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Author Topic: Battletoads and graphics  (Read 18059 times)

Reaper Man

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Battletoads and graphics
« on: February 20, 2012, 07:04:54 pm »
Hey guys, you probably remember me from such videos as "Brad Corrupts" and well, that's probably all you know me from (okay, and I'm the Admin of the ever so dying Zophar's Domain, but I try not to talk about that place much anymore)

Anyway, my next project will be Battletoads, and all I have to say at RARE at this point is, FUCK YOU.

So, I'm making a thread basically asking for help. This is what I'm looking for. I'm looking for the offsets of all graphics tile data, compressed and uncompressed. The uncompressed stuff should be pretty easy, but I don't know what methods they used for compressing the graphics. My main method of finding such data is by using a tile viewer, but if it's compressed in such a way that it's indistinguishable from other data, there will be no way to find it.

Sadly, I was able to find little to no research done on Battletoads (except for a text compression thread at nesdev. That's some great stuff, and I got to learn huffman compression, which is awesome.) and I'm hoping someone out here might have poked around in the ROM a bit and would have some notes to share.

If not, I'm hoping someone here can help me in finding all the CHR data myself. I believe the ROM is split into 8 32k banks (given the info from the text compression is correct) but I don't really know how said banks are utilized, and my 6502/NES ASM skills are near nonexistent (although I have ASM experience in other architectures)

Anyway, any help at all would be greatly appreciated.

(also, my apologies if this is in the wrong forum)

Trax

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Re: Battletoads and graphics
« Reply #1 on: February 20, 2012, 09:56:11 pm »
If a tile viewer can't show you anything coherent at all, then it means the graphics data is compressed, and possibly scattered throughout the ROM. You have to find the compression scheme and where the data is fetched from, which means you have to understand ASM. In a debugger, setting a breakpoint on write between 0 and 2000 in PPU RAM will give you a hint as to where and how the data is being read and decompressed...

I have dealt with compressed graphics a few times, including with Contra and Micro Machines. Although some patterns are recurrent between games, there's no universal method. In Contra, the graphics are split into indexed chunks, each of which have a specific address and bank number. The compression scheme is a mix of literal strings and LRE sequences...

Reaper Man

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Re: Battletoads and graphics
« Reply #2 on: February 20, 2012, 10:07:34 pm »
If a tile viewer can't show you anything coherent at all, then it means the graphics data is compressed, and possibly scattered throughout the ROM. You have to find the compression scheme and where the data is fetched from, which means you have to understand ASM. In a debugger, setting a breakpoint on write between 0 and 2000 in PPU RAM will give you a hint as to where and how the data is being read and decompressed...

I have dealt with compressed graphics a few times, including with Contra and Micro Machines. Although some patterns are recurrent between games, there's no universal method. In Contra, the graphics are split into indexed chunks, each of which have a specific address and bank number. The compression scheme is a mix of literal strings and LRE sequences...

I see some coherency, but there are some areas that show obvious compression.  What I'm trying to figure out is, are there any chunks of data that ARE incoherent via tile viewer.
Sadly, my NES debugging skills are nil, as 6502 ASM makes my brain hurt.

Djinn

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Re: Battletoads and graphics
« Reply #3 on: February 21, 2012, 02:08:53 am »


« Last Edit: February 21, 2012, 02:17:58 am by Djinn »

Reaper Man

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Re: Battletoads and graphics
« Reply #4 on: February 21, 2012, 02:32:23 am »


Oh... oh wow.  Did you make this?  Would you be able to provide me with the documentation on where everything is located?  I would greatly appreciate it.

Djinn

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Re: Battletoads and graphics
« Reply #5 on: February 21, 2012, 02:42:49 am »
Yes, I made it in 2007. It can edit the game text (with russian letters only). And graphics with tile maps. No sprites.
I can give you the source code. It have no comments in it, but have all addresses of editable data. And have decompression and compression functions.
Program is made in Delphi 7.

