11 March 2016 - Forum Rules
Started by Bisqwit, December 19, 2012, 01:38:36 PM
Quote from: Ok Impala! on June 20, 2022, 03:39:58 PMSome other thing I don't understand. The clock in the inventory screen seems to go way too fast. I played for about an hour, but now it says I played for four hours.
Quote from: odditude on June 21, 2022, 03:54:05 PMthis is tracking the in-game time, not your play time. what you're interpreting as hours is actually the number of in-game days which have passed - which ending you get is determined by how many in-game days it takes to finish the game.in-game time is shown in DD:HH:MM format (where DD is in-game days, HH is in-game hours, MM is in-game minutes)in-game time starts at 00:12:00 (noon on the first day)day is from 06:00 to 17:59, and night from 18:00 to 05:59in-game time does not pass while in a building/mansion or in the menuin-game time passes at a rate of 4 minutes for every 1 second of real time while outside and not in a menu (at least in the NTSC version, not sure if different on PAL)
Quote from: BlackPaladin on June 21, 2022, 05:31:14 PMI'm curious about something. (This might sound strange coming from me.) Would you consider using any material from the FDS version of the game? (Dracula II: Noroi no Fuuin) Stuff like uncensored graphics, music from the FDS ROM, etc. (Or even considering working with the FDS ROM itself?)Thank you for your time and keep up the good work!
Quote from: Ok Impala! on June 20, 2022, 03:39:58 PMI encountered a bug in version 2.12.1 . When saving on the inventory screen using select the game will crash in Mesen. It will give an error message saying the game has crashed and throw you back to the title screen. After that the intro story scene is completely messed up. Also, when you start the game without a savefile and chose "load game" the game will reset and when you start the game after that, the graphics in the first town are messed up.
Quote from: Bisqwit on June 24, 2022, 03:46:56 PMYes, I am open to the idea. However, the only differences I am aware of between the NES and FDS versions are:— The title screen— The save/load screen— Disk access pause screens— Music— Toast ending (and 69 days easter egg)I already do the toast ending. I don't do the 69 days easter egg.Music is a problem, because the two games operate on (slightly) different hardware. The NES simply does not have the extra sound channel that FDS provides. Other than that, the music on the FDS is more minimal likely for space-saving reasons. I don't know if the music engine is different or not.The title screen is a good candidate, although I am not sure how much work it would involve.Are there other changes? You mentioned uncensored graphics.Thank you for the report. I will investigate this problem.
Quote from: CyberTaco on June 28, 2022, 09:36:34 AMHello! I love this project; thank you for all of your hard work! I have two questions, if you'd be so kind:1: I'm using an original MMC1 rom. If I pick a different mapper on the patch "vending machine", does it actually change the rom to use that mapper, or does the original rom have to use that mapper in the first place?
Quote from: CyberTaco on June 28, 2022, 09:36:34 AM2: When I start a new game, press Start to bring up the subscreen, then press Select, the game either locks up or jumps to the title screen. Is this a known issue? (Starting a new game might not be necessary, I just haven't gotten any farther yet.)If it helps any, I'm using the following -Rom: Castlevania II - Simon's Quest (U) [!].nes , CRC is A9C2C503Emulator: FCEUX 2.6.4 Win32 versionIPS Patcher: Floating IPS v1.31Patch options: I've tried both MMC1 and MMC4, with all other options left at defaults. ( cv2eng-2_12_2-ntsc-stm10mwfmFruSp0-ips & cv2eng-2_12_2-ntsc-stm1mwfmFruSp0-ips )
Quote from: 8.bit.fan on August 16, 2022, 08:25:59 AMHi,I've been a fan of this project since the beginning and it's great that it's still getting updates and new features!One question/request: Would it be possible to add an option for the FDS soundtrack for the game? I know the NES lacks the proper sound channel but nowadays emulators and flashcarts support FDS and the FDS sound channels also.Thanks again for this great hack! 8.bit.fan
Quote from: Rodimus Primal on August 16, 2022, 11:18:43 AMPerhaps if there was a version of this translation using the FDS ROM.
Quote from: Bisqwit on August 18, 2022, 05:32:05 AMDoes anyone have good ideas how to implement automated testing on ROM hacks?
QuoteTo start Mesen in headless mode, use the --testrunner command line option and specify both a game and a Lua script to run:Mesen.exe --testrunner MyGame.nes MyTest.luaThis will start Mesen (headless), load the game and the Lua script and start executing the game at maximum speed until the Lua script calls the emu.stop() function. The emu.stop() function can specify an exit code, which will be returned by the Mesen process, which can be used to validate whether the test passed or failed.
Mesen.exe --testrunner MyGame.nes MyTest.lua
mesen --testrunner game.nes movie.mmo script.luamesen --testrunner game.nes script.lua movie.mmo
mesen --testrunner movie.mmo script.luamesen --testrunner movie.mmo game.nes script.lua
---------------------------Mesen---------------------------Critical error (UnexpectedError) System.AccessViolationException:Attempted to read or write protected memory. This is often anindication that other memory is corrupt. at Mesen.GUI.InteropEmu.DebugSetBreakpoints(InteropBreakpoint breakpoints, UInt32 length) at Mesen.GUI.Debugger.BreakpointManager.SetBreakpoints() at Mesen.GUI.Debugger.BreakpointManager.SetBreakpoints(List`1 breakpoints) at Mesen.GUI.Debugger.DebugWorkspaceManager.GetWorkspace() at Mesen.GUI.TestRunner.Run(String args) at Mesen.GUI.Program.Main(String args)---------------------------OK---------------------------
mesen movie.mmo script.lua
-- Constants from https://datacrystal.romhacking.net/wiki/Super_Mario_Bros._3:RAM_mapCURRENT_FORM_ADDRESS = 0xEDSUPER_FORM = 1RACCOON_FORM = 3function LogFile(text) temp_file_name = emu.getScriptDataFolder().."\\temp.txt" temp_file = io.open(temp_file_name, "w") temp_file:write(text) temp_file:close() --os.execute(temp_file_name) -- display text fileendfunction OnChangeForm(address, value) if value == SUPER_FORM then emu.removeMemoryCallback(the_callback, emu.memCallbackType.cpuWrite, CURRENT_FORM_ADDRESS) text = "" .. emu.getState().ppu.frameCount LogFile(text) emu.stop(1) endendthe_callback = emu.addMemoryCallback(OnChangeForm, emu.memCallbackType.cpuWrite, CURRENT_FORM_ADDRESS)
Quote from: Rodimus Primal on August 16, 2022, 11:18:43 AMPerhaps if there was a version of this translation using the FDS ROM.Personally speaking I'd love to see the current version have music for the added story intro. Probably inserting the ending music from the first Castlevania in the same vein as Mega Man II did with the intro.
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