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Topics - NaOH

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1
ROM Hacking Discussion / Gauging interest in Castlevania II Editor
« on: January 12, 2019, 05:52:40 pm »
Hiya!

I've some diving into Castlevania II asm to make some edits to the terrain. I've already accomplished what I've set out to do, but I have learned how the map data is stored. Would there be any interest in a level editor? I wasn't able to find any functional editors online anywhere. I feel like this game has some hack potential.

~NaOH

2
Newcomer's Board / Can't log into Data Crystal
« on: February 06, 2018, 03:54:38 pm »
Hi, I have some possibly useful RAM and ROM map entries to add to Data Crystal, but I'm not sure how to log in. It says I can log in with my ROMhacking.net account (NaOH), but it doesn't seem to work..?

Anyway, just wondering what the common pitfalls might be. I tried resetting my ROMhacking.net password also to see if that would help, but it didn't.

Thanks!

3
Personal Projects / ipsnect, an IPS patch inspector
« on: February 03, 2018, 08:42:34 pm »
While trying to track down a stray byte I edited in the ROMhack I'm working on, I decided to write my own utility to aid in the search.

IPSnect is a command-line utility that displays a list of all hunks in an IPS patch, and the content of each hunk. You can also provide it with a binary file to compare against, and it will show you the new bytes, original bytes, and an optional surrounding context of bytes.

Windows: https://github.com/nstbayless/ipsnect/releases/download/v1.01/ipsnect.exe
Linux: https://github.com/nstbayless/ipsnect/releases/download/v1.01/ipsnect
Source: https://github.com/nstbayless/ipsnect

Sample output:

Code: [Select]
$ ./ipsnect patch.ips base.bin

====== IPS summary ======
hunks: 3
regular hunks: 2
RLE hunks:     1
sum of hunk lengths: x00000044 bytes (68 bytes)
========= hunks =========

regular hunk on bytes x017F17-x017F3B (37 bytes)
------------- in unpatched binary: ------------
C5 FF FF FF 85 FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF A3 FF FF FF FF FF
FF FF FF FF D3
---------------- in IPS patch: ----------------
A0 00 8C 09 05 AD 20 05 10 01 60 A5 2A 29 04 D0
F9 A2 10 A9 00 20 DE FC D0 F0 EA EA EA EA EA EA
EA A2 00 8A 48


regular hunk on byte x03965D (1 byte)
------------- in unpatched binary: ------------
9D
---------------- in IPS patch: ----------------
8D


RLE hunk on bytes x001016-x000FF6 (30 bytes)
------------- in unpatched binary: ------------
A5 2A 85 10 A2 00 A9 16 9D 00 04 A9 00 9D C1 05
A9 09 9D A5 2A 85 10 A2 00 A9 16 9D 00 04
---------------- in IPS patch: ----------------
FE FE FE FE ... (repeats for 30 bytes)

4
ROM Hacking Discussion / Version control for ROMhacking?
« on: August 09, 2017, 02:45:24 pm »
I'm interested in how open-source collaboration works with ROMhacks. Obviously, the base ROM can't be distributed if it isn't in the public domain, so that presents some unique challenges for hosting a repository publicly.

Is there any kind of version control system for ROMhacking? I guess I could use Git but there are a couple problems with that. The most obvious one is that Git isn't (to my knowledge) capable of merging binary files (i.e. ROMs). The other of course is that Git would require the base ROM to be in the repo.

Does anybody know what the current solution is for collaborating on ROMhacks, or for open-sourcing a ROMhack? I imagine I could just post, for example, the FCEUX files that I have which document the Castlevania ROMhack I'm working on, but not actually post the ROM. But this seems inelegant.

Thanks!
~NaOH

5
Hello!

Recently, I made an "Improved Controls" hack for Castlevania III which lets all characters control their jumps as in modern platformer games. You can check it out here, or look at this terribly-recorded gif:



My next goal is to "improve" how stairs work, as I find them very unintuitive. For example, in this let's play video, the player falls off a cliff which appears completely solid but is in fact deadly (3:35 seconds).

I can see a couple solutions here, but I'd like other people's opinions on this.

Solution 1: when holding left or right, the player automatically ascends or descends the stairs.
pro:
  - in the video linked above, the player would not have died; Belmont would have descended the stairs instead of falling off of them.
cons:
  - no way to choose whether to ascend or descend if multiple stairs meet at an intersection.
  - if the player in that video had jumped before reaching the stairs, Belmont would have fallen straight through the stairs regardless.
       
Solution 2: When holding left or right, the player automatically *ascends* stairs; when jumping, the player automatically *lands* on stairs; the player can drop through any stair with an input (probably by pressing down and jump simultaneously? Or by holding down while in the air.)
pros:
  - seems fairly intuitive to me?
  - there is no danger of falling through stairs accidentally
cons:
  - one cannot easily walk "through" stairs anymore; they are now solid and take some (small) amount of effort to pass through.

I am leaning mostly toward the second solution, but I'd like to see if anyone else has any suggestions.

I would rather not edit any levels, as I would prefer the level design to remain in an "unaltered" original form -- it is only the controls that should be changed.

~NaOH

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