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Topics - ShadowOne333

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Good day, RomHacking community.

I am seeking help with one issue I stumbled upon, which I've been trying to fix throughout half a month already, but haven’t been able to do so at the moment, and it’s something every EarthBound ROM compiled with CoilSnake suffers from, including clean ROMs without modifications.

You see, there’s this particular Debug menu that uses Kirby as its cursor sprite, more widely known as the Boot-up Debug Menu. For those that are not familiar with this, here's the entry in The Cutting Room Floor for it and how to enable it:

Once you enable said Debug menu, and you start the game, you enter directly into the Menu itself with Kirby making a neat cameo appearance:

However, when you try to do this with a compiled CoilSnake ROM, Kirby’s sprite does one of two things:
  • Does not appear at all
  • Is a garbled mess.
Here are some examples of that:

NOTE: The garbled effect might vary, I sometimes get other portions of the sprite to appear, or with other colours, etc

(Another side-effect to this is that the palette for the Windows inside the “View Map” option show random colours instead of the pinkish one from the Cutting Room Floor site)

You can try it out for yourself, make a clean dump of EB’s files alongside its script, and then compile it back, then try to boot-up this Debug menu with the cheat codes and you will have a similar result.

I stumbled into this when trying to fix the options of the Debug Menu found inside the “View Map” option.
I ended up fixing the options without issues, but for some reason I cannot seem to fix Kirby’s sprite here.

I tried to fix this by repointing stuff from the Debug bank (according to Data crystal) to no success, I even grabbed the Hex data of Kirby’s sprite and put it in a CCS file with its newly repointed pointer, but nothing.

From the test that I have done, I still haven't narrowed down what the culprit of the problem might be.
I think it is related to the Title Screen module in CoilSnake, but I'm unsure yet.
If anyone knows better, please let me know.
I’ve been trying hard to restore it, but so far I haven’t had any luck at all.

So I was wondering if perhaps someone here could lend a helping hand on restoring this Kirby sprite.
There are two ways one can go about restoring the sprite:

  • Checking out which CoilSnake build broke it.
    It has to be a commit between CoilSnake 2.3.1 and CoilSnake 3.0, or commits between June 14th, 2017 and January 24th, 2017, since the Kirby sprite shows up fine with ROMs compiled with CoilSnake 2.3.1, but they started to fail on 3.0 and onwards.
  • Make a fix to the compiled ROM directly.
    Perhaps taking the data from an original ROM and implementing it into a compiled one.
    I just need to know what changes are required for the fix to hopefully implement them into MaternalBound's CCS files and make the fix work on any compiled ROM afterwards.

I am leaning more towards the later, perhaps finding out why the sprite is disappearing on compiled ROMs and how to fix it in a compiled one could lead to a fix to CoilSnake source, but right now all I want to do is simply fix it in a compiled ROM, no need to touch the CoilSnake source, I simply want to know what is causing the sprite to not appear and how to fix it on my end.

Here's the MaternalBound source:

And here's a link to CoilSnake to compile it:

So far that is the only issue I’ve come across.
Perhaps I am being to nitpicky or OCD-driven, but I’d like to have this feature restored, more so because it seems to be something that CoilSnake is doing during compilation.

Any kind of help would be greatly appreciated!
Thank you!

Personal Projects / Zelda II Redux
« on: March 15, 2018, 01:29:52 pm »
Some weeks ago user @njosro started a topic about his Zelda II - Restart from Palace hack, which makes it so that the game restarts you at the start of a palace you currently are after a Game over or Continue.
This inspired me to further hack Zelda II to more or less alleviate the most obnoxious things which takes away from making Zelda II a more enjoyable experience.

Here is the patch for the beta (Updated with each release):


And here's the changelog of the hack compared to vanilla Zelda II so far:

  • Changes to the Life Meter HUD: Should have hearts now instead of the old bars it had for a life meter
  • Manual Save Feature: You can now save the game by Pausing and then pressing Up+A on the Pause screen (both in side-scroll pause and overworld pause!)
  • Manual saves no longer count towards the Death counter in the Selection screen! Now only Game Overs should increment that counter
  • Implemented @njosro's Restart in Current Palace patch (as a bonus) :P
  • Text boxes now print 6 lines, giving much more space for more and detailed text
  • All text has been repointed
  • Script has been rewritten entirely and revised with a more proper translation according to the Japanese text
  • Enemies no longer steal experience from you.
  • Reduced the amount of HP the Bubble (and Giant Bubble) enemies have. Should now go down with like 10 Sword swings instead of a damn million (having FF in their lives was really something stupid for such a meaningless enemy), and they have also been made non-respawnable to avoid abusing grinding of these enemies, since their EXP hasn't been modified.
  • Reduced the amount of magic consumption by half for all levels
  • More common enemy drops
  • All enemies give out Exp
  • Enemies rebalanced according to their strength and annoyance factor (Those Modafokkas are no joke)
  • Dragon Quest reference restored in the crosses of Saria Town (Erdrick lies here)
  • Overworld tile animation (includes water animation, grass, River Devil and others)

