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Messages - Revenant

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Programming / Re: SA-1 Chip Bank Swapping?
« on: March 01, 2015, 02:58:39 pm »
From what I remember from using it, the memory view in Geiger's doesn't really handle banks $C0 and up correctly (if at all) for LoROM games (which SMRPG is), so I probably wouldn't completely trust it to tell you whether or not you're doing stuff correctly with the SA-1.

Anyway, if you write some test data at offset $400000 (i.e. right past the end of the normal ROM), try writing $84 to $2222 ($400000 >> 20 == 4, and set the high bit to enable bank selection for banks 80-9F). You should see it from the CPU at both $808000 and $E00000 after that (and so on).

I'll post up a current build of my debugger in a bit, but I'm going out for now and I don't think I have one available at the moment.

edit: I should mention (since I forgot about this earlier) that writing to $2220-2223 always selects banks at $C00000 and up whether or not the high bit is set, so writing $04 instead of $84 in the above example will still map that part of your expanded ROM to $E00000, but not $808000; this may be better depending on what the original game code needs to be able to access at the same time.

ROM Hacking Discussion / Re: Problem with Turaco Editor
« on: February 28, 2015, 09:08:43 pm »
Can you post the actual error message? "It won't load" doesn't really tell us anything.

Programming / Re: SA-1 Chip Bank Swapping?
« on: February 28, 2015, 09:03:20 pm »
Use $2224 if your code is running on the main CPU, or $2225 if it's running on the SA-1.

Note that both of those registers are for mapping RAM, not ROM; see the "Super MMC" register info here for ROM mapping registers, which is what it sounds like you're after if you want to expand the ROM.

The Super MMC registers are always written from the SNES side, but affect the address spaces of both CPUs. The lower 3 bits select a 1MB chunk of ROM to be mapped into one of the four mappable address ranges and the high bit enables/disables bank switching for that range (and basically just uses the default mapping if it's disabled).

I have no idea what the SA-1 support in Geiger's debugger is like (I suspect that address weirdness is its fault, not something the game's doing), other than that it doesn't support stepping through code running on the SA-1, which is a pain. I have a custom version of bsnes that has more useful SA-1 debugging features; the support for it isn't as complete as I'd like, and I haven't been developing it much lately, but I can put up a current build if you think it would be useful :P

Site Talk / Re: Add the Wii U Platform for submissions
« on: February 06, 2015, 08:43:41 pm »
Whoops, I thought "second dot" was referring to the second in the list of consoles (which happens to be the Wii U). Blame sleep deprivation  :P

Site Talk / Re: Add the Wii U Platform for submissions
« on: February 06, 2015, 08:26:00 pm »
Look here, under Consoles (second dot).

That specifically says utilities are still allowed, which is what crediar was trying to submit.

Front Page News / Re: Utilities: Compress Tools upgraded to version 3.0
« on: February 06, 2015, 01:49:03 am »
According to the SMW-Construction forums, Kirby Superstar (SNES/SFC) is difficult to ROM-hack because HAL used 7 layers of compression. Can your tool decompress those layers?

There are already at least two other tools that can (with 8/16-bit Kirby games specifically in mind):
http://www.romhacking.net/utilities/1004/ (by me, a command-line utility; source available here)
http://www.romhacking.net/utilities/600/ (by Sukasa, a VB.NET DLL)

It's also exactly the same as some compression that EarthBound uses (for graphics? I have no idea) which I assume has had some tool support for it for ages now. (It's also extremely similar to Pokemon G/S/C's compression, as a fun fact!)

"7 layers of compression" is also some real wacky bullshit (ahem), it's really just the usual RLE and LZ77 with a few bells and whistles, and it's been documented and supported by other stuff for a while by now. It shouldn't be too hard to create a plugin based on my implementation if someone wants to (but keep in mind it has a maximum input size of 64kb :P)

It's an initialization problem? I thought it was due to some byte in the Music Handler having the same identity & address as the intended target in another bank, thus validating the checksum and turning the entire soundtrack into the theme from Grey's Anatomy.

As far as I'm aware, the entire problem is that Mega Man's (as well as Mega Man 2 and possibly others) sound routine expects the pulse sweep registers (and possibly others) to be in a specific state on boot and the Game Genie putting them in a different state for its own audio. Your suggestion would only make sense if it were specific GG codes causing problems for a specific game, and not something that is common to several of Capcom's games both with and without any codes.

Wouldn't it make more sense to just make the game initialize the regular sound channels correctly instead?

ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 11:10:28 pm »
Sounds like it might be due to the fact that Satellaview games map SRAM to different addresses than normal SNES carts do. How easy that'd be to fix depends on how the game is programmed, but it's certainly possible.

ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 07:02:49 pm »
Go to $FFD0 in a hex editor and overwrite the first ten bytes there with these values:

00 00 00 00 00 31 00 0A 00 00

ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 01:52:44 pm »
Shubibinman Zero shouldn't need any fix to run on a regular SNES because it already does not utilize the Satellaview hardware at all, as far as I'm aware. I've been working on an (mostly finished) English translation on-and-off for a while, and have had no issues playtesting it on hardware as a regular SNES/SFC ROM.

I've never had any issues playing any of the dumps of it I've ever found though, so I'm not really sure what to say there  :-\

ROM Hacking Discussion / Re: Atlas and K
« on: January 20, 2015, 11:19:22 pm »
What is the actual error message?

