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Messages - szemigi

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Also, just a small point: the readme states that "After having more than 9 lives, the counter shows the actual hexadecimal values". This isn't entirely true: instead it just goes through the alphabet, so if you have more than 35 lives (0 to 9 and A to Z) it starts showing random graphics tiles instead. I suppose it's an alternative to the original game's approach of showing some kind of crown graphic next to a number.

Partial fix, because even if I tried to fix the counter to show 10, 11, 12, etc., that busted up the game's demo since there's not enough place in the ROM, which ruins the illusion of the game. That's all. You can love it or not, but that's all. Believe or not.

One thing I don't really understand is why, if you changed the code to NTSC, you didn't make the game identify itself as NTSC, since you need to specifically tell FCEUX that it's not PAL. I've no idea how other emulators handle this, but I don't know why the game couldn't be modified to be NTSC if that's the intended speed. Not to mention that I don't know why PAL was used as a base in the first place: maybe there are some bugfixes and whatnot that I'm not aware of. Anyway, interesting hack, to say the least. :)

SpiderDave converted the official PAL Revision A source code (to NTSC somewhat), so that I could compile the converted/modified source code with ASM6, not with CC65 (since I don't know how to use that yet, but that's irrelevant now).
In short: What this means? It's the official European Rev A source code (converted to 6502) with the original speed music and sound (like in NTSC). That's why the 'ROM/ISO Informations' mentions that you must use the 'Super Mario Bros. (Europe) (Rev A). nes.' And yeah, I bother it as European version has bugfixes and changes. Comparing is the key.

It's my hack. Description is evident. That's all.

In the case of PAL Revision B, it has 3-digits as (the official) revision A was released in 1987 (way after VS. Super Mario Bros., which was released in 1986).

Newcomer's Board / Re: Understanding Super Mario Bros. graphics
« on: March 19, 2019, 10:40:00 am »
I'm just going to dump this to you here- out of the bunch it contains a patch that changes the display of lives so that exceeding 9, it will be 10. It will correctly display the number of lives up to 99, in which it will proceed to A0, B0, and so on.


I believe every sprite and enemy has been coded in SMB so that the very last bottom pixels will be stuck on the first pixels of solid BG tiles.

Would be much better if it was written down, so that anybody, who wants work with the source code could understand it.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 19, 2019, 07:26:39 am »
The problem is that I unpacked the ISO file, (besides) concretely that part of the file, which contains the texts I mentioned. The problem is that when I reimported the modified version, the game didn't even start, just blank screen. Write-protection?

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 05:13:06 pm »
I didn't patch anything. I used a brand new untouched ISO file, which I edited and like I said... crash.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 01:02:43 pm »
I don't know how to hack Tekken 4.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 11:16:22 am »
In Tekken 3 I didn't have any problem. I changed K.O. to KIUTES (in hungarian) and even if it exceeded the character limit, no crash or anything else.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 03:43:29 am »
PS2 USA version and I'm sure the PERFECT (and the round-related ones, too) text is in ASCII.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 05:18:54 pm »
Well, I use Tekken 4 USA version and the "PERFECT" text was in normal hexadecimal form, so: 50 45 52 16 45 43 54.

There was "K.O....." (00 00 00 00 00 for the . you see) I used "KIUTES" and the game crashed after choosing any game mode (ARCADE or STORY MODE).

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 04:30:59 pm »
Well, the reason I told the PERFECT and KITUNO is that in Tekken 3 I didn't have problem with text editing. :D

Interesting that when I used KITUNO instead of PERFECT, no crash. But other text changes crashed the game.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 02:35:36 pm »
I only changed PERFECT to KITUNO (which is the hungarian "excellent"). KITUNO is 6 letters while PERFECT is 7. Then the crash happened despite of this on the select screen.

ROM Hacking Discussion / Tekken 4 text editing problem
« on: March 17, 2019, 01:31:00 pm »
Can somebody help me?

Whenever I edited a text in the game in a hex editor (PERFECT, K.O., etc.), I entered arcade mode as an example and the announcer said "WELCOME TO THE KING OF IRONFIST TOURNAMENT 4", but the select screen didn't appear. Instead, a blank screen appeared and the game didn't do anything.

Why did this happen?   

Never assumed. I said that if there was a disassembly for Mario Bros., everybody can make any mod of the game.

Since I know that disassembling is my weak point as I'm barely good at this, I still know and believe it's a lot of work. I actually asked it not for my own good, but everybody's good, who wants make mod of Mario Bros.

I don't always have time, keep in mind. ;) And not "us", but somebody. :P Since SMB has source, then Mario Bros.?

Sorry if I ask this, but I wanna know how can I change any (A,B) game modes to have aggressive enemies (I mean they are always fast). And I wanna know how to remove for example 1 PLAYER GAME B entirely.

RAM and ROM offsets, please?

ROM Hacking Discussion / Re: Help with ASM6
« on: March 07, 2019, 08:33:09 pm »
So once I get the bin file, I must paste the entire bin file into an original ROM file? That's all?

ROM Hacking Discussion / Help with ASM6
« on: March 07, 2019, 06:50:43 pm »
As a test, I typed "asm6 smbdis.asm", then the programme spitted out a SMBDIS.BIN file.

What to do with it? Because I'm fed up that I'm unlucky in this NES compiling thing. :banghead:

Somebody write me down how exactly this works!

ROM Hacking Discussion / Re: Clu Clu Land P1 PPU adress editing
« on: March 07, 2019, 08:06:45 am »
I say thank you. Sure. I don't even know what else to say as a lots of people (respect for the exception) just don't care of my problem(s).

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