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Messages - SomeOldGuy

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1
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: February 09, 2021, 09:27:29 pm »
Awesome!  ;D

I'm glad you took an interest cause I woulda never figured that out, thank you Quick Curly!  I really appreciate you taking the time to explain what's happening with the code.

Quote
In addition, it appears that there's additional code to load additional data for other parts of the scene - maybe? So, there might possibly be additional code that you'll also need to manipulate. However, again, there seems to be free space for you to work with, so hopefully, you'll be able to work it out.
   
hhmmm...  I wonder if this is the code that makes his arm move up and down?  I'll see if I can figure out what you did and try to bypass this then report back with results.  ;D

Quote
As for the additional time for the code to perform the jump and the return back, not only once but multiple times for all of RoboCop's sprites in that part of the scene, efficiency could be improved if you were able to shift everything forward at that point by one byte so that you could just fit in the "LDA $BC56,X" line where the original code already is; however, unless you have a disassembly to work with to make this a much easier and quicker process, it might not be worth your time and effort to manually shift everything through the hex editor, and have to account for manually adjusting branch lengths like the one at $B66C, as well as any JSR and JMP jump sources and destinations. Unless inefficient code causes you a headache, I would avoid the headache caused by all of the extra work for what really amounts to little reward or appreciation.

Nope!  The programming is so far beyond me that if it works I'm happy.  :laugh:

Quote
Sorry again if this post is inaccurate or incomplete (and as a result, unhelpful), and/or difficult to read through because it was verbose, like my code: "consuming much time".
Perhaps it can still be some sort of starting point towards a solution. We can only hope so, anyway.
In any case, I believe that, ultimately, you can do it in the end! Do it for RoboCop!
Best of luck with your project! :beer:

Dude! Are you kidding! This post was extremely helpful.  Again, thank you.  :beer:

In game with Quick Curly code:

2
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: February 07, 2021, 05:02:45 pm »
Hey Everybody!  ;D

Been working on changing the game's ending sequence and rant into an issue I could use some help with. 



I'm trying to make the image on the left look like the image on the right.  The problem is that the game is ignoring Byte 2 (attributes) for all of the sprites on this screen.  It looks like the game was coded so that only one palette could be used for this sequence.  Is there a good reason for doing this because it seems completely unnecessary?   

I believe this is the code that's causing my problem:



Changing the byte at 0x01965A will change the palette used but all sprites are forced to use that one palette.

I tried a NOP (EA) at 0x01964F hoping to bypass what ever they did but that didn't work (none of the sprites were drawn to the screen).



3
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: January 18, 2021, 07:22:38 pm »
Yep, those are the Bad Dudes!  I was wondering if any one would notice.  ;D

Thanks for the kind words guys! 

4
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: January 17, 2021, 05:00:46 pm »
Xander max, did you figure out how to find the palette you were looking for?  If not I can share the process I used (I still haven't figured out break points :banghead:). 

Latest patch below:
https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file

All levels have been redrawn but still W.I.P.



Some enemies have been redrawn.



...and my new favorite graphic  ;D


5
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: November 11, 2020, 08:55:33 pm »
...and here he is with a flesh colored face. 



Shadow, you were absolutely right, the image looks a lot better now using the skin color for his mouth.  Thanks for the suggestion.  :thumbsup:

sics, that was an excellent explanation, thank you.  I think this may open up some possibilities for the other cutscenes.  ;D  Great job on Street Fighter by the way.  Loved the way the title and character select screens came out.  You and Xander max make a good team.

Thanks CryinOnion!  This is definitely a passion project.  I don't mind spending time on it because I'm having fun, I'm sure you can relate.  I'm still amazed that I can edit these old games and play them on my NES. ;D  Can't promise when it will be completed but all sprites and backgrounds will be changed.     

6
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: November 08, 2020, 08:39:39 pm »
I'm glad you like it Noside;D   I'm trying to pack in as much imagery from the arcade game as I can. 

Hey Shadow!  Thanks man, I appreciate it.  ;D  I have been experimenting with tygerbug's method of editing name tables recently, so it may be possible to edit the skin color for his mouth.  I'll see what I can do and report back here, may need to wait on a tutorial by sics though.  It's amazing what those guys have been doing with Street Fighter.  I'd love to know their methods.       

