News Submissions / Re: ROM Hacks: Super Mario Bros. NES - PAL Revision B (unofficial) has finally come« on: March 26, 2019, 04:31:40 am »
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.