  • Re-arrange the HUD to be more attractive to the eye.
  • Add a PAUSE message on the overworld (this is really hopeful lol)
  • Restore the moving water animation on the Overworld
    Overworld animation is now working thanks to Trax.
    Posts about the animation can be found here for other people to implement as well:
  • Restore the Dragon Quest reference.
    Currently, the exact spot where the textbox for the reference is triggered in the Famicom version is not there, a hotspot would need to be made for it as well as a new text entry for it.

If anyone can give a full run of the game and let me know how the changes feel, please let me know.

I am also seeking out for suggestions and things that could make Zelda II a better experience over all.
If you have any suggestions, please feel free to post them here!
I'll analyze them and try to add them if I feel fit.

One thing worth nothing though, is that I most likely won't be modifying any graphics for sure, nor implement whole new spell behaviours or anything like that.
I'll try to focus on 1) Rebalancing the game, 2) Modify stuff which is already obnoxious in-game, 3) Perhaps rewriting some lines which don't make sense in the game.
Though, if any of you still have some ideas which you think might add to the game and are somewhat doable, please feel free to let me know :)

TODO list:
  • Modify "Spell" spell name to something more proper.
  • More common enemy drops (in general)
  • Fix Boss' health bar
  • Rebalance enemies. This might take a while to do since I need to know WHAT enemies and HOW to balance them properly to give a proper balanced experience and not a too easy/too hard one.
  • Change in-game text to something better translated/localized.
    This is a good base to work with for that:

Possible enemy modifications:
  • Orange Moblin - 2-4 exp
  • Orange Goriya - 24-30 exp (or lower the red moblin a little bit)
  • Wosu/Kobold (Palace enemy) - 1-3 exp
  • Red Goriya - 35-40 exp
  • Switch Orange Lizalfos EXP for Red Lizalfo's (Orange Lizalfos - 100 XP , Red Lizalfos - 150 XP)
    This one was a bug in the original game. For some reason, the Lizalfos seem to be one of the few instances where the Red variant is stored before the Orange one, and the programmers did put the HP correctly for the three variants (89, 4A and CB), but they didn't take into consideration that the Red Lizalfos was stored first before the Orange one, so that's why the orange one gave 150 and the Red one 100, because they were switched in the attribute table compared to the rest of the enemies

Hello guys.

Here I am yet again with another absurd idea of mine.

Lately, I've been running over this idea.
We all know Ancient Stone Tablets is a pseudo official sequel to A Link to the Past.
But why not play the original AST if it's already available?
Well, first and foremost, the 4 ROM limitation.
Each week is divided into its own individual ROM, and if you want to do a full playthrough of AST, you will need to do some SAV changes frequently to continue unto the next week.
This is the major reason why I thought about doing such a project.

Most of ALttPs assets are in there, so they could easily be reusable when needed.

Now the thing is, I don't know for certain just how much of this would be feasible or not.
I know changing the dungeons and so on is doable, but I'm not too sure about the overworld and scripted events.

I think it would be neat to have a hack of A Link to the Past which recreates the Ancient Stone Tablets experience as far as it can.
The introduction scenes for AST could very well be reworked into the Intro scene from ALttP with some custom black and white images, and most of the dungeons and overworld map seem to be somewhat similar.
Only thing which would be sacrificed to an extent is the timed events, if there is no randomizer for weather changes that is. Although some timed events could be replaced with flag checks, only the weather random changes is the only thing I can think of which might be dropped or not, it all depends if it's feasible or not.

So with that said, what do you guys think?

I really want to give this a shot, but I know how iffy Hyrule Magic can be when changing things, and I know for sure I won't be able to do some changes like scripted events by myself, but this is what I've been thinking about doing for my next hacking project.

Any suggestions, ideas or help is very appreciated!

ROM Hacking Discussion / Porting E.T. (Atari 2600) to the NES?
« on: October 02, 2017, 12:50:52 pm »
Hello there, RH community.

Lately I've been reading a lot about E.T. for the Atari 2600 (yeah, that infamous game), and I stumbled upon two very interesting things.

