News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
1
Personal Projects / Re: STREET FIGHTER 2 DELUXE NES proyect
« Last post by sebastianangel on Today at 09:18:55 am »
spectacular !!! I like it a lot, for me you look excellent! :crazy: With these things you are already an honorable collaborator number 1 of this project. :woot!: Below are the original images of the game

there is a small difficult detail that is the apostrophe
2
You have any interest in working on a true original "ninjavania" IP?
3
Newcomer's Board / Re: String changes in one area, but not in another
« Last post by FMecha on Today at 08:08:15 am »
"I've ensured that all instances of fictional team names were changed"
Clearly not else it would have changed.

If they don't appear via a search (I presume you have what you think is a table) then there is some compression, text done as graphics (should be fairly obvious if this in the tile viewer in the emulator, though if the pictures you provided are anything to go by I would be surprised -- most times graphics will be used to be fancy, not the exact same as the original font used everywhere else), different encoding (games can have multiple tables), piece of formatting preventing your search from working or encryption (unlikely for anything that is not a PC game).

I don't know what we are suggesting for tracing emulators on the megadrive these days but such things would fairly quickly reveal where it is stashed in the ROM, otherwise you get to play elimination, corruption, maybe search for smaller fragment of the name (might appear if compression or some kind of formatting/markup), or hope that a new bout of relative search finds the encoding that the screen in question is using.

As far as I remember I only have a hex editor and direct mentions of default names - I can't find to seem to find anything relevant with the smaller fragment method.
4
Personal Projects / Re: Zelda II Redux
« Last post by Cyneprepou4uk on Today at 07:49:15 am »
For random music here is what I suggest:

Code: [Select]
LDA #music_1
BIT some_address_with_random_byte
BPL @skip    ; or BMI, doesn't matter
LDA #music_2
@skip:
STA music_address

Adjust it to your needs and paste to where music for battle is selected.



As for your fairy code, we need to see more info. What happens before and after $91AA?
5
Personal Projects / Re: STREET FIGHTER 2 DELUXE NES proyect
« Last post by sics on Today at 07:25:32 am »
Some freshly made mockups. Regarding the distribution of palettes, although it can be adapted as you wish, I would recommend you wait until you see if you can make a more complete selection screen, the game has a large amount of free space :thumbsup:

 

Honestly I don't like the result, but the truth is that I don't know anything about this game, it would help me to get the capture of cartridge_rom with good quality or some feedback :laugh:
6
The colors you see in PPU Viewer are stored in PPU Memory at $3F00-$3F1F. Sometimes you can manually change these values in order to change colors on the screen, however sometimes it will be immediately overwritten back, in that case find them in NES Memory in $0000-$07FF and try to change there.

To create a hack with permanent color changes you need to find colors in ROM File (or in any other hex editor) and edit them here. Usually you can simply search for 3 main colors of a palette set, like bytes at $3F11-$3F13 or $3F15-$3F17 from PPU memory. If no luck, try these 3 bytes in a reverse order. If still no luck, then debugging with a Write breakpoint at PPU Memory color address.
7
I'm working on this Halloween Romhack, but I don't think I'll finish it for Halloween, all the graphic changes are done, I've changed the title screen, also modified some levels but there's a lot more waiting to be done, I'm also making an instruction booklet for the Romhack
I would like to get some opinions, feedback and maybe even some ideas for levels, so here is what I have done, if you try it please tell me what you think:
https://drive.google.com/drive/folders/1LGEE_Qe-fIRtMJ5snizlf79V6sjcXWaX?usp=sharing






8
Personal Projects / Re: Secret of Mana, Turbo - Beta 201024
« Last post by Mr X on Today at 05:58:13 am »
Lightingthunder: The Wallface now has been changed to Gnome element with one of hmsong's patches (can't remember the name), use Undine spells instead.

I would suggest also to buy a MP restoring item or two, depending how much HP you set up for Bosses/enemies to have (I have it up to 5-6 times and I buy two Magic Walnuts for Wall face).
9
Honestly, I think I edited in NES Memory. But when it wouldn't change and stay changed, I looked through the ROM memory and PPU for those values. So if the answer was there, I couldn't find it.
10
Once you figure out where the value in RAM is, you'll want to take that value from RAM and display it as a BG tile, so you're going to want to know where the BG map data is stored and how to change it. BG map data can be placed at different places in RAM, and you can use no$gba's Vram Viewer to see the BG maps 0, 1, 2, and 3. It will show you the actual map address, like 6001036 for example. Addresses for the GBA that start with 6xxxxxx are VRAM addresses. Memory that's used to display data on the screen. If the variable that you want to display is from 02038E7C, memory at 2xxxxxx is WRAM (Work RAM) also general purpose RAM. So you'd need to read data from 02038E7C and copy it to 6001036 for example. These are probably not the exact memory addresses but that's for you to figure out.

Using the example assembly code from [Unknown] (because my gba assembly is rusty), your code might look something like this
Code: [Select]
ldr r1,=2038E7Ch ;load address of variable into r1
ldr r0,[r1] ;load what's at address r1, put it into r0
ldr r1,=6001036 ;load address of map spot for new tile into r1
str r0,[r1] ;store value from r0 to address in r1

It looks like you can use xkas-plus v14+1 to assemble the commands and insert into the ROM pretty easy. Locations starting with 8xxxxxx are ROM cartridge locations and that's where your hack will be stored.

You'll also need to insert a jump into the game's code. This will interrupt the code, make it execute your code, and then return to the game code.
Pages: [1] 2 3 4 5 6 ... 10