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Messages - KingMike

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ROM Hacking Discussion / Re: Screenshots
« on: October 19, 2014, 12:14:27 pm »
I never heard that before.

Pretty simple to make with little understanding of Z80 and an opcode table.

Maybe I'm looking at a different version, as the addresses seem off. I'm looking at the English Gold version.
Looking for certain instructions, check a few around to see if it lines up.

The fix to this bug is simple, we just have to change the ret nz instruction before the three sla b to a ret z instruction that does exactly the opposite.
Looking around that area for three SLA Bs (CB 20) in a row. That looks to be $EDAB. Since the instruction right before is the bad one, that means $EDAA should go from $C0 to $C8.

So we'd just change the cp BURN HEAL to cp MOON STONE, whose constant is 08 (Burn heal's constant is 0A).
Find the CP 0A. (opcode FE 0A)
$ED58: 0A -> 08

For the speed one, checking the opcode chart, the bad code starts with INC HL CP #FF. That's opcodes 23 FE FF. That instruction is at $EDCA.
Reading the further post, it seems the right fix is to change CP C : JR NZ .next to CP C : JR Z. The bad instruction is B9 20 ?? (?? as that is branch length, we don't know unless we count the length of the skipped opcodes). Looking at the hex, it turns out the instruction is B9 20 0A. 0A is the branch length. 0A is at $EDD1.
That means it skips the next 10 bytes after the instruction. Indeed that would put us at the following DEC D (15).
We need to go back. The following instruction is a branch length of 0. We go backwards by starting at FF when pointing to the 0A. The CALL instruction should be easy to find (CD ?? ??). Find the CD and then it's one instruction before : 3E 0F. The 3E is at $EDC5. We need to count from the 0A to the 3E.
Starting the count at FF with the cursor at 0A, we move back and count down. We get to F3 when pointing to the 3E.
Therefore the fix is $EDD1: 0A -> F3.

Script Help and Language Discussion / Re: Picross 2 translation help
« on: October 13, 2014, 07:34:47 pm »
My guess is Nintendo would've replaced Momotaro, Kintaro and Urashima with some western fairytale characters, if it's possible (though I would guess that would require redrawing the puzzles).

ROM Hacking Discussion / Re: Screenshots
« on: October 13, 2014, 02:25:54 pm »
I appreciate the effort you put in this one, especially because of the very unusual obtuse compression (6 bits instead of 8 bits per character, I read somewhere) and the declining interest in retro gaming in general, even among fan circles.
At the rate Konami releases Hudson stuff on VC, I doubt this (or even less text-heavy stuff like SNES Goemon 2/3/4) would ever see official release, even as untranslated imports (unless Vic Ireland could somehow do something like with Uforia, but even he failed to secure Gimmick NES rights from the relatively open Sunsoft)
I thought Ufouria was a mod of the PAL version to make the gameplay 60hz but not the music (or do I have it backwards?), causing negative fan reaction as soon as it was released.
So I assumed the lack of Gimmick was a result of the poor reception of Ufouria.

Ms. Pac-Man is different. That was the result of a result of a legal settlement.

Newcomer's Board / Re: What utilities do I need to patch .rar files?
« on: October 11, 2014, 11:55:48 am »
It was pretty much answered in another thread: he needs to un-RAR the file first, then patch.
If you don't want to pay for WinRAR, I'm sure there's several free alternatives. Like 7-zip.

Newcomer's Board / Re: View japanese text
« on: October 11, 2014, 11:53:18 am »
In Control Panel, there should be a Region or Language option. Just go in there and add Japanese to the available languages.

Newcomer's Board / Re: Mega Man 2 Weapon Get Palettes
« on: October 03, 2014, 06:27:38 pm »
That's because the ROM is 512KB ($80000 bytes).

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 02:39:14 pm »
It can't be a full 16MB, because you need some room for the IO registers and RAM.
(and I thought even the proposed 8MB mappings left a bit of that space unusable to avoid overlapping RAM)

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 12:57:33 pm »
I believe Tales of Phantasia is the only game over 4MB that doesn't also use extra chips.
Maybe that board was developed late enough in the SNES' lifetime that most developers didn't want to make such big games on the console anymore?

I actually dumped my collection of around 600 or so carts (a small handful I couldn't because of special chips), and I found that even only about 1 in 7 of them was over 2MB.
I think the Genesis (cart) library had like 20 games or less over 2MB, out of hundreds of games.

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: October 03, 2014, 12:49:10 pm »
Maybe you could port Super Mario Land because it's such a small game but Link's Awakening is pretty big so it would be tough.

