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Messages - tomaitheous

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81
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: February 25, 2011, 06:12:17 pm »
http://www.youtube.com/watch?v=4IvnRaCU7OQ
Testing out the new CD playback/handler routine.
I'm very impressed, especially considering my recent purchase of a PC Engine. :D
~DS

 Congrats :D Just the core system, or with CD addon or all-in-one?

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My god you may be a god!
If you ever need some good audio tracks from the megaman arranged stuff hit me up and I will deliver.
I am just man who's curiosity got the better of him ;)

 And yes, I'm definitely looking for tracks for the CD hack version. I also love to have tracks for the native chip in the PCE too, but that's asking a bit much (I can't even get popular to write native chip music for other small things like demos and such). I'll mostly likely write the handler for that too (I already have a few music engines for the PCE that I wrote from scratch that I can use), but I doubt I'll get anyone to write music for it.

82
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: February 21, 2011, 08:32:59 pm »
Yeah, this stuff is fairly advanced. I was looking at this rom today (the straight NES one) and I realized (or had forgotten) that the graphics are uncompressed. For some reason, I though they were compressed. Maybe it's just the tilemaps that are compressed.

 Anyway, that's good news. Because I can visually identify the sprite groups and BG tile groups with an editor. Writing a hook routine to monitor these areas will be simpler than I had originally thought. If I can figured out the metatile table for the sprites, and animation tables, I could reduce the sprite frames back down to 16x16 condensed and reclaim that vram space (for more sprite frames and more tiles to access than the NES limits per level).

 Are there no veteran MM1 asm hackers out there that would like to chime in?

83
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: February 21, 2011, 04:54:24 pm »
http://www.youtube.com/watch?v=4IvnRaCU7OQ
Testing out the new CD playback/handler routine.

84
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: February 21, 2011, 04:53:25 pm »
I couldn't find any good hacking/game layout information myself. If anyone did decide to attempt to hack this game, I can definitely provide assistance on the PCE side.

 The PCE version is using 16x16 size sprite cells, you just can't see it because the emulation side it only updating an 8x8 area inside the 16x16 cell. It's wasting vram. If you can trap the routine that calls the vram(tiles) update request, you could use an identification process and load custom 4bit sprite data instead. You'd also have to hack the sprite matrix routine that's responsible for making the meta sprites you see on screen.

 The nametable maps (tilemaps) could be kept as is (the fixed mirroring and four part layout of the PPU), but simply ignore existing attribute system. Get 4bit tiles, with 8x8 palette association and 16 subpalette to chose from. I think it would need a hook similar to the sprite code. I.e. identify what map section the game is reading from, then have the hook update vram with new maps from somewhere else in rom (or CD ram).

 Anyway, like I said I can help write some PCE code so that one doesn't really have to worry about learning the PCE side of the hacking if they're only familiar with the NES architecture.

 Also: here's a version I have running that plays CD audio in place of music tracks; http://www.youtube.com/watch?v=4IvnRaCU7OQ

85
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: February 17, 2011, 02:24:40 am »
Put the SuperCD version of Megaman online. Zip includes both source/tools/batchfile and prebuilt CUE/ISO (in case you want to test it without building it). I didn't use the system ram bank $f8 for ram/zp. I used bank $87 instead. Just in case whatever rare event that someone wants to hack CDDA playback or such routines into the game (SCD bios uses specific areas in ram, so you'll have to swap in/out MPR 1 with Bank $f8 if you want to use those functions). You can find it in the Download and Links section of my blog: http://pcedev.wordpress.com/

Update:
Version 0.97 is now up in the blog's Download and Links section. Fixed some audio emulation bugs, garbage tiles at the top of the screen, and the game now turns on/off the display correctly. No more garbage left on screen while the game updates to new areas.

86
Personal Projects / PC-Engine Cribsheets
« on: February 04, 2011, 09:33:43 pm »
Figured only two kinds of people are probably gonna read these; homebrew/demo coders and hackers.

I uploaded them to the site document area, but here are the direct downloads:

 http://www.pcedev.net/blog/files/Otaku_no_PCE_cribsheet_page1_v1_0_3.png

 http://www.pcedev.net/blog/files/Otaku_no_PCE_cribsheet_page2_v1_0_4.png

 So far page 1 and 2 are done. If there are any changes, it'll be to be fix anything I might have missed.

 Page 3 and 4 are most likely going to be audio and video hardware.
 Page 5... I dunno. Probably CD/bios relative stuff (functions, special areas in ram for variables, etc) and maybe additional timing related stuff. These are primarily meant to be printed out. So you need a good printer and HQ paper. I tend to put these type of cheatsheets/cribsheets in clear plaster sleeves, etc. But you can still use them on your PC. I'd include a PDF with real text for searching, but the PDF builds I've made are very large for some reason (50megs) - so I haven't made them available. If people really want them, I'll upload them.

So, please post any comments/suggestions/feedback here.