Reaper Man

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Re: Battletoads and graphics
« Reply #6 on: February 21, 2012, 02:44:31 am »
Yes, I made it in 2007. It can edit the game text (with russian letters only). And graphics with tile maps. No sprites.
I can give you the source code. It have no comments in it, but have all addresses of editable data. And have decompression and compression functions.
Program is made in Delphi 7.

If you could post the source, that would be great.

Would you by any chance have the info for the other graphics locations laying around?

Djinn

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Re: Battletoads and graphics
« Reply #7 on: February 21, 2012, 02:46:08 am »
If you could post the source, that would be great.

Would you by any chance have the info for the other graphics locations laying around?
No, I have not. Tell me your e-mail address by personal message.

Reaper Man

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Re: Battletoads and graphics
« Reply #8 on: February 21, 2012, 04:43:00 pm »
No, I have not. Tell me your e-mail address by personal message.

Well, that certainly helped, thank you.

Unfortunately, it only covers the last couple of banks of the ROM (intro/cutscene data).

Now I just need to find the level/sprite CHR data, is anyone could possibly help with that.

February 26, 2012, 04:16:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, I suppose I'm on my own at this point? :|
« Last Edit: February 26, 2012, 04:16:33 pm by Reaper Man »

Trax

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Re: Battletoads and graphics
« Reply #9 on: March 05, 2012, 04:06:47 am »
Basically, yes. That's part of the fun of ROM Hacking: exploration. When you are one of the first to dig into a ROM, you pretty much have nothing to start with. I suggest that you learn ASM. You will probably need to understand some basic concepts, since you can't just use a regular tile editor. Try checking the first and last ROM banks (0 and F), it's likely that the code you're looking for is located in these two. However, the actual graphics data can really be anywhere in the ROM...

kiwasabi

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Re: Battletoads and graphics
« Reply #10 on: August 12, 2013, 11:30:48 pm »
Hey I was wondering if there was any further progress with hacking the Battletoads NES rom. I've always thought it would be awesome to create new levels in that game. For instance, I wanna make a level that's all about riding the dragon that's from the first level. If anyone could help make this a reality please let me know.

Ti_

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Re: Battletoads and graphics
« Reply #11 on: August 13, 2013, 03:43:11 am »
Hey I was wondering if there was any further progress with hacking the Battletoads NES rom. I've always thought it would be awesome to create new levels in that game. For instance, I wanna make a level that's all about riding the dragon that's from the first level. If anyone could help make this a reality please let me know.
For now it's possible to edit object's positions on levels and toads animations(special moves) - but manually in asm:
bt_level_builder.7z
It's builder for expanded rom, that's mean only it will work in Nestopia and FCEUX.  If you want it for 256kb, check for source disasm where's level data located.

About levels for Ice caverns, and Terra Tubes block(group of 4x4tile) editor exist:
block_editor.7z

kiwasabi

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Re: Battletoads and graphics
« Reply #12 on: August 13, 2013, 04:19:18 am »
For now it's possible to edit object's positions on levels and toads animations(special moves) - but manually in asm:
bt_level_builder.7z
It's builder for expanded rom, that's mean only it will work in Nestopia and FCEUX.  If you want it for 256kb, check for source disasm where's level data located.

About levels for Ice caverns, and Terra Tubes block(group of 4x4tile) editor exist:
block_editor.7z

Ok that's cool, so I could potentially create modified levels. Is there any complete newb tutorial out there on how to do this? If you could help me move an object on the first level then compile and view the results it would be much appreciated.

Ti_

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Re: Battletoads and graphics
« Reply #13 on: August 13, 2013, 08:01:24 am »
Ok that's cool, so I could potentially create modified levels. Is there any complete newb tutorial out there on how to do this? If you could help me move an object on the first level then compile and view the results it would be much appreciated.
Well, open levels.asm and search for  "level1_cfg:"
Now, you see lines with numbers- every line - it's one of object description.

Quote
.BYTE  $22,   0,   0,   1, $30,     1, $48,   0, $D0, $55, $B0

where's:   $22 - object type. 
0,0, - level position to spawn.
1, $30, - X position to spawn
1, $48 - Y position to spawn
0, $D0 - Z position to spawn
About others I don't remember. Upper 4 bits of last byte usually object life, and lower is some flags. But it may depend on object type.

