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Romhacking => Personal Projects => Topic started by: SomeOldGuy on November 02, 2019, 05:54:49 pm

Title: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 02, 2019, 05:54:49 pm
Hey Everybody! I'm working on a project to improve the graphics from the old NES RoboCop game and could use some help.  I'm trying to use redrawn sprites from the Arcade game but need to add tiles so the sprites show up correctly in my NES version.  You can see in the second image that robocop's elbow and back foot are cut off and ED-209 is gonna need a ton of work.  Any talented coders out there willing to help me take on this challenge?  ;D

The Patch

Newest: https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file (https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file)

Old: https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file         

Original NES 

(https://images2.imgbox.com/ff/c8/LTITHA4a_o.jpg)

My Version

(https://images2.imgbox.com/ea/27/uee8PXYn_o.jpg)

(https://images2.imgbox.com/31/7a/V77qJ64D_o.jpg)

(https://images2.imgbox.com/cc/3d/lpYnYzUE_o.jpg)

(https://images2.imgbox.com/85/71/k2zO1OKR_o.png)


Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 03, 2019, 06:59:03 am
Amazing project, I have no knowledge to help but there are several experts here who could help you, for example the user Vasil who develops the incredible UMK3 port of Nes in MMC5, I could contact him in this link by private message:

https://www.romhacking.net/hacks/4052/ (https://www.romhacking.net/hacks/4052/)



I think the project should be developed in MMC5 will get much more space and can add more colors and tiles so the sprites from the redrawn sprites of the arcade :thumbsup:

Good luck with the project is great. :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 03, 2019, 06:31:23 pm
Thanks cartridge_rom for the kind words and support!  ;D  If you think your friend Vasil would be willing to help, please contact him and let him know about the project.   
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on November 03, 2019, 07:39:48 pm
Yes! Yes! yes! The Robocop arcade sprite is one of my favorite sprites of all-time, and i was really disappointed when none of the ports tried to adapt it.
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 04, 2019, 01:00:54 pm
SomeOldGuy It's done

Good luck with the project, we will continue here the progress.

note:
you value releasing a demo later or releasing complete
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 04, 2019, 02:13:17 pm
Are there any comparison images we can look at without having to download and patch the rom? :P
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 04, 2019, 08:23:23 pm
Glad someone out there shares my sentiment jimstrom.  I was pretty disappointed when I got this game as a kid too, which is why I'm attempting this.  Seriously, how do you screw up RoboCop? 

cartridge_rom, got the message, thanks!  If you guys want to see what I've been up to, I have no problem releasing a W.I.P. version of the patch.  Let me know.

ShadowOne333, I'll work on another image hosting solution.  I would use imgur but they want my phone number in order to register, so that's not gonna work.  Do you have any suggestions?  It's not the best solution but for now google drive it is.  Do the links work?

If I get some time this week I'll try to make a GIF to show how RoboCop and ED-209 should look in game.  Stay tuned!  ;D   
Title: Re: NES RoboCop with Arcade sprites
Post by: Psyklax on November 05, 2019, 02:05:42 am
Are there any comparison images we can look at without having to download and patch the rom? :P

Those links aren't patches, they're pictures. The OP has just drawn some pictures, no hacking has occurred thus far.

I suppose since nobody else has offered to do it yet, I could put the graphics in myself. I'll have to look in the ROM to see how tricky it is, though.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 05, 2019, 07:31:18 am
Psyklax, I'll take all the help I can get but those are screen shots of the original and patch running in Mesen.  Much work has occurred, especially figuring out the scrambled mess that made up the title screen.  ;D

November 05, 2019, 07:01:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope this works guys. ;D

Check out the patch here
https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file (https://www.mediafire.com/file/d35pxs9bkzffg32/RoboCop_%28USA%29_Edit.ips/file)
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 06, 2019, 01:39:54 pm
Great start the game gains quality with your work. :thumbsup:

some impressions of the demo / work in progress

- Do the enemies look like children in proportion to Robocop, can sprites be enlarged or improved?
- Value adding the history / intro of the arcade or any of the arcade screens.
- The images of the Nes version are very funny between phases can be changed to other arcade statics, such as the
  example image
(https://www.romsformame.com/obrazky/robocop2.jpg)
- Value improving phases or sprite buildings
- Change the color of robocop sequences to gray and remove blue

greetings and thanks for the demo of the project :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 06, 2019, 06:49:19 pm
Thanks cartridge_rom!   :beer:  I'll try to change as much of the graphics as I can, and yeah, the bad guys are way too small.  I would love to make this into a port of the arcade game but that would require a coder and someone to do the sound/music.  Anybody willing to help???   

Title: Re: NES RoboCop with Arcade sprites
Post by: Psyklax on November 07, 2019, 05:42:19 am
Psyklax, I'll take all the help I can get but those are screen shots of the original and patch running in Mesen.  Much work has occurred, especially figuring out the scrambled mess that made up the title screen.  ;D

Let me clarify: ShadowOne333 asked if there were any pictures to look at instead of a patch, and I explained that the links you provided were indeed of pictures, not patches. I then (incorrectly) assumed that no hacking had been done thus far since your opening post didn't mention it, and you asked if "talented coders" could help. Hope that clears up the confusion.
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 08, 2019, 05:34:42 pm
I comment as curiosity and data
new Robocop arcade sprites could be applied to the Robocop vs Terminator game not released

apart from the poops of the virgin titles ... they say that it is the "best Robocop" of Nes in playability, but very poor graphically with small sprites and with a good history.

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 08, 2019, 06:09:39 pm
Psyklax, Thanks for the reply.  I should have been more clear in my initial post.  Let me know if you still want to help.

cartridge_rom, Good question, I would have to take a look at the rom.  I imagine that it would be possible though.
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on November 09, 2019, 11:02:55 am
Some awesome shit man!  Loved and hated this game as a kid :P
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 10, 2019, 03:28:10 pm
Thanks Sinis ;D

An animation of what the ED-209 fight could look like.
(https://images2.imgbox.com/50/f4/y0rDSZId_o.gif)
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on November 10, 2019, 11:12:11 pm
It looks great! Would it be possible for you to attach a screenshot without filters to better appreciate the robot's ED-209? :thumbsup:

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 11, 2019, 04:33:57 pm
Thanks sics! :beer:  The screenshot from the previous post is an animation created to show how I want ED-209 to look in game.  It was blown up 200% to make it easier to see but also made it look blurry (see actual size below).  I haven't been able to figure out how to put this animation into the game yet but am trying to work through it. 

As far as I can tell ED-209 is made up of 8 separate background images for his legs, 2 for the main body, and sprites for the arm/cannon.  Do you guys know of a program that would allow me manipulate these backgrounds and reposition the cannon sprites?

(https://images2.imgbox.com/b6/c5/WA90dfPi_o.gif)             

November 17, 2019, 06:55:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Everybody!

Did a little work on the firing range bonus stage (still WIP) trying to make it look more like the arcade version and altered some palettes, most text in game is now green.

(https://images2.imgbox.com/7e/40/DMGGp9KI_o.jpg)

If you want to check it out, get the New Patch here:
http://www.mediafire.com/file/dd3yos5b5noctvv/RoboCop_%2528USA%2529_Edit_2.ips/file (http://www.mediafire.com/file/dd3yos5b5noctvv/RoboCop_%2528USA%2529_Edit_2.ips/file)

By the way, have any of you ran into a situation where you change a palettes colors in the rom via hex editor and it reverts back to the original colors in the game?  For example, if you change Robocop's palette, the first time he gets hit he reverts back to his original colors.  Very frustrating for us beginners! :banghead: Is there a tutorial about getting around this that y'all can point me to?

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 26, 2019, 10:00:10 pm
Hey Everybody!

Did a little more work this past week, get the new patch here: http://www.mediafire.com/file/rv2u53y3xetxfgw/RoboCop_%2528USA%2529_Edit_3.ips/file (http://www.mediafire.com/file/rv2u53y3xetxfgw/RoboCop_%2528USA%2529_Edit_3.ips/file)

The bonus stage is still WIP but coming along. 
(https://images2.imgbox.com/a6/63/5bj8KE6a_o.jpg)

Also replaced the Mossberg 500 Bullpup in the HUD with a Tec-9.
(https://images2.imgbox.com/f2/39/h4VXv3dF_o.jpg)
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 27, 2019, 02:48:25 am
Quote
If you change Robocop's palette, the first time he gets hit he reverts back to his original colors.

There must be another original palette somewhere else as well, which is used after being hit
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 27, 2019, 05:47:31 pm
Cyneprepou4uk, do you have any idea where I might need to look?  Using FCEUX, I looked up Robocop's palette (0F 0F 1C 3C) and found matches at 000080, 002080, 004080, 006080, 008080, and 00A080.  I then changed the palette to 0F 00 10 20 in all six locations and it still didn't work.  :o
 
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 27, 2019, 09:53:36 pm
In case of taking damage, your game manually writes color bytes, instead of reading them from a common palettes table.

https://imgur.com/a/wxEZtQT
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on November 28, 2019, 04:47:39 am
Hi! You are doing a great job! I congratulate you! Your work is progressing very well! Although it is a demo it looks great! I wanted to share your idea, is to give the first level boss a more human look, since he looks very robotic! 2nd Robocop when taking a step with his right leg, this in turn looks very wide (thick) when fully stretched, it seems as if he was wearing pants. 3rd The way Robocop enters the rooms, it seems like he was dancing! I know you do the work on the basis of the Arcade version, but it would also be excellent to make sprite improvements to the same NES version as leaving the way to shoot by extending the arm! Making two versions of your work would not be bad at all! There are also some small details as the robocop sprite looks shortened on the sides, it looks the same when you go up or down stairs, I know they are polishing details! The difficulty feels somewhat more difficult that is very good! Another point is that you be more professional and eliminate the rudeness (Mayor) "Marica, Fuck yeah"  :thumbsup: :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 28, 2019, 08:27:03 pm
Cyneprepou4uk, I see what you mean, thank you for looking into that issue.  Is there an easy way to make the game write the color bytes I want it to?  There are a few more palettes that I think may work in the same way.  For example: 1. the cross hairs on the bonus stage and 2. the flashing pink text on the "congratulations" screen following the bonus stage (must shoot 30 or more targets to trigger this).  Robocop's palette I can live with, the pink font not so much. ;D

edwinmusic, Thanks for the reply!  Your post brought a big smile to my face because it confirmed that people are taking notice of the little changes I've been making all along. ;D  These are silly references that I put in the game to amuse myself, it helps to keep from getting bored.  I do agree that there should be a more "professional" kid friendly version though.  It shouldn't be too difficult to maintain a kid friendly and adults only version.  Did you notice on the start up screen that the game was rated M for Mature?  ;)

Regarding the enemies, I'll definitely get around to them and will put the first boss on the top of my list, but Robocop and ED-209 are my priorities.  If I can only make them look the way I want in-game, I'd call the mod a success, everything else is just a bonus. As for the other changes you mentioned, I can make Robocop thinner and have him extend his shooting arm but that will come after I finish the game I've envisioned. I hope you can understand my point of view.       

Cheers everybody!  Enjoy the game, and to all the Americans out there, Happy Turkey Day! :beer:

 
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on November 28, 2019, 09:16:25 pm
Quote
Is there an easy way to make the game write the color bytes I want it to?

