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Messages - SpiderDave

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1
ROM Hacking Discussion / Re: Join Lamross in Hell (SMB2 Hack)
« on: July 05, 2017, 07:15:38 pm »
Sure, I'll send you a PM.

2
Personal Projects / Re: Captain N - The Game Master (SMB2 Hack)
« on: July 03, 2017, 04:00:32 pm »
I'd like to make a melee attack for smb2 too.  If I manage to do it I'll share.  Is there anything else specific you want to do in this?  I'm always up for messing with this since it'll further my hacks too.

3
Personal Projects / Re: Captain N - The Game Master (SMB2 Hack)
« on: July 03, 2017, 02:20:49 pm »
I don't think there's a climbing frame, here's a sprite rip:


I don't think you should make them too close to the tv show, because they'll all be unrecognizable ;)

4
ROM Hacking Discussion / Re: Newbie Hacker - Castlevania NES Question
« on: July 03, 2017, 02:08:30 pm »
EDIT: redownload SpideyStuff.lua

Here's where you get Lua-GD:
https://sourceforge.net/projects/lua-gd/files/latest/download

If you're on windows put the dll files in fceux folder

FCEUX folder:
    gd.dll
    freetype6.dll
    libgd2.dll
    libpng13.dll

Lua scripts folder:
    SpiderDave_sprite_test.lua
    Spidey
        SpideyStuff.lua
        hexgrid.png

5
Personal Projects / Re: Captain N - The Game Master (SMB2 Hack)
« on: July 03, 2017, 09:26:33 am »
Looks good.  You should use Simon Belmont's sprites from Wai Wai World.  It'd match the art style better.  Is there a build of this somewhere to try?


6
ROM Hacking Discussion / Re: Screenshots
« on: July 03, 2017, 05:11:54 am »


Can you spot what things are changed?  It's very subtle. ;)

7
ROM Hacking Discussion / Re: Newbie Hacker - Castlevania NES Question
« on: July 03, 2017, 01:13:22 am »
If you're interested, I made a Lua script to display tile values of sprites.
  • Tested in FCEUX 2.2.3
  • Works for most games
  • Requires Lua-GD

Get it here.

8
ROM Hacking Discussion / Re: Screenshots
« on: June 30, 2017, 02:22:32 am »
@paul_met:  With the pause screen on Symphony of the Night if you're going to extend it that much maybe you're better off removing the border completely.  I think it would look pretty nice like that.

9
ROM Hacking Discussion / Re: Holy Diver removing enemy shot
« on: June 20, 2017, 07:48:56 pm »
The first shooting enemy I find is the first boss, so here's my process for how I'd do this.  I'm not doing all the legwork, just this one to help show people how to do it ;)

In fceux, use cheat search and do equal when he shoots his first bullet and not equal when there's no bullets so we isolate the memory that determines if the bullet exists.  Narrowed it down to 5 possibilities, and tried the first one, freezing $0307 to 0xff.  It makes him not shoot.  Now we turn off that cheat and open the debugger in fceux.  Set a breakpoint for $307 on write.  It'll pause when he shoots (click run if it pauses when a bullet disappears or some other time and wait for it to pause when he shoots specifically).  The code we have is this:

07:FA04:99 00 03  STA $0300,Y @ $0307 = #$FF
You can see the registers have A:40 X:06 Y:07

It's about to put 0x40 in $307 and we want it to not do this so it stays 0xff (like we did with the cheat code version).

If you hover over the line it shows the real rom address at the bottom and we see that 07:fa04 is at 0x01fa14 in the rom.  The bytes there are 99 00 03 (as shown above) and we want to change this to do absolutely nothing.  The instruction that does nothing is NOP (no operation) and the code for it is 0xea.  So at 0x01fa14 we put eaeaea.

Test it out.
OH NO! We removed ALL enemies.  This is no good -- It was a general subroutine used to create stuff, so we want to tell it not to jump to this subroutine instead of completely removing it.  Use the debugger and freeze it at the same spot but this time we do "step out" to get out of this subroutine.  Now we have this:

 00:BD28:20 F2 F9  JSR $F9F2
>00:BD2B:4C E5 BB  JMP $BBE5

Since we just did a "step out" we look at the line just above the current one "00:BD28:20 F2 F9  JSR $F9F2".  This is where it jumps to the subroutine we were in, so we get rid of this instead now.
The real rom address of 00:BD28 is 0x03d38 so we put eaeaea at 0x03d38.

Test it out.
Success!  He doesn't shoot anymore.

10
ROM Hacking Discussion / Re: River City Ransom restoration?
« on: June 20, 2017, 06:59:52 pm »
Are you sure you wouldn't be better off just starting with the Japanese version of the game and basically doing a translation?

