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Personal Projects / Mass Effect Zero
« on: July 13, 2014, 03:42:20 pm »
Just thought I'd share a little of my current project, now I have time to work on it again... I'm hacking the Mega Drive version of Starflight into a Mass Effect game. Not a lot of progress so far, but its good to share!

The commander in N7 style armour

Title screen (glitchy, DMA has screwed my brain with tilemaps)

Full shot of the commander on the starbase:-

I've got a friend helping me with the script, and I'm fully documenting my progress, plans, and ideas here. I'm a total newb, so going through my thought process is really helping me.

EDIT: spelling and BBcode are hard with autocorrect

ROM Hacking Discussion / Re: Extract audio GBA bios
« on: April 15, 2014, 09:44:49 am »
Is there a way to get it in higher quality than from an actual GBA?

Talk to some chiptune guys, they could rip it from a prosound-modded GBA

This looks like it could be great! I'll be monitoring this thread...

Does it run on hardware?

ROM Hacking Discussion / Re: Screenshots
« on: January 18, 2014, 06:57:35 pm »
Since the text is easy to change in Donkey Konga 3, I felt like getting some of it translated...

i take it this uses the bongo controller? I would love to see this patch file when you're half done!

ROM Hacking Discussion / Re: Your top 3 favorite games to hack
« on: January 18, 2014, 05:41:44 am »
1)Super Mario World (SNES) - mainly because there are so many good tools, is quick to change something and play it. Level edits are awesome for babbys first ROM patch

2)Legend of Zelda (NES) - similar reasons to above

3)Starflight (MD) - mainly because I'm working on it at the moment! Text edits couldn't be easier for most of the game, but I am finding a lot of challenge in the graphics editing

ROM Hacking Discussion / Re: RPG Demakes?
« on: January 18, 2014, 05:37:03 am »
This sounds really cool. I have half a mind to share this on one of the Mass Effect subreddits now :p

Thanks man, I thought it would be cool too! Feel free to tell reddit, just don't get their hopes up for a release date!

Script Help and Language Discussion / Re: Translating stupid puns
« on: January 17, 2014, 11:10:08 am »

If it fits the game, anyhow

ROM Hacking Discussion / Re: RPG Demakes?
« on: January 17, 2014, 10:43:21 am »
I'm working (albeit slowly) on a demake of Mass Effect, using Starflight on the Mega Drive as a base. Going slowly, but finally have free time to work on it again for the first time in months. Although this is more of an adventure game than an RPG, and I'm not sticking to the story of Shepherd. Should make for an interesting prequel if I ever get anywhere though!

Newcomer's Board / Re: Hex editors Ubuntu
« on: January 17, 2014, 09:38:05 am »
I also use Linux, and have found Bless to be great for my purpose. Will look at some of the others in this thread though, some sound intriguing!

ROM Hacking Discussion / Re: Edit Genesis palette?
« on: August 16, 2013, 06:12:37 pm »
I extracted the palette data, but it doesn't appear in the ROM anywhere. Found a match on the first 8 bytes, but not in the whole palette,  so you'd have to get out the tracer/debugger.

ROM Hacking Discussion / Re: Edit Genesis palette?
« on: August 16, 2013, 01:30:38 pm »
True that. I wonder what other things use the yellow in that palette though?  Could be interesting/horrific!

ROM Hacking Discussion / Re: Edit Genesis palette?
« on: August 16, 2013, 12:43:27 pm »
First, you have to find the palette. Using a debugging emulator like RegenD, GensKMod, or Exodus, load up the rom and play until the palette you wanna change is displayed. Load up the VDP debugging window, dump the CRAM (which holds the palette data of the 4 palettes), select the palette you wanna change, then use a hex editor to see if you can find it in the ROM.

But as with most things, it's not always that easy!

What palette are you trying to change, I could have a little look when I get back to my real computer.

This looks great! I always enjoy seeing Mega Drive projects, and do love horror! Well definitely be checking this out later :)

Newcomer's Board / Genesis CRAM-Palette Tool?
« on: August 10, 2013, 01:49:17 pm »
Does anybody know of any tools/scripts around that can convert a Genesis CRAM dump into a palette file, or list of RGB colours?

Alternatively, does anybody know which CRAM addresses correspond to which palettes/colours?

Newcomer's Board / Re: Help with breakpoints in RegenD
« on: August 10, 2013, 01:40:52 pm »
If you're enabling the breakpoint when the intro is already drawn to screen, it won't break because it doesn't need written to every frame.  Also, choosing the base offset is probably a bad idea because it likely corresponds to the upper left corner, which is blank (probably a zero byte) and may not be updated when the title screen is drawn, but rather in an initialization routine when the game is loaded.

I've double checked the VRAM, and I enable the breakpoint while the Electronic Arts splash screen is running - and location 0x2000, while being the upper left corner), definitely changes. Shows as 00 during the splash, and 6C afterwards.

It's also possible that the tilemap is loaded into VRAM via DMA and Regen is only checking for direct writes via $c00000.

Damn, I was hoping DMA changes would still trigger a break as a write operation.

I would grab Gens Tracer and see if that gives you more information.

I've given that a go, but Gens (and all it's variants) crash when emulation begins under Wine. And as I only have a Linux system at the moment, that is quite frustrating. I may have to spin up a Windows VM and give this another try. Unless anybody knows of a Genesis emulator with tracing that runs natively on *nix systems?

Newcomer's Board / Help with breakpoints in RegenD
« on: August 08, 2013, 05:37:05 pm »
Hi, having a little issue here using RegenD. I'm working on the title screen for my Starflight/Mass Effect hack for the MD/Genesis, but can't find the tilemap anywhere. So far my title screen looks like this:-

As you can see, it's not perfect - but with a few changes to the tilemap, I should be able to fix it up. I found the tilemap in VRAM, but can't find it anywhere in the ROM directly. As per the VDP registers below, it is at h0x2000 in VRAM (the on-screen title is on Plane B)

As I can't find the tilemap details plainly in the ROM, I thought I could track down where it s written from using breakpoints. I've tried to set up a breakpoint in RegenD like this:-

I've set it to break whenever the byte at the beginning of the tilemap is read or written, but it never breaks. I can see the VRAM fill up at that location with the VDP debugger, so it is clearly being written to, but the emulator never breaks to show me the assembly of what's going on.

So my main question, really, is what have I done wrong setting up this breakpoint?

Any help is greatly appreciated, it's got me a little stumped!

Newcomer's Board / Re: Changing Sprites
« on: June 11, 2013, 11:23:25 am »
First point of call would be a tile editor, like Tile Layer Pro or TileMolestor - both in the downloads on this site. Get them running, look at the roms in them, and that should give you a clue... Might be as easy as just copying them over, but you'll find out soon enough!

Well, here is a work in progress shot of a hack I'm playing with. Not sorted yet, but almost there. Ran into some strange addressing issues in the ROM, looking for a work-around before I polish it up.

This is based on Starflight for the Mega Drive/Genesis. Hopefully should make a fun little Mass Effect game!

Personal Projects / Re: Peach's Castle as GoldenEye multi map [N64]
« on: June 04, 2013, 04:36:03 pm »
Nice work!

Personal Projects / Re: Pokemon - FireRed +Plus (orange)
« on: June 04, 2013, 04:30:26 pm »
I think this is a neat idea for hack, compared to other pkmn hacks. Why not try and get the stories from that part of the anime as encounters on each island?

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