The first is a very in-depth analysis and code-fixing of the original Atari 2600 version of the game, which deals with a lot of issues like pixel-perfect detection for the holes which ET falls into.

The document can be found here:

However, the REAL meat of it all is that the whole game has been disassembled and its source code has been shared online:

Yeah, that's right, a disassembly for the most beloved game of all time!
It uses the same ASM language as the NES, which is 6502
And and FYI, the source code is available through Wikipedia itself, so no rule breaking here.

So, with the current information I gathered, I was wondering...
Would a port of the Atari 2600 version to the NES be something someone would want to see?
More so with the applied fixed from the first document I posted.

I'm not saying I'd do it (because I have very... VERY rough ASM knowledge, basic stuff at best), but I was wondering if someone shares the same idea and wishes to see this in/famous game into the NES.
I for sure would love to finally experience it from start to finish in my NES :P

Gaming Discussion / Nintendo taking down ROMs from popular romsites.
« on: June 11, 2017, 02:44:40 pm »
As of past week (Jun 5th-Jun11st 2017), Nintendo has taken down most first-party ROMs from yet another popular romsite which some might call a Paradise.

This past Monday (Jun 5th) I worked on a retouch of my Super Mario All-Stars + Super Mario World Redux hack to modify some sprites of the game. I went to the emulation paradise site to grab myself the same base ROM I've been using for months to make the IPS patch.

Fast forward to Wednesday Jun 7th, I was about to work on the hack some more and to my surprise...
The same ROM was no longer available in paradise anymore.

According to paradise's FAQ, it was due to a DMCA, and surely, I went ahead and checked all big major titles for the SNES, and those were no longer listed on their site.
Same for other consoles.

It seems Nintendo is going after romsites now.
Last big DMCA like this was back in 2013 when another Cool rom site removed EVERYTHING Nintendo related, all ROMs from all consoles made by them.

If this continues, the hacking community might take a big blow, as we'll be forced to scavenge for base ROMs for our projects.

I highly encourage those who can, to make backups of all Nintendo console's romsets as possible in the case of a major DMCA attack by Nintendo.

Feel free to post your thoughts on this.

Good day,

I have worked on a hack called A Link to the Past: Redux for the last year or so.
Right now, most of the bugs related to it have been fixed thanks to the help of several gifted ALttP hackers, like qwertymodo, Conn and puzzledude.

However, there is but one bug remaining, and this bug is also present in the original A Link to the Past, but it is not noticeable because both palettes are the same.

So, the issue can be fully explained in detail here:

Basically, Link uses one of 4 palettes throughout the game.
Palette #1 is the usual green tunic sprite, Palette #2 is the Blue tunic sprite, Palette #3 is the Red tunic sprite, and Palette #4 is an exact replica of Palette #1, but this one is used for the Bunny Link sprite.

In that post, puzzledude mentions a workaround to this issue, which is to make Palette #4 exactly the same as Palette #1, so that the game loads at all times the same colour palette for both Green tunic Link and Bunny Link.
In vanilla A Link to the Past, this issue cannot be seen easily, since both palettes are the exact same.

However, problem comes when you edit Palette #1 but leave Palette #4 intact.
The issue can be seen in ALttP Redux.
Green tunic Link's palette has been changed so that his hair is now blonde to closely match his original artwork.
When you are transformed into a Bunny with the Rabbit Beam (the yellowish thing), the Bunny shows up perfectly fine even with the modified Palette #1:


However, problem starts when you press X to view the Map or go to another room, then you get this:

When you press X / go to another room, the game doesn't check which palette was loaded previously, (Pal 1 or Pal 4) and it defaults to Pal 1 every time.

So, right now I am seeking help of anyone who is well known in ASM hacking to debug this issue and hopefully fix this, as this bug is ALSO present in the original ALttP, but since both Pal 1 and Pal 4 are the same in terms of colours in vanilla ALttP, the issue is not noticeable at all in-game.

It's only when you edit Palette 1 that the issue comes to light.

Thanks in advance to anyone who is willing to help fixing this bug.

It seems that if I get converted into the Bunny in the Ice Palace with the Blue/Red tunic, and then I enter another room while still being Bunny Link, the palette for the Bunny reverts to that of Blue/Red tunic (Pal 2&3) Link instead of the normal Bunny palette.

Good day, RH community.

Now that the Switch is less than a month away, and that the Wii U has now ceased production worldwide (Source), I was wondering if hacks which used the Virtual Console releases as its base could be reuploaded to the site again?

