News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

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 - Cyneprepou4uk

Pages: [1] 2 3 4 5 6 ... 8
1
Programming / Re: [Help] Repositioning a single sprite.
« on: September 16, 2019, 10:14:28 am »
Actually he can't edit last 6 bytes for new crc, because those are cpu interrupt vectors, like Reset

@sics, that's good, thanks. So I need to check for Releases page then.

2
Programming / Re: [Help] Repositioning a single sprite.
« on: September 16, 2019, 12:33:00 am »
Thanks for the links, they will come in handy someday.

Man, why those github developers never upload an exe as well. They are assuming everyone has a compilator, or linux, or what's up with that?

3
Programming / Re: Help - Repositioning a sprite.
« on: September 15, 2019, 02:09:16 pm »
I can look into it a bit later. While I'm away from my pc, tell me, is it compatible with mednafen emulator?

September 15, 2019, 04:08:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've done a bit testing, and here is my verdict - virtuanes hates when you change even a single byte in this rom and refuses to emulate it. Must be some sort of mapper checksum failure or something. Throw that emulator in a garbage.

4
ROM Hacking Discussion / Re: Change SMAS into SMB2U
« on: September 15, 2019, 01:41:32 pm »
Do the rest of the games, please.

Aren't you a nes romhacker? Do it yourself

5
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 14, 2019, 06:43:22 pm »
Quote
Mega Man 3, I start off with all weapons without having defeated any Robot Master
This will be harder. You need to find some flags in RAM that tell the game if player has a particular weapon or not (it can be a single address if you are unlucky). Then use these addresses to check for necessity of refilling those weapons, one by one. Creating a loop would be nice.

Quote
Does this problem have to do with Mega Man 3 having more banks to load than the earlier games?
Nope. It's how game code works, not how many banks or whatever.

Quote
Also, when I get hit my health goes to 6 immediately, when I use a weapon, its energy gets reduced to 6 as well
I can't tell from here, I need to see original and your code to say what can be wrong. Obviously original game works fine, then it must be something that you've done.

6
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 14, 2019, 04:15:09 pm »
Because this is how CPU works. It is limited to "see" only 32 KB from ROM File at a time. So CPU loads other banks of memory from ROM File into NES Memory to $8000-$FFFF location. He can select many different banks during a single frame.

Since you can't switch memory banks at your current level, free space in ROM File is basically useless to you now. You need to use a bank which is currently loaded in NES Memory during a breakpoint hit.

7
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 14, 2019, 08:53:57 am »
Any questions about this whole thing so far?

8
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 03:46:45 pm »
You need to jump to that free space, into $8FD0 for example, and execute your new code here. Then jump backwards to keep original flow of game code intact.

Jump should begin from $912C. Instead of LDA + STA that are already here, you write a JMP instruction (there is an example of JMP in $9129). The fourth remaining byte overwrite with #EA. In $8FD0 paste those original LDA + STA, and add a bunch of STA's to weapon addresses. I suppose you want #1C value into them as well, so you don't need to add another LDA before new STA's. And a JMP to $9130 in the end, so original code will be able to jump back and execute whatever he needed to execute afterwards. Check with debugger to see if you wrote everything correctly.

Since you can't edit code in NES Memory directly, right click on wanted address in Hex Editor and choose "Go here in ROM File". And you might wanna add an execute breakpoint to $912C by double clicking on that address in debugger, to test code later using Step Into button. If you want to test new code right away after your old write breakpoint hit, first change address near Seek PC button to $912C and press it.

9
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 01:53:52 pm »
That will do. Now, any ideas of what the next step should be?

10
Personal Projects / Re: NES Romhacking Guide
« on: September 13, 2019, 01:27:06 pm »
Someone actually was not lazy enough to finally do a couple of clicks. Here you go  :cookie:

Those are in russian.

11
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 01:13:18 pm »
Yes, this is the code we were looking for.

No, you need to find free space in $8000-$FFFF in NES Memory after breakpoints hits at $912E and pauses emulator. Not in ROM File

Doesn't the game already have code that refills all weapons when using a continue? I don't remember exactly.

I think it has

12
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 11:52:45 am »
That is not refilling his hp code. Game is writing #00 to $006A. Keep searching for another breakpoint hit

Doesn't look like a 100% free space to me, find something else

13
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 10:36:45 am »
Scroll it a up so I can see code above as well.

Also, while emulator is paused after breakpoint triggers at $BFAA, is there any free space in $8000-$FFFF?

14
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 10:06:28 am »
Very nice. Now find his hp, and show me code that refills hp after death, by adding a write breakpoint to it

15
Newcomer's Board / Re: Mega Man - Restore Weapon Energy after Death
« on: September 13, 2019, 09:20:47 am »
Yes it would. Start with finding weapon meters in RAM, then we can talk

16
Newcomer's Board / Re: Adding a VWF to a Gameboy game, how hard is it?
« on: September 12, 2019, 07:15:34 am »
Thanks

17
Newcomer's Board / Re: Adding a VWF to a Gameboy game, how hard is it?
« on: September 11, 2019, 01:04:41 pm »
Any nes games that have vwf? I have figured out how would I made it work, maybe to write an article about it.

18
Personal Projects / Re: Zelda II Redux
« on: September 10, 2019, 11:19:58 pm »
  • D-Pad Up and Down now control the cursor in the File Selection and Elimination mode menus (Pending)

TODO list:
  • Make it so Up/Down on the D-Pad moves the fairy cursor in the menus accordingly (File Selection and Elimination Mode). DarkSamus993 is currently working on this.

3 months later and it's still pending? Didn't you test my code? 

19
Newcomer's Board / Re: Adding a VWF to a Gameboy game, how hard is it?
« on: September 10, 2019, 10:18:54 pm »
Thanks

20
ROM Hacking Discussion / Re: best way to edit zelda2 graphics ?
« on: September 10, 2019, 03:24:17 pm »
Creating multiple similar topics is stupid.

Anyway, what editors did you try? Why do you think sprites are displayed incorrectly? If it's not an editor specifically for zelda, why do you think it should know what colors would be proper for displaying zelda sprites?

Pages: [1] 2 3 4 5 6 ... 8