About object types, there's objects ID's from 03 to 7F. (00 - no obj,  01 and 02 players obj).
I have about 95% identified list, but it's not fully in english.  But anyway, you can't place objects from other levels, because their graphics not loaded, with some exceptions.

Spoiler:
BANK0:9B8A obj_code_ptrs:  .WORD no_obj_code       ; ...
BANK0:9B8C                 .WORD object_player     ; 1
BANK0:9B8E                 .WORD object_player     ; 2
BANK0:9B90                 .WORD loc_0_AE2D        ; 3
BANK0:9B92                 .WORD object_delete?    ; 4
BANK0:9B94                 .WORD object_tall_walker_head ; 5 голова ходули
BANK0:9B96                 .WORD object_rope       ; 6 верёвка
BANK0:9B98                 .WORD object_rope       ; 7
BANK0:9B9A                 .WORD loc_0_B5D1        ; 8
BANK0:9B9C                 .WORD sub_0_CFD0        ; 9
BANK0:9B9E                 .WORD object_muhi       ; A Мухи
BANK0:9BA0                 .WORD object_Psyko_Pig  ; B
BANK0:9BA2                 .WORD object_dmg_hit    ; C удар
BANK0:9BA4                 .WORD object_level1_boss_noga ; D  нога босса первого уровня
BANK0:9BA6                 .WORD object_level1_boss_turrets ; E   турели босса первого левела (2штуки создаются)
BANK0:9BA8                 .WORD object_level1_boss ; F
BANK0:9BAA                 .WORD object_level1_boss_bullet ; 10    пули от пушек первого босса
BANK0:9BAC                 .WORD object_tall_walker ; 11 ходуля
BANK0:9BAE                 .WORD object_tall_walker ; 12
BANK0:9BB0                 .WORD object_raven      ; 13
BANK0:9BB2                 .WORD object_dead_raven ; 14
BANK0:9BB4                 .WORD object_invader    ; 15  ворующие жизни
BANK0:9BB6                 .WORD object_raven_large ; 16
BANK0:9BB8                 .WORD object_dragon     ; 17
BANK0:9BBA                 .WORD object_bike       ; 18  в тунеле байк, на 5-ом доска, в 7 самолет
BANK0:9BBC                 .WORD object_set_palette ; 19
BANK0:9BBE                 .WORD object_infernorace_animation ; 1a
BANK0:9BC0                 .WORD object_tall_walker_head ; 1b
BANK0:9BC2                 .WORD object_hodulya_palka ; 1c
BANK0:9BC4                 .WORD object_flying_life_bar ; 1d  летящий кубик жизней
BANK0:9BC6                 .WORD object_fireball   ; 1e  выстрелы драконов с 1-ого левела
BANK0:9BC8                 .WORD sub_0_E2A4        ; 1f
BANK0:9BCA                 .WORD object_psyko_Pig_ambush ; 20    бичи с первого левела под землей
BANK0:9BCC                 .WORD object_turbo_tunnel_falling_obstacle ; 21
BANK0:9BCE                 .WORD object_WARP       ; 22  warp/hodulya poyavlenie
BANK0:9BD0                 .WORD object_turbo_tunnel_obstacle ; 23
BANK0:9BD2                 .WORD object_turbo_tunnel_obstacle ; 24
BANK0:9BD4                 .WORD object_turbo_tunnel_obstacle ; 25
BANK0:9BD6                 .WORD object_checkpoint_part1 ; 26   перегордка-чекпоинт турбо-тунеля (или водного) (или инферно)
BANK0:9BD8                 .WORD object_checkpoint_part2 ; 27
BANK0:9BDA                 .WORD object_turbo_tunnel_rat_rocket ; 28  крыса на ракете