7
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: November 07, 2020, 06:55:57 pm »

Noside, thanks for the feedback, I really appreciate it!  ;D

Yeah, I wonder why they didn't attempt an arcade port back then.  Obviously the NES is capable and I imagine a proper port would have sold a whole lot more copies than the game they released.  Surely the artist that worked on the game wanted to deliver a good product.  Maybe they just didn't have the time, talent, or tools (Photoshop is a huge help).  Guess we may never know.  I'll keep plugging away at the project as I get free time and maybe one day I can finally deliver the port we wanted as kids!  :beer:


Worked on replacing the flapping lips animation today and went with a static image.  I think it looks better, how about y'all?


8
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: November 02, 2020, 10:30:56 pm »
What a difference a year makes!  Hard to believe it's been that long since the first post. 

Thanks verme and Noside!  I'm trying my best to at least make the game look good!  ;D
 
Check out the latest patch below.  Warning, it's still very much a WIP.
 
 
http://www.mediafire.com/file/br1aa1wtqn1ovbx/RoboCop_-_Edit_14.ips/file


Try it out and let me know what ya think!

Old Guy  ;D

9
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: October 26, 2020, 06:34:16 pm »
Hey cartridge_rom!

I was working on the junkyard stage but don't have much time to dedicate to the project right now.  :-\



10
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: August 14, 2020, 01:04:29 pm »
Hey Shadow!

Feel free to correct me, but this is how I understand pointers.



I believe this is what is referred to as a Pointer table ( 0x00E010 – 0x00E0B3).  These are the pointers for all of Robocop's sprites.





A4 80 is the pointer for Robocop's first frame of animation.  80 represents 0x00E0, add 10 to A4 and we get 0x00E0B4

81 = 0x00E1, 82 = 0x00E2, etc.





At 0x00E0B4 we have two more pointers, A8 80 and C9 80.

 



A8 80 ( 0x00E0B8 ) is Robocop facing forward and C9 80 ( 0x00E0D9 ) is Robocop facing backwards.

I'm not sure how pointers for the text work in this game.  Any guidance you could provide would be greatly appreciated.  ;D


Dang Xander! You do have alot going on. That Metal Slug hack looks really cool!  :thumbsup:


11
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: August 13, 2020, 11:52:03 pm »
Well, this is the hex for the screen I want to edit.  My game on the left, original on the right.



...and this is what I've been able to figure out so far.

FF – I thought signaled the start of a new screen followed by screen coordinates.  This doesn't seem to be the case though.  For example at 0x00115b – the “Prime Directives” text doesn't show up on it's own screen.

FE - Starts a new line of text, again followed by screen coordinates.

7F - tells the game to stop drawing sprites but I don't see a byte here to stop drawing text.  The last line of text seems to be followed by FF except for the example above.  I tried writing FF at 0x001151 and it didn't do anything, the sound keeps playing.   

I'm not sure what the bytes from 0x000fb7 – 0x000ff9 are.  Duration counter data?

12
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: August 13, 2020, 10:07:34 pm »
Thanks Xander max  ;D

How's work on your Mighty Street Fighter hack going?  I'm really looking forward to that one!

Been working on Robocop's cutscenes lately.


The original scene from the game has a lot more text compared to mine, so after my text has completed writing to the screen the text sound effect keeps playing.  Does anybody have any advice on how I might be able to fix this? 

Also, does anyone know how to change the duration of time each scene is displayed on screen?

Old Guy

    ;D

13
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: August 05, 2020, 10:18:52 pm »

Hey Jimstrom!  Thanks man, I'm doin my best! ;D

Hey Sics!  I took a little break from working on the HUD but you may have just inspired me to take another look at it this weekend.  I always appreciate your help/guidance, thank you!  :beer:

...and this is what I've been working on recently, redrawing some of the enemy sprites.  This one now looks less like a child and more like a commando.




14
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: July 18, 2020, 04:33:26 pm »
Hey Guys!

Working on Level 2!

If y'all want the patch, let me know  ;D  !!!!!