Two clear examples of these are:

If I recall correctly, the reason why these two were removed were due to their Virtual Console counterparts still being available and/or due to them being current gen games available.
Due to the Wii U being out of production now and being a console of a previous generation when the Switch comes out, I wanted to know if these two could be reuploaded or if they still break rules regarding both hacks still being available for download.

Hello community.

About a month ago I started toying around with both Project Base and Control Freak for Super Metroid.
I always thought of Super Metroid as an odd sheep from the bunch, mainly because of the weird control mechanics and the floaty physics.
Project Base basically handled the physics part quite well, I can now control Samus in a way similar to that of Fusion and Zero Mission.
Control Freak takes care of the controls, and makes Super Metroid have a similar control scheme to that of Zero Mission, which is much more friendly when you are in the heat of the action in Super Metroid.

Now, with that said, I tried combining both Project Base and Control Freak to have the best of both hacks.
However, there is one problem...
The Spin Jump.

From all the tests I made, it seems like the Spin Jump code related to both hacks is the one making them incompatible with each other. This can be seen in the very first cutscene of the game where Samus jumps back to the pillar to attack Mother Brain. Right when she is about to perform the Spin jump, the game freezes.

How can I be so sure that's the Spin Jump the one conflicting between the two?
Well, I commented out the whole code related to the Spin Jump in the Control Freak source code (publicly available btw) and I managed to get the game booting just fine, the only downside was that Samus could not perform the Spin Jump, but she was able to jump vertically and move with the vertical animation too.

Now, I have tried to get around the ASM code I have to make it work, but I could only get as far as what I mentioned above.
I cannot wrap my head around the code to make Samus do her Spin Jump from Project Base and removing the one from Control Freak to avoid collisions.

That's why I wanted to ask for help in this regard, I feel like I'm really close, but due to my lack of proper ASM knowledge, I cannot seem to locate the main problematic code of Control Freak.

Here's the package I'm using:

In there you will find four things mainly:
  • xkas - I am using this to inject the ASM files into a SMC ROM.
  • Control Freak's ASM source code - This includes four files: ControlFreak2.asm, CMenu1.bin, CMenu2.bin, CMenu3.bin. The CMenu files seem to be the ones that change the option's text for the Controls.
  • ProjectBase's Spin jump related code and IPS - The Project Base.asm file contains the code specifically related to the Spin Jump used in the Project Base hack (Provided by PHOSPHOTiDYL from Metroid Construction's forums). The ProjectBase.ips is the base patch that I'm using.
  • TransitionTable.asm - This is the disassembly ASM code for the Spin Jump found in the original game. Might help for debugging some stuff or simply as reference.

How to start performing tests:
  • Grab yourself a Super Metroid ROM (Unheadered)
  • Apply the ProjectBase.ips patch into the Super Metroid ROM you just got.
  • Once you have the patched ROM, make two copies of it. One to keep as a backup and the other one which we'll be using as our Test ROM.
  • Open CMD and run the following command (Replace testROM.smc with the name of your test ROM):
    xkas.exe ControlFreak2asm testROM.smc
  • You will need to delete the Test ROM and make a new one each time you run the CMD command if you want to make another test after changing some part of the ASM code.

That's pretty much it.

I would recommend ONLY modifying the ASM code found in ControlFrea2.asm.
Basically, I wouldn't mind sacrificing the Spin Jump hacks of Control Freak as long as Project Base's Spin Jump hack is still there, which means that removing the Control Freak's Spin Jump related code/pointers might suffice, but I haven't been able to do so yet.

The package also has a file called "". This is a simple bash script I made to make the delete/copy/rename process of the Test ROM automatic, the .sh file is for use in Linux machines. Windows machines might want to do a .bat file with the following script:
Code: [Select]
del test.smc
copy Super\ Metroid.smc test.smc
xkas.exe ControlFreak2.asm test.smc

If there is anything else needed, please let me know.
Thanks in advance for anyone who might want to help out with this project!

I've been trying to remember this past few days just what emulator this is.
I remember it being a Gameboy/Gameboy Color emulator that had the option to use custom borders for some games, and also it had the pretty awesome feature of making the games play in actual Widescreen 16:9 without stretching the pixels.

Here's a video for reference:

I keep trying to remember what emulator it was, but I cannot seem to find it anywhere.
I thought it was Goomba Color, but I already downloaded the latest version of that one and it doesn't have any option like that.

I also think it was a GB/GBC emulator made for the Gameboy Advance.

Anyone who can help me out to know what emulator this is and where to find it?


And a name for each one of the games separately, why not?

(Dawn of Dignity & Portrait of Elegace)

Good day, RH Community!

I had this for a long time in my head, and I wanted to finally post it here.