BANK0:9BDC                 .WORD object_turbo_tunnel_falling_obstacle ; 29  перегордка которую бросает крыса на ракете
BANK0:9BDE                 .WORD object_turbo_tunnel_obstacle_up ; 2a
BANK0:9BE0                 .WORD object_turbo_tunnel_fly_obstacle ; 2b  летающие хрени в турбо тунелле
BANK0:9BE2                 .WORD object_turbo_tunnel_balls ; 2c  шары при падении
BANK0:9BE4                 .WORD object_saturn_toadtrap ; 2d   кусачки со 2-ого левела
BANK0:9BE6                 .WORD object_electro_trap ; 2e  2-ой левел электричество
BANK0:9BE8                 .WORD object_raven_claw ; 2f  ножи от ворон
BANK0:9BEA                 .WORD objects_power_ups ; 30  всякие поверапы и очки
BANK0:9BEC                 .WORD object_retro_blaster ; 31
BANK0:9BEE                 .WORD object_retro_blaster_shoot ; 32  выстрелы пушек 2-ого левела
BANK0:9BF0                 .WORD object_snowman    ; 33
BANK0:9BF2                 .WORD object_platform_last_level ; 34
BANK0:9BF4                 .WORD object_level4_platform_mov_down ; 35  и на последнем
BANK0:9BF6                 .WORD object_prujina    ; 36
BANK0:9BF8                 .WORD object_rotating_spike ; 37  вращающийся шип ласт левел
BANK0:9BFA                 .WORD object_ice_cube   ; 38
BANK0:9BFC                 .WORD object_sosulka    ; 39
BANK0:9BFE                 .WORD object_snowball   ; 3a  ili electrozaryad
BANK0:9C00                 .WORD object_snow       ; 3b  кучка снега
BANK0:9C02                 .WORD object_leve4_wall ; 3c  перегородка которую нужно разбивать
BANK0:9C04                 .WORD object_large_snowball ; 3d
BANK0:9C06                 .WORD object_level4_moving_platform ; 3e
BANK0:9C08                 .WORD object_level4_wall_moving ; 3f  перегородка двигающаяся вверхвниз
BANK0:9C0A                 .WORD object_level4_spike_moving ; 40
BANK0:9C0C                 .WORD object_levels_checkpoint ; 41
BANK0:9C0E                 .WORD object_restore_point ; 42  всегда на уровне (levels 4,6,8)
BANK0:9C10                 .WORD object_level4_sosulka_kamennaya ; 43
BANK0:9C12                 .WORD loc_0_FD9E        ; 44
BANK0:9C14                 .WORD object_level4_spike_moving ; 45
BANK0:9C16                 .WORD object_dead_robo_manus_ili_begushaya_krisa ; 46   или королева
BANK0:9C18                 .WORD object_giblet     ; 47  крысы турбо тунеля
BANK0:9C1A                 .WORD object_inferno_race_create ; 48
BANK0:9C1C                 .WORD object_turbo_tunnel_warning_sprite ; 49
BANK0:9C1E                 .WORD object_elevator_platform ; 4a
BANK0:9C20                 .WORD object_rat_race_palette_fade ; 4b
BANK0:9C22                 .WORD object_snake      ; 4c
BANK0:9C24                 .WORD object_snake_animation ; 4d   SNAKE PIT LEVEL
BANK0:9C26                 .WORD object_snake_hide_head ; 4e
BANK0:9C28                 .WORD object_snake_pit_unk ; 4f
BANK0:9C2A                 .WORD object_sentry_drone ; 50
BANK0:9C2C                 .WORD object_slizen     ; 51  8-ой левел которые на бошку липнут