Changing those 3 bytes sounds easy enough.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 28, 2019, 11:26:09 pm


edwinmusic, As promised, here's a patch with foul language removed - Rated E for Everybody.  ;D

http://www.mediafire.com/file/at46udo6h2qkg37/RoboCop_%2528USA%2529_-_E_-_Edit.ips/file (http://www.mediafire.com/file/at46udo6h2qkg37/RoboCop_%2528USA%2529_-_E_-_Edit.ips/file)

Cyneprepou4uk, You wouldn't happen to know someone that writes NES hacking tutorials that could show me how to do this, would you?  ;)









Title: Re: NES RoboCop with Arcade sprites
Post by: Queue on November 29, 2019, 12:17:07 am
In his debugger pictures, do you see the following?
Code: [Select]
07:E30D: A9 10   LDA #$10
07:E30F: 85 34   STA $34
07:E311: A9 38   LDA #$38
07:E313: 85 35   STA $35
07:E315: A9 30   LDA #$30
07:E317: 85 36   STA $36
and
Code: [Select]
07:E9EF: A9 0F   LDA #$0F
07:E9F1: 85 34   STA $34
07:E9F3: A9 1C   LDA #$1C
07:E9F5: 85 35   STA $35
07:E9F7: A9 3C   LDA #$3C
07:E9F9: 85 36   STA $36
The values on the left are the addresses for the code, followed by the literal bytes that make up the code, then the human-readable (dis)assembly, and it's the LDA #$?? values you want to change. You should recognize the second set of values at least (0F 1C 3C).

If nothing else, you could use that data as a guide for what to search for to change:
A9 0F 85 34 A9 1C 85 35 A9 3C 85 36
and change the 0F, 1C and 3C to the colors you want (and likewise for the first set of code that sets the damaged colors, where you'd instead be replacing 10, 38 and 30).
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 29, 2019, 11:20:54 am
That worked! ;D  Robocop is now grey!  Thank you Cyneprepou4uk for finding the solution and Queue for showing me how to implement it!  :beer: :beer: 

Which one do you think looks better, blue or grey?
(https://images2.imgbox.com/55/dc/rV9medDY_o.jpg) (https://images2.imgbox.com/ea/27/uee8PXYn_o.jpg)

Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on November 29, 2019, 02:17:38 pm

Grey is very better like Power Arcade  :beer:

great work :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Metalwario64 on November 29, 2019, 05:59:04 pm
Grey works better for Robocop 1, and for 2 blue works better since his armor had a blue tint in that one.
Title: hi! Again! :) NES RoboCop with Arcade sprites
Post by: edwinmusic on November 30, 2019, 09:00:29 am
Hi, Thank you for taking my opinions into account, I congratulate you again for your advances in the game, With respect to the size of robocop, its height is robust and it is fine, it only needs changes in its lower parts of the legs when it is walking. Also when Robocop is covered, his hands look very dark and perish that they wear black gloves! Patient patience is key to a good job and you are doing very well!  :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on December 01, 2019, 02:29:31 pm
 Have you thought about harness the background color to draw ED-209 as in the original version?

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlgcrb-76b360ad-2ae3-414a-8837-3393df52613e.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsZ2NyYi03NmIzNjBhZC0yYWUzLTQxNGEtODgzNy0zMzkzZGY1MjYxM2UucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.p4IeLotKEc4OUn-CHSceX6kMKYLio9c4Fawuymmk8jc)
Click to enlarge.

 About the colors I think it highlights more blue palette :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 01, 2019, 06:18:42 pm
Thanks to Cyneprepou4uk and Queue, Robocop is now grey!  ;D New patches below.

Rated E for Everybody
http://www.mediafire.com/file/cjek746b4c7b65o/RoboCop_%2528USA%2529_Edit_4_-_E.ips/file (http://www.mediafire.com/file/cjek746b4c7b65o/RoboCop_%2528USA%2529_Edit_4_-_E.ips/file)

Rated M for Mature
http://www.mediafire.com/file/s0dmdje6xmun4d6/RoboCop_%2528USA%2529_Edit_4_-_M.ips/file (http://www.mediafire.com/file/s0dmdje6xmun4d6/RoboCop_%2528USA%2529_Edit_4_-_M.ips/file)


cartridge_rom and Metalwario64, thank you both for your input.  I like both versions, so I'll release the final edit in both color palettes.  Seeing the pictures side by side, I agree with sics, the blue pops more.  ;D

edwinmusic, I did a little work on the blocking pose (when pressing the select button) that you mentioned.  I think you can see his hands a little more clearly now.  Let me know what you think.  ;D

Wow! sics, that looks AMAZING! :thumbsup:  That took a lot of work and I really appreciate you taking the time away from your own project to help me with mine.  Sonic looks awesome and I cant wait to play it one day.  ;D  No, I hadn't considered using the background color when drawing ED-209, great idea.  Would you mind giving me some tips on how you create your backgrounds?     

Changes in this patch:

Grey Robocop, Texture on the ceiling of the bonus stage, various other text and graphics changes.

Title: Re: NES RoboCop with Arcade sprites
Post by: SuperStarFox on December 02, 2019, 10:15:05 pm
I Really Like How You Make This Rom-Hack Look Just Like The Arcade Version! Keep It Up... You're Doing Great!  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on December 03, 2019, 03:19:11 am
"I had to kill Data East because they made a mistake! Now it's time to erase that mistake. I had to kill Data East because they made a mistake! Now it's time to erase that mistake. I had to kill Data East because they made a --"

You get the idea :D Nice work so far... The gameplay can be kind of clunky tho, and I wish it had more music from the film itself. NES games' music is limited enough as it is, games that only have one or two tracks can be competent but totally bland. Wolverine, for example.

I know it do what it do, just throwing ideas into a hat here...
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on December 03, 2019, 09:11:01 pm
There is no secret to do this, it is only a question of being persevering, for example in adapting to ED-209, I made 35 attempts before deciding which would be the best method to edit it.

When it comes to smaller graphics, what I do is work without restrictions, and then adapt them to the style I need.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0iu-3be06a15-641b-44f2-9e5c-30ee1d343e90.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBpdS0zYmUwNmExNS02NDFiLTQ0ZjItOWU1Yy0zMGVlMWQzNDNlOTAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.389BX2kZtShQqom5RZ6NCHt6qSKBBhA2ErIqdSjWTJQ)

Sometimes I draw sprites much larger than necessary to better understand the structure I want to represent.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0di-20e23033-2974-4ef1-9184-af6a13ea3aed.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBkaS0yMGUyMzAzMy0yOTc0LTRlZjEtOTE4NC1hZjZhMTNlYTNhZWQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.1huR5aNZrtnCe4fBwwzOD1oZYX4avzkpgdBbTXT8wRk)

But always the biggest challenge is the reduction of colors, personally I like to do it manually, to get the best results.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0cr-afe562e2-9a39-45d4-8ea1-48b9f5aae339.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBjci1hZmU1NjJlMi05YTM5LTQ1ZDQtOGVhMS00OGI5ZjVhYWUzMzkucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.5_EiyC608kj6drrJcwRGvLxdrpdO_csQu2lo7dAnU3I)

But luckily there are also automatic methods that are very effective. Firework MX and Color Cuantizer are the best tools for this purpose.

Take for example again ED-209, to speed up that work, I did the following.

I sought to create a range of colors higher than necessary, in this case with 5 colors seemed sufficient to me.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0db-087afc83-9e07-42fd-bcfe-18578c6abf52.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBkYi0wODdhZmM4My05ZTA3LTQyZmQtYmNmZS0xODU3OGM2YWJmNTIuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Rf8u-y7ZypCuhfTyG0gqV-MOAzR8S7ZlKe1wrjvrHAA)

After this save three versions:

One as a reference with the 5 colors and then another 2 with a range of 4 colors, where in one remove the darkest and another instead the lighter color.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlm0cw-e35dcf22-1c91-4e37-befd-0128069ccd76.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsbTBjdy1lMzVkY2YyMi0xYzkxLTRlMzctYmVmZC0wMTI4MDY5Y2NkNzYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.4FweCbOXkM-aMYLknA_cDl6pyixYMPMhrV05jQnekO8)

Then I loaded these images to Photoshop and matched their colors using a unique palette for both images.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlk200-ae5b0165-88ea-4dde-8689-a5c55f4e6c0c.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsazIwMC1hZTViMDE2NS04OGVhLTRkZGUtODY4OS1hNWM1NWY0ZTZjMGMuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.C1Hj_v3PlXFuB7hjLjE1z5x1RWhURVQfB4qxH9vAPO8)

In this way later I made a single image from the two files, with the help of the reference.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/ddlk1zw-4cd1a993-3c8a-495e-b396-c2f526dab52e.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzNhMmVlNWYyLTEwODgtNDg3YS1iM2MxLTBhYjdkYzMwNzU4N1wvZGRsazF6dy00Y2QxYTk5My0zYzhhLTQ5NWUtYjM5Ni1jMmY1MjZkYWI1MmUuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.WnZ-tkN-JMxi_mH1e15RIeltlYJtEwwew46yveQMKMw)
(This work is done with much more care)

Quote
Other useful programs:
 ImageResizer-r129: It allows you to resize images with all existing methods of interpretation.
 Rotsprite: It serves to rotate objects in a unique way.
 Tiled: Its uses are almost endless.
 PhotoScape + DoubleKiller: It is the best way to detect repeated graphics.

 ● With the PhotoScape Cutter tool, you can split a tab into 8x8 graphics, then with DoubleKiller delete the repeated sprites and then with the Mural tool (also from PhotoScape) reassemble the image.
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on December 06, 2019, 07:27:55 am
Hi!! I apologize for not answering you before. I had previously tested the demo on an "Android Tablet" and the screen was scared and for that reason I saw Robocop's legs wide I could test the demo on a CTR TV and found the detail that you see well but you have to give them some definition, they look somewhat distorted when walking. With respect to the hands when tanning, they were very good. I don't know if you could give them a somewhat gray tone to test how they would look! ;) and another detail is when Robocop is covered, some sprites of his legs disappear ... also improve the side sprites that are lost, his shoulders etc. It would also be good to focus the words on the "Game Over" It is still a Demo and you will gradually improve it!... :thumbsup: :thumbsup: ;) ;)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 06, 2019, 06:52:49 pm
Thanks SuperStarFox, I'm trying! Hopefully I can get the game to at least look good. ;D

Spooniest,  HAHAHAHAHA :laugh:  That line is perfect!  I'm trying to make it fit in the game now!  As for the controls and music/sound, I agree %100, I just don't have the skill set to improve them.  I'll keep working on the visuals though.  If you have any more suggestions, please share 'em!  ;D

(https://images2.imgbox.com/0f/92/CfNlMrZh_o.jpg)

sics, again, Thank You!  I really appreciate you sharing your knowledge with me.  I'm going to try out your method this weekend when I have more time!  :thumbsup:

edwinmusic, The missing sprites that you mention are one of my main challenges.  There is plenty of space in CHR to draw them but I need someone to show me how to manipulate the game's code so that the missing sprite is drawn on screen and completes the image.  I hope that makes sense.  ;D

Does anybody have a tutorial on how to add sprites to a character in-game?  Also, a tutorial about editing the horizontal/vertical coordinates of where the sprites are drawn on screen would be extremely helpful.  ;D   



Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 06, 2019, 07:24:27 pm
Since you don't know nes assembly, these tutorials (if they exist) won't help you.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 06, 2019, 10:12:32 pm
It sounds like you're saying I need a partner Cyneprepou4uk.  Do you want to help me transform this mediocre game into something great?   ;D





Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on December 09, 2019, 05:18:44 pm
(https://images2.imgbox.com/0f/92/CfNlMrZh_o.jpg)

(https://i.imgur.com/jJOAQWF.png)

Ohohohohohohoho

I was just goofing around, I didn't think you'd actually bother to do anything with it. :D Also, yeah, you don't see a lot of improvements to controls/gameplay and the like, that takes hard coding stuff that you can't simply hex edit in, it's kind of a pain to do. And of course, music is something only very few people know how to make for a NES game, so far as I know.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 11, 2019, 07:44:47 pm
Spooniest, There's no way I couldn't use your line, it's too perfect!  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 21, 2019, 07:51:40 pm
Hey Everybody!

