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Messages - Cyneprepou4uk

Pages: [1] 2 3 4 5 6 ... 9
1
ROM Hacking Discussion / Re: A little help with a MM1 checkpoint...
« on: October 12, 2019, 03:30:08 pm »
Check for older hack versions, find when this bug appears for the first time. When you do, revert changes from this version to the previous one, one change at a time, until you figure out what is causing it.

2
Programming / Re: Pokemon Fire Red Rival name change within the game?
« on: October 08, 2019, 08:17:31 pm »
About dialogue, change 1 byte at a time and see what happens

3
Programming / Re: Pokemon Fire Red Rival name change within the game?
« on: October 08, 2019, 01:26:02 pm »
No, you don't. Hex editor doesn't know what is \n, it shows you bytes only. Meaning you need to know what byte corresponds to a new line and then include it in a search. To find this byte, locate any dialogue text with several lines and look for bytes between words from different lines, that's usually how it works.

4
Newcomer's Board / Re: Mega Man - Refill Weapon Energy after Death
« on: October 02, 2019, 08:39:31 am »
It's basically the same method for other platforms as well. Find addresses, find free space, write code and execute it. Or use existing refilling weapons routine if you've got the skills, like DarkSamus993.

I'm not a gameboy romhacker, so I can't help with that. I would start with googling for an emulator with debugger.

5
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: October 01, 2019, 04:22:55 am »
I see, thanks

6
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: September 30, 2019, 05:13:20 pm »
Disch, really? Since when does immediate addressing mode use decimal?  :police:

Is it disassembly files stuff? Never used it, so I'm not aware of small details

7
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: September 30, 2019, 04:51:34 am »
Well, not all % are the same %. Personally I prefer to create my own counters. For example, if I need 25%, I make a counter from #00 to #03, and use #00 value for 25% chance. That way I'm sure that I will definitely get those 25% every 4 frames.

But if I do AND #03 on some random value, then I also get 25% chance from #00, but statistically it can be proved only by a large number of tryouts, coz it's not guaranteed that I will recieve #00 after AND within every 4 frames.

If I wanted to get 30%, I would make a #00-#09 counter and check for #00-#02, or better yet, make a check for 3 constant values with a similar interval between them, like #00, #03 and #06, in case I really wanted to calm my meticulous brain down  :angel:

Also, #77 is not 30%. #77 = 119 (120 if we take 0 into account as well). So 120 / 256 * 100% = 46%  :police:

I guess you've meant #4D (77, well, 78 in case with RNG), then it's correct for checking on #00-#4C.

September 30, 2019, 05:21:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is an idea. FCEUX has a "random RAM initialization" option. Click on that, then pause emulator, open any ROM and run this code in Debugger.

LDX #00
loop:
LDA,X RAM
CMP #4D
BCS skip
INC counter
skip:
INX
BNE loop
RTS

Do a Reset while still being paused, then try again. See for yourself if it's really about 30% every time

8
Here is more visual explanation. I'm opening original rom in FCEUX emulator, finding these low and high bytes in Hex Editor -> NES Memory. Low bytes are marked with red, high with green https://imgur.com/b7VxrCs

These are pointers for creating an address where other bytes will be read. We combine high and low bytes and create an address. If we take 1st low byte (#70) and 1st high byte (#9D), we create $9D70 address. This address is marked with blue color. Now we take 2nd low and high, and create $9D97. 3rd- $9DB0, 4th - $9DBF. An so on

Now I'm opening 2p hack https://imgur.com/uW1E0G1

Romhacker decided to put low and high bytes in a single table, not in 2 tables. So bytes are going in low + high bytes combinations now. Once again, if we take 1st combination - $9B41, 2nd - $9B68, 3rd - $9B81, 4th - $9BB0. An so on

9
Romhacker has changed the significance of these bytes. There are total 144 bytes in range you have mentioned (attributes or whatever). Here is what they are for:

Original rom (code at $9C31):
4 bytes = pointers for reading low and high bytes = addition to $074F value
34 bytes = low bytes for LDA ($E9),Y instruction
34 bytes = high bytes for LDA ($E9),Y instruction
4 bytes = pointers for reading low and high bytes = addition to $074F value
34 bytes = low bytes for LDA ($E7),Y instruction
34 bytes = high bytes for LDA ($E7),Y instruction

2p hack (code at $9A03):
4 bytes = pointers for reading low and high bytes = addition to $074F value, then double the result
68 bytes = (low + high byte for LDA ($E9),Y instruction) * 34
4 bytes = pointers for reading low and high bytes = addition to $074F value, then double the result
68 bytes = (low + high byte for LDA ($E7),Y instruction) * 34

I suppose if you've managed to change these pointers in original rom, you won't have any trouble doing this in 2p hack.

10
Personal Projects / Re: Ice Climber Mario - Pipe Plumber
« on: September 27, 2019, 12:21:14 pm »
4 bits = 1 nybble, 2 nybbles = 1 byte (8 bits)

Not sure what he meant. Try to change bits and see how level reacts on that

11
Personal Projects / Re: Ice Climber Mario - Pipe Plumber
« on: September 27, 2019, 10:42:40 am »
Well, this dude is confident that you american guys are better than putting your names on the titlescreen. And he wrote it in IC topic. Then NesDraug comes in and crushes all dude's wet dreams into the dust with his IC hack. I find that funny  >:D

12
Personal Projects / Re: Ice Climber Mario - Pipe Plumber
« on: September 27, 2019, 08:16:24 am »
Here's a post from the Ice Climber 4p topic at russian forum.

Translation:

Quote
Guys, it's 2019 in the yard, and you still write your nicknames on the fence title screen in the game...
This is the romhacker lack of culture, from which the progressive people in the west (basically he means all non-russian countries) began to refuse.
Put your marks in the game's credits, and if they don't exist, then attach a text file to the ROM. Respect official developers and the eyes of potential players.

Now that is irony

13
Personal Projects / Re: NES Romhacking Guide
« on: September 26, 2019, 12:32:51 pm »
"Hex Editor & NES Memory" article was translated into english.

14
ROM Hacking Discussion / Re: Caesars Palace - NES - Money Hacks
« on: September 24, 2019, 12:46:51 am »
@dewdude nice story. So what is your question?

15
How about reading game code instead of guessing?

16
Programming / Re: [Help] Repositioning a single sprite.
« on: September 17, 2019, 05:52:45 pm »
No, I meant a patch, where you changed 4 bytes (plus a change made by sics with #A8 at 0x62C3), not in the end of the prg rom but somewhere else in it, and it still failed to run on virtuanes even with correct crc. Didn't find it in your link

17
Programming / Re: [Help] Repositioning a single sprite.
« on: September 17, 2019, 11:13:09 am »
Quote
Still it doesn't work for VirtuaNes

That's odd. Can I have that patch?

18
Programming / Re: FCEUX Four score is wrongly mapped
« on: September 17, 2019, 11:07:41 am »
It was fixed in r3330. I know that because I was the one who sent a bug report  >:D

19
Programming / Re: [Help] Repositioning a single sprite.
« on: September 16, 2019, 10:14:28 am »
Actually he can't edit last 6 bytes for new crc, because those are cpu interrupt vectors, like Reset

@sics, that's good, thanks. So I need to check for Releases page then.

20
Programming / Re: [Help] Repositioning a single sprite.
« on: September 16, 2019, 12:33:00 am »
Thanks for the links, they will come in handy someday.

Man, why those github developers never upload an exe as well. They are assuming everyone has a compilator, or linux, or what's up with that?

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