BANK0:9C2E                 .WORD object_gas_turret ; 52
BANK0:9C30                 .WORD object_gas        ; 53
BANK0:9C32                 .WORD object_ventilyator ; 54
BANK0:9C34                 .WORD object_ventilyator ; 55
BANK0:9C36                 .WORD object_veter      ; 56
BANK0:9C38                 .WORD object_ball       ; 57  level-8
BANK0:9C3A                 .WORD sub_0_F4CB        ; 58
BANK0:9C3C                 .WORD object_ball_laucnh_hole ; 59  level-8
BANK0:9C3E                 .WORD object_l10_xz     ; 5a
BANK0:9C40                 .WORD object_screen_light ; 5b  мигание экрана при ударе по 1-ому боссу
BANK0:9C42                 .WORD object_hordhead   ; 5c  быки ласт левел
BANK0:9C44                 .WORD object_last_lvl_flying ; 5d  летающий и дующий
BANK0:9C46                 .WORD object_last_lvl_flying ; 5e
BANK0:9C48                 .WORD object_palka_v_stene ; 5f
BANK0:9C4A                 .WORD object_last_lvl_head ; 60
BANK0:9C4C                 .WORD sub_0_F350        ; 61
BANK0:9C4E                 .WORD object_swellcheeks ; 62  ласт левел летающий
BANK0:9C50                 .WORD object_level1_boss_dmg_spr ; 63  спрайт разбитого стекла первого босса
BANK0:9C52                 .WORD object_level1_boss_ball ; 64  ; шар первого босса в руке
BANK0:9C54                 .WORD object_level1_boss_dead ; 65  обломок первого босса - 4шт.
BANK0:9C56                 .WORD object_rocket_rat2_inferno ; 66
BANK0:9C58                 .WORD object_inferno_race_electricity ; 67
BANK0:9C5A                 .WORD object_level5_watermine_p1 ; 68  (takje inferno fires)
BANK0:9C5C                 .WORD object_level7_fires ; 69
BANK0:9C5E                 .WORD object_level7_rockets ; 6a
BANK0:9C60                 .WORD object_shesterenka ; 6b  terra tubes
BANK0:9C62                 .WORD object_water_hit  ; 6c  удар сёрфа об воду
BANK0:9C64                 .WORD object_robot      ; 6d terra tubes
BANK0:9C66                 .WORD object_electrofish ; 6e
BANK0:9C68                 .WORD object_hammerfish ; 6f
BANK0:9C6A                 .WORD object_shark      ; 70
BANK0:9C6C                 .WORD object_shark      ; 71
BANK0:9C6E                 .WORD object_utka       ; 72
BANK0:9C70                 .WORD object_angelica_ili_pimpl ; 73
BANK0:9C72                 .WORD object_verevka_s_propellerom ; 74
BANK0:9C74                 .WORD object_terra_tubes_xz ; 75
BANK0:9C76                 .WORD object_vodovorot  ; 76
BANK0:9C78                 .WORD object_brevno     ; 77
BANK0:9C7A                 .WORD object_level5_watermine_p2 ; 78
BANK0:9C7C                 .WORD object_big_blag   ; 79
BANK0:9C7E                 .WORD object_electroball ; 7a
BANK0:9C80                 .WORD object_electroball_phase2 ; 7b
BANK0:9C82                 .WORD object_general_slaughter ; 7c
BANK0:9C84                 .WORD object_robu_manus ; 7d
BANK0:9C86                 .WORD object_dark_queen ; 7e   poyavlaetsa 2 raza
BANK0:9C88                 .WORD object_last_lvl_end ; 7f  взрыв перед появлением королевы
« Last Edit: August 13, 2013, 08:06:27 am by Ti_ »