I've been trying to educate myself on how NES sprites work and could use some help.  Forgive me if I use terms incorrectly as I'm still learning. 

Looking at the picture posted below, you can see that the first frame of Robocop's walking animation (left hand side) uses 8 sprites.  If I move sprite 5 up so that it's on the same plane as sprites 1 and 2, then shift sprites 6 through 8 back a few pixels so they line up properly with sprites 3 and 4, I can ALMOST get a complete image of the Arcade version of Robocop without adding any extra sprites.

(https://images2.imgbox.com/aa/97/FgeQ7Rrl_o.jpg)   

My first question, can someone please show me how to find Robocop's sprite attributes so I can make the changes described above?

My second question, is there a way to add the extra sprite needed to complete the image? 

Any help you guys could provide would be greatly appreciated!  ;D





Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 21, 2019, 08:18:46 pm
Usually sprite attributes are located in RAM at $0200-$02FF. If you get rid of enemies on the screen and move your player, you can easily see his sprites starting from $0200. If you set write breakpoints, you can find where these bytes are taken from. Better set breakpoints to tile number attributes because it's likely should be written "as is" unlike coordinates and flipping, which makes it easier to find.

To add more sprites to an animation, you need to move animation's data to some free space, then add more sprite data and change pointers to that data since you have moved it somewhere else.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 24, 2019, 02:41:36 pm
Cyneprepou4uk, the rom has been Nflated ( Thanks KingMike! ) from 256KB to 512KB.  Would it be a good idea to start fresh, move all of Robocop's redrawn sprites to the newly created extra space, and change the pointers/sprite data?     





Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 24, 2019, 03:14:09 pm
Maybe
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 24, 2019, 03:48:41 pm
Maybe

This makes me think I'm on the right track.  ;D

Here's the Nflated Patch
http://www.mediafire.com/file/ipq1msufxht0wbl/RoboCop_Nflated.ips/file (http://www.mediafire.com/file/ipq1msufxht0wbl/RoboCop_Nflated.ips/file)

You can use yychr to see how the sprites should look in-game.
(https://images2.imgbox.com/38/c5/wiKiQT9g_o.jpg)

December 28, 2019, 12:50:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Cyneprepou4uk,  I took a look at the NES Memory address you told me about ($0200-$02FF) and I think I'm getting a better understanding of sprite attributes. ;D

If you look at the picture below, starting at $0200:
70 = Byte 0, the y-axis
41 = Byte 1, the tile index number
00 = Byte 2, the sprite's attributes - 40 flips the sprite horizontal, 80 vertical, C0 both horizontal & vertical
28 = Byte 3, the x-axis 

Using this info I was able to draw a complete Robocop on the screen in-game!  Of course when I moved him, his sprites went back to normal.

(https://images2.imgbox.com/4b/e9/WLaP0tay_o.jpg)     

So I'm trying to do what you instructed and create some breakpoints (breakpoints, breakpoints, breakpoints) ;)  but I'm not quite sure I'm doing it correctly.  Will you give me a little more guidance? 

(https://images2.imgbox.com/b2/ec/NgLuAXgO_o.jpg)



                                                                                         ;D








December 29, 2019, 05:59:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)



Hey Guys! 

Can somebody out there tell me if I have these breakpoints set up correctly and if so, what they're telling me?   ;D

(https://images2.imgbox.com/d8/3d/WdOa3pNX_o.gif)








Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on December 31, 2019, 07:20:25 pm

Hey Everybody!

Check out my final patch of the year below:
http://www.mediafire.com/file/dxb8cvrs6m184mv/RoboCop_-_New_Years_Edit.ips/file (http://www.mediafire.com/file/dxb8cvrs6m184mv/RoboCop_-_New_Years_Edit.ips/file)

I finally figured out how to edit the targets on the bonus stage!  It looks much more like the arcade version now.  There are a few tweaks here and there but the bonus stage is pretty much complete.  ;D

(https://images2.imgbox.com/34/fd/LyF83ObH_o.jpg)

And I had to add Spoonies quote cause it's awesome!  ;D

(https://images2.imgbox.com/99/19/r1FYPNLu_o.jpg)

Happy New Year Y'all!  :beer:

Old Guy


;D




Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 31, 2019, 09:38:07 pm
Quote
Can somebody out there tell me if I have these breakpoints set up correctly and if so, what they're telling me?

Write breakpoint gets hit when something is trying to be written into that address.

Breakpoints are correct, but you don't need so many, usually a single one will do if you choose it right.

Forget about $C03E routine, it clears sprite memory before re-setting sprites. Concentrate on other breakpoint hits and see where byte is read from before writing to addresses of breakpoints.

To get you started:
LDA - load byte from somewhere into register A
STA - set byte from register A into address

Read manuals about 6502 opcodes and addressing modes
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 03, 2020, 11:01:22 pm
Cyneprepou4uk, as always, thank you for your guidance!  ;D  I've downloaded the “MCS 6500 Microcomputer Family Programming Manual” and will look for other reference material when I have more free time.

I discovered where Robocop's sprites are in the ROM a few days ago and have been busy shifting them around like I mentioned in the previous post. 

Many of the animation frames have enough sprites (or an extra) and have been fixed.  Some, like his walking frames, require an extra sprite or two.  If you look at the ROM, his first frame (the walking frame pictured in the previous post) starts at E0B8 and goes to E0D7.  Then the same frame is drawn in reverse from E0D9 to E0F8.  There is a byte, 7F (E0D8), that separates the frame and its reverse image.

Oddly, starting at E0FE, this first frame and its reverse are repeated.  Robocop's second walking frame starts at E144.  Was this a mistake, and more importantly, can I steal these 16 sprites to use in other frames that need them?     

Between unique frames, say walking frame 1 and walking frame 2, is also the 7F byte but it's followed by 4 additional bytes.  In this case they are 34 81 4D 81.  Is this the pointer information?  It seems like 7F tells the game to stop drawing the sprites.  What are the other 4 bytes telling the game?  Is it telling the game which bank to pull the sprites from?  Do you need 4 bytes for that or does it mean more?  Can someone please explain what these bytes are used for?  Can I manipulate them to steal the extra sprites I need and finally fix Robocop?










Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on January 04, 2020, 02:07:46 am
Not sure about your manual. I used this one (https://www.zophar.net/documents/6502/6502-txt.html) when I was a noob.

Your game has 2 sets of sprite data for both directions independently. You can re-use any sprite data you want for another animation.

What makes you think those 4 bytes are important anyway? Don't go crazy about every byte you see. Use Code/Data Logger.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 14, 2020, 09:22:41 pm
Hey Everybody!  ;D

Got a HUGE update for y'all this week!   

Get the new patch here:
http://www.mediafire.com/file/nx110ztosi4tiew/RoboCop_-_Edit_6.ips/file

It took a lot of creative sprite shifting but almost all of Robocop's animations have been fixed!  There are some instances (walking up and down stairs) where he still needs an extra sprite or two but he's now mostly complete!  The coolest one has to be the gun twirling animation.  ;D

(https://images2.imgbox.com/91/a6/RvBPwUJx_o.jpg)
(https://images2.imgbox.com/5c/8b/WoCH0fLt_o.jpg)
(https://images2.imgbox.com/3f/bc/mXMrMC7y_o.jpg)
(https://images2.imgbox.com/d6/20/SRqFwDPG_o.jpg)

Try it out, let me know what you think and if you spot any errors that I need to correct.


 ;D

Old Guy











Title: Re: NES RoboCop with Arcade sprites
Post by: sics on January 15, 2020, 06:14:38 pm
It looks amazing, the romhacking needs more people like you :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 16, 2020, 05:40:47 pm
Thanks sics, I respect you as an artist and your praise means a lot to me.  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on January 20, 2020, 01:06:06 pm
So played the patch.  Forgot how shitty of a player I am at this game so can't complement on the ED-209 as I didn't get that far :P


Just a few issues I've ran in to.

(https://i.imgur.com/mDCCFyg.jpg)

Something is going on with his leg while going up.  A sprite missing?


(https://i.imgur.com/2btxbt7.jpg)

Same with here.  Guess this Robocop runs more on air power?  :o



....and lastly, not much of an issue.


(https://i.imgur.com/M1Ff0ME.jpg)

I see on what you did there ;)









Other than that, feels better though THICC.  Very THICC.  That's all I got as I'll try to get to ED-209 and see what's going on there  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Googie on January 20, 2020, 01:36:01 pm
I'm gonna give this a spin right now, been meaning to cause I've been mad busy with other things. I'm a big fan of Robocop, hated the remake though...  :D
Title: Re: NES RoboCop with Arcade sprites
Post by: Spooniest on January 20, 2020, 06:36:13 pm
Pretty good, but as I said before, I'd kill for a music hack for this game. It's the same theme from Stage 1 through 3, as far as I can tell -_- Yeah, yeah, it's the Robocop music. Again.

Anyhoo. I found this:

(http://i.imgur.com/s78F9PTm.png) (https://imgur.com/s78F9PT)

This happened when I aimed upwards with the submachinegun weapon and fired.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 21, 2020, 09:05:25 pm
Hey Everybody!  ;D

Thanks for trying out the hack guys!  Here's an up date that should fix the issue Spooniest mentioned with the sub machine gun. 

http://www.mediafire.com/file/2tfj7yst8x8f1er/RoboCop_-_Edit_7.ips/file (http://www.mediafire.com/file/2tfj7yst8x8f1er/RoboCop_-_Edit_7.ips/file)

Hey Sin eerrrr Morinis!, yeah, unfortunately those frames you pointed out are going to require an extra sprite or two.  :o  I'm studying up on pointers now and I have a theory on how the game works, but I won't get around to testing it until this weekend.  ::)

As far as ED-209,  he's still gonna need a lot of help.  If you have any thoughts, please let me know.  Once Robocop is 100% fixed (hopefully soon  ;D)  I'll start trying to learn more about meta sprites.


Googie, lemme know what you think!  As a fellow Robocop fan, is there anything that should be added? 


Spoonie! What's up man!  Trust me, I'd kill for a little variety in the stage music too!  Or at the very least a better rendition of the Robocop theme.  Thanks for your input BTW, I think I fixed it!  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: SuperStarFox on February 01, 2020, 12:29:08 am
Question: The Quote "Be Fresh As Heck" (Only Because I Don't Want To Say The Actual Swear Word) Was This Based On The Arcade Game Or Was It Based On The Movie?  :huh:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 01, 2020, 03:59:33 pm
SuperStarFox, It's from Epic Rap Battles of History - RoboCop Vs Terminator ;D

New Patches below!

Blue Version: http://www.mediafire.com/file/llcmsdom93120g6/RoboCop_-_Edit_8_-_Blue.ips/file (http://www.mediafire.com/file/llcmsdom93120g6/RoboCop_-_Edit_8_-_Blue.ips/file)
Grey Version: http://www.mediafire.com/file/2xlulaxv2nu6xf4/RoboCop_-_Edit_8_-_Grey.ips/file (http://www.mediafire.com/file/2xlulaxv2nu6xf4/RoboCop_-_Edit_8_-_Grey.ips/file)

Thanks to Cyneprepou4uk I was able to figure out how the pointers work and steal the sprites I needed. :beer:  The code/data logger is a pretty amazing tool!