87
Front Page News / Re: Translations: Lady Sword English Patch 1.0 Released!
« on: December 04, 2010, 09:18:18 pm »
Hey Matt, great to see you got this patch out and released  ;D  :laugh:

88
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: September 12, 2010, 02:40:34 pm »
I've put the updated sources to the current NES projects online: http://pcedev.wordpress.com/downloads-and-links/ . Feel free to do whatever with the sources.

89
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: October 19, 2009, 06:13:44 pm »
So have any of these ports you've done received any upgrades due to the superior hardware, or what?

 None as of yet. I was more interested in getting the rom working fully (all emulation near 100%) before starting an upgrade project. I did not plan on upgrading all of these either (I have more running/working nes projects than listed). I figured someone else from the hacking community could take that on, if wanted. I guess I'll have to provide some example code though, showing how to use the native PCE hardware advantages.

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Super cool, does it eliminate that stupid chunk of garbage data the NES always draws at the edge of the screen when it scrolls?

 Hehe. It doesn't. Just think of these projects as pretty much emulation at this point. I strive to emulate everything as much as I can. It's up to a hacker to use the native PCE hardware to remove NES limitations. And yes, the PCE doesn't have that garbage while scrolling in its native tilemap setup. But that's up to a hacker to convert the tilemap routines over.

 Also, I added Duck Tales 2. There are some games I could used some testers with, if anyone is interested. To see if they are completely playable/beatable. You'd have to use mednafen of course. But I can provide a zip/setup and some instructions of how to set it up and use it - if needed.

90
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: October 15, 2009, 04:49:24 pm »
Man... if I even knew where to start with something like this, I would be all over making an enhanced version of Chorus of Mysteries, with updated graphics and music.

 Well, I can help with the hardware interfacing of the PCE. You can limit yourself to just write 6502 code, and interface with the hardware directly too. I've been thinking, I could create some library functions to help interface with the higher colors/sounds/CD tracks/ADPCM/larger cart size, etc.


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I hate to sound stupid, but what's the point in this besides "Oh, I can do this!"

It's neat and all, but are you planning on doing something with it after you port them, or what?


 Actually, that's was original part of the reason for doing it. Not that "I can do this", but more of "hey look, play some NES games on your PCE (real hardware)" for the PCE community.

  The second aspect was for hacking. Which is why I posted about it here.

 If you didn't know; the PC-Engine has up to 481 colors onscreen without any tricks, has 4bit tiles and sprites, has 16x16 to 32x64 sprite sizes(in increments of 16x16 cells), up to 16 cells or 256pixels of sprite data on a single scanline, has 64k of vram, has built in support for scanline effects (doesn't need a mapper or external interrupts), can write to vram at ANY time including active display (no 8/16bit console system allows this), has 6 audio channels in that any of them can play wavesamples or each channel has a 32byte buffer for custom waveforms, has fine stereo control over each channel, has two hardware volume control levels for each channel (which are logarithmic. most useful than linear volume steps), has master pan/volume for all channels, and can be up to 8megabits without a mapper and 20megabits with a mapper. Of course, that doesn't include the benefits when they are made into CD projects; play any CD audio tracks, stream data like FMV or custom style cinemas, full 64k of ram for an ADPCM chip to play really rich samples, etc. And if you use a CD project, you have all 6 original channels free to do whatever. There's also the fact that the CPU, besides having more addressing modes and instructions, is 4 times faster @ 7.16mhz. If you need more processing time.

 So those are the possibilities for upgrades. :)

 So far, except a few situations, sprite flicker is reduced and slow down is removed. But none of the projects I posted has any other upgrades done to them. They still have the same audio limitations because I'm emulating video/audio hardware (and there's missing audio emulation still). It would be up to a hacker to assign FX to the additional channels. I do have a CD project of Castlevania that hacks into the music play routine and plays CD audio instead, but that isn't public yet.


91
Personal Projects / Re: Megaman and other NES hacks for PCE
« on: October 13, 2009, 01:30:53 am »
The only CD ones I have at the moment are Castlevania and Dragon Warrior. I did modified CV to play CD audio tracks instead of the PSG play routines. DW, it just runs without enhancement.

 I just got Contra working with CV's code/lib. Surprisingly only took 3 hours to get it working. I'll release that project publicly later sometime.

 I could use some testers on a few of the projects, if anyone it up to the task. Mostly SMB and RoboWarrior for now. I'll probably add some gamepad cheat codes for RW to make it easier for testing.

92
Personal Projects / Re: Megaman 1 hack (PCE)
« on: October 11, 2009, 10:48:51 pm »
Updated the main page ;>_>

 A couple of games added.

93
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: October 01, 2009, 09:18:11 pm »
I really hope these first two releases are just the beginning of things to come. Given how popular the SNES is, I *really* don't understand how long the scene has gone on without a real debugger. I must confess though, I'm not going to do any rom hacking with this debugger - it'll be all new development, etc. So maybe it's not as important to the rom hacking scene? The PCE's got a kickass debugger, the NES has one, now the SNES is getting one. Fiiiiinally.