So, this is the deal:

From almost all Castlevania titles, there have been a pair of entries that I always had a grudge against due to being really off in artstyle...
Those two being Dawn of Sorrow and Portrait of Ruin.
For some idiotic reason, Konami decided to ditch Ayami Kojima's gorgeous art design/style and instead use that ugly as f*ck anime "art".

Right now Dawn of Sorrow is finished!
You can check it out here:

And here's a comparison of the portraits used in the final hack:

Right now the next on the list is Portrait of Ruin, it's in early stages of planning, but we already have all of the data and the base portraits to work with:

You can download that RAR, and inside you will find PNG files with the portraits for Portrait of Ruin already ready for editing!
Just remember to use an image editor which supports indexed palettes. The indexed palette number for most of the portraits is 256 colours, only two-three of them are 16 colours.

If any of you guys have any mockups or ideas, feel free to post them here!

Old post:
If someone knows where I can contact him, that'd be great! :P

That was the main reason I never really enjoyed neither DoS nor PoR.
I mean, just try to compare this:

There's no comparison! And yeah, as you might have guessed, I despise the anime "artstyle", I find it overdone and really... REALLY overrated. Everytime I see those portraits in both games, I think to myself: "What the heck is this anime doing in my Castlevania?!"

NOTE: Please restrain yourself from shitposting about why you like anime or why I'm an asshole due to my opinion, I do not care nor will I reply to any post with those kind of comments.
Any post like that will be reported immediately to a mod. If you won't help with the project, don't derail it with that shit, I made this for the purpose of having the whole series (well, except Rondo of Blood, but that one already has it's Kojima art style in the remake for the PSP) with the Kojima art style as it should have been if it weren't for the stupid demograhics cattering to otakus.

So, with that said, that's why I decided to take it upon myself to give these two games the art style they deserve, and how they should have been back in the day.
I decided to ditch that horrible and overrated anime style and instead try to implement Kojima-like artstyle for the character portraits, giving both games the redemption that they both deserve.


Let's get straight to the point, here's what I have so far:

I have found the starting offset for BOTH ROMs in which the character portraits start appearing.

Here's the portraits as I found them with Tile Molester using 8bpp Linear (using TM 0.19):

Dawn of Sorrow, starting point for the portraits located at 0x011D6000

Portrait of Ruin, starting point for the portraits located at 0x01BF2000

It's worth noting that all the portraits are all next to each other in the ROM's data, so that's a huge relief.


All of this is a huge task for such a humble hacker, so I want to push the community to try to help with this project.
Now here's what I need help with:

  • I need a recommendation.
    I know DS ROMs can be extracted.

    I already extracted Dawn of Sorrow's files, but it seems like all the sprites and backgrounds (palettes too apparently) are inside .DAT files, and I do not know how to view those DAT files so that I can simply export the portraits themselves and edit them as mere images, that would save me the issue of getting the palette too. Portrait of Ruin might have the same DAT files for almost everything.
  • I need to find fanart of any kind that closely resembles the Kojima style for the characters.
    Dawn of Sorrow might be the easiest, since we already have Aria of Sorrow's character portraits, we could port those with a higher resolution if available.

    Dawn of Sorrow's portraits:

    Portrait of Ruin's portraits (excuse the redundancy):

    NOTE: Portrait of Ruin has additional Ending portraits too.

    Don't hesitate to post any fan art for a Castlevania character related to DoS or PoR that closely resembles the Kojima style!
    For example, here you have a mockup I did some years ago of Dracula Soma:

    Here are a few others that have been posted in the thread I mentioned at the start of this post:

    Some of the art released for Harmony of Despair will be of great help for this project! :)
  • The last thing I wanted to get help with, it's in case extracting, viewing and editing the DAT files for the portraits directly from the ROM is not possible.
    If we cannot get the DAT files to be viewable/editable, I will have to modify the portraits via Tile Molester.
    The images I posted previously along with the portrait's offsets are the ones with the palette provided by Tile Molester, so I need to find a way to use some sort of save state from Desmume or NO$GBA and import it into Tile Molester, that way we could go through the palettes of the save state until we reach the one we want for a specific character.

    Anyone knows how to import palettes into Tile Molester by using a save state from No$GBA or Desmume (or any other DS emu)?

So, that's what I have so far!
If you have any constructive criticism or want to contribute to the project, please do so!
Any help would be greatly appreciated!

Good day.

This project is focused on translating the hidden gem of Wrecking Crew '98 for the Super Famicom, released only in Japan through gamings kiosks of the time.


