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1
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 24, 2017, 03:18:45 pm »
Yeah, I played that Contra one waiting for the full on penetration, but the penetration never came. I was frustrated to say the least.

2
Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 06, 2013, 09:34:36 pm »
General Chaos: Fun mix of action and strategy, especially with two players.

3
Gaming Discussion / Re: Favorite really obscure SNES games?
« on: September 06, 2013, 09:29:20 pm »
I'm not sure how obscure these are, but Metal Warriors, Zombie's Ate My Neighbors, and Ogre Battle come to mind. I also had fun with Congo's Capers. It's been years since I've played it though.

4
I haven't done too much with the NES sound hardware, but this is how I did it:

Code: [Select]
SND_DMC_CTRL equ $4010
SND_DMC_DA equ $4011
SND_DMC_ADDR equ $4012
SND_DMC_DL equ $4013
SND_CLOCK equ $4015


; A = sample id#
Func_playSample: asl
asl
tax
lda #$1F ; enable channels
sta SND_CLOCK
lda snd_sampleTable + 0, X ; set dmc parameters
sta SND_DMC_CTRL
lda snd_sampleTable + 1, X
sta SND_DMC_DA
lda snd_sampleTable + 2, X
sta SND_DMC_ADDR
lda snd_sampleTable + 3, X
sta SND_DMC_DL
_exit_playSample: rts

;     $4010  $4011  $4012                 $4013
snd_sampleTable:
.db $0E,   $7F,   _snd_sample00 / 64,   $17
.db $0F,   $00,   _snd_sample01 / 64,   $0B
.db $04,   $00,   _snd_sample00 / 64,   $0B

;------------------------------
_snd_sample01: .hex AAAAAAAAAAAFF09E9FF006AE7C1B98F0
.hex 0003000C01CE018000000000000F1FFF
.hex FBF3CFF3EFDEB8F9A6A2243981438086
.hex 19023851878615398CA6554D168CA345
.hex 4590CA56225270D65316D354D74B374B
.hex 5B6B56CEB55B5D59B6D5ABD6B5D76B6D
.hex ADAEB6D6B5B5AAD6AAACAAA954A994A4
.hex A94A4A8A9254A549294A54A52952A54A
.hex A554A954AA952AAA94952AAA55552A56
.hex 66AA9AAAB55AADAB5AB56B6B6B5AB5AA
.hex B556AAD55556AAAAAAAAAAAAAA955555
.hex FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

;------------------------------
_snd_sample00: .hex FEFFDEFFE3EF8C444031370980186000
.hex C0202F3AA357EF9FAFFFDEBF9EC92441
.hex 0900040018749BBF76EBCF7BDFF381E2
.hex 68311C31886AC08F06D4C5C72F1D63A7
.hex D0FC63CFB8DC7633EE30E2D008388401
.hex 421E7D9E7FE7EF3F7F3F87DC63188853
.hex 11060D62033C3324E71FF8F0F3CF71AE
.hex 1C8ECF08CEC240E18E182CD191ED9F0F
.hex CFC7CCF53839B819478846D60458639C
.hex 61798CF398F77827C70F8CF5862F918C
.hex 71C721E1C407A62E8AE743CF9E1F9E71
.hex F363C318C3B0E0E30F08E0718C393999
.hex F1BC7476E2F3C79719C6370F09C67123
.hex 88E0A9838B8CEF0DDAF473EE1CDB8E76
.hex 1A2E31C39C5907A1C0F1199C583CE339
.hex E38EB8E71CE3A70D8EC239E62636198C
.hex 7498CD4738B8F26EACB3B4E571278E8C
.hex 8F8E1C6B298E1C2C68D931E3559738D3
.hex B1CE38F1D4B34EA962C9A8ACA918E651
.hex 9A73299E39D3659D58BA61DA46AA3C52
.hex B131E0E5952ACCB29CACAB39666ACCAB
.hex 8B55A6A6AA3C5A3938B954AA95AA655A
.hex 9CC759B2AED4B1D463C5346A6569654C
.hex E354D6334D7192EA9AAB56555AFFFFFF

It doesn't do anything special, just plays drum samples (ripped from CV2).

5
ROM Hacking Discussion / Re: Zelda Automap & Other Hacks
« on: August 10, 2011, 01:12:30 pm »
I have a website, but it has not been updated in a long time.



@snarfblam
If you have the time, for sure. I have a generic map editor that I ended up using for this. I'll pm you later with some more details.


@Jigglysaint
I ended up removing the overhangs. I also remembered that the whistle/lake secret needs to be fixed.

I chose this over Link's Awakening because: 1. nostalgia and 2. I like to play games on their original platform and I have a PowerPak.

6
ROM Hacking Discussion / Re: Legend of Zelda Automap
« on: August 09, 2011, 03:37:01 pm »
I like the automap. I have a couple of friends who won't play this or Metroid because they get lost too easily.


If you are interested in an overhauled map system, I have most of it worked out:



I removed that column based system it had. Every screen is unique, and can have its own tileset. Each screen can also have its own unique shop/cave. Backgrounds can be animated. Most of the kinks to work out are in the dungeons. Things like fixing the trapdoors, removing the hardcoded outer walls, replacing the graphics with those from LA.

I was also digging into the enemies, and hacking it so you can list each enemy that you want on a screen.


I could send you the source. Either way, I'm still gonna work on this from time to time, so no worries.  :)






7
Newcomer's Board / Re: CursEd error message
« on: May 23, 2011, 07:55:20 pm »
@creatorofchaos:

I took a look at it. The (E) version of the game moved some code by a few bytes. I can fix the editor to support both, but if you are in a hurry to get started get the (U) version.

@TheWhipperSnapper:

Stairs will only be climbable if you place markers on them. The game does not use tile or metatile numbers when deciding what can and cannot be climbed. Yes you are correct. Those are what you want to move around to fit your new design.

Also, the editor cannot add new stairs.


8
Newcomer's Board / Re: CursEd error message
« on: May 18, 2011, 11:15:26 am »
@creatorofchaos:

The most likely cause is a bad pointer (and poor error handling :)). I'll take a look at the source later today and see if I can find the cause. By the way, the editor does not support the Japanese FDS version, if that's what you are trying to edit.

@TheWhipperSnapper:

The stair tool places markers on the maps where stairsets begin and end. You can drag and drop those around the map. Double click on the markers to change the direction.

The pointer tool lets you choose which screens are mirrored across maps. When you are in "pointer edit mode" just click on the screen and an inputbox should appear where you can enter a new pointer. The editor will not validate this pointer other than to make sure it falls between $0000-$FFFF, so make sure you point to valid data.

9
ROM Hacking Discussion / Re: Legend of Zelda... compressed graphics?
« on: February 22, 2011, 11:54:20 am »
The game uses chr-ram, so they aren't exactly aligned in rom. Offset them by a few bytes here or there and they should show up correctly.

The data starting at 0x1C000 are DMC samples. The first one is used for the sword sound fx. I'm not sure where the samples end or what chunk of data is for what sound.

Here's an incomplete dissassembly if it will be of any help.

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