I couldn't figure out what to do, but I know there's a Chinese bootleg Link's Awakening. Is it anything like the real game? If so, maybe you could hack that.
(as in, not a turn-based game like the Minish Cap "port" is? :P )

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 01:15:10 am »

I'm not sure if I understand what you mean...
Whether or not 8MB would be supported in emulators is kind of iffy as you are basically emulating an imaginary type of cart.

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 02, 2014, 10:20:04 pm »
RHDN should change its name to roomhacking.net :D (not the first time we've seen that spellcheck fail)

But you might have a hard time as there were no official 8MB games, so we don't know what mapping they would've used, and we can only guess.
(which is one positive about higan's current structure: it'll let you define whatever mapping you want for a game)

Newcomer's Board / Re: Mega Man 2 Weapon Get Palettes
« on: October 02, 2014, 10:12:56 pm »
Try using FCEUX.
Get to the Get Weapon screen, then open the PPU Viewer. It will show you the tiles and the palettes. Point to the colors and it will tell you the color numbers. Each palette is a set of 4 colors: one invisible and three visible colors. Try a hex search in the ROM for the colors in palette, both with and without the "invisible" color (if it is there, it would be the first color).

The thing is that if you deliberately made it not work on hardware, you risk making it incompatible with future emulators.

I can support this in cases of the SNES stuff where was it people could assume they had an infinite stack for some video stuff or something. Generally I am a fan of emulation and would consider hardware support an admirable goal to have but no great harm in scratching it.
However lines can get a bit blurry, going for the GBA and DS because that is mainly what I know but similar things exist in other consoles.
The "infinite stack" thing you speak of might just be referring to the SMW music patcher bug. I'm guessing many that used it weren't even aware it was a bug as by the time it was known, it was already in use by a lot of hacks, I believe.

The most common issue with SNES games otherwise is hacks not following VRAM access limitations, as I think bsnes was the first to enforce that, and that was only released after like a decade of hacks/translations had been released (maybe a little longer if you count when people started to get PCs that were caught up with bsnes' notoriously high system requirements  ;D )

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: September 29, 2014, 03:53:31 pm »
Actually a few other people on SMS Power! have gotten into the act of porting GG games to SMS as well lately.
I think they actually have a whole page for that now.

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: September 29, 2014, 01:38:20 am »
Assuming the 1997 date on DKC is accurate, that would be 3 years before the GBC version was released.
Still it was very common for pirates to copy graphics/music, etc. from other games. Wouldn't mean the entire game was ported. I mean aren't pirates usually made to be cheap (and copying graphics was cheaper than creating them themselves. :P )?

Simple. NES stores all 8 lines for plane 1 followed by all 8 lines for plane 2, while GB stores as you describe (stores the two lines together, so plane 1 line 1 is followed by plane 2 line 1, then plane 1 line 2, etc.)

ROM Hacking Discussion / Re: Super Mario Bros. - 128 Lives Fix
« on: September 27, 2014, 01:49:06 am »
It is an incredibly simple patch that I recall taking only about five minutes to find, test and fix, thanks to the SMB Disassembly.
I'd seriously recommend it, if you want to learn how to make your own SMB hacks, than just having the answer given.

Code: [Select]
000004A7: FF 00
00000851: 01 00
0000107A: 02 03
000011EC: 10 D0

Code: [Select]
00:883C:AD 5A 07  LDA $075A = #$02
 00:883F:18        CLC
 00:8840:69 01     ADC #$01      ;fixes it so that lives shown is number of lives remaining (ie. 3 for 3 lives, instead of 2 for 3 lives)
 00:8842:C9 0A     CMP #$0A
 00:8844:90 07     BCC $884D
 00:8846:E9 0A     SBC #$0A

Code: [Select]
00:9069:A9 02     LDA #$02  ;in accordance with the above change, sets starting lives to 3 for 3 lives
 00:906B:8D 5A 07  STA $075A = #$02

Code: [Select]
00:91D9:CE 5A 07  DEC $075A = #$02    ;this line subtracts a life
 00:91DC:10 0B     BPL $91E9    ;change to BNE $91E9: effect that it goes to Game Over when lives = 0, not when negative flag set

As to 255 lives... I don't care to make a fix but the life+1 instruction is at CPU address $84E6.
Find some free space, if you can because SMB is notoriously low on empty space, to JSR to a 9-byte subroutine you insert in said free space that may or may be able to be found INC $075A: BNE $03: DEC $075A: RTS

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