11
ROM Hacking Discussion / Re: Join Lamross in Hell (SMB2 Hack)
« on: June 20, 2017, 06:31:58 pm »
Googie: If you need it, the shooting speed table is at 0x543b (+0x10 for header), the second entry is 0x20 for right speed and third entry is 0xe0 for left speed of birdo and snifit shots.

Interesting hack.  I like all of the concepts you listed.

If you don't mind me asking, what level editor are you using to do your levels?

I have played around with SMB2 Discombobulator in the past, but I just don't like that editor.  I feel like it's restricted, like making levels is a pain to do.  I think that is why I've never really did any level hacks of this game.

I don't plan on making any levels until I get the core gameplay all hacked in, in part because the changes to the gameplay will greatly affect how the levels need to be done.  I don't like the level editors either, they are a bit restricting.  I might make my own custom thing to build the levels, at least make a "tile squareoid assembler".

BTW, here's some general rules of level design I like:
* Challenging, but never in an unfair way.
* Not just pits, not just spikes.
* Stages should look good and play well.  This is not always an even balance, but keep both in mind.
* Levels should be distinct and have a theme.  Someone should be able to tell you what level it is by saying "the one with ___".

12
ROM Hacking Discussion / Re: Join Lamross in Hell (SMB2 Hack)
« on: June 19, 2017, 11:27:15 pm »
One is Googie Toons, what is the other one?  What do you need to do on them?

13
ROM Hacking Discussion / Re: Join Lamross in Hell (SMB2 Hack)
« on: June 19, 2017, 12:27:41 am »
Just a few new things to show off.

Cherries are now souls:

I'm not sure exactly how I'll do this, but the count continues through stages, and it'll make you more powerful.  I also want it to show the souls collected on the ending or somewhere else.

"Death Scarab" enemy:


"Eye Hop" and "Fleshling" enemies:

I think I want the eyes to follow you and be immortal (unless they go in a pit).
The fleshlings ideally will spit out something gross on the ground that stays for a bit.

14
Personal Projects / Re: TMNT: Return to New York (NES)
« on: June 19, 2017, 12:07:00 am »
That's easy enough to do:

(add 0x10 to address for iNES header)
0x142c8: eaeaea

Seems to work ok, needs testing (does it make something stay that needs to disappear?)

15
Personal Projects / Re: TMNT: Return to New York (NES)
« on: June 15, 2017, 07:22:40 pm »
Applying it with FCEUX is what doesn't work for some reason.

16
Personal Projects / Re: TMNT: Return to New York (NES)
« on: June 14, 2017, 09:26:42 pm »
I couldn't get this working, verified rom hash, tried redownloading the ips patch, when I use it I just get a frozen grey screen at start up in FCEUX 2.2.3.

EDIT: I got it working by manually applying the patch using my NES tool, and tested it manually applying it with Lunar IPS (works).  I tried re-creating the patch with Lunar IPS and it doesn't load it automatically when creating it manually with my tool or Lunar.  It also takes a little longer to patch and you end up with a large file (1.12 MB Rom), so maybe it's a memory issue?

17
I didn't describe the issue properly, it only makes you throw it if you hold down b, which you commonly would if you like to always run fast.  Since the input is reset it counts it as a new button press, making you throw the item.

18
(add 0x10 for iNES header)

// 00:8cc1
// This usually clears controller input when you do a charge jump
// Change it to point to new subroutine below instead
// (originally it has a90085f7)
// 20 db95 jump to subroutine at $95db
// ea (no operation, since we don't need this byte now)
put 0cbf 20 db95 ea

//00:95db
// New subroutine to only clear left/right/down when doing a charge jump
// a9f8 Load accumulator with #$f8
// 25f7 AND what's in $00f7 (controller input) with accumulator (#$f8)
// 85f7 store accumulator back in $00f7
// a900 load accumulator with #$00 (code below the original spot needs it)
// 60 return from subroutine
put 15db a9f8 25f7 85f7 a900 60

19
I fixed the issue where you do a charge jump holding an item, it now only resets left/right/down input.  Here's an updated SMB2 Improvement with that, fixed POW, and ellipsis if anyone wants to grab it or test.  There are sooooooo many more bugs ;).

SMB2 Improvement 2017.07.06 test build.zip

BTW, I don't like losing the white part of the eyes, personally.  I'd like to add the white of the eyes to the select screen and ducking frames (at least for the Princess).

20
ROM Hacking Discussion / Re: Mega Man Remastered
« on: June 07, 2017, 04:00:42 am »
I can confirm the lag issue.  Go to Elec man stage, and shoot a few times, and it lags.  It also adds more just moving around.  I'm using FCEUX 2.2.3, and you can use menu option  "config>display>lag counter" to see exactly when it lags.  Note that if you have it set on old ppu and overclocking you won't get any lag.

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