logo
 drop

Main

Community

Submissions

Help

93298261 visitors

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KingMike

Pages: [1] 2 3 4 5 6 ... 102
1
James Rolfe sent ya? :D

2
Newcomer's Board / Re: ROM Checksums -Sega Master System
« on: April 17, 2015, 01:13:02 am »
I believe the bottom of the page you linked has a link to a header checker. It shows the "bad" checksum. I guess you take that and paste it over the good checksum in the ROM?

3
I can't remember the combination offhand but I'm sure Contra Hardcorps already has a button combination to change the shooting mode. (A and something I think it was)

4

So far so good, I now have quite some space to work with, so that means I should not need JSL/RTL, right?
I can work simply with JSR/RTS.
JSL/RTL is needed when you jump to a subroutine outside the current bank. (JSL uses a 3-byte address)
JSR/RTS is used when you jump within the current bank. (JSR uses a 2-byte address. Do not mix them up or you will crash the game)

5
Or delete the pointless header and forget that add/subtract 0x200 crap. :P
(but I suppose you're using an editor so that can't be done?)

6
Yes, the bosses are a card fight (though it was effectively reversed direction in the localized version Yo! Noid)

7
As to using AND or CMP to check button status...
AND effectively allows it to check if a button is pressed, regardless of any other buttons pressed (as AND masks out the rest of the buttons)
A CMP will only work if the desired button is pressed AND NO OTHERS.

You decide which is better.

8
Gaming Discussion / Re: Square Enix Secret?
« on: April 14, 2015, 12:15:19 pm »
Half right... it was remade for the 3DS... as a port of the PSP Version and was only a special limited release for Thearhythm Curtain Call as memory serves.

Final Fantasy 1 for 3DS?
It was given free to first print purchases of Final Fantasy Explorers, but it was not a limited availability. It can be bought from the eShop (I have a JP N3DS and did just that).

9
There's an SNES game that USES $4016/4017?

Most every game I've seen has used the auto-poll registers ($4218-421F, though usually only $4218-421B are used, 2 bytes each for players 1 and 2).
Still that last thing Disch said is the important thing. Look for where that data gets shifted into RAM, and look at that RAM address.
(even games that use $4218 will usually copy to RAM. I hear there is in reality a slight delay when reading the register for the input to be processed, but emulators won't care.
Also, copying to RAM allows games to filter the data, to detect buttons PUSHED from buttons HELD. For the former, even if you mean to push a button, it will probably take you more than one frame (thus more than one input reading cycle) to lift your finger off the button, so a good game should be able to detect that.)

10
Site Talk / Re: Increase inbox size?
« on: April 12, 2015, 09:58:23 pm »
I think it's suggested you copy important messages to your computer and then delete.
(the limit was probably put in place due to storage space concerns. I know in the early days I probably had over 100 before the limit was put in place, and consequently was forced to prune the inbox)

11
Newcomer's Board / Re: Uninvited (NES) translation problems
« on: April 12, 2015, 09:57:19 pm »
Disch, that text encoding sounds just like Ghost Lion, another Kemco game.
It was a routine to count how many 1 bits until it found a zero, then multiply the number of 1s by 8, then add 3 bits for the last (so the 8 most common values could be stored in 4 bits, next 8 most common in 5 bits, etc.)
I actually tried to reuse that compression in another project of mine but it was WAY too slow (at least for a game that immediately copies from ROM to VRAM. I suppose it could be okay for a game that copies text to RAM, and then copies the RAM to VRAM)
So the decompressed value is probably an index into a table of characters, likely sorted from most to least used.

12
Looks nice.

Though thankfully the ingame title screen is the one place it's spelled correctly (Three-Eyed One). :)

13
Gaming Discussion / New Fire Emblem 3DS
« on: April 04, 2015, 09:15:56 pm »
Sounds very interesting but dammit, at least in Japan, it's been announced they're pulling a Pokemon pricing structure. >:(
(that is, your path is determined by which copy of the game you buy. Wanna play the other one? Gotta pay nearly half the cost to DLC it.
Then again, the announced price of a total of 4700 + 2000 yen is probably about what Japan would normally pay for a new 3DS game. So maybe the western release could skip that?
But I wouldn't count on it, in the last couple months, Nintendo has pretty much abandoned their "no evil DLC" promise they made years ago.)

14
Those two are probably not multi-boot games.

There are certainly multi-boot mappers, but those would only be in pirate carts and the Nintendo Power carts. Neither I think are emulated (by NP, I mean the multi-game part. I know single games dumped from NP carts are emulated.)

15
I would think yes, because I think we have several MSX translations that were originally sold as pirate disks, or possibly ROM downloads (Oasis).
(that is, translations that were already unauthorized to begin with)

16
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: April 03, 2015, 12:36:31 pm »
About FF6 Original Font. If it's supposed to be the SNES font, shouldn't it be more Chicago (aka old Mac font)...?

17
1) "ECH" I believe is for ECHO RAM. Just the normal system RAM (CPU address C000-DFFF, NOT ROM addresses), but repeated (and I hear it is advisable to avoid them)

Well, at least the RAM address you can find by changing the first character from E/F to C/D respectively. (or maybe just D? I've only looked at a few original GB games, so I don't about the GBC's extra RAM mapping).

Just how well do you understand Z80 ASM?
Because if you don't know it, then you are asking for something too advanced, I'm afraid.

It might be a little feasible to write code that stores passwords to SRAM when giving the player a new password (I never played the game, so I'm just guessing here). I assume when loading the password screen it prints a default password (I assume blank) and that can be replaced with a password pre-filled in from SRAM (at least in RAM, not to say of it being properly displayed on the screen). But that still won't be as simple as replacing one random instruction.

18
I'm not certain but I think that code only enables a SRAM chip. The game would still have no idea how to USE the SRAM.

You would have to disassemble the game's code where and how the password screen and password data is executed, and replace it all with a code to load from SRAM (as well as at some point add code to SAVE a game).

19
Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 31, 2015, 10:31:40 am »
Thanks!
SMW for the NES is a very incomplete / inaccurate conversion.
However this is good to me: I would never change this game if it was big and complex like the original SMW. But since it has just a few stages it's a fun project.  :thumbsup:
I recall there's two different versions of the ROM. The "few stages" version was more common, but a more complete version was found on a multicart.

20
ROM Hacking Discussion / Re: ROM-Dumper Recommendations???
« on: March 30, 2015, 09:55:45 pm »
I am really not seeing the need to dump games for this sort of thing though.
Some people want to do it fully legit by making sure they have a ROM of the EXACT version that's on their cart.

And when I dumped hundreds of games in my own collection, I actually had a couple unknown variants turn up.

Pages: [1] 2 3 4 5 6 ... 102