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Messages - KingMike

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Been reading on byuu's forum for quite awhile on this.

He himself supported the device but does not support this marketing spin. It's still an emulator, even if it claims to not be one. I don't know the specifics of it, but it's still emulating even if not in the same sense other clone devices and PC emulators. (as I understand, it is more like emulating individual components of the console in parallel than one program emulating everything at once?)

The NES ROM header size doesn't change, it's always 16 bytes.
the content of the header is irrelevant.
Generally not, not unless it turns out you have a really old ROM with header corruption.

Newcomer's Board / Re: fceux help
« on: March 17, 2018, 02:23:56 am »
Note that each instruction has several different Addressing Modes. The instruction opcode (the first byte) indicates the instruction AND the addressing mode.

LDA $aabb would be an example of "Absolute Addressing".
That's AD bb aa in Hex. It means to LoaD (read) the A (accumulator) with the value from address $aabb. That's the CPU address. $0000-07FF is RAM, $6000-7FFF is SRAM, $8000-FFFF is a ROM bank.

STA $aabb (hex 8D bb aa) is the reverse, it STores A. Note that you can only actually store to a RAM address. Trying to write to a ROM address is typically what activates the Mapper's functionality (since you can't actually write to ROM). You'd need to read a document on whatever mapper DW2 uses (MMC1?) to know what mapper writes do, but typically documents will denote things like "write to $8000-9FFF". That means that writing to any address between $8000 and $9FFF will have the same stated effect.

LDA $aa (with only one byte) is an example of "Zero Page" Absolute Addressing. It's like the above except that (like its name implies) the high byte is 0, so it's limited to an address between $0000 and $00FF.
That's A5 aa in Hex.
STA $aa (hex 85 aa) is again the reverse.

LDA #$aa (with the # in front) is an example of "Immediate". It means to load A with the specified value.

JSR $aabb (hex 20 bb aa). Jump to Subroutine. Makes the CPU run a function at $aabb. The CPU will automatically store the address to a part of RAM known as the "Stack". The called function will end with an "RTS" instruction ("Return from Subroutine") (hex 60).
Note that games can and will JSR to functions that will call another JSR. Those will nest, meaning that successive RTS instructions will close functions in the order of most recent first.
(the "Stack" is called that because it should be visualized as a stack of plates. When you make a stack of plates, you typically when adding a plate to the stack add it to the top (people don't usually insert a new one five plates down), and when you remove one you remove the top one.
Imagine if those plates had numbers written on them and maybe that is you can imagine the RAM Stack.)

Two other very common instructions to watch for are PHA and PLA.
("Push Accumulator" and "Pull Accumulator") They will insert and remove, respectively, from the "Stack" (the same area mentioned in JSR).
Generally PHA will be used to "save" a value (since the Accumulator can only hold one value at a time, PHA is used when something is important enough to remember but not important enough to give it a more permanent storage) and PLA will be used to "restore" it. (as with JSR address, they can be only restored in the order of most-recent saved value first)

I you technically could (you could be that guy that lifts the stack of plates to get the fifth one down), but for simplicity of understanding the concept of a Stack let's say you can't. (You're a typical human who grabs from the top. :) )

As to using PHA/PLA to save/load values, compared to using LDA/STA to read/store to RAM, is kind of like how with emulators that give you the option to Save and Load savestates with specific filenames. But you use the Quick Save and Load for small progress when you don't care about the file location. PHA and PLA is like that "don't care" savestate slots vs. LDA/STA to a RAM address that has a definable purpose is like the "do care" savestates)

Didn't you see the post a few above? That's the OPPOSITE of what the goal is. It is NOT to make Four Swords playable alone, it is to make the bonus dungeon in A Link to the Past GBA playable WITHOUT needing to play Four Swords.

(even though I have not finished the GBA version of ALttP myself, I have read that it was a pretty crappy thing to make players require, as it excludes players who don't have friends, or at least don't have friends who own the system and game, from being able to finish A SINGLE-PLAYER GAME)

Gaming Discussion / Re: The most original NES games?
« on: March 15, 2018, 10:15:54 pm »
But Smash TV comes to my mind.  It's a game about a futuristic game show where athletes are competing for their lives I believe.
But that's an arcade port so it's not really an original "NES" game.
Though I guess it gets some originality points for using the 4-Player adapter to support a "Dual-Fisted Action" (according to the box but I guess the more common term would be "twin stick") mode for using two controllers per player (though I've heard Crazy Climber did that in Japan many years earlier, using both of the original Famicom's controllers for a single player)

Gaming Discussion / Re: NES games with the most ridiculous story?
« on: March 15, 2018, 10:11:46 pm »
I think the Japanese version didn't even have an opening cutscene (it just sat forever at the title screen until you press Start), so I assume whatever story the game had was relegated to the manual.

