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Messages - KingMike

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Reading back from VRAM? Could that cause slowdown/noticeable loading time?

ROM Hacking Discussion / Re: Tilt and Solar Hacks
« on: August 18, 2016, 02:15:12 am »
I was certain that we don't encourage patches that simply work around emulator flaws (like EarthBound Zero: Nesticle had bad emulation, so Demi made a hack that bypassed the error, but caused the anti-piracy check later in the game to fail).

Though I do admit these particular hacks are of an unusual case. Rather exotic features. But I guess the reason behind excluding patches would be to encourage those features to be added to emulators themselves. Do any emulators have special buttons to control the tilt or solar sensor?

I just quickly did an experiment with FF1's graphics, and it should be able to compress them and save 31% of space using the LZ77 algorithm. Huffman saves only 27%, which is still good but not as good. FF1's graphics use 84kb of the 256kb which makes the rom, after being compressed, they'd use only about 57kb, saving up 26kb for text, more than an entiere bank.

I still didn't manage to do a demo romhack which plays FF1 unaltered but with compressed graphics, but I'll work on it. FF3 uses basiscally FF1's engine with improvements, so it'll work out the same. I suspect FF3's compress ratio will be similar - after compressing the graphics you could also compress text, and then it'll almost surely fir in 512kb.

Don't you need for a fairly large amount of RAM to use LZ encodings? (I know the traditional is a 4KB window but that's a ton of space an NES game is not likely to have). (FF1 used only a small part of the SRAM for actually saving a game but it still used most of the rest of that space for other stuff I think.)

ROM Hacking Discussion / Re: NES Development Problems, with NMI
« on: August 17, 2016, 02:50:46 pm »
The few games I've looked at NMI, have had flags for certain VRAM operations (such as drawing tiles, updating the palette, etc.) and update as requested. (usually data will have been pre-loaded to RAM for the all-important fast copying speed)

Newcomer's Board / Re: .sfc files won't load--any of them--AT ALL?
« on: August 15, 2016, 12:11:03 pm »
BSNES/Higan should DEFINITELY read them (although it might have an "Import Game" option or something you have to go through first) as byuu has been pushing for a single format (SFC, no header, additionally in his "Game Folder" format, which is what the Import option is for).
But yes, SNES9x should read SFC files as well just fine.
Don't know why you'd try an SNES game in an NES emulator, though (Nestopia and FCEUX). :P

ROM Hacking Discussion / Re: Screenshots
« on: August 15, 2016, 12:56:23 am »
Conker even ends up in an EA Sports hockey land? ;D

Programming / Re: VRAM question...
« on: August 15, 2016, 12:41:27 am »
$2116 is an important register (it is the VRAM address register). However, note that it addresses in WORDS, unlike all other addresses which are in BYTES. So you will want to search for a value written to $2116 which is HALF of the desired address.
(or maybe the value will always be half because I hear the SNES physically stores its VRAM on two chips)

If you edit Japanese text and then apply an English patch it's probably going to just out as garbage English text, since NES games don't (most of the time) have room for fonts for both languages.

ROM Hacking Discussion / Re: NES Development Problems, with NMI
« on: August 14, 2016, 11:46:43 am »
Also, the PPU has a certain warm-up time when the console is started.
So games should have code at the start to have a long delay for the PPU to start.

I think the secret entrance to Sector 2 (where you originally had one of the SA-X encounters) was still available?

But then the whole matter of locking things down through the entire game is why I think Metroid Fusion went against what makes a Metroid game.

ROM Hacking Discussion / Re: Need some input on this idea
« on: August 13, 2016, 01:48:07 am »
A few of the very small (no mapper) early NES games have been ported to the SNES (I've even seen a review of a bootleg multicart with several of them). No sound emulation though. (as I imagine that to be the one part of the IO you can't replicate exactly. I mean the CPU is compatible and at least theoretically you could write SNES functions to mimic the NES PPU registers. Not sure if the SNES is fast enough to do it without slowdown.)

If you're seriously thinking of trying this, I'd definitely start with small NROM games.
Then worry about something with a mapper (like UxROM or CxROM), let alone something complex like the MMC3.

Tetris 2+Bombliss for the Famicom.
Pushing 2P Start during the game freezes the game. It was obviously designed for a Famicom with hard-wired controllers, but my friend and I found that out when we played on my AV Famicom.
I looked into a little bit, though there's almost no space left (at least in the fixed bank).
The controller code allows 2P Start to enter the pause routine, which is checking for 1P Start to exit. But if 1P Start is pushed, the game has already broken itself. There's some code that writes to blocks in the SRAM, which I'm making a wild guess is related to the P1 and P2 windows, but instead tries to write to P2 and GLITCH windows, causing it to basically write garbage to the PPU registers for the latter.
(of course probably the simpler fix would be to write a hack to do what was probably intended: ignore 2P Start.
Though checking the code reveals something I didn't know: while paused, 1P Select can be pushed to change the music mid-game)

A shame of a significant bug in what is possibly the best Famicom/NES Tetris.

Do have to wonder though if there are other Famicom-exclusives with 2P Start/Select bugs that went unknown.

ROM Hacking Discussion / Re: Seriously, why? (IPS vs BPS/UPS/Xdelta)
« on: August 11, 2016, 10:57:16 am »
Not sure if it's standard, but I recall my copy of Windows 8 even including 7zip pre-installed, so it's definitely sticking around. :thumbsup:
(as with any OEM Windows installation, one useful program among tons of crapware :P Including some Start Menu replacement I eventually deleting after it began showing its adware leanings. Like it tried to install AOL. In 2015. I didn't even know AOL was still around.)

Newcomer's Board / Re: Interested in translating Love Quest (SFC)
« on: August 10, 2016, 10:44:46 pm »
I don't think that one has been dumped (so the Japanese collector is the only person who can ever play the game).

Gaming Discussion / Square graphic artist Manabu Daishama found dead
« on: August 09, 2016, 12:16:19 pm »
Died scuba-diving July 30 at age 45.

Among the classics, he did background graphics on SNES games FF4, Mana, Romancing SaGa and Chrono Trigger.

That is the only place in the code that explicitly sets the level number (RAM $6E as I recall). (at least I think. I think it others expects the level number to be initialized to 0 by the startup code and then it does +1/-1 during the game)
Each of the final bosses is technically a different level number, and if the current level is greater than or equal to (whatever the value for 6-4 is) it sets it to (whatever the value for 6-1 is).

It is clearly a deliberate function, but I learned don't try to tell the extreme AVGN fans it's not a big. :P (I think James is a pretty cool guy, and knowledgeable about video game but not quite gospel. :) )

I'll assume some of the Robopon are inaccessible due to only the Sun version being localized and not its companion Star?

Personal Projects / Re: [paid job] Pokemon black translation
« on: August 07, 2016, 08:43:56 pm »
No translation requests.
This includes offering money or other incentives for others to do the work for you.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: August 07, 2016, 11:15:45 am »
It was too sensitive, like, you had to press start really quickly or else it would pause and unpause with a single press.
Could call it a tribute to another other Pony Canyon game, Winter Games. :D (yes, it's pointed out it was the hack's fault)
(kinda surprised the AVGN didn't notice that to add to his many other complaints)

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