As for the Tutorial text, here are the findings to far:

TBL file for the tutorial text:

Pointers and data for each text of the tutorial section block:,21799.msg329975.html#msg329975

And the pointers and data for the Main Story text is here:

And its TBL file for translating it:

Right now the only thing remaining is for people who know Japanese to lend a hand on the translation of the text found in menus and in-game. You can find the text dump for both Story and Tutorial text dumped using Cartographer by DarkSamus993:

If you want to contribute to the project, all that's needed now is just the translation from Japanese to English, we already have the pointers and text dump ready to go for new data insertion.

Download the latest translation patch here!

Right now the only remaining thing to do would be changing the names of the characters in the credits to match those of the original Wrecking Crew for the NES for characters that come back from that game, and also find suitable localization names (puns maybe?) of the new characters.

Here's the list of tentative names for the credits:
U DOKUN      = MR. GUY D.

Feel free to post any suggestions regarding names for some chacters, bugs or glitches that you might found on the beta patch, please let us know by posting a comment on this thread!

Translation demo:

Story text translation demo:

Hello community.

I am trying to change the attribute palette data of a particular sprite in one of my hacks.
As you can see, the Konami logo is the one I'm trying to change (Tile ID: D8, which has it's attribute palette data stored in the PPU Address $23CB.
The X/Y positions in the Name table viewer are X: 12 and Y: 06.

it has 8F by default, and I want to change it to BF as the picture shows so that the palette of the logo matches the original one.
I've been searching for a while but I cannot seem to find where the attribute table for that sprite is. :/


Also, I want to add the three little spike-like sprites at the bottom-right corner of the PPU Viewer to the top and the bottom of the number "III", but I don't know how to add those to the title screen.
My guess is that finding the attribute table (YY TT AA XX) for those sprites should do the trick, so that modifying the YY and XX positions can make them appear there, but I could be wrong though.

If someone can help out with these two issues, please let me know!

Good day.

Some time ago I worked on the SMA3 Colour Restoration with the main use of APE and other tools.
Right now I've been trying to edit the palettes of SMA4, ALttP and Mother 2 (M 1+2) for the GBA without any success.
I am using VBA palette viewer to see which palettes are loaded at a particular time, but APE can't find any of them at all.

Someone knows how those palettes are stored and how could I edit them?

I've been working on a hack called "A Link to the Past Redux" lately which you can find here:
So far, everything has been working nicely and most of the bugs have been fixed today.

The only remaining "bug" is that of the shared palettes between certain sprites.

For example, the palette for Agahnim is shared for the Dead King’s sprite at the beginning and the very same palette is shared with the thieves that appear in the Lost Woods (the ones that try to steal your stuff).

Something similar happens when I try to change the King of Hyrule's palette.
That palette is shared with the green soldiers that you find in the overworld and dungeons, so any change done to the King of Hyrule will end up changing the soldiers too.

Is there a way to change which palette is loaded for certain sprites?
Like specify to the game that I want the thieves and green soldiers palette to use the normal palette, and specify that I want the new palette for only the King of Hyrule and Aganhim (Dead King too).

I haven't found anything yet about this.
I know it is possible with NES and its attribute tables, but I don't know if the SNES has something similar.

Any help would be greatly appreciated!

Well, I've been wanting to make all of the Super Mario Advance games autoboot to the main game instead of going to the menu to choose either Mario Bros. or the main game.
Same for the Mother 1+2 collection.

So my request is if someone could explain to me:

1) How can I find which pointer is the one in charge at boot.
2) Upon selecting a game, find what is the pointer or to what part of the ROM (address/offset) is goes to.

Can anyone help me out on this?

Good day, community!

Some days ago I released a very early patch about a colour restoration for Yoshi's Island.
However, the patch still had a lot of work to be done since only the first stage was recoloured while there were still sprites with the original palette, and the rest of the levels also had the original palette too.

With that said, I wanted to continue improving on the colour restoration patch I previously posted,and right now I can say that the first world if mostly recoloured to the SNES counterpart palette!

Check out the patch here:
Super Mario Advance 3 - Yoshi's Island Colour Restoration RH's Page

The tools I've been using:
  • VBA-M
  • bizHawk
  • Golden Egg
  • Advanced Palette Editor (APE)
  • SNES Palette Editor
  • HxD(in some cases)

NOTE: The following issues have been fixed as of October 15th, 2015!

There are still some things that I cannot seem to find.
Some of those are things that required the special chip like the Falling Doors and the Rotating Platforms in the first castle, which for some reason I cannot seem to find the palettes for those. Same goes for the sky colors since those are not handled as backgrounds by the game.