Molestation? In a Nintendo game?
I get the feeling there could be something else a little more appropriate for the situation.

ROM Hacking Discussion / Re: Translating Zelda II NES to Japanese
« on: March 15, 2018, 10:01:04 pm »
I think Zelda II is among the many NES games which use CHR-ROM for its graphics. That means the PPU is drawing graphics directly out of a ROM thus (outside of emulators not accurately following that), the graphics can not be drawn at runtime (which is a requirement of variable or half-width fonts).

Even NES games which uses VRAM, or CHR-RAM, which is writable (including Zelda 1), would likely suffer from space limits (only 256 tiles to use for the console's single background layer) or speed limitations (NES does not have a general-purpose DMA, only one specifically designed for sprites. Data can only be transferred to VRAM through manual loops, which are very slow and you'd probably be lucky to transfer more than a few tiles before hitting the limits of what it can do in one NMI.)

Newcomer's Board / Re: Question about level editing
« on: March 14, 2018, 10:14:51 pm »
Sorry but to be honest, you'd have to figure out the level format yourself and write a tool, or edit it in hex, just as the people who wrote existing level editors (or at least the first person who ever hacked a particular game) had to do at some point.

Gaming Discussion / Re: The most original NES games?
« on: March 14, 2018, 10:11:53 pm »
I only really play RPGs, so I have to admit that even though FF3 is not even close to my favorite FF, its game systems are pretty close to what the SNES FF entries use, which is pretty impressive (and already mentioned).

Lagrange Point is also unique to me for both some of the game systems as well as the setting. I have beef with how lazy the writers were at points because it's clear they kind of phoned in naming things, but a SciFi RPG on the NES with a decent plot twist is definitely pretty original IMO. (Not as good as Phantasy Star 2, but what late 80s/early 90s console RPG is?)

I thought to some degree Lagrange Point had fan input on development, like through one of the Japanese gaming magazines.

ROM Hacking Discussion / Re: Translating Zelda II NES to Japanese
« on: March 13, 2018, 07:30:35 pm »
Get Tile Molester and try pasting in the graphics you want, then go from there. Forgive me if I sound a bit strange but I do wonder how many Japanese natives are reading RHDN in the hopes that someone will turn the US version into Japanese... :D It's not that I think it's a bad idea - hell, the US version IS the better version - I just don't think you'll get much of a response for this. But hey, it's up to you. :)

They will wonder however did they live without the RETURN OF GANNON and bugs that can only be killed with fire. :P

Newcomer's Board / Re: fceux help
« on: March 12, 2018, 05:51:36 pm »
There should be a c9 xx for each item, a9 xx for the text, and a9 xx for the effects (resist % for sleep, stopspell) or (damage reductions for WFC, Erdricks and magic armor).
Only "should be" if the game was programmed in the way that you want it to be.
True that the code to check the item is "likely" to be in the same bank, but it doesn't HAVE to be. I've worked on a few games that work contrary to that ideal situation.
Definitely you will want to learn breakpoints.

Psyklax method may be a bit more complex (I try to avoid tracing PPU writes on the NES if I can avoid it, at it is more work). And unnecessary since I don't think you want to find the text itself anyways. It would only be printing AFTER it has already found that you are holding the equipment, which is what I think you want anyways.
Since the effect is based on equipment, just find where in RAM your equipment is first. I'm sure Cheat making tutorials will help on that. Go to towns and buy random crap (doesn't matter what it is) and equip it and watch what values change before and after until you find out what those RAM addresses are (somewhere in the range of $0 to $7FF for console RAM or $6000-7FFF for the cart RAM. Though I would suspect the former first, given that the game was originally written without SRAM on the Famicom.) Since you seem to know the item IDs already, maybe that shouldn't be too hard. Go into FCEUX hex editor and search the CPU RAM for your equipment item IDs. (I would guess that a character's equipment would be stored in RAM together in the same order it is listed on the screen.) But if you know item IDs, then changing one around a few times while using the Cheat search for equal/not equal should quickly turn up the result.
Then once you have a RAM address, you can go to the Debugger, click Breakpoints, Add Breakpoint, CPU, Read, enter the address (I think that's what the steps are). Then when the game comes to the time to check if it should apply the effect, the debugger will show you the address of the instruction (though in CPU address form, but once you have that it's not hard to convert to a ROM address), and if it is a C9 0C, you'll know EXACTLY where it is without "too many possibilities".