Both issues pointed out by Morinis have been fixed.

(https://images2.imgbox.com/18/9d/F9PoFq9r_o.jpg)
(https://images2.imgbox.com/1a/31/S5PQV3Jj_o.jpg)

I think most all of RoboCop's animation frames have been fixed, but haven't thoroughly tested.  At this point I'm satisfied with how he looks and plan to start on ED-209.

Does anyone have any tips on how to tackle him? 
   

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 15, 2020, 08:04:03 pm

Hey Everybody!  ;D

New Patch:
http://www.mediafire.com/file/dlcis7j3tfpjwxf/RoboCop_-Edit_9.ips/file (http://www.mediafire.com/file/dlcis7j3tfpjwxf/RoboCop_-Edit_9.ips/file)

A little progress on ED-209.  His cannon now lines up with his main body a little better.  Now I gotta figure out how to fix the rest of him.  Does anyone know of any tutorials for editing large scrolling bosses?  ;D
   
(https://images2.imgbox.com/80/f0/X61bNXDY_o.jpg)
(https://images2.imgbox.com/8e/e6/kVDgxqxi_o.jpg)
 


Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on February 20, 2020, 02:45:25 pm
Good job!!  :) :) :) ;) ;)
Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on February 22, 2020, 12:59:44 am
Boss amazing work on graphics..now with Mesen I already hacked RoboCop with the movie OST..sounds amazing I might upload a video on YouTube soon...
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 22, 2020, 12:49:09 pm
edwinmusic, thanks for the support!  Did you notice that the first boss has been replaced?  ;D

Kurrono, thanks for the kind words!  I hope you'll post up a link to your video, I'd love to see what you've done.  ;D   

I think I've figured out how the game is drawing ED-209 to the screen (see pic below).  Only 2 of his frames of animation have been reworked though and I don't think I'll have time this weekend to work on him. :(   I'll be sure to post a patch when work on him is a little more complete. 

(https://images2.imgbox.com/d0/93/QjD9tyN3_o.jpg)




Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on February 22, 2020, 02:07:26 pm
This is coming along quite nicely!
Really love the changes made so far :)
I will include this one in my main hacks repertoire for sure!
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on February 22, 2020, 02:55:09 pm
Amazing work here! so pro that DATA EAST couldn't even pull it out itself. :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on February 24, 2020, 07:06:02 am
It's great to see that you're getting your goals, congratulations!!! :laugh:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 29, 2020, 11:43:23 pm
Hey ShadowOne333!  Thanks man, I've been meaning to check out your Zelda Redux hacks.  I think I'll take a break from Robocop tomorrow and play through LoZ!   :)

Noside, yours has to be the best comment yet!  Thanks for that, that's quite a complement!   ;D

Thanks sics!  It's not easy, It keeps throwing new challenges at me, but eventually I'm going to make this game bend to my will!  :laugh:


New Patch:

http://www.mediafire.com/file/xvb0pfchaon9ers/RoboCop_-Edit_10.ips/file (http://www.mediafire.com/file/xvb0pfchaon9ers/RoboCop_-Edit_10.ips/file)


He's still WIP but ED-209 is looking a lot better.

(https://images2.imgbox.com/17/d1/YX6AqYHF_o.jpg)


Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on March 25, 2020, 12:28:55 am
Promise is a promise about Robocop-mesen with custom music like snes msu1
chack it out SomeOLdGUy...

https://www.youtube.com/watch?v=keESnjaVm38&feature=youtu.be
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on March 26, 2020, 11:12:09 am
That's AWESOME Kurrono!  Great job!   :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Kurrono on March 26, 2020, 04:56:39 pm
Boss is there no way you can add jump feature to Robocop?
that will need some assembly hacking i know.. i dont have knowlwdge to do that..

only music area
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on March 31, 2020, 11:10:39 pm
Kurrono, I'm sure there's a way to add a jump feature but I don't know how to code (yet), so I can't do it myself ((yet))!  Maybe if we eliminated Robocop's block capability?  This makes the game way too easy anyway. We could use this space for code to make Robocop jump.... or since the ROM has been expanded, make the program JMP to another area in ROM where there is more space for code?  I plan to study 6502 though, so who knows. ;D

Here's what I've been working on recently.

Get the latest patch here: http://www.mediafire.com/file/0fdd1kvxeau9opr/RoboCop__-_Edit_11.ips/file (http://www.mediafire.com/file/0fdd1kvxeau9opr/RoboCop__-_Edit_11.ips/file)

(https://images2.imgbox.com/ee/d0/ECAHPolA_o.jpg)

This is my first draft redraw of the first stage.  It's not arcade perfect but I think it's pretty close for a NES port.  Check it out and let me know what y'all think!

            OldGuy

             ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on April 01, 2020, 12:06:35 am
Definitely an improvement  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on April 30, 2020, 08:23:51 pm
Hey Everybody!

Hope y'll are well.  Check out the newest patch below.

http://www.mediafire.com/file/ea4huat3qb0gbew/RoboCop_-_Edit_12.ips/file (http://www.mediafire.com/file/ea4huat3qb0gbew/RoboCop_-_Edit_12.ips/file) 


Level 1 "second draft" redraw ( still WIP )

(https://images2.imgbox.com/df/09/Z1M6FYX4_o.jpg) 

-Added more detail/texture/color to the background.
-Changed the placement of some enemies.
-Fixed the first bosses palette.  He no longer has red/blue skin.
-Other minor graphics/palette changes.
 

(https://images2.imgbox.com/5b/a3/RtsUMfZW_o.jpg) 

Changed ED-209's Palette to match the .gif on the first page of the post.  He still needs a ton of work.  Anybody out there willing to help with coding?  ;D

If y'all have any critiques, suggestions, etc., let me know!

Thanks

Old Guy

    ;D 
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on May 08, 2020, 05:42:40 pm
Hey Everybody!

Did a little work on ED-209 this week, he's looking alot better.  ;D

Patch:  http://www.mediafire.com/file/jp4zgnfc0tsg138/RoboCop_-_Edit_13.ips/file (http://www.mediafire.com/file/jp4zgnfc0tsg138/RoboCop_-_Edit_13.ips/file)

I think I have a better understanding of how he's animated and was able to get rid of most artifacts that were showing up on the screen.  The next challenge is to figure out how to change the order in which his frames are animated.  Check out the video below.  If you want to help let me know!  ;D

https://youtu.be/uRq6I2B2S38 (https://youtu.be/uRq6I2B2S38)   

Also in this patch, was working on eliminating the time limit for each level.  Just don't see the point so I disable the counter and removed the batteries that the player would normally collect.  Now I need to figure out how to edit the HUD.  :o

By the way, does anyone have any ideas how to reposition the floating bottle in the pic?  It's kinda useless where its at.
 
(https://images2.imgbox.com/38/7f/X587cHM2_o.jpg)




Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on July 18, 2020, 04:33:26 pm
Hey Guys!

Working on Level 2!

If y'all want the patch, let me know  ;D  !!!!!



 (https://images2.imgbox.com/d9/83/Ksq1WzeP_o.jpg)
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on July 18, 2020, 05:17:00 pm
It looks awesome, such an improvement to the game!
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on July 23, 2020, 04:50:45 pm
It seems more and more like a Sunsoft game! :beer:

About HUD, maybe this information can help you :thumbsup: 0x001851A

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de1vubu-2965d35b-ceb2-4c5c-a45c-e4d0eb85d175.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZTF2dWJ1LTI5NjVkMzViLWNlYjItNGM1Yy1hNDVjLWU0ZDBlYjg1ZDE3NS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.W9IO9mlra8KW1y8k-_8b2WGjb7d7WpasH3RwUP8Hh-w)

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 05, 2020, 10:18:52 pm

Hey Jimstrom!  Thanks man, I'm doin my best! ;D

Hey Sics!  I took a little break from working on the HUD but you may have just inspired me to take another look at it this weekend.  I always appreciate your help/guidance, thank you!  :beer:

...and this is what I've been working on recently, redrawing some of the enemy sprites.  This one now looks less like a child and more like a commando.

(https://images2.imgbox.com/2d/06/LnyaTyNW_o.jpg)

Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on August 06, 2020, 12:04:26 pm
This last update was very good, congratulations! :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 13, 2020, 10:07:34 pm
Thanks Xander max  ;D

How's work on your Mighty Street Fighter hack going?  I'm really looking forward to that one!

Been working on Robocop's cutscenes lately.
(https://images2.imgbox.com/a0/82/xOgmLO5V_o.png)

The original scene from the game has a lot more text compared to mine, so after my text has completed writing to the screen the text sound effect keeps playing.  Does anybody have any advice on how I might be able to fix this? 

Also, does anyone know how to change the duration of time each scene is displayed on screen?

Old Guy

    ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on August 13, 2020, 10:15:20 pm
There should be some control byte at the end of the text to tell the game to stop writting. I presume you just replaced unused text with spaces.

Search for a duration counter in ram and change the value that gets written there. Code can be found with a write breakpoint.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 13, 2020, 11:52:03 pm
Well, this is the hex for the screen I want to edit.  My game on the left, original on the right.

(https://images2.imgbox.com/d2/2c/Bc1SyBkv_o.png)

...and this is what I've been able to figure out so far.

FF – I thought signaled the start of a new screen followed by screen coordinates.  This doesn't seem to be the case though.  For example at 0x00115b – the “Prime Directives” text doesn't show up on it's own screen.

FE - Starts a new line of text, again followed by screen coordinates.

7F - tells the game to stop drawing sprites but I don't see a byte here to stop drawing text.  The last line of text seems to be followed by FF except for the example above.  I tried writing FF at 0x001151 and it didn't do anything, the sound keeps playing.   

I'm not sure what the bytes from 0x000fb7 – 0x000ff9 are.  Duration counter data?
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on August 14, 2020, 01:29:07 am
Are you familiar with pointers and such, SomeOldGuy?

It's neat to see you trying to figure out how the TBL and the control codes work for the game, but for actual new and larger text, you might require reporting the text itself.

If you don't know how, I could try helping out there.
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on August 14, 2020, 12:21:31 pm
Thanks Xander max  ;D

How's work on your Mighty Street Fighter hack going?  I'm really looking forward to that one!


Old Guy

    ;D

Thank you for your interest!  The Hack is a little slow, it was testing other concepts and working with creativity in an uncompromising way in several hacks at the same time.  Take a look, I did a lot of things but they are all at an early stage. www.youtube.com/channel/UCdGHNhopquBMifjhdNSWQTA
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 14, 2020, 01:04:29 pm
Hey Shadow!

Feel free to correct me, but this is how I understand pointers.

(https://images2.imgbox.com/44/14/vrgABVAY_o.png)

I believe this is what is referred to as a Pointer table ( 0x00E010 – 0x00E0B3).  These are the pointers for all of Robocop's sprites.



(https://images2.imgbox.com/65/66/p1hhSvWk_o.png)

A4 80 is the pointer for Robocop's first frame of animation.  80 represents 0x00E0, add 10 to A4 and we get 0x00E0B4

81 = 0x00E1, 82 = 0x00E2, etc.



(https://images2.imgbox.com/6a/7d/vkiGFPoB_o.png)

At 0x00E0B4 we have two more pointers, A8 80 and C9 80.

