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Messages - Dr. Floppy

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PPU target pointers are the one thing that tend to be stored in high-endian format.

The MOAR u Know!

Because 6502 is easy.

$6518: Change #B6 to #76.

$6523: Change #D6 to #96.

Personal Projects / Re: Silvain kart AI update (Super MarioKart hack)
« on: February 10, 2016, 02:40:36 pm »
It's definitely challenging. Not sure if it's intentional or not, but there seems to be a zoning issue just prior to the lapline in Monty Swamp 1. I go from 1st to 4th to 1st again with nobody passing nobody. Conversely, I've been in 8th place, then someone passes me as we both cross the lapline and I'm suddenly in 5th.

My steroids decided to work today, so I was able to complete the Luigi uniqueification procedure. Turns out the ROM is already expanded fourfold! That said, do copy the stuff from $[C2200-C81FF] and stash it in a separate file for safekeeping prior to further alterations in Epic Edit.

Expect a completely random assortment of bits in your emailbox sometime this afternoon.

Oh, that "one for nothing" lap in Koopa Castle 1?


Personal Projects / Re: Silvain kart AI update (Super MarioKart hack)
« on: February 06, 2016, 08:30:26 pm »
I learned the other day that expanded ROMS (specifically, the expansion I did to give Luigi unique lower-half sprites) are still compatible with Epic Edit. Two caveats:

1) Upon saving, Epic Edit likes to blank-out the new Luigi tiles in the expanded area. This can be easily (albeit annoyingly) overcome by keeping a Failsafe.smc file on-hand, and copy/pasting the Luigi tile data back where it ought to be.

2) Epic Edit also modulates track data wherever it deems appropriate. If the empty space towards the end of certain track data sectors is used for non-track data, it will likely be kerfuckled.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 03, 2016, 11:11:45 pm »
Super Catholic Bros., which featured 8-bit depictions of forcible man/boy sodomy, was released in late December 2007.

Perhaps that's what's muddying some memorial waters?

ROM Hacking Discussion / Re: SMB Hacking Helps!
« on: February 03, 2016, 11:03:15 pm »
2. Is there any tool for hacking SMB Music?



Newcomer's Board / Re: How do I change SNES Music
« on: January 25, 2016, 05:00:45 pm »
I'm currently involved with a SMK music hack.

What song is it you wish to import?

ROM Hacking Discussion / Re: Recommended ROM hacks for a relative newbie?
« on: January 23, 2016, 10:47:50 am »
- Zelda LttP/LA/OOT/AoL

I'm going to assume that you omitted the first of the initial five Zelda games by mistake.
The most recent (to my knowledge) Total Conversion hack of Zelda 1 can be found here:

Cheers!  :beer:

I played the original game on original hardware several Xmases ago, and found that the yellow-hilly region Northeast of Tantegel Castle (beyond the rocky crags) was a good place to fight Ghosts and efficiently gain Gold + EXP early-on in the game (say, Level 3+).

Also, please tell me you know of the pseudo-infinite Gold glitch that can be exploited to fuck and back as soon as you purchase keys from Rimuldar (~Level 9).

Newcomer's Board / Re: What is a MMC Mapper?
« on: January 05, 2016, 03:54:16 am »
Your  count is 56 probably because you count $20 and $30 as separate colours, but I consider them indistinguishly white.

Indeed! I figure if I can't tell Pure Black #0D from Off-Black #0F, I can't equate Pure White #30 with Off-White #20.

Moreover, I avoid the "Bastard Grays" #2D and #3D like the plague due to their becoming Black on Playchoice-10 PPU's. That said, I readily admit #2D to be lighter than #00, and #3D to be lighter than #10.

Personal Projects / Re: Hell Battle: The Battle For Hell
« on: January 03, 2016, 08:24:49 pm »
In a way, they're uplifting.

On one hand, you have billions of dollars of CGI effects produced by Hollywood over the past generation. And then over here, you've got some guy from Iowa with monochromatic watercolors. Who wins the Nightmare Fuel showdown?

Newcomer's Board / Re: What is a MMC Mapper?
« on: January 03, 2016, 08:17:43 pm »
Extra sound channels, anyone?  :)

The [NES] has a fixed limitation of 25 accessible colours among a palette of 51 (*)

LOL, everyone counts a different number of "unique" colors. (Mine's 56.)

Personal Projects / Re: Hell Battle: The Battle For Hell
« on: January 02, 2016, 11:32:30 pm »
Cool. I recognize that artwork. :)

Stephen Gammell is from Iowa.  :D

Well, now that I have all this, how can I insert my custom code into the ROM?

You have a routine written-up already?

(Can I see it?)  :thumbsup:


Or... you know... $E000 bytes, since that's way easier to use/remember and any tool you use to do this kind of modification is going to default to using hex anyway.    :P

Translhextion presumes decimal value input for the "Insert Bytes at End" option.

Thank you Dr. Floppy! But is the source available? I don't know how I would be able to insert ASM hacks into that easily.
Also, not gonna lie, I need at least 1 graphics page more of space, so any chance of an even BIGGER ROM?

Yeah, the (patched) ROM can easily be expanded by adding EXACTLY 57,344 bytes to the end of the file, and altering byte 0x00000005 of the iNES header from #01 to #08. That should give you plenty of extra CHR-ROM space.

As for the ASM code, it depends on what you want (four frames of animation on some levels, eight frames on all levels, etc.).

Here's a nice little MMC1 patch!

From there, it's just a matter of (a) expanding the ROM further to allow as much CHR-ROM as you want, and (b) writing a routine to swap-in the desired banks at the desired times.

Awesome. I love Commie-themed hacks and Stalin is one of my (anti-)heroes. :)
Did you enjoy Krazy Komrades, by the Soviet Compu-Leisure Bureau?

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