 S:00FF P:envMxdIZC HC:0466 VC:000 FC:00 I:00
$00/800F A9 8F       LDA #$8F                A:0000 X:0100 Y:0000 D:0000 DB:00 S:0100 P:envMxdIZC HC:0510 VC:000 FC:00 I:00
$00/8011 8D 00 21    STA $2100  [$00:2100]   A:008F X:0100 Y:0000 D:0000 DB:00 S:0100 P:eNvMxdIzC HC:0542 VC:000 FC:00 I:00
$00/8014 A9 00       LDA #$00                A:008F X:0100 Y:0000 D:0000 DB:00 S:0100 P:eNvMxdIzC HC:0628 VC:000 FC:00 I:00
$00/8016 8D 00 42    STA $4200  [$00:4200]   A:0000 X:0100 Y:0000 D:0000 DB:00 S:0100 P:envMxdIZC HC:0660 VC:000 FC:00 I:00

Looks like as good a place as any. So the code I want is...

Code: [Select]
$00/8019 22 30 60 80 JSL $806030
...
$80/6030 A9 01       LDA #$01
$80/6032 8D 0D 42    STA $420D
$80/6035 C2 10       REP #$10 (The 2 lines I'm replacing with the JSL)
$80/6037 E2 20       SEP #$20
$80/6039 6B          RTL

Oh, can I set DB to 80 here? Is there an instruction for that?

Is this HiROM or LoROM? (Although it can still technically vary between PCBs, it is usually enough to distinguish Hi or Lo ROM?)
Generally in "LoROM" games (SNES9x or ZSNES will tell you when the game loads), ROM is only mapped to address $8000-FFFF (the second part of the address). $6000-7FFF can vary between PCBs but is possibly SRAM.
(bank 00/80:8000 would map to the first 32KB of ROM, bank 01/81:8000 map to the second 32KB, etc.)

5
ROM Hacking Discussion / Re: Battle of Olympus - Hacking Help
« on: July 22, 2017, 12:25:46 pm »
I've been studying this for the past hour. It doesn't seem trivial to me, looking at this page https://wiki.nesdev.com/w/index.php/MMC1
Super Pitfall was converted to MMC3 for the save feature and it was quite simple to enable PRG RAM there, a simple write of #80 to $A001 as pointed out by Disch.
But Battle of Olympus is MMC1, more specifically MMC1B2 apparently and it seems a little more steps are required. The funny thing is, I looked at other MMC1B2 boards and out of those the one that I know that has a save feature is... Zelda 2... So I think it is probably a good idea to just copy the register setting routines from the reset vector on zelda 2. Someone more versed on this may respond here to confirm or deny this before I finish my tests, but it's a fun learning experience nonetheless.

To answer your question, yes of course. A good way to save the game is to store the password bytes to wram on save, and then read those on load. But replacing a password system with a save system means changing the menus to reflect the change too, so it is quite a bit of work.

edit: "MMC1B: PRG RAM is enabled by default." so maybe nothing else needs to be done other than setting the header bit to sram enabled.

MMC1 is a bit trickier. Some board variants have RAM write-protection while others don't.
I haven't looked at Zelda 2 much, but I wouldn't be surprised if it uses the RAM to run code, since it's an FDS port, thus needed PRG-RAM enabled. (I know Zelda 1 used PRG-RAM for code, since I encountered it in just the little bit of hacking I did.)

6
Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: July 21, 2017, 05:57:40 pm »
Disassembling the full ROM isn't likely to get it right.
In addition to the 6502 problems in that it can mix code and data, and also indirect JMP (codes that read pointers from a table and then jump to the pointer. That's a problem since disassemblers won't be smart enough to know the table size and thus how many functions they should attempt to disassemble) , but also they may not be smart enough to account for the SEP/REP instructions.
(SEP and REP set certain processor flags. In particular to how they can mess up opcodes is that they can change A and X/Y to be 8-bit or 16-bit registers, which also affects the size of instructions that read them.)

7
Gaming Discussion / Re: THE ATARIBOX IS COMING
« on: July 19, 2017, 08:53:27 pm »
Will it do better than the Coleco Chameleon? :P
The SNES? No. Unless you want to specifically refer to the Jr. model, then maybe.

8
It would probably not be an easy hack either way, whether to transfer the Castlevania III changes into Akumajou Densetsu, or to import Akumajou Densetsu songs into Castlevania III (which would also require hacking the mapper as the VRC6 does both the music and the mapper).
I know the MMC5 used in CV3 is something of an enhancement chip (though probably not to an extent most casual players would notice, it's not like the SuperFX) but I'm not sure to what extent its enhanced capabilities are used by CV3. So that is something that could also require modification, whatever it is.