 

(https://images2.imgbox.com/fc/d2/WLcKA2UO_o.png)

A8 80 ( 0x00E0B8 ) is Robocop facing forward and C9 80 ( 0x00E0D9 ) is Robocop facing backwards.

I'm not sure how pointers for the text work in this game.  Any guidance you could provide would be greatly appreciated.  ;D


Dang Xander! You do have alot going on. That Metal Slug hack looks really cool!  :thumbsup:

Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on August 14, 2020, 07:28:21 pm
Oh actually you seem to have quite an understanding of pointers already.
Text pointers usually work in a similar way to that.
2 bytes for each text entry (where the text begins)
Simply locate where a certain text is, and what it's starting address is in the ROM.

Then substract 0x10 and convert it to NES address to find the 2 byte pointer.
Pointers are usuallu within the same bank as well.
If you have doubts, post a pic of the TBL loaded and where a certain text you want to relocate is found at, so I can give you a working example.
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on August 29, 2020, 08:46:45 am
Hey Guys!

Working on Level 2!

If y'all want the patch, let me know  ;D  !!!!!



 (https://images2.imgbox.com/d9/83/Ksq1WzeP_o.jpg)


AWESOMEEEE! GREST!  O' RE AMAZING SOMEAGUYOLD!   :thumbsup: :D
Title: Re: NES RoboCop with Arcade sprites
Post by: cartridge_rom on October 26, 2020, 05:22:48 am
how is the project going ...? 
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 26, 2020, 06:34:16 pm
Hey cartridge_rom!

I was working on the junkyard stage but don't have much time to dedicate to the project right now.  :-\


(https://images2.imgbox.com/12/43/LkyauEFG_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: verme on October 29, 2020, 10:03:45 am
This is certainly one of the coolest projects in progress!
I wish you luck!
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on October 30, 2020, 05:51:25 pm
Man, this is getting the legit arcade port the NES game deserved, heck, once again, Dataeast couldn't even do it themselves, you guys are awesome!
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 02, 2020, 10:30:56 pm
What a difference a year makes!  Hard to believe it's been that long since the first post. 

Thanks verme and Noside!  I'm trying my best to at least make the game look good!  ;D
 
Check out the latest patch below.  Warning, it's still very much a WIP.
 
 
http://www.mediafire.com/file/br1aa1wtqn1ovbx/RoboCop_-_Edit_14.ips/file (http://www.mediafire.com/file/br1aa1wtqn1ovbx/RoboCop_-_Edit_14.ips/file)


Try it out and let me know what ya think!

Old Guy  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 04, 2020, 04:33:24 pm
I just played the latest patch and is fantastic! I love how everything looks from the enemies, backgrounds and bosses, sorry to sound like a parrot repeating things lol but, this is the Arcade port everyone wanted for the NES, I'm aware this is still a w.i.p but this is awesome! keep up the good work, cheers! :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 07, 2020, 06:55:57 pm

Noside, thanks for the feedback, I really appreciate it!  ;D

Yeah, I wonder why they didn't attempt an arcade port back then.  Obviously the NES is capable and I imagine a proper port would have sold a whole lot more copies than the game they released.  Surely the artist that worked on the game wanted to deliver a good product.  Maybe they just didn't have the time, talent, or tools (Photoshop is a huge help).  Guess we may never know.  I'll keep plugging away at the project as I get free time and maybe one day I can finally deliver the port we wanted as kids!  :beer:


Worked on replacing the flapping lips animation today and went with a static image.  I think it looks better, how about y'all?

(https://images2.imgbox.com/7f/52/lpb3PcYA_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 08, 2020, 02:51:15 pm
Dude, the static image gives the arcade feeling so well, sick! I love it!
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 08, 2020, 05:43:23 pm
Noside, thanks for the feedback, I really appreciate it!  ;D

Yeah, I wonder why they didn't attempt an arcade port back then.  Obviously the NES is capable and I imagine a proper port would have sold a whole lot more copies than the game they released.  Surely the artist that worked on the game wanted to deliver a good product.  Maybe they just didn't have the time, talent, or tools (Photoshop is a huge help).  Guess we may never know.  I'll keep plugging away at the project as I get free time and maybe one day I can finally deliver the port we wanted as kids!  :beer:


Worked on replacing the flapping lips animation today and went with a static image.  I think it looks better, how about y'all?

(https://images2.imgbox.com/7f/52/lpb3PcYA_o.png)

That looks great!
I do have one suggestion though.
Are you still able to use the beige/pink palette from the original cutscene?
Maybe you could play around with the attribute table of that screen to still give Robocop his skin tone for his mouth section, to give it more eye-candy to the scene and still have it be closer to the arcade.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 08, 2020, 08:39:39 pm
I'm glad you like it Noside.  ;D   I'm trying to pack in as much imagery from the arcade game as I can. 

Hey Shadow!  Thanks man, I appreciate it.  ;D  I have been experimenting with tygerbug's method of editing name tables recently, so it may be possible to edit the skin color for his mouth.  I'll see what I can do and report back here, may need to wait on a tutorial by sics though.  It's amazing what those guys have been doing with Street Fighter.  I'd love to know their methods.       
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on November 09, 2020, 07:53:23 pm
I don't think you need to wait for the tutorial, the Robocop screens are handled in a simpler way than the Hummer ones, so distributing its pallets should not be a complicated task.

I will omit how to customize the screens and what is the process to edit the overlay sprite, by time and because surely you handle that information better than me:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8goel-4b8eeba2-d488-4436-aa24-2d6b3334d112.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnb2VsLTRiOGVlYmEyLWQ0ODgtNDQzNi1hYTI0LTJkNmIzMzM0ZDExMi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.rhdZfLDXMWkn2FBYpEGw28phzmWztSyRQ__ygkiaIXs)

The first thing you should locate are the palettes, which as a general rule are usually found at the end of the data on each screen and in this case it is not the exception since they are found from 0x05d50:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gne6-5edd7324-ef1c-4807-bd7b-4d1af3870f20.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmU2LTVlZGQ3MzI0LWVmMWMtNDgwNy1iZDdiLTRkMWFmMzg3MGYyMC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Z91Fd6akX3e_irjx_-0jXTVcjSQsTDlqW0MLaketf8Q)
Note: I am not sure I fully cover the palette data, I did it very quickly.

In this case, as you can see, I have replaced all the data with $E4:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8goeq-1323db6a-0d59-43ec-b23f-74a10e7a2f56.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnb2VxLTEzMjNkYjZhLTBkNTktNDNlYy1iMjNmLTc0YTEwZTdhMmY1Ni5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.6f7bPu-D4Uxx9hapGNl8SGwF-rhv26r4oSOirjNeoR4)

The information necessary to color 4 independent sectors of the screen is stored in each of these values:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gneg-920f97e8-bb2f-4745-98cb-ef1f62b1cf8a.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmVnLTkyMGY5N2U4LWJiMmYtNDc0NS05OGNiLWVmMWY2MmIxY2Y4YS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.vojaMeipLDKQg9kOk9KgFM96xSNerjNUne18HLOcVqI)

Luckily thanks to the NES Palette Table Calculator, there is no longer any need to do the calculations manually, for example, the palette with which I colored this screen is the following:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gne3-a871f859-5add-496a-a0f9-67195e5f6d06.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmUzLWE4NzFmODU5LTVhZGQtNDk2YS1hMGY5LTY3MTk1ZTVmNmQwNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.wjyvjnTE27Z2GGQrX0ltwV57PZZJ1Qc0GfthEbGaTsI)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gs54-26b8df5c-9afb-4087-94bc-44648be11173.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnczU0LTI2YjhkZjVjLTlhZmItNDA4Ny05NGJjLTQ0NjQ4YmUxMTE3My5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.yQGbT30GSWKg3JppokIcPfQF1KbwaJNDNu5hLaw7qsU)
(Distribution of pallets)

On the other hand, the dark gray areas are those that, although they exist, it is not possible to see when running the game, since despite the fact that each screen has a resolution of 256x240 it can only be viewed 256x224.

In addition, the space marked with the question marks is a sector that, although technically it would be reached by the color distribution, this does not exist:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/de8gnea-1e85b306-afd6-49ef-8160-137d50fa0e54.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZThnbmVhLTFlODViMzA2LWFmZDYtNDllZi04MTYwLTEzN2Q1MGZhMGU1NC5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.W0gD1LdC1eAUYhrLtEnxzJuldqgdSCq2BJthmm8zsh8)

Also, as you may notice, all the palettes are written in sequence. Knowing all this, it is only a matter of calculating the new color distribution and applying it  :thumbsup:

Edit: Observing the screenshots with the naked eye, I can say that it is more than likely that the color configuration starts from the visible area of the screen and the configuration that I have described responds more to the bad programming of the first bootegles Hummer.
Title: Re: NES RoboCop with Arcade sprites
Post by: CryinOnion on November 10, 2020, 12:26:22 am
Greetings from Barcelona!

You may have to pay a high price for excellence, bro: Your work is SO GOOD that you will probably have to redo ALL the sprites and backgrounds, as there is a strong contrast between what is improved and what is not!

But judging by the passion (and technical skill) shown so far, I think that's a price you'll be glad to pay ;)

Solid candidate to 'Best Hack of the Year'(2020 or 2021, no hurry if the work is still of the same quality).
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 11, 2020, 08:55:33 pm
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)

Shadow, you were absolutely right, the image looks a lot better now using the skin color for his mouth.  Thanks for the suggestion.  :thumbsup:

sics, that was an excellent explanation, thank you.  I think this may open up some possibilities for the other cutscenes.  ;D  Great job on Street Fighter by the way.  Loved the way the title and character select screens came out.  You and Xander max make a good team.

Thanks CryinOnion!  This is definitely a passion project.  I don't mind spending time on it because I'm having fun, I'm sure you can relate.  I'm still amazed that I can edit these old games and play them on my NES. ;D  Can't promise when it will be completed but all sprites and backgrounds will be changed.     
Title: Re: NES RoboCop with Arcade sprites
Post by: jimstrom on November 12, 2020, 06:36:11 am
That is awesome! So much better than the flappy lips animation.
Title: Re: NES RoboCop with Arcade sprites
Post by: ShadowOne333 on November 12, 2020, 02:32:28 pm
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)

Shadow, you were absolutely right, the image looks a lot better now using the skin color for his mouth.  Thanks for the suggestion.  :thumbsup:

sics, that was an excellent explanation, thank you.  I think this may open up some possibilities for the other cutscenes.  ;D  Great job on Street Fighter by the way.  Loved the way the title and character select screens came out.  You and Xander max make a good team.

Thanks CryinOnion!  This is definitely a passion project.  I don't mind spending time on it because I'm having fun, I'm sure you can relate.  I'm still amazed that I can edit these old games and play them on my NES. ;D  Can't promise when it will be completed but all sprites and backgrounds will be changed.     


That looks incredible!
Great job with the coloring, it came out great!
Now if you want to go the extra mile, you can even repurpose and rework the lips animation for this new one as well :P ahaha
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on November 14, 2020, 03:04:22 pm
Fantastic work as usual! love it! :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on December 22, 2020, 08:34:45 pm
In his debugger pictures, do you see the following?
Code: [Select]
07:E30D: A9 10   LDA #$10
07:E30F: 85 34   STA $34
07:E311: A9 38   LDA #$38
07:E313: 85 35   STA $35
07:E315: A9 30   LDA #$30
07:E317: 85 36   STA $36
and
Code: [Select]
07:E9EF: A9 0F   LDA #$0F
07:E9F1: 85 34   STA $34
07:E9F3: A9 1C   LDA #$1C
07:E9F5: 85 35   STA $35
07:E9F7: A9 3C   LDA #$3C
07:E9F9: 85 36   STA $36
The values on the left are the addresses for the code, followed by the literal bytes that make up the code, then the human-readable (dis)assembly, and it's the LDA #$?? values you want to change. You should recognize the second set of values at least (0F 1C 3C).