kiwasabi

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Re: Battletoads and graphics
« Reply #14 on: August 13, 2013, 07:42:38 pm »
Thank you Ti for your help and your work on this.

Ok so I found where the dragons are in the level1_cfg:
      .BYTE  $17,   2, $20,   3, $1F,     1, $70,   0, $A8,   0, $10
      .BYTE  $17,   2, $A0,   3, $9F,     1, $50,   0, $A8,   0, $20

I copied and pasted those lines and put them after the player 1 and 2 spawn bytes, and set their level position to 0, 0:
                .BYTE     1,   0,   0,   0, $60,     1, $78,   2, $10,  $A, $20
       .BYTE    2,   0,   0,   0, $80,     1, $78,   2, $10, $14, $20
      .BYTE     $17,   0,   0,   3, $1F,     1, $70,   0, $A8,   0, $10
      .BYTE     $17,   0,   0,   3, $9F,     1, $50,   0, $A8,   0, $20


Now my question is, how do I compile/build the new Battletoads .NES rom with my edited levels.asm to use on FCEUX?

August 13, 2013, 11:59:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oops, sorry about the newb question, I figured it out. Just double click the batch file and voila! For some reason the dragons are starting beneath the play area, they take a little while to get up to the play field.

So can I create my own level 1 with the existing level 1 tileset then? It looks like there are only files for level 2 and 4 in the block editor archive right now.
« Last Edit: August 13, 2013, 11:59:48 pm by kiwasabi »

Ti_

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Re: Battletoads and graphics
« Reply #15 on: August 14, 2013, 02:49:58 am »
So can I create my own level 1 with the existing level 1 tileset then? It looks like there are only files for level 2 and 4 in the block editor archive right now.
Nope, other levels coded in some different way.
Some data for 1st' level :
0x28F5E - 0x28F8D
0x28C9E - 0x28F5D
0x289DE - 0x28C9D
You may try to change some bytes using hex-editor and see what changes.

kiwasabi

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Re: Battletoads and graphics
« Reply #16 on: August 15, 2013, 06:07:12 am »
Nope, other levels coded in some different way.
Some data for 1st' level :
0x28F5E - 0x28F8D
0x28C9E - 0x28F5D
0x289DE - 0x28C9D
You may try to change some bytes using hex-editor and see what changes.

Thanks for the info. Unfortunately I won't be able to devote the time necessary to figure this stuff out. By the way, did you create your own Battletoads level hack? If so, you should upload it, I'd be interested in playing it.

Ti_

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Re: Battletoads and graphics
« Reply #17 on: August 15, 2013, 03:34:55 pm »
Thanks for the info. Unfortunately I won't be able to devote the time necessary to figure this stuff out. By the way, did you create your own Battletoads level hack? If so, you should upload it, I'd be interested in playing it.
I've made hacks for BTDD  "L7"(for SMD)  and "L5"(for Nes) named by level count (they changes only objects, not backgrounds; but with many funs and tricks).  In Nes version some features not exists and it's lags because of too many obj (but I made an fceux hack for fix it).
About original BT - I've made a  2p 'softcore' hack, with no-hit between players. (for both systems too) ; and also unfinished hack that allows to play as JIMMY LEE ! (watch youtube).
See my homepage if interested.

Also there's exists 1 or 2 hacks from Roket, that changes objects positions and counts on levels from 1 to 5(?). But it's difficulty is extreme (I complete only first 2levels).

kiwasabi

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Re: Battletoads and graphics
« Reply #18 on: August 16, 2013, 04:01:07 am »
I've made hacks for BTDD  "L7"(for SMD)  and "L5"(for Nes) named by level count (they changes only objects, not backgrounds; but with many funs and tricks).  In Nes version some features not exists and it's lags because of too many obj (but I made an fceux hack for fix it).
About original BT - I've made a  2p 'softcore' hack, with no-hit between players. (for both systems too) ; and also unfinished hack that allows to play as JIMMY LEE ! (watch youtube).
See my homepage if interested.

Also there's exists 1 or 2 hacks from Roket, that changes objects positions and counts on levels from 1 to 5(?). But it's difficulty is extreme (I complete only first 2levels).

What is your website? I could only find videos of your hacks, no roms. I did find Roket's hack and it's pretty fun, although very hard as you said. Is it possible to play these hacks on actual NES hardware (either by burning roms or with a flash cart)?

Ti_

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Re: Battletoads and graphics
« Reply #19 on: August 16, 2013, 04:37:41 am »
What is your website? I could only find videos of your hacks, no roms. I did find Roket's hack and it's pretty fun, although very hard as you said. Is it possible to play these hacks on actual NES hardware (either by burning roms or with a flash cart)?
Link on site into youtube profile, or just remove /download/fname from previous post links.
Roket's hack somewhere on emu-land forums (Russian), I've also need search for it.

About some roms I'm not sure. 256 KB is standart size for ANROM. Theoretically that mapper can support 512KB, but no games was released with that size.  You must ask creators of flash carts,  some emulators limited to 256kb.

Well, Roket's  hack's  BT_Hacks_Roket.rar
« Last Edit: August 16, 2013, 04:53:45 am by Ti_ »