Here's a link where I explain that with more detail:,20481.0.html

And these are the ones I'm talking about:

I am open for ideas and suggestions!
If someone knows a way to edit the palette for the things I mentioned previously, please... PLEASE let me know!
I want this patch to be as complete as possible!

Palette data seems to start at 0x2CEFE0 and ends at 0x2D5E80. (For what I've seen so far).
NEW: There seems to be more palette data at 2095E8 and 1A71C8, with other palettes over at 1BXXXX

Good day.

I am currently working on a palette restoration hack for Super Mario Advance 3: Yoshi's Island, and I have stumbled upon something rather... Odd.

So far, I've converted the first four stages palettes faithfully to that of the SNES counterpart.
Although, at Level 1-4, where you encounter the falling doors, they still seem to retain the original colour palette.

You can see it clearly here:

At the palette viewer, I have you can see three shades of brown between the blue and black colours at the top row, that's the palette for the moving door which I assume is something similar to pseudo-mode 7 from SNES.

The three shades of brown are:
0x3236, 0x214D and 0x29D2.
When the door begins to fall it starts changing the three colours quickly until it they all reach black.

I am currently using APE (Advanced Palette Editor) to change the palettes, but I can't seem to find any of those three palettes at ALL.

3632, 4D21, D229 together throw nothing at all, combining any of the two has the same result.
Trying them out one by one gives a lot of results, but for what I've seen only addresses near 2DXXXX have palette data stored in there.

Can anyone help me out on finding these palettes?
Fixing this might help out on fixing similar issues down the road with other Pseudo-Mode 7 stuff.

Good day community.

This is the deal.

I've been trying lately to hack the RAM names that appear in the credits sequence for EarthBound.
The names that appear here are the ones you input at the very beginning of the game, like Ness, Paula, Jeff, Poo and King.

However, there are certain Credits that combine both RAM names and normal text.
Those are Paula's mom, Paula's dad and Poo's Master.

What I want to do with those three is modify the RAM text call (Paula) and just leave 's mom, 's dad and 's Master.
These are the addresses where that bare text is found in the ROM:

Code: [Select]
    Bare text addresses:
    0xC4E796 (0×04E996) = " ’s dad"
    0xC4E79D (0×04E99D) = " ’s mom"
    0xC4E7A4 (0×04E9A4) = " ’s Master"

    0xC4E915 (0×04EB15) = [A9 96 E7 85 12 A9 C4 00 85 14]
    Text it points to = " ’s dad"

    0xC4E9B7 (0×04EBB7) = [A9 9D E7 85 12 A9 C4 00 85 14]
    text it points to = " ’s mom"

    0xC4EA60 (0×04EC60) = [A9 A4 E7 85 12 A9 C4 00 85 14]
    Text it points to = " ’s Master"

As for the RAM address, all of the names are written in $7E1E60 right before the Credits sequence begins and after you have talked to Ness' mom at the end of the game.

Here's a save state for Snes9x Debugger, if you want to test the breakpoint out or perhaps get some other useful information: Credits Save State.rar

When the credits begin, ALL of the RAM stored names (Ness, Paula, Jeff, Poo, King, Paula’s dad, Paula’s mom and Poo’s Master IN THAT EXACT ORDER) appear in that very same address and then the address stays at “Poo’s Master” once the credits start rolling. You can check it out by decreasing the speed in Snes9x Debugger with "-" when the screen starts to fade to black just before the credits. You will see that each one of those names start appearing in order at $7E1E60 (RAM).

With that we can try to trace what ASM code loads such RAM addresses and then stores them somewhere else.

The main names are grabbed from the following RAM addresses:

Ness = $7E99CE
Paula = $7E9A2D
Jeff = $7E9A8C
Poo = $7E9AEB

(King is there too but it's not important for the end result).

So, I set a breakpoint at $7E1E60 and I got the following output in the Debugger:
NOTE: You must set the Write Breakpoint AFTER you talk to Ness' mom!