If nothing else, you could use that data as a guide for what to search for to change:
A9 0F 85 34 A9 1C 85 35 A9 3C 85 36
and change the 0F, 1C and 3C to the colors you want (and likewise for the first set of code that sets the damaged colors, where you'd instead be replacing 10, 38 and 30).
I have some games with the same problem, they have different palettes after suffering damage, I understand the explanation, I just couldn't understand how to find the exact location inside the debugger.
For example, where in the Hex editor I find the information that takes me to the E30D address inside the debugger.
Thanks!
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on December 23, 2020, 10:32:23 am
...and here he is with a flesh colored face. 

(https://images2.imgbox.com/a6/6b/F5y0q8Bx_o.png)




Nicely done!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on December 23, 2020, 10:57:21 am
how to find the exact location inside the debugger

When breakpoint pauses emulation, right click here
(https://i.imgur.com/fbkixf1.png)

It will open Hex Editor in ROM File view at the wanted location.

Another way is to copy C608, Ctrl + G to it in NES Memory view, right click on the byte, select Go Here In ROM File.
Another way is to set "ROM offsets" checkmark in debugger, manually copy ROM address, then Ctrl + G to it in ROM File.
And one more way is write down several bytes on the left of the instructions, then Ctrl + F them in ROM File.
Title: Re: NES RoboCop with Arcade sprites
Post by: Xander max on December 23, 2020, 07:45:05 pm
When breakpoint pauses emulation, right click here
(https://i.imgur.com/fbkixf1.png)

It will open Hex Editor in ROM File view at the wanted location.

Another way is to copy C608, Ctrl + G to it in NES Memory view, right click on the byte, select Go Here In ROM File.
Another way is to set "ROM offsets" checkmark in debugger, manually copy ROM address, then Ctrl + G to it in ROM File.
And one more way is write down several bytes on the left of the instructions, then Ctrl + F them in ROM File.
Thank you for sharing your knowledge, I will study a little more about the debugger.  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 17, 2021, 05:00:46 pm
Xander max, did you figure out how to find the palette you were looking for?  If not I can share the process I used (I still haven't figured out break points :banghead:). 

Latest patch below:
https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file (https://www.mediafire.com/file/ilaj6ulklc3jhj8/RoboCop_-_Edit_15.ips/file)

All levels have been redrawn but still W.I.P.

(https://images2.imgbox.com/64/cd/NqKACPkL_o.png)

Some enemies have been redrawn.

(https://images2.imgbox.com/27/8b/dgvNVicu_o.png)

...and my new favorite graphic  ;D

(https://images2.imgbox.com/04/b5/BJE89eWv_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on January 17, 2021, 06:45:49 pm
Wait a minute, isn't that Blade from Bad Dudes from the 1st picture? ;D once again, fantastic work and thanks for sharing the latest patch, cheers!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: Morinis on January 17, 2021, 07:32:43 pm
Nice progress so far!  :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on January 18, 2021, 07:22:38 pm
Yep, those are the Bad Dudes!  I was wondering if any one would notice.  ;D

Thanks for the kind words guys! 
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 07, 2021, 05:02:45 pm
Hey Everybody!  ;D

Been working on changing the game's ending sequence and rant into an issue I could use some help with. 

(https://images2.imgbox.com/ac/54/qRTAm5QZ_o.png)

I'm trying to make the image on the left look like the image on the right.  The problem is that the game is ignoring Byte 2 (attributes) for all of the sprites on this screen.  It looks like the game was coded so that only one palette could be used for this sequence.  Is there a good reason for doing this because it seems completely unnecessary?   

I believe this is the code that's causing my problem:

(https://images2.imgbox.com/60/b7/0aIVQJH2_o.png)

Changing the byte at 0x01965A will change the palette used but all sprites are forced to use that one palette.

I tried a NOP (EA) at 0x01964F hoping to bypass what ever they did but that didn't work (none of the sprites were drawn to the screen).


Title: Re: NES RoboCop with Arcade sprites
Post by: Quick Curly on February 08, 2021, 10:13:50 pm
Hi. Not sure how useful this post will be. Unfortunately, I'm not too familiar with the RoboCop game. However, it looks like a pretty neat project you have going on here, and I was interested in checking it out.

0x199F4-0x19A13 (0x20) - Palette for scene.

Original:

Code: [Select]
0F 32 26 16 0F 22 12 02 0F 0F 0F 0F 0F 0F 0F 0F
0F 22 12 02 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F

Test (to see how things are affected when attribute byte tests are also performed later):

Code: [Select]
0F 32 26 16 0F 22 12 02 0F 3A 2A 1A 0F 3B 2B 1B
0F 22 12 02 0F 27 17 07 0F 23 16 04 0F 37 2A 05

0x19E16-0x19F0F (0xFA) - Free space(?): "FF" bytes
0x19F10-0x1A00F (0x100) - Free space(?): "00" bytes

$B64D-$B66D = 0x1965D-0x1967D (0x21)

Code: [Select]
B64D:A2 00     LDX #$00      ; Beginning of sprites.
B64F:BD 54 BC  LDA $BC54,X   ; $BC54 = 0x19C64.
B652:9D 00 02  STA $0200,X   ; Byte 0 = Y position.
B655:BD 55 BC  LDA $BC55,X   ; $BC55 = 0x19C65.
B658:9D 01 02  STA $0201,X   ; Byte 1 = Tile ID.
B65B:A9 00     LDA #$00      ; Same attribute for all.
B65D:9D 02 02  STA $0202,X   ; Byte 2 = Attribute.
B660:BD 57 BC  LDA $BC57,X   ; $BC57 = 0x19C67.
B663:9D 03 02  STA $0203,X   ; Byte 3 = X position.

Code: [Select]
B666:E8        INX           ; Increment X 4
B667:E8        INX           ; times to account
B668:E8        INX           ; for next sprite.
B669:E8        INX           ; Check if 15 sprites/
B66A:E0 3C     CPX #$3C      ; 60 bytes reached.
B66C:90 E1     BCC $B64F     ; If not yet, go back.

Disclaimer: Text dump is likely not 100% accurate nor included as part of a balanced breakfast.

Disregarding all of the above nonsense, to answer your question of why they made the code the way they did by using the same attribute byte for those animations of RoboCop... who knows? On one hand, you could argue that they were doing it to save space somehow, but really, what space did they save? By logging the data and code used, you can see that they had groups of 4 bytes for that sprite data starting at 0x19C64, but they weren't logged because the code doesn't load those data bytes. So, the bytes still exist and occupy space, but are essentially wasted instead, and they only saved one byte by not using a "BD" LDA instruction/opcode there. Plus, it appears as though there is still free space at the end of that specific ROM bank that they could have used if they needed to. So, what was the point? There was no point! There's no point to anything in life!

Was it to reduce/save time for the game to perform the code? How much time would it really save overall?

Nonetheless, assuming that the free space at the end of the bank is indeed unused (it wasn't logged by the Code/Data Logger), then you could potentially just insert a jump at the appropriate point in the code, and then jump back after your custom code of how it should have been all along!

As a test, I replaced "A9 00 9D 02 02" with "20 C0 BF EA EA" at 0x1966B-0x1966F (0x5), and "00 00 00 00 00 00 00" with "BD 56 BC 9D 02 02 60" at 0x19FD0-0x19FD6 (0x7).

Code: [Select]
B65B:20 C0 BF  JSR $BFC0
B65E:EA        NOP
B65F:EA        NOP

Code: [Select]
BFC0:BD 56 BC  LDA $BC56,X
BFC3:9D 02 02  STA $0202,X
BFC6:60        RTS

The result was the following:

(https://i.imgur.com/dTf3UxU.png)

Since it appears that you're creating a custom scene, you would need to play around with the data bytes to fit your specific needs. In addition, it appears that there's additional code to load additional data for other parts of the scene - maybe? So, there might possibly be additional code that you'll also need to manipulate. However, again, there seems to be free space for you to work with, so hopefully, you'll be able to work it out.

With the above code to load individual attribute bytes, you'll have to modify the "00" of each sprite on your own to what you want/need it to be.

As for the additional time for the code to perform the jump and the return back, not only once but multiple times for all of RoboCop's sprites in that part of the scene, efficiency could be improved if you were able to shift everything forward at that point by one byte so that you could just fit in the "LDA $BC56,X" line where the original code already is; however, unless you have a disassembly to work with to make this a much easier and quicker process, it might not be worth your time and effort to manually shift everything through the hex editor, and have to account for manually adjusting branch lengths like the one at $B66C, as well as any JSR and JMP jump sources and destinations. Unless inefficient code causes you a headache, I would avoid the headache caused by all of the extra work for what really amounts to little reward or appreciation.

Sorry again if this post is inaccurate or incomplete (and as a result, unhelpful), and/or difficult to read through because it was verbose, like my code: "consuming much time".
Perhaps it can still be some sort of starting point towards a solution. We can only hope so, anyway.
In any case, I believe that, ultimately, you can do it in the end! Do it for RoboCop!
Best of luck with your project! :beer: :cookie:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on February 09, 2021, 09:27:29 pm
Awesome!  ;D

I'm glad you took an interest cause I woulda never figured that out, thank you Quick Curly!  I really appreciate you taking the time to explain what's happening with the code.

Quote
In addition, it appears that there's additional code to load additional data for other parts of the scene - maybe? So, there might possibly be additional code that you'll also need to manipulate. However, again, there seems to be free space for you to work with, so hopefully, you'll be able to work it out.
   
hhmmm...  I wonder if this is the code that makes his arm move up and down?  I'll see if I can figure out what you did and try to bypass this then report back with results.  ;D

Quote
As for the additional time for the code to perform the jump and the return back, not only once but multiple times for all of RoboCop's sprites in that part of the scene, efficiency could be improved if you were able to shift everything forward at that point by one byte so that you could just fit in the "LDA $BC56,X" line where the original code already is; however, unless you have a disassembly to work with to make this a much easier and quicker process, it might not be worth your time and effort to manually shift everything through the hex editor, and have to account for manually adjusting branch lengths like the one at $B66C, as well as any JSR and JMP jump sources and destinations. Unless inefficient code causes you a headache, I would avoid the headache caused by all of the extra work for what really amounts to little reward or appreciation.

Nope!  The programming is so far beyond me that if it works I'm happy.  :laugh:

Quote
Sorry again if this post is inaccurate or incomplete (and as a result, unhelpful), and/or difficult to read through because it was verbose, like my code: "consuming much time".
Perhaps it can still be some sort of starting point towards a solution. We can only hope so, anyway.
In any case, I believe that, ultimately, you can do it in the end! Do it for RoboCop!
Best of luck with your project! :beer:

Dude! Are you kidding! This post was extremely helpful.  Again, thank you.  :beer:

In game with Quick Curly code:
(https://images2.imgbox.com/ca/7f/Njrqlewo_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on February 10, 2021, 03:00:20 pm
Woah! once again, fantastic work! :crazy:
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on February 10, 2021, 04:06:51 pm
Your dedication is inspiring, you will go far :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: CryinOnion on February 10, 2021, 11:03:33 pm
If there were a HOTY (Hack Of The Year) award, this project would be, along with Street Fighter II Deluxe, the most solid candidate. The use of colors is so well optimized in that screenshot that it looks like an early Megadrive game, instead of an NES one! Keep it up, bro!
Title: Re: NES RoboCop with Arcade sprites
Post by: UltraEpicLeader100 on February 15, 2021, 07:11:13 pm
(https://images2.imgbox.com/04/b5/BJE89eWv_o.png)
What on earth would this even be used for? Crash Handler? Anti Piracy Screen? I'm confused here.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on March 25, 2021, 10:17:28 pm
Thanks Noside, hope you like the newest patch!

