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Started by essellejaye - Last post by essellejaye on Today at 01:29:59 pm

Thanks, Disch, you are the man!  :thumbsup:

I made a corresponding assembly change in line with your comment about the memory stomping problem with btl_combatboxcount and the magic page number both using $6AF8. So far, moving it to $6856 (btl_mathbuf) is working, I haven't noticed any problems with I - I've been blasting enemies with FIR3 and using CUR3 and HEL3 for the last 15 minutes, so it seems to work.

Thanks again, I'm betting you just made a lot of FF1 hackers VERY happy  :laugh:

Started by nesrocks - Last post by cospefogo on Today at 01:28:58 pm

I hope it works on NES.EMU on OUYA as well.
Eager to play this version!

Cosme.

Started by RHDNBot - Last post by Blank_User on Today at 01:17:54 pm

The idea of re-creating the Metroid 2 using this tool is interesting. Specially most people prefer to play on their phones or tablets. The problem is not only you need to make your own sprites of the enemies. You would also need to replace the cutscenes.


But it would be nice if we can play it on the go. ;)

Started by nesrocks - Last post by nesrocks on Today at 01:17:39 pm

After testing, I've settled on the classic namco font with a few minor modifications to look a bit more like the "PITFALL" on the logo. I didn't want to hurt readability and using fonts with anti-alias was not an option due to palette limitations.

Anyway, I've made something that I think added another dimension to the game (it meant dozens of hours of coding):



Not only you get a clue of what to do even without a manual, I've added a way to see your progress and added a save delete protection (can only delete if pressing A + start).

The save is now also working on punes (thanks for the bug fix, Disch!). Once protomank does some tests of this version on his everdrive I'll update here with the results.
The only emulator that I've tested that has a problem with the hack is virtualnes. Soft resetting freezes the game (so on that emulator just hw reset and it works normally).

Started by dudejo - Last post by essellejaye on Today at 12:54:31 pm

@dudejo: Sorry for the necro-post, but I supplied some debugging info to Disch, and he came up with a patch to fix the freezing. he's posted it on this thread:
http://www.romhacking.net/forum/index.php/topic,22591.0.html

Try it out, and be sure to thank Disch for this quick and awesome work!

Started by nesrocks - Last post by nesrocks on Today at 12:34:38 pm

PRG-RAM has to be enabled on the MMC3 chip during runtime.  This means you'll have to make a code change -- it can't be done just in the header.

Code: [Select]
; Add this code somewhere in the startup code -- after Reset, before you try to read/write to SRAM
LDA #$80
STA $A001

Note you only have to do that once at startup.  Slipping it in the Reset routine is fine.
Perfectly accurate, I just did it and it is now working on punes! Thank you!!

Started by nesrocks - Last post by Disch on Today at 12:19:45 pm

PRG-RAM has to be enabled on the MMC3 chip during runtime.  This means you'll have to make a code change -- it can't be done just in the header.

Code: [Select]
; Add this code somewhere in the startup code -- after Reset, before you try to read/write to SRAM
LDA #$80
STA $A001

Note you only have to do that once at startup.  Slipping it in the Reset routine is fine.

Started by DEDEDE2 - Last post by DEDEDE2 on Today at 12:05:01 pm

Hello everyone.

Thank you.
I'm sorry suddenly. There is things I am interested. It is things analyst done.
Please teach me all study tools(Development tool,read book,site,guide) everyone used?

DEDEDE2

Started by nesrocks - Last post by nesrocks on Today at 11:42:26 am

Does it require the PRG-RAM size to be correct?
Sorry, I don't really understand the question. I set 8K RAM-banks to 1 and it still doesn't save.

(does it save games for other games? I know that wasn't in the original iNES specification, and a value of 0 is supposed to be treated the same as 1 for compatibility)
Yes, it works with wario's woods, which is also mmc3, but its header isn't exactly the same. CHR 8K Count, 8K RAM-banks and Mirroring are different.

Looking at the nesdev wiki on the mmc3 mapper page, there's this:

PRG RAM protect ($A001-$BFFF, odd)
7  bit  0
---- ----
RWXX xxxx
||||
||++------ Nothing on the MMC3, see MMC6
|+-------- Write protection (0: allow writes; 1: deny writes)
+--------- PRG RAM chip enable (0: disable; 1: enable)
Disabling PRG RAM through bit 7 causes reads from the PRG RAM region to return open bus.
Though these bits are functional on the MMC3, their main purpose is to write-protect save RAM during power-off. Many emulators choose not to implement them as part of iNES Mapper 4 to avoid an incompatibility with the MMC6.
See iNES Mapper 004 and MMC6 below.

I'll see if this is the case.

edit: yeah, I don't understand which byte holds these bits. I'm throughly confused. I'm starting to think this is handled by the ines header so it was already eddited by NESHEAD.

Started by DEDEDE2 - Last post by DEDEDE2 on Today at 11:38:07 am

Hello everyone!
Thank you.

Now SmartPhone AR glasses(GO) and AI is Popularity.I am interested AI,AR glasses for me.
and is it possible to develop AR glasses??,AI??

If you like,please teach me information?
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