Programming / Re: Command-line IPS generator for Windows?
« on: January 05, 2015, 09:21:09 am »
flips would have to be modified not to annoyingly wait for a keypress any time it's run from the command line in order to really be suitable for use in build scripts, though that's a pretty trivial change as long as you have the means to build it from source.

(I guess you could also just pipe echo/yes/whatever else to it from your script/makefile but that seems kinda silly)

General Discussion / Re: RHDN Trivia
« on: January 05, 2015, 02:23:16 am »
I really don't see how it would be possible for anyone to be able to create and distribute a romhack prior to 1996.  1995 was essentially the year where the internet was starting to take off and I don't remember seeing anything relating to romhacks or emulators until around 1997, which was the year I started to spend a lot of my time on the internet.

Even before that, BBSes and copiers were being used to distribute SNES and Mega Drive ROMs (both commercial and homebrew) as early as 1992. At least two IPS patching utilities were available by 1993 and were being used to distribute fixes and trainers for ROMs (which certainly count as hacks, in a certain sense, although one that's usually outside the scope of this site).

Programming / Re: Command-line IPS generator for Windows?
« on: January 04, 2015, 10:13:00 pm »
Not on 64-bit Windows (nor do any of the other command-line IPS tools on the site as far as I'm aware, as they're all ancient DOS programs).

Personal Projects / Re: KALE (Kirby's Adventure Level Editor) version 0.92
« on: December 31, 2014, 12:40:04 am »
0.92 is in the OP now, with some things that were mostly done a while ago but not released until now.

Aside from a couple more silly bug fixes, I also wrote a couple of limit-removing ASM hacks that allow you to specify more things in a room's header (mostly related to miniboss fights), and also allows star switches (0xFE / 0xFF) to be placed anywhere you want. The patch can be applied via the "Extra" menu.

Code: [Select]
v0.92 [2014-12-30]
- added "extra room info" patch which does three things (so far):
    - allows wind effects to be used in any room
    - allows miniboss encounters in any room
    - allows star switches to be placed on any screen
- added option to allow adding unknown/unused sprite types
- added missing sfx/jingles to music selection (for the sake of completeness)
- fixed exits from rotating tower rooms (0CD, 0D4, 0DF, 0E6) not working
- fixed copy-pasting more than 4 screens wide/tall not working correctly
  (due to old static buffer sizes from KDCEditor and because I am an idiot)
- fixed rare instances of corruption where map data chunks would be saved at bad
  locations if no other suitable free space was available

and a bit of a blurb copied from the readme:

This program has now been in on-and-off development for at least a whole year now. The KALE repo on GitHub was created on New Year's Day 2014, consisting of a single experimental Lua script for FCEUX, and slowly grew from there. I didn't do as much with it in the later half of the year, due mostly to gaining a full-time job as a C++/Qt developer and other real-life nonsense, but I'm happy with the editor nonetheless.

Now I'm writing this in the very first minutes of New Year's Eve, 364 days after the first commit, and getting ready to push what might be the final ROM hacking utility release of the year. It's been a bit exciting to see a few people actually putting it to use in that time; maybe Kirby hacking will finally become a Big Thing one of these days.

Some minor things are still indefinitely unfinished due mostly to lack of free time, but I hope you still find this pet project useful. Happy new year.

Site Talk / Re: Add game genie codes to Datacrystal WIKI?
« on: October 05, 2014, 07:53:49 pm »
Not all of them actually present the decoded address/value pair to the user, though.

ROM Hacking Discussion / Re: Screenshots
« on: September 12, 2014, 12:08:38 am »
ugly colors incoming

screenshot 1 (Kirby: Triple Deluxe)
screenshot 2 (Kirby: Return to Dream Land)

A few days ago I took advantage of the newly-released 3DS RomFS decryptor and started poking around Triple Deluxe for the hell of it and after a short time I had a mostly functional map viewer. Then I decided to take a look at Return to Dream Land, noticed the formats were very similar, and added extremely hasty support for some of that too.

It's still mostly a Triple Deluxe-oriented utility, as you can probably see, but I guess since it also supports a Wii game I guess maybe it doesn't completely break the rule against stuff for current-gen systems anymore? Oh well. I don't really plan to turn this into a serious project anyway, since I'd like to work on something besides Kirby tools for a change, but...

Programming / Re: Tales of Phantasia - Background & Sprite Priority Issue
« on: September 11, 2014, 12:42:00 pm »

If you want a sprite to appear above all layers, set its priority to 3. A sprite will appear under layers 1 & 2 but above 3 if its priority is 1 instead; change this and you're good.

(The Backgrounds page has more info about how sprites and backgrounds are ordered for every background mode, but priority 3 does the same thing for every mode.)

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: September 01, 2014, 04:21:26 am »
Recalculating the checksum won't ever change whether a patched ROM actually works or not, it's purely for informational purposes.

Make sure you're patching a non-headered ROM (there are various tools that can check/fix this for you, or you can delete the first 512 bytes of the file with a hex editor if its size isn't an exact multiple of 32,768 bytes). (Missed the part about it working in emulators, I have no idea then)

I've only taken a quick peek so far, but this looks like an excellent translation :) I'll be sure to play it more later on when I can.

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