So, with that Mega Man X translation, are we getting the, quite honestly, very stupid Japanese names?
(that is unless you want to argue that names that are half-Japanese half-Engrish are GOOD?) :P

This hand pixeled version exist, just not in the wild.
The programer has decided to keep this version unreleased.
It is a surprise that even the Targa prototype got out as it was.
From what I had read, it sounds like the creator wished a Prince-like hold on the copyrights to his creation. :P

Newcomer's Board / Re: fceux help
« on: March 11, 2018, 10:14:24 pm »
If the items presumably have an effect when the character is equipped, have you found the RAM addresses which store what items the character CURRENTLY has equipped? (ignored the saved file)
I would try setting a read Breakpoint for those RAM addresses, rather than to look for ASM instructions that you are apparently assuming will be in the code.

This is assuming that those effects actually are hard-coded to certain ID values, and you have determined already they aren't part of item data like price, etc.

I played a bit of the first game and it didn't seem to bad, at least considering it was only the ninth Super Famicom game released. (was it the only 1990 SFC game that wasn't officially localized?)

Gaming Discussion / Re: The hardest NES game.
« on: March 10, 2018, 11:59:57 am »
Ghosts 'n Goblins is aggravatingly tough but has unlimited continues, so it's beatable with enough persistence.
The Japanese version makes you enter a code to continue. Imagine the frustration when you mess that up and start the game over instead.

Gaming Discussion / Re: The hardest NES game.
« on: March 09, 2018, 09:15:09 pm »
Hm... Mario 3 isn't exactly simple to defeat in Worlds 7 and 8, you know. But then, Mario isn't known for being too punishingly difficult as games go. Hard to say if Mario 3 counts.
Mario is a bit hard to judge, because it's such a popular game that many people probably played it until the point that it felt easier than it is.

From what I read of Mystery Quest is that it required beating the game multiple times to see the "final" ending.
That might not have been a problem in its original form, in that it was an FDS game with a save function, I believe.
But on the NES I believe it was cut down to a cart port, and I think even a lower-memory (and probably cheaper) cart at that. Without saving.

ROM Hacking Discussion / Re: Fceux 2.2.3 problem (maybe?)
« on: March 09, 2018, 09:09:13 pm »
I think you might be calling both cart and disk games "Famicom".
We usually use "Famicom" to speak of cart games and "FDS" when talking about disks. It might be important to distinguish them.

Could you be using savestates which might revert your changes to a previously-loaded state?

I am not sure which method different versions of FCEUX might be using for FDS games but some might write saves back to the original disk ROM while some will write to a backup copy automatically created.
If you use savestates on a FDS game, it may very likely be reverting your changes. (as the entire disk could potentially be writable)

Gaming Discussion / Re: The hardest NES game.
« on: March 08, 2018, 08:58:05 pm »
My main gripe with Zelda II is the very short range of the sword requires you to be practically touching the enemies. More like the Toothpick of Time. :P
I wouldn't be opposed to another side-scroller if they'd fix that, and maybe add some of the other Zelda weapons (where's the bombs, arrows, etc.?)
And that the second to last boss requires you to spend half (or more) of your magic to remove its invincibility is kind of cheap. That is where I stopped.

Final Fantasy III, I never beat it because that last dungeon is too long and unforgiving.
Oddly Final Fantasy II I think I had the LEAST problems with of the NES trilogy, at least from my memories of the one time I beat the Demiforce translation. Pretty grindy but by the time I got Aspirs late in the game, I recall that was rather OP and raising that to like level 3 was enough to ensure I'd never run out of MP again. I remember one dungeon forced you to grind magic, so that made my basic attack spells pretty OP and I could plow through the final dungeon.

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