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Messages - Dr. Floppy

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(1) Looks like there's a six-byte array at $09D3-09D8.

(2) & (5) That can be done by back-tracing the Attribute data for the sprites in question. It involves setting a conditional write breakpoint for a RAMslot in the $202,x field (where x = multiple of 4), the condition being based on a known Tile ID# value being present at the prior $201,x slot.

So, we know that the bottom-half of the fire flower is represented by Tile #D9. Thus, we set a write-breakpoint to $2B2, on the condition that $2B1 == #D9, and wait for the snap. Then, it's just a matter of backtracking a few steps to see where the game acquires the Attribute data (palette assignment, H/V flip status, etc.) for that sprite assignment.

(3) The OP's put the title screen layout in the CHR-ROM because it was the 1980's and brominated crack was a thing. There was a recent set of posts on this very subject within the past month; anyway, it involves editing strings of BG tile assignments under the typical light compression format of (2-byte starting address) (1 control byte) (Tile ID#'s.....). If you can't find that thread, I can assist.

Edit: Here it is!,20581.0.html

(4) Similar to (3), but might be stored elsewhere. Also, you might have to redirect the text pointer if there's no free byte after the original data.

Newcomer's Board / Re: NES or Game Boy: Which is easier for Homebrew?
« on: December 27, 2015, 12:13:27 pm »

It's easy!

Newcomer's Board / Re: Super Mario Bros. Music hack
« on: December 25, 2015, 01:29:55 pm »

Personal Projects / Re: Super Mario Kart - The Stig Edition
« on: December 24, 2015, 12:47:05 pm »

ROM Hacking Discussion / Re: Battletoads Hacking
« on: December 16, 2015, 09:24:54 am »
Once my Oziak series gets off the ground, Battletoads is definitely on the shortlist.

Newcomer's Board / Re: Corrolate HEX to a table
« on: December 10, 2015, 08:04:56 pm »
Indeed, whenever you see chunks of data making use of 0's, 5's, A's and F's, you're almost certainly looking at Attribute Data (since that's just what that sort of thing usually looks like).

Personal Projects / Re: Ninja Gaiden: Asshole Edition (Alpha ver. download)
« on: December 08, 2015, 06:30:08 pm »
Danger X- No, you're a legit "Full Member". I was referring to a spambot who acted a damn fool up in here roughly twelve hours ago.

Moreover, it's currently half-past midnight in Austria, so it's probably naptime for a certain someone.

Personal Projects / Re: Ninja Gaiden: Asshole Edition (Alpha ver. download)
« on: December 08, 2015, 04:56:30 pm »
I saw the message before it went away.  It was very shocking.

I screencapped everything. Many lulz were had.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: December 08, 2015, 07:17:37 am »
Naked Headless Mario Vs. Monkey looks interesting... I might just have to play that one!  :thumbsup:

Personal Projects / Re: Ninja Gaiden: Asshole Edition (Alpha ver. download)
« on: December 08, 2015, 07:07:14 am »
I do declare that RHDN's latest "Full Member" has a wee bit of an obsessive complex!  :crazy:

Are there any Zelda Rom Hacks where you play as Zelda [or] a Female Link?

Far too many.

Gaming Discussion / Re: The Classic Era and The Modern Era of Gaming
« on: November 19, 2015, 12:11:52 pm »
85-00 for the win.

one of them being a theft that occurred this summer that cost me several thousand dollars and a sizable amount of time to recover from.

Did they find the dickwipe who stole your stuff?

Anyway, be had a flash cart full of homebrews and hacks to show off the different things that have been done in both areas, and one of the games he showed off specifically was Legend of Iowa.
Thought you might get a kick out of that.

What was the general reaction?

Newcomer's Board / Re: Super Mario Bros. NES Title Screen HELP
« on: November 17, 2015, 09:29:43 am »
Hacking with Utilities can be like performing surgery with boxing gloves. It's a sad reality we tend to learn the hard way.

That said, using Utilities for strategic analysis (making one simple change to a level and comparing the resultant ROM to the original) is a very good way to systematically deconstruct how undocumented games handle their business.

Newcomer's Board / Re: Super Mario Bros. NES Title Screen HELP
« on: November 16, 2015, 09:26:13 am »
The miscolored area in question corresponds to the attribute data defined by PPU locations $23CC (d7-d4), $23CD (d5-d4), $23D4 (d3-d0) and $23D5 (d1-d0).

Given the nature of your layout (and the precious little space remaining), I'd suggest the code: 23 CC 4A 00

Assuming the file you're working with is the same size as the original game, this data should be written to $A00A-A00D in-ROM.

I recall EarthBound had some hacking protection on the title screen (the cause of the infamous "piracy" screen), but I'm assuming you know that already.

And if he doesn't, pacific instructions on how to do absolutely nothing of interest are only a PM away.

Mr. Mike- I'm in the process of editing an article on (FCEUX) Conditional Breakpoints. It's ultimately about establishing a relationship between two parties which exists during "true positive" snaps, but not the false positive ones. Here's an image from the piece: Life is pain.

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