Code: [Select]
$C2/D3B9 84 1E       STY $1E    [$00:1E60]   A:0240 X:AE20 Y:ADE0 P:eNvmxdIzc
$C2/D481 86 1E       STX $1E    [$00:1E60]   A:0000 X:AE4B Y:0061 P:eNvmxdIzc
$C0/8F0C 9D 00 00    STA $0000,x[$7E:1E60]   A:0000 X:1E60 Y:0007 P:envmxdIzc
$C0/8F0C 9D 00 00    STA $0000,x[$7E:1E60]   A:0000 X:1E60 Y:0007 P:envmxdIzc
$C0/8F0C 9D 00 00    STA $0000,x[$7E:1E60]   A:0000 X:1E60 Y:0007 P:envmxdIzc
$C0/8F0C 9D 00 00    STA $0000,x[$7E:1E60]   A:0000 X:1E60 Y:0007 P:envmxdIzc
$C0/8F0C 9D 00 00    STA $0000,x[$7E:1E60]   A:0000 X:1E60 Y:0007 P:envmxdIzc
$C0/8F1B 97 0E       STA [$0E],y[$7E:1E60]   A:0000 X:0010 Y:0000 P:envMxdIZc
$C0/8F1B 97 0E       STA [$0E],y[$7E:1E60]   A:0000 X:0010 Y:0000 P:envMxdIZc
$C0/8F1B 97 0E       STA [$0E],y[$7E:1E60]   A:0000 X:0010 Y:0000 P:envMxdIZc

(I don't understand the STX, STY nor STA_x/y variants, nor what does $1E and $0E mean for that.)

So, the desired result is the following:
  • Remove POO from "Poo's Master" to leave only 's Master, that way I want rename it to something else without having the RAM name appear in there.
  • Move the position of PAULA in Paula's mom and Paula's dad. What I want here is to make 's dad and 's mom appear BEFORE the name for translation purposes (same thing could apply to Poo's Master in this regard).

I've been scratching my head over this for the past month and can't figure out a way to do so.

Can anyone please give some insight/a hand for this?
It'll be GREATLY appreciated!

Hello community.

I am screwing around a little bit with ALttP hacking, and I wanted to change the names of two particular items in the game.
The two being the Flute and the Pegasus Shoes to Ocarina and Pegasus Boots.

Apparently, the text that appears in the Items Menu is a graphic.
You can see that graphic by using ZCOMPRESS ( and following this guide to use it:

After that, open the GFX.bin with YY-CHR, switch the view to 2BPP GB and go to 06E500, you can see the font that the game uses for the item names in there.
Thing is that some items have their full name as graphics in the .bin, but not all of them, and the flute and shoes are the exception.

Any hints as to how can I change the name of those two items?

September 25, 2015, 04:44:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nevermind, I found it. :P

Found where the game stores the Font letters by using the SRAM viewer in Snes9x Debugger, then found out that the items use an All caps font starting in 50=A with 25 as spaces.

Like this:

55 25 50 25 5C 25 5F 25 F5 24 = L A M P.

NOTE: For the GBA version, the same thing applies, only instead of having 25 it has 80.

I found the text for the Flute at 0x06F579 in the ROM (without header).

But here's a new one that I haven't figured out yet...

I want to change "Good Bee" to "Golden Bee", but I am restrained by having only up to 8 characters wide.
So I want to apply something similar to the Magic Mirror, one word above and one under, but I don't have the space to do so at 0x06F539.

Any ideas?

September 25, 2015, 06:15:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nevermind, got that too. xD

I was only supposed to go back a few bytes, around 16-17 before the [56] found at 0x06F539, from there the characters will start printing out at the above row.

Here's my Items.tbl file if anyone finds it useful:

Code: [Select]

Good day, RomHacking community!

It has been a while since I finished my MaternalBound hack a few weeks ago, and I wanted to go a step further for the Mother/EarthBound community...

When I completed it and the little fork I made out of DragonDePlatino's Mother 25th Anniversary Edition, I decided I wanted to order some reproduction carts out of both hacks, one for the NES hack Mother 25th Faithful Edition and one my SNES hack MaternalBound.

The carts are now on their way to my home.

But... Since those are only the carts, I still have the box and manuals to go for.
I already have the boxes made out from both NES and SNES templates:

Only thing left is the Manuals, and since I want these games to be the proper MOTHER releases (not EarthBound) that the NA deserves, I want to create fully English translated manuals for the MOTHER counterparts of both MOTHER 1 and MOTHER 2!

Which is why I want to ask you guys for your help.
I managed to get myself a scan of the MOTHER 2 manual, and I also found the MOTHER 1 manual Japanese text from an obscure website.

Is anyone willing to help out with the translation?
I don't know Japanese at all, so I would guide myself by Google Translate and my own intuition to work my way for the English text, but I know I will still be missing some stuff, and since I want this to be a high quality manual translation/reproduction, I want to put the most effort possible into it.

Here you have the Japanese text for the MOTHER game released for the Famicom:

And here you have my backed up copy of the MOTHER 2 manual:

If someone (any EarthBound fan?) can help me out with the translations, I will really appreciate it!
I will make the design from scratch for the manuals, so I will be doing all the fancy "photoshoppy" work.

Anyone that contributes to this project will be added as additional credits in the manuals.

Thanks in advance!

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