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Author Topic: NES Monster Party pointer, text & cutscene hack questions  (Read 590 times)

tygerbug

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NES Monster Party pointer, text & cutscene hack questions
« on: September 25, 2020, 08:36:11 am »

I have been creating a RomHack of NES Monster Party, based off this restored version.
http://www.romhacking.net/translations/3115/

   This hack involves Elvira and requires alternate text.
http://www.romhacking.net/hacks/5423/


   I changed the intro and outro text, but the scene breaks aren't right. The game will still jump back and forth in the text script, apparently honoring the original length of each scene. It must be seeking a point in the ROM.

   I'm new to this, so I must be missing pointer hacking, and I need to learn about that now.

   After much research (and use of a Pointer Calculator), I was unable to learn how to read (or accurately find) the pointer table for the intro and outro. At the moment I have instead reworked my script to use the existing ROMHack's scene change points. The result is awkward, but will do for now.


(UPDATE: Proveaux sent me a guide to the pointers in Monster Party's prototype, and I was able to change them for version 13 of this hack.)


   There is a level and screen editor for Monster Party but it doesn't really work on this prototype restoration, or my hack. I wonder if it could be reoriented to work?

   There are also a number of Game Genie type codes for this game which do not work on the prototype restoration, and I wonder if alternate Game Genie codes can be come up with?







New Elvira sprites for cutscenes:
« Last Edit: October 08, 2020, 11:38:07 am by tygerbug »

Pennywise

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Re: NES Monster Party pointer, text & cutscene hack questions
« Reply #1 on: September 26, 2020, 03:48:55 pm »
If you want to get past the 4 color limitation, you need to redesign the title screen to work with what are called attribute tables. There's probably some doc on the site that explains what they are, but I think it's basically a 32x32 grid.

Btw, the pointers for the intro/outro are stored before the beginning of the text block, which is a standard practice for the time.

tygerbug

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Re: NES Monster Party pointer, text & cutscene hack questions
« Reply #2 on: September 27, 2020, 01:57:18 am »
   Yes, but I'm not sure how to read the code.

   I was reading various documents about pointers, and using a pointer calculator.I wasn't finding the four-digit pointer numbers I expected to find in the Hex, and the tutorials said that I should only expect to find two of the digits that I'm looking for.


(UPDATE: Proveaux sent me a guide to the pointers in Monster Party's prototype, and I was able to change them for version 13 of this hack.)


https://wiki.nesdev.com/w/index.php/PPU_attribute_tables
https://wiki.nesdev.com/w/index.php/PPU_nametables

   There's some docs about nametables and attribute tables but I'm not sure where to look in the code, what I'm looking for or what to change.

   The grid system does explain a few things about background palettes I was stuck on.
« Last Edit: October 08, 2020, 11:38:38 am by tygerbug »

Pennywise

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Re: NES Monster Party pointer, text & cutscene hack questions
« Reply #3 on: September 27, 2020, 02:50:14 pm »
Most NES pointers are 2 bytes, stored in reverse order that point to the offset in the system bus where the text in question is stored. The pointers for Monster Party are located at $11F92-11FC3.

tygerbug

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Re: NES Monster Party pointer, text & cutscene hack questions
« Reply #4 on: September 27, 2020, 09:56:17 pm »
  Thanks. I did know that much from the tutorial documents, but the numbers there didn't match what I expected. I may have to look at it again.

  Your work on the restored Monster Party prototype was masterful.

October 03, 2020, 12:34:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I've released the Elvira hack and continued to tweak it.
http://www.romhacking.net/hacks/5423/

(I have not updated the cutscene pointers, but did update boss text.)

I am running into some bugs. I am not sure if these were already present in the restored prototype hack.

The game crashes very early on in Round 3. It crashes when entering the room for the first boss of Round 7 [Royce the bug]. Also, on a minor note, the cycling water palette lacks a darker blue color in Round 5, instead duplicating light blue twice, and one sprite of Mark's head should be remapped in the ending.



UPDATE:

https://www.youtube.com/watch?v=WP_csuNh7u8

Proveaux has helped fix issues in rounds 3 and 7. Hopefully it works now.

« Last Edit: October 07, 2020, 11:20:43 am by tygerbug »