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Messages - Dr. Floppy

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62
Aight, this is good. Starting from the beginning:

20-6F-0E

This tells the game "we're going to start writing tiles at PPU location $206F, and we're going to write a linear string of #0E (fourteen) of them. Thus, the next fourteen bytes will be interpreted as the 14 tile ID's to write, starting on the fourth line down from the top and just barely left-of-center. You only want to write six tiles there, so replace that #0E with #06.

Here's how the rest of your code parses-out:

20-CF-06: Write six tiles starting at $20CF:: 6E, 6A, 6D, 6E, 6A, 6D.
24-5F-5E-5E: Write tile #5E thirty times in a row, starting at $245F. (I'm guessing this isn't desired.)

Replacing the #06 with #12 should fix that section.

208F C2: 6C
2091 C2: 6C
2092 C2: 6C
2094 C2: 6C

No problems there.

206B 84: F7 5A 49 61 (also no problems)
FF

The #FF tells the game that it's done suctioning up PPU/background data for this go-around. (There's only so much that can be interpreted and executed per frame.) Since that break comes right before "ITEM" in the original, I'd say you're fine here.

63
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: February 28, 2016, 05:22:26 pm »
One thing that does baffle me... why are there so few women involved in this scene? You'd think there'd be more...

1) The aforementioned gender disparity among gamers in general. Males are hardwired to explore, compete and conquer, whereas females are wired to sit on the dockside and talk about prunes.

2) ROM hacking is a highly analytical hobby. Men tend to be better in matters of logic and analytical reasoning.

3) Reaction to adversity. When a problem arises, males go into analyze/strategize/implement/repeat mode. Females usually react to adversity by running off to the nearest authority figure.

4) Reaction to failure. Again, men are more likely to dust themselves off and get back on the horse. Women tend to rationalize that "it wasn't really worth doing anyway."

5) Intellect. This hobby requires above-average intelligence. Both genders have roughly the same average IQ, but the bell curve for males is shorter and wider. There are more male geniuses, just as there are more male dunces. Women tend to cluster around the mean (probably still talking about prunes).

64
Quote
I get weird garbage graphics and a bug that prevents me from leaving the screen,

That's Sprite-Zero shit detection. The garbage graphics overwrite or interfere with the Bomb icon, yes?

The good news is that's fixable, most likely by simply refining your new "Inventory/Timer Dots" code.

Quote
Now im trying to move the line from 0001A305-0001A30D back about 8 bytes to start at 0001A2FD and move the line starting at 0001A30E forward by four bytes (Erasing part of the "Inventory" text) in order to make room on the status bar where my Hearts counter used to be to draw some fancy background dots for my timer

Post a screencap of this data segment and I'll advise accordingly (unless someone else gets to it first).

65
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: February 26, 2016, 01:10:19 pm »
Adderall™.

66
Newcomer's Board / Re: NES Dr Mario ROM mod
« on: February 25, 2016, 08:47:09 pm »
Is there an easy way to find the exact location that it is? Is there something that would allow me to follow the execution one line at a time so I can just keep replaying until I find it?

Yes. I'd set a Write Breakpoint to the $500-57F range right before you complete a line in Player 1's bottle that will trigger the "send extra pieces over to P2's bottle" routine. Then backtrack from there.

67
Isn't "waifu" some sort of Japanese sex-pillow?

68
ROM Hacking Discussion / Re: Monster Party Music Hacking Tutorial NES
« on: February 25, 2016, 06:22:34 pm »
Monster Party uses a bizarre music format/engine which runs everything through various parts of the Stack. It's completely independent from the Famitracker and Capcom-1990 formats.

69
Newcomer's Board / Re: Super Mario Kart custom music/How do I pointers?
« on: February 25, 2016, 06:19:15 pm »
SPC-RAM is where the uncompressed music data is stored, usually at/upon startup.

70
Newcomer's Board / Re: NES Dr Mario ROM mod
« on: February 25, 2016, 06:17:58 pm »
You probably should be looking for a JSR.

71
I, for one, am completely appalled at your failure to include “Iori Minase”.

As opposed to a synthetic Vocaloid character, a real authentic Japanese person voices Minase-chan! This is relevant because population studies have shown that the Japanese are becoming extinct. Thus, we must appreciate their existence now since they may not exist in the future!