 

15
ROM Hacking Discussion / Re: The Big Cannon Ball in SMB3, Halp!
« on: May 16, 2020, 11:59:08 am »
Hey Googie,

Not sure I'll be able to help but I'll try.  ;D   So you want to take the cannon ball from Super Mario Bros 3 (NES) and put it into Super Mario Land 2 (GB) , right?  Is there an emulator for Gameboy that has tools to mod the games like FCEUX or MESEN have for the NES?     


16
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: May 08, 2020, 05:42:40 pm »
Hey Everybody!

Did a little work on ED-209 this week, he's looking alot better.  ;D

Patch:  http://www.mediafire.com/file/jp4zgnfc0tsg138/RoboCop_-_Edit_13.ips/file

I think I have a better understanding of how he's animated and was able to get rid of most artifacts that were showing up on the screen.  The next challenge is to figure out how to change the order in which his frames are animated.  Check out the video below.  If you want to help let me know!  ;D

https://youtu.be/uRq6I2B2S38   

Also in this patch, was working on eliminating the time limit for each level.  Just don't see the point so I disable the counter and removed the batteries that the player would normally collect.  Now I need to figure out how to edit the HUD.  :o

By the way, does anyone have any ideas how to reposition the floating bottle in the pic?  It's kinda useless where its at.
 






17
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: April 30, 2020, 08:23:51 pm »
Hey Everybody!

Hope y'll are well.  Check out the newest patch below.

http://www.mediafire.com/file/ea4huat3qb0gbew/RoboCop_-_Edit_12.ips/file 


Level 1 "second draft" redraw ( still WIP )

 

-Added more detail/texture/color to the background.
-Changed the placement of some enemies.
-Fixed the first bosses palette.  He no longer has red/blue skin.
-Other minor graphics/palette changes.
 

 

Changed ED-209's Palette to match the .gif on the first page of the post.  He still needs a ton of work.  Anybody out there willing to help with coding?  ;D

If y'all have any critiques, suggestions, etc., let me know!

Thanks

Old Guy

    ;D 

18
Yeah, if you can walk me through the steps to make the chr.bin file manually that would be awesome!  ;D

19
Hey Everybody!

I'm trying to get CadEditor to display some newly created tiles for editing levels in Robocop.  The game is supported and from the instructions below it should be simple to do, but no, not for me.  Could someone take a look and tell me what I'm doing wrong.  ;D   

Per Spiiin's instructions to sics:


Quote
CadEditor already supported your romhack (Sonic 5 - Improvement Vol.2 (Nes))
There are configs for this game:
https://github.com/spiiin/CadEditor/tree/master/CadEditor/settings_nes/sonic_the_hedgehog_unl

You need to make only one change - replace dumps of PPU memory and palette files.
For example - for level 1 you need to open 1st level in emulator fceux and run my script:
https://github.com/spiiin/CadEditor/blob/master/Stuff/nes_lua/dump_chr_and_pal/dump_chr_and_pal.lua
It will create files chr.bin and pal.bin.
Next, rename this files to chr1-1(a).bin and pal1-1.bin (as I used in my configs) and replace files in settings_nes/sonic_the_hedgehog_unl directory.
That's all, you can open config in CadEditor with your ROM and edit it

I've tried in 2 versions of FCEUX  and they give different errors (same game and script).  :o

FCEUX 2.2.0 error:


FCEUX 2.2.3 error:


And to be sure I copied it correctly from GitHub, this is Spiiin's lua script:


Any ideas guys?


20
Personal Projects / Re: NES RoboCop with Arcade sprites
« on: March 31, 2020, 11:10:39 pm »
Kurrono, I'm sure there's a way to add a jump feature but I don't know how to code (yet), so I can't do it myself ((yet))!  Maybe if we eliminated Robocop's block capability?  This makes the game way too easy anyway. We could use this space for code to make Robocop jump.... or since the ROM has been expanded, make the program JMP to another area in ROM where there is more space for code?  I plan to study 6502 though, so who knows. ;D

Here's what I've been working on recently.

Get the latest patch here: http://www.mediafire.com/file/0fdd1kvxeau9opr/RoboCop__-_Edit_11.ips/file



This is my first draft redraw of the first stage.  It's not arcade perfect but I think it's pretty close for a NES port.  Check it out and let me know what y'all think!

            OldGuy

             ;D

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