94
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 29, 2009, 10:01:58 am »
Very cool release.

code stepping works fine, you just have to go in to configuration->advanced and set it to not pause emulation when window isn't focused.  Stepping worked fine after that.

 That did the trick. I had looked at the advanced section, but I must has skimmed over it. Anyway, thank ye :)

95
Front Page News / Re: Utilities: bsnes v0.051 debugger
« on: September 27, 2009, 10:18:42 pm »
 Am I the only one that's tried to use it!? I can't step through any cpu code. I can break, but no stepping. Sometimes it'll show a line or two in the trace window, but I can't scroll rom code. The memory viewer also isn't scrollable - although the bar is there for it. I have to manually enter in an address and limited to 256 bytes - no scrollable. Tile view is nice, but no status window with all the sPPU's regs. At its current build, I can't really use it :( On a side note, man... this emu actually runs faster than zsnes on my laptop ;>_> Appears to run full speed on this piece of crap sempron 3000+ laptop. I'm amazed :D

96
Front Page News / Re: Translations: Startling Odyssey 2 (Still Going)
« on: September 23, 2009, 08:06:25 pm »
I know quite a few people in the PCE community stated on multiple occasions that they rather play a machine translation then nothing at all. Basically for the lack of any translation projects for the PCE CD system. I'm definitely looking forward to play this. It sure as hell beats playing with a walkthrough - which gives you even less-to-none of the lesser story elements and dialogs.

97
Personal Projects / Re: Megaman 1 hack (PCE)
« on: September 10, 2008, 09:40:05 pm »
This is a really cool project, I definitely hope the planned additions/ability to be modded works out!

One question...is it possible for existing MM1 rom hacks to be compiled in this manner? Or would that require recoding of the specific hack...just curious.

 Yes, you could upgrade other hacks to this format. With Sliver X's permission, I made him a private build of Dragoon Omega that ran on the PCE CD - though my emulation code for DW wasn't as refined as MM and CV (not sure if his hack is completely working on the PCE without graphic glitches). If a certain megaman hack has new code, then the port writes (APU/PPU) will have to located and replaced with JSRs. So it depends on the hack. Also, I'd like to upgrade the game to use the PCE's native tilemap format (which gives 8x8 palette assignment instead of 16x16) and relocate them at the end of the rom. That would mean someone would need to write a specific map editor for this version. I guess I could split up the versions when I get to that point.

 I like the fact that a hacker can write NES specific hardware code or write directly to the PCE hardware in native format. Or even mix the two.

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EDIT -- omg post #666

 You better hurry up and make another post! <_<


 
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Although the game SMB1 has been ported to this system, I wanted it to be redone with your MegaMan Code, But there is one thing I want with SMB1: Enhanced Graphics!

 Yeah, that's possible. But like Disch said, kinda pointless as there is already All Stars. If I did do it, it would have been more for the PCE fan community - as a novelty thing. Besides, the SNES version gives you multi BG planes. The PCE only has one BG plane and I doubt anyone would be interested in making SGX specific hacks (which is a PCE with two layers and double VRAM, double sprites, etc), other than again for novelty for the PCE fan community.

98
Personal Projects / Re: Megaman 1 hack (PCE)
« on: September 09, 2008, 07:51:46 pm »
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When you release the CD version, will changing the music be as simple as replacing the files, or will it require hacking of some kind? Now that you brought up the CD Audio this is seeming really interesting.  :)

 Yes. It will be in an CUE/ISO/WAVE format. Replacing the wave files as those are the CD tracks. No hacking required - very simple. Hacking the game code to take advantage of the 512 colors (onscreen) will require some bit of hacking, but I'm going to take care of this for people interested in making their own hacks of this - so they only need to take care of tilemap and tile/sprite editing. CD tracks and ADPCM/PCM/SCC sounds effects are will be the first upgrade to the game.

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Next, how about porting Sonic or Phantasy Star to the SNES and take advantage of its vastly superior audio? Not a request really, I'm just saying, could be fun!  :D

 Hah - that would be cool, but that would require a complete static recompile (might as well write the game engine from scratch). The SNES doesn't share the same type of CPU as the SMS or Genesis. That's much different from what I'm doing. The PCE is backwards compatible with the NES instructions, so I can let the original game code run natively (with exception to some timing).

(EDIT)

 Also, if anyone has any hacking info on megaman that they would like to contribute, that would be great  :)

99
Personal Projects / Re: Megaman 1 hack (PCE)
« on: September 07, 2008, 11:38:12 pm »
Yes, there will a CD version of both MM and CV projects. CD audio playable tracks in place of the PSG tunes.

100
Personal Projects / Re: Megaman 1 hack (PCE)
« on: September 07, 2008, 01:16:16 am »
Updated version 0.90 is out. This release includes audio, among some other fixes. Also - Castlevania. I'll release the audio version of Castlevania later (still working on some things).

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