Hey sics!  I hope to be on your level one day.  :beer:  Really love what you've done on Street Fighter 2...but can you please make Ken's hair yellow! Jajajaja  :laugh: kidding!  Wish the NES wasn't so limited.  Seriously, your work is amazing.  :thumbsup:

WOW, Thanks CryinOnion!  I'm really looking forward to how Street Fighter 2 deluxe turns out.  I think Castlevania COA would be a very strong contender.  Really like the sprites emco has been producing.  Metroid: Space Complex looks amazing...and we can't forget both of the Zelda Redux hacks!  That's some pretty tough competition.     

UltraEpicLeader100, you're going to have to play the game to find out.   ;D

New Patch Below:

https://www.mediafire.com/file/fo8cjltlq1d0zii/RoboCop+-+Edit+16.ips/file (https://www.mediafire.com/file/fo8cjltlq1d0zii/RoboCop+-+Edit+16.ips/file)

(https://images2.imgbox.com/b4/e8/pGQfr7ND_o.png)

All of the enemies and most of the original graphics have finally been redrawn.

For the best viewing/playing experience, you'll want to turn off the 8 sprite limit.

And please keep in mind that the game is still very much a W.I.P.

    ;D

Old Guy

Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on April 11, 2021, 12:42:57 pm
Hey Everybody!  ;D

Did a little more work on the bonus stage recently.  It's looking a bit more arcade accurate.
(https://images2.imgbox.com/6a/ad/yw3Sn3bn_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on April 13, 2021, 02:34:05 pm
Hi, I don't know if it will be useful for you, but I have modified the codecs of this game for the CadEditor, to load the graphics directly from the US ROM.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehplkq-54ef7e0d-e5a9-41af-a9f0-3a63bfa5d7ed.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhwbGtxLTU0ZWY3ZTBkLWU1YTktNDFhZi1hOWYwLTNhNjNiZmE1ZDdlZC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.0pQCdycN86QEnfCY13Xh-WwgS6RL6rPa7JEbMoaeFUc)
(https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) Robocop_Edit.7z (https://mega.nz/file/rUpUDb4R#RR2QN_yD8EWOtDwKLj0RvrZoyn0VJu_xbHzQLQ0NuiM)

On the other hand, did you use DjinnMapper to make the last edit?
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehplkg-dc03d1b0-e7a9-4a84-814d-049b5c718158.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhwbGtnLWRjMDNkMWIwLWU3YTktNGE4NC04MTRkLTA0OWI1YzcxODE1OC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.T_TXMD1Ws21B_nZdyzpFSxJz1iX58JYlw66DZES-Sy4)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on April 14, 2021, 09:23:37 pm
Hey sics!

Thank you for doing that.  :thumbsup:  I did figure out how to manipulate CadEditor though.  Guess I should have shared this info when I figured it out.  :-[  I am very curious to know your method if you want to share. :)

I found that I could open and edit the .bin files ( located in the file path CAD Editor 5.3\CadEditor\settings_nes\robocop) with the HxD Hex Editor.

So for level 1

Open the file chr1.bin in HxD and copy lines 40 to 60 ( you can probably use less, see pic below).  Next load up the original unedited game in FCEUX and open the hex editor.  Hit control F, paste the bytes (or is it bits?) that you just copied, and hit search.  This will show you where the tiles are for level 1 (in this case 42010 to 43000).  Level 2 starts at 43010 and so on for the following levels.

(https://images2.imgbox.com/3f/65/XkYQt8T3_o.png)
 
Now open the rom with your edited chr data in FCEUX and go to the address from above (42010), you'll see that these values have changed. ;D  Copy the bytes from 42010 – 43000 and paste over the original bytes in the chr1.bin file you have open in HxD and save the edited file.  When you open level 1 in CadEditor you'll now see the new tiles you created.  I hope this explanation is clear, if anyone needs help let me know.

Palettes can be changed as well.  Open the pal#.bin file and change to whatever values you want to use.

For the bonus level, I did not use DjinnMapper.  I haven't taught myself how to use it yet.  I plotted everything out with a pencil on a pad of paper and copied the values into the hex editor.  If there is an easier method, please let me know.
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on April 15, 2021, 12:20:00 am
My method is simple, I analyzed all the codecs in CadEditor, and nowadays I build new codecs based on the existing ones, for example Robocop's graphics, they work the same as Captain America's...

Edit: Settings_Robocop_1.cs I created it before I knew that codecs existed for this game, so these include some notes as reminders that briefly explain the function of each part of the script, so if this topic interests you, you may find it useful.

About your other question, there are several simpler ways to work, for example editing the screen visually with DjinnMapper.

Although personally I prefer to create a mockup in an image editor, and then transfer it to NES Screen Tool 2.51, adapting it to the right restrictions to make it work in the game...
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehswo5-bddd41e8-4981-4be8-9d25-4e2fd9615bef.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhzd281LWJkZGQ0MWU4LTQ5ODEtNGJlOC05ZDI1LTRlMmZkOTYxNWJlZi5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.JGn0ih5PKQ0pi7l-5ucrhC3CU4J1d62drFYsiYs2iF4)

That way I export the data in ASM, and format them in Notepad ++, to finally paste them in the right place in the rom :thumbsup:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehswnz-51ee9cbf-cc81-4520-a298-2f643961c41e.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhzd256LTUxZWU5Y2JmLWNjODEtNDUyMC1hMjk4LTJmNjQzOTYxYzQxZS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.YuJ5qkrg4fJy7sOVxz1CUzzSnvWGyV8eXtK8grZcX6M)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on April 18, 2021, 04:04:01 pm
Sics, you are a wealth of knowledge!  Your method will definitely speed up work flow.  Have you considered creating youtube tutorial videos?

I've been working on ED-209 lately and figured out a few more things.  I was able to fix the position of his cannon when he's firing at RoboCop, but still need to figure out how to edit the position of the bullets as they are fired from the cannon.  Any advice here would be welcome. ;D

(https://images2.imgbox.com/61/20/eGX0jUW1_o.png)

I've also been trying to understand how ED-209 is animated.  Looking at the code it seem like there were 4 pattern tables used to animate him.  To animate him like the arcade would require 8 pattern tables.  I've added the additional 4 pattern tables to the bottom of the CHR Rom (see pic below).  I replaced the values of original pattern tables (3A,22,3E,3C) with the new (82,80,86,84) and the game works fine.  Would some body be willing to help alter the code to use all 8 pattern tables to animate ED-209 correctly?  Or give me an idea of how I can do this myself?  ;D

(https://images2.imgbox.com/6f/d0/hHqy4V2N_o.png)(https://images2.imgbox.com/42/fc/jwEsehCC_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Noside on April 18, 2021, 05:18:34 pm
Woah! massive update! fantastic work as always! :thumbsup: :woot!:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on May 01, 2021, 06:24:28 pm
Thanks Noside! ;D

So I was able to figure out the issue with the bullet aligning with the cannon and polished ED-209's graphics a bit.  Thanks again sics for the suggestion to use the background color.  :beer: 

(https://images2.imgbox.com/2e/8c/5QCqa6eL_o.png)
(https://images2.imgbox.com/16/9a/MnhoBMDM_o.png)

Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on May 01, 2021, 09:04:47 pm
another interesting project for nes, I love this 8bit and I think this type of project is incredible
Title: Re: NES RoboCop with Arcade sprites
Post by: sics on May 04, 2021, 02:42:06 am
Remarkable progress I love everything you've done so far, the other day I had a chance to try the hack and I really liked it, except the boss that had kidnapped the girl, although I ended up passing I could not understand what was the pattern to follow to hurt her, so it was a very long and boring fight, but it definitely feels like playing a game of a higher console, congratulations! :beer:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 01, 2021, 09:51:31 pm

Thanks Flaviogames, I love seeing all the 8-bit projects too.  The new Simpsons arcade port is pretty amazing.  :o

Hey sics!  If I only I knew how to code.  There is a lot about this game I would change if I could... one day I'll have the time to learn 6502.  ;)  I'm glad you like the changes and if you have any suggestions graphics wise, I'm all ears.  ;D   

Quick Curly, we did it!  Robocop would be proud! 
(https://images2.imgbox.com/84/d7/xnT9UNcM_o.png)

It took a bit of Curly's expert knowledge and a lot of my trial and error but this screen finally looks the way it should have 30 some years ago (IMHO!).  Anyway, to get to this point, as before, there's another set of sprites that the game forces to use the same attribute byte.  I'm guessing this is what you were alluding to, Curly, in your previous post.  Luckily, for this scene, I only needed to use one sprite from the set, for the bad guy's hand, so I set the appropriate byte (0x0196a9) to use the flesh color palette.  I'll go back later and try to figure out how to undo the original programming and maybe utilize the remaining sprites, but for now, problem one solved.   ;D 

The next challenge was to stop said hand from moving up and down.  The Y-Axis for this sprite is set to 4F.  Looking at NES memory in FCEUX, I could see the sprite's Y-Axis changing from 4F to 51.  My first thought was to use the code/data logger, search for a highlighted 51, change it to 4F, and call it a day.  No such luck.  So, at this point I opened the debugger in FCEUX  and stumbled across the following code. 

(https://images2.imgbox.com/3c/e0/uKM7t9TI_o.png)

I figured 4F + 2 = 51 so I NOP'd 65 and 49 disabling the ADC op code.  That seems to work, no more moving sprite.  If anybody would care to explain why this works, that would be awesome.   ;D

I was also able to fix the muzzle flash animation.  It's a spoiler cause the animation is on an infinite loop and I don't want any of y'all having a seizure.  You have been warned.   ;D

Spoiler:
(https://images2.imgbox.com/f2/da/hcMHT1CC_o.gif)
[/font]
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on June 02, 2021, 08:53:56 pm
SomeOldGuy: I don't know about this Simpsons arcade, is it for nes 8 bit? do you have the link?
Title: Re: NES RoboCop with Arcade sprites
Post by: Supergamerguy on June 03, 2021, 08:12:55 am
SomeOldGuy: I don't know about this Simpsons arcade, is it for nes 8 bit? do you have the link?

I would also like to know what this is all about. I tried to find any mention of it on Google yesterday and came up empty.
Title: Re: NES RoboCop with Arcade sprites
Post by: Fray on June 03, 2021, 02:02:58 pm
I would also like to know what this is all about. I tried to find any mention of it on Google yesterday and came up empty.


I think, even if this is a little off topic, maybe you're talking about this project: https://twitter.com/bitinkstudios (https://twitter.com/bitinkstudios)
Title: Re: NES RoboCop with Arcade sprites
Post by: Supergamerguy on June 03, 2021, 06:01:15 pm

I think, even if this is a little off topic, maybe you're talking about this project: https://twitter.com/bitinkstudios (https://twitter.com/bitinkstudios)

"We will follow [his] career with great interest."

