I never heard that before.
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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)
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.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.
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)
@KingMike:Whether or not 8MB would be supported in emulators is kind of iffy as you are basically emulating an imaginary type of cart.
I'm not sure if I understand what you mean...
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.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.
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.
000004A7: FF 00
00000851: 01 00
0000107A: 02 03
000011EC: 10 D0
00:883C:AD 5A 07 LDA $075A = #$02
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
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
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