72
Newcomer's Board / Re: Super Mario Kart custom music/How do I pointers?
« on: February 22, 2016, 09:26:03 pm »
Not sure what you mean by "debug an SPC file". SPC files are just memory dumps of the SNES' music processor / SPC-RAM.

SPC-RAM pointers are always stored in low-endian format, without the $100 offset included. Thus, "00-D0" points to $D100 in SPC-RAM.

73
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: February 22, 2016, 09:16:19 pm »
Is there perhaps a better method of transposing the music of Kirby's Adventure besides using a hex editor?

Are you transposing all of the themes in the same manner? If so, you could just revise the ROM's frequency table accordingly.

Otherwise, you're going to have to dig into the music data and change each note manually. Either task will require a hex editor.

74
Newcomer's Board / Re: Super Mario Kart custom music/How do I pointers?
« on: February 22, 2016, 03:07:13 am »
So how do I tell where a pointer is pointing? What are some crucial ways of recognizing pointers and how to edit them while actually knowing what you're doing?

I'd start by downloading an SPC Player utility + Super Mario Kart .spc files. Once you have those SPC files, you'll have within your grasp the full/final, uncompressed music data for every track in the game.

Then, you can compare/contrast those with the compressed music data found within the ROM itself. To ease-into the Nature of the Beast, I'd recommend focusing initially upon the Racer Victory music tracks, which are stored uncompressed in-ROM.

Overcome this, and you can consider yourself Green Belt material.  :thumbsup:

75
Newcomer's Board / Re: Super Mario Kart custom music/How do I pointers?
« on: February 19, 2016, 06:55:58 pm »
Yes, pointers are just hex bytes, and they're almost always in low-endian form (15-80 = pointer to $8015).

Use this to find the music data locations: http://epicedit.stifu.fr/smk_doc/ (Headerless ROM is presumed.)

Things get a little more complicated when it comes to self-referential pointers within SMK's music data. The SNES has a separate processor for sound/music which executes data independently of the main processor. (This is why music continues to play after a game crashes or locks-up.) Music data is taken from the ROM, decompressed, and written to the appropriate section of SPC-RAM. As SPC-RAM begins with a $100-byte block of supplemental data, all internal music data pointers will be offset by $100.

Take the Title Screen music as an example: It begins at $49801 in the ROM. The first two bytes do something which currently escapes me and isn't important for now. But the next two bytes tell the SNES how much data to decompress (in this case, $5E1 bytes) and the two bytes after that tell the SNES where to begin transcribing the decompressed data within SPC-RAM. In this case, the SPC-RAM destination is given as $D000 (00-D0), so applying the $100 offset gives us a final SPC-RAM location of $D100. (That final, literal SPC-RAM location really only matters if you're analyzing decompressed music data found within standalone .SPC files.)

76
Personal Projects / Re: Zelda2MapEdit
« on: February 19, 2016, 06:05:44 pm »
Not sure what you mean with: so "lava" squares don't shunt into "Grassland" battle zones
Probably some "feature" I've overlooked, could you elaborate? Or perhaps show an example?

The reddish terrain on the road to the 7th Palace = "lava". When those squares are used on da West$ide, enemy collisions default to the "grass" encounter map.

77
Personal Projects / Re: Zelda2MapEdit
« on: February 18, 2016, 05:24:56 pm »
Can you make it so the "lava" squares don't shunt into "Grassland" battle zones in the Western hemisphere?

78
ROM Hacking Discussion / Re: SMB Hacking Helps!
« on: February 16, 2016, 11:28:28 pm »
Can you post a new link to the patch?

79
ROM Hacking Discussion / Re: SMB Hacking Helps!
« on: February 13, 2016, 07:26:23 pm »
Did you read the article?

It identifies several sectors of bad data in flawed SMB1 ROM dumps, and how those sectors should be rewritten.

80
Newcomer's Board / Re: How did you guys learn assembly 6502?
« on: February 12, 2016, 08:36:32 pm »
I learned by examining various ASM routines in Zelda 1, specifically the stuff relating to the two screens where the Raft is enabled.
Also, Rodney Zaks' Programming the 6502 is a good reference to have on-hand for Chapter 4 alone.

But since it's Friday night, I think you should kick back and play an informative game!

Assembly Adventures!

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