9
ROM Hacking Discussion / Re: WindHex 2007.29.7 version
« on: July 19, 2017, 08:10:57 pm »
I'm not so sure.
I have a ZIP download dated September 7, 2007, but the EXE inside is dated August 23, 2005.
So I'm going to guess that was the latest update as that's the latest version I can find on my HDD and WindHex is still my favorite ROM-hacking hex editor.

10
ROM Hacking Discussion / Re: Battle of Olympus - Hacking Help
« on: July 19, 2017, 04:40:26 pm »
There are cheat-maker tutorials that will tell you how to find the RAM address.

But the simple thing is:
(I think FCEUX has a "Cheat Finder", so I'll describe it.)
Load up the cheat finder once. Click Start or something.
Play the game until your olive count changes.
Then open up the Cheat Finder and click the button for new value being higher/lower than it was the first time.
Repeat the last two until you get just one or a few results.

11
Gaming Discussion / Re: PC Gaming & Game Prices.
« on: July 19, 2017, 03:01:13 pm »
The only upside to no used market is no $600 Little Samson BS.

12
ROM Hacking Discussion / Re: Screenshots
« on: July 18, 2017, 08:08:00 pm »
The GBA version uses save memory instead of passwords.

But the control is a bit more difficult as they gave the R Button a double purpose as both to switch characters (as in the original) as well as used as a shift key for the A and B button functions. (to compensate for the missing X and Y buttons from the SNES)

13
"New Translations Added to the Database: Super Mario World and a couple other games" :D

14
Programming / Re: Changing a password system into a save system
« on: July 18, 2017, 03:37:10 am »
If you want to disassemble a ROM and reassemble it, prepare to spend many hours/weeks/months/years doing it manually.

I haven't tried FCEUX' code logger but it sounds like for best results you would need to play the game and try to activate as much of the code as possible which could possible also take a very long time.

Do you know 6502 ASM well? If you don't, you are probably not going to progress on this.
Completely replacing a password screen with a save screen would probably require good knowledge of the game's engine (see above).

Maybe if you're lucky you could do an ASM hack to essentially auto-input passwords by replacing the password initialization with one loaded from SRAM (similar to NES Metroid on the GBA). But that still requires ASM knowledge to modify the password display routine (such as after finishing a level) to write to SRAM as well as loading when opening the password input screen.

Doesn't the Mega Man X Collection for PS2/GC have save file support? Playing that might be an easier solution.

15
DOS Command prompt "fc /b file1.ext file2.ext" (optionally add "> filename.text" if you prefer to save the result to a file filename.txt instead of printing to the screen)

16
Hey guys,

It always annoyed me that in Zelda ALttP you cound not change directions while running fast with the Pegasus boots. I got around to playing the BS Zelda 3 Version though some years later in which you dont play link but some boy or girl. It was a nice little game in the Zelda 3 World and to my surprise I discovered that you indeed could change the directions while fast running with the Pegasus boots - just like Pegasus might have imagined the to be used!

So my question would be if it is possible at all to put this Feature in ALttP so Link can swoosh though Hyrule in super speed? I think it wold be super nice to have it in! What do you think?

Cheers.

I thought someone already did that but I'm not certain.

17
Gaming Discussion / Re: Pop'n Twinbee on SNES9x
« on: July 16, 2017, 03:27:06 pm »
The only issue I could possibly see is if you had multiple controllers attached at once to the same input, as Pop 'n Twinbee is one of few games that allow you to play a one-player game as either the 1P or 2P character by pressing Start on the appropriate controller to select "1 Player".
But even then I tried pushing both player Start buttons at the same time and it still began the game, apparently deciding to put me in the 2P slot.

18
Gaming Discussion / Re: SNES Mini... and Star Fox 2
« on: July 16, 2017, 03:17:10 pm »
Isn't the crap ratio for games universally like 80%+?
Yes, making commercial video games is a business. And some will care about building their business by selling a quality product while many will only care as long as it sells.
Like while the SNES is my favorite console I'd probably struggle to list even 100 of the 720 US games as "must play". Even collecting games I might have 1/3 of them and I'd be hard-pressed to think I want many more than what I already have.
(I'd estimate 10% the awesome games we want to remember, 10% the "okay" stuff, and the rest is the fluff)

19
Gaming Discussion / Re: Pop'n Twinbee on SNES9x
« on: July 16, 2017, 03:03:06 pm »
No, works just fine for me on SNES9x64 v1.53 using both
Japanese
CRC32: EE13E32D
MD5: 38888B0CB0609E19B09ABC2A1ADFBFEF
SHA-1: 4C1B2A49BFC9845E62931B0197C410EFB52A5ABD

and European
CRC32: 588A9707
MD5: ED9C32231CD480448F355C4ED54B1BAE
SHA-1: 04919A4DEB715C417ACAB5E2CC6A4A27D7ECCC37

ROMs.

Have you checked your controllers are set up correctly?

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