Thanks for sharing this! I'll keep up with the updates from now on. :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 03, 2021, 08:16:42 pm
Yep, that's it.  Pretty cool, huh?  Nesrocks does great work!  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Satoshi_Matrix on June 04, 2021, 02:32:49 pm
I can only hope that in the future, you tackle the other two Robocop NES games as well. Ocean games were.....not that great, but I think anyone this passionate about Robocop could make big improvements to both Robocop 2 and 3 on NES.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 11, 2021, 05:50:21 pm
HeySatoshi_Matrix, I might just do that if I can ever finish the first one.  :banghead: The biggest challenge is figuring out how to reconfigure ED-209s walking animation in game.

This is how he should look (there will be a cannon, for now use your imagination).  ;D
(https://images2.imgbox.com/98/32/JImnaL3Z_o.gif)


Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on June 12, 2021, 04:11:42 pm
if you succeed it will be great
Title: Re: NES RoboCop with Arcade sprites
Post by: Satoshi_Matrix on June 13, 2021, 02:26:07 am
HeySatoshi_Matrix, I might just do that if I can ever finish the first one.  :banghead: The biggest challenge is figuring out how to reconfigure ED-209s walking animation in game.

This is how he should look (there will be a cannon, for now use your imagination).  ;D
(https://images2.imgbox.com/98/32/JImnaL3Z_o.gif)


It's funny how the limited frames of the NES makes even the NES ED-209 look stop-motion.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 18, 2021, 12:33:35 pm
Flaviogames, not "if" but "when!"  ;D

Satoshi_Matrix, hmmm, never thought of it like that.  I guess without motion blur it does look a bit like stop motion animation.

So, been trying to fix the height of the bullet when Robocop is firing at enemies while kneeling and, once again, could use some guidance.   

I set a break point at 0x000224 but am having trouble finding the value 86 in PRG ROM.  The break point stops the debugger at 03C054 and from what I can tell, its saying store the value, 86, at the location $0200, X (24) or $0224, which is the location of my break point.  Am I missing something here?  Would any of y'all know how I can find the elusive 86 so I can change it?  ;D 

(https://images2.imgbox.com/45/1a/4BSfQsfD_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on June 18, 2021, 12:50:52 pm
Debugger tells that the game is trying to store F0 from register A into 0224 via STA instruction. 86 you see here will be overwritten once this instruction is executed.

0200-02FF range is for sprite attributes. This particular subroutine hides all sprites. Press Run button and wait for another breakpoint hit.

You'd better tackle an address with object's Y axis instead.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 18, 2021, 02:33:05 pm
Cyneprepou4uk, I think I need to setup a condition for the break point to break only when 86 is loaded into 0224.  I know where to setup the break point but not how to write the condition.  Will you help me out?  ;D 
(https://images2.imgbox.com/92/5b/otNvDmqP_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on June 18, 2021, 02:37:17 pm
W==#86

It means break when 86 is Written via any register.

Official 2.2.3 FCEUX version may not support this. Either update it to 2.3.0, or replace W with A (or other register).
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 18, 2021, 04:50:04 pm
Cyneprepou4uk, Thank you!  :thumbsup:

I was finally able to track down the values I was looking for.

(https://images2.imgbox.com/89/36/dGXCigEF_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 25, 2021, 08:02:27 pm
Hey everybody!

Happy Firday  ;D

Check out the new patch below.

https://www.mediafire.com/file/s1ts2xquihv33xb/RoboCop_-_Edit_17.ips/file (https://www.mediafire.com/file/s1ts2xquihv33xb/RoboCop_-_Edit_17.ips/file)

Changes in this one are:

Updated bonus stage graphics

Polished ED-209's graphics a bit

Fixed the muzzle flash animation during cut scenes

All of the bullets/projectiles have their own unique sprites now 

Fixed the height of Robocop's bullets when firing while crouching

Removed the floating Coke can in the first level

End scene graphics

And a bunch of other graphics updates

Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on June 26, 2021, 12:41:09 pm
will the control function be totally the same as the original? 2 punch buttons if, jump? either I couldn't add jump or maybe one button is punch and the other uses the weapon
Title: Re: NES RoboCop with Arcade sprites
Post by: CryinOnion on June 26, 2021, 05:10:02 pm
This project is looking better and better every day, Bro! The title screen and intro just blows your mind, it's like "I can't believe this is possible". The work on the more polished levels is amazing, just like the sprites. And yeaaaaah! You have removed the time limit. For that alone we should worship you as a God.


And now, some suggestions and constructive criticism:

·I think the animation frames when we see Robocop in the cutscenes wielding the gun and shooting don't quite work. Maybe it's the frequency, maybe it lacks a flashing effect to make it more convincing. It's really a personal opinion, it's your "baby" so if you like it that way I like it too.

·Sorry, but I can't watch the animation frames of Robocop's mouth without laughing.To put it delicately, "those lips don't look like they were made to pray to God" XD. I'm sure you can do something about that.

·Another thing that is quite comical is the animation when Robocop walks through a door. From what I remember, that was already happening in the original game's animation. It just looks weird and forced, even considering it's the same sprite mirrored to create the illusion that it's moving.

·On the third level, one of Robocop's greatest enemies emerges: the stairs. And really, as they are designed, they are a bit confusing, especially when going down them. Is it as if they were in perspective? Or is it a railing that supose be in front of Robocop? Anyway, it stands to reason that after persisting you'll find the right spot where to go down them, but you can certainly do something about it.

·This last (the rest of the things I've noticed are to be expected in a version still in development) is a personal suggestion: I don't dislike the Bad Dudes cameo in the 1st stage, but I think it would be terrific to replace it with a T-800. What do you think?


I can't wait to play the final version of this project. There really are few things more disappointing to a kid than putting together two things he loves like a cool movie and his favorite console and having the result be.... well, the original game. With this hack you're going to make a lot of " grown up kids" really happy.
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on June 26, 2021, 06:28:31 pm
I've never played the original version so what I'm going to talk about here is more as a suggestion to fix it if possible, first congratulations on the work, now I'm going to talk about what I think is strange about the game, first punch A and B buttons and don't jump, it will be does the game really need to jump? in one part of the game i was able to use the gun, it shouldn't work from the beginning, right? when we are walking and we stop the robocop stays still in the last animation either with the foot high or low, there should be a fixed can for it when it stops, I came to a part that had a ladder and I was in doubt whether it was to go up because I I tried and it didn't go up until I managed to go up, but it's very difficult to start the climb, another thing when walking I think it would be interesting to move my arms, thanks for your attention :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on June 30, 2021, 10:39:23 pm
Hey Flaviogames and CryinOnion!

Thank you both for your critiques. ;D

Quote
will the control function be totally the same as the original? 2 punch buttons if, jump? either I couldn't add jump or maybe one button is punch and the other uses the weapon

Flaviogames, Unless someone with some programming skills wants to help me, then yes, the controls will stay the same.

Quote
·I think the animation frames when we see Robocop in the cutscenes wielding the gun and shooting don't quite work. Maybe it's the frequency, maybe it lacks a flashing effect to make it more convincing. It's really a personal opinion, it's your "baby" so if you like it that way I like it too.

CryinOnion, If I understand you correctly, the flames from the gun barrel appear to flash too quickly.  The only way I know to fix this is if you open the hex editor in fceux and go to 0x18CE5 in the Rom, you can change the values from  5E AD  A4 AB  5E AD  A4 AB  to  5E AD  5E AD  A4 AB  A4 AB.  This will make it appear to flash slower.

(https://images2.imgbox.com/32/f3/ZddgwHnQ_o.png)

Quote
·Sorry, but I can't watch the animation frames of Robocop's mouth without laughing.To put it delicately, "those lips don't look like they were made to pray to God" XD. I'm sure you can do something about that.

 :laugh:... this is also an easy fix.  You can open the patched rom in YYCHR and copy and past the closed mouth graphics over the open mouth.

(https://images2.imgbox.com/d3/26/foTo6kmF_o.png)

Quote
·Another thing that is quite comical is the animation when Robocop walks through a door. From what I remember, that was already happening in the original game's animation. It just looks weird and forced, even considering it's the same sprite mirrored to create the illusion that it's moving.

You don't like the dancing animation?  Lol... I'm planning to change it before the final release.

Quote
·On the third level, one of Robocop's greatest enemies emerges: the stairs. And really, as they are designed, they are a bit confusing, especially when going down them. Is it as if they were in perspective? Or is it a railing that supose be in front of Robocop? Anyway, it stands to reason that after persisting you'll find the right spot where to go down them, but you can certainly do something about it.

Ah yes, the dreaded stairs.  I'm trying to be as faithful to the arcade game's graphics as I can, but in this case may need to deviate.  It is supposed to look like railing but unless I can make Robocop appear to walk behind it, it really doesn't make sense.  I know that background tiles can be drawn in front of sprites (Super Mario 3) so pulling this off might be possible. 

(https://images2.imgbox.com/09/8a/8mEEVnuJ_o.png)

Quote
·This last (the rest of the things I've noticed are to be expected in a version still in development) is a personal suggestion: I don't dislike the Bad Dudes cameo in the 1st stage, but I think it would be terrific to replace it with a T-800. What do you think?

It's funny that you mention this because I've wanted to incorporate the T-800 since I started this mod.  ;D

Again, thank you CryinOnion for the feedback and advice.  I hope you enjoy the final version.. how ever it turns out.

Quote
I've never played the original version so what I'm going to talk about here is more as a suggestion to fix it if possible, first congratulations on the work, now I'm going to talk about what I think is strange about the game, first punch A and B buttons and don't jump, it will be does the game really need to jump? in one part of the game i was able to use the gun, it shouldn't work from the beginning, right? when we are walking and we stop the robocop stays still in the last animation either with the foot high or low, there should be a fixed can for it when it stops, I came to a part that had a ladder and I was in doubt whether it was to go up because I I tried and it didn't go up until I managed to go up, but it's very difficult to start the climb, another thing when walking I think it would be interesting to move my arms, thanks for your attention

Flavio, you must play the original version to appreciate how terrible it was... go on, I'll wait.  OK, now that you understand...  Lol yes, I agree, Robocop should be able to jump.  I don't know why they didn't include this feature.  They gave us the ability to block instead of jump?  It doesn't make sense.  As for the gun, this I can understand, since in the arcade game you can't always use the gun, you just have to punch the enemies to death.  As stated previously, the stairs are notorious in this game.  Going up or down the stairs is like trying to perform a special move in Street Fighter 1, damn near impossible.  I'm probably not going to change the walking animation to have Robocop swing his arms since he doesn't do this in the arcade game but I may make him bob up and down like the turtles do in TMNT for the NES.  ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on July 01, 2021, 06:21:19 am
SomeOldGuy: great, robocop swinging up and down is fine, but when he's on his way out, can he put his feet up? a lot of times the foot is raised and this is very strange :thumbsup:

July 03, 2021, 03:23:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I was watching a video of the arcade version I was wondering if it would be possible to add some voices in the nes version, which mapping are you using?
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on July 05, 2021, 03:03:56 pm
Quote
when he's on his way out, can he put his feet up? a lot of times the foot is raised and this is very strange

Flavio, I'm not sure what you are trying to tell me.  Can you post a picture?

Quote
I was wondering if it would be possible to add some voices in the nes version, which mapping are you using?

Yes, it's possible to add voices and music, I don't know how to do this though.  The mapper RoboCop uses is MMC3, I used Nflate by KingMike to increase the size of the ROM to give me more space to work. ;D     

[/font]
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on July 05, 2021, 09:14:46 pm
the part that you didn't understand I'll try to explain, normally a character has the animation to walk and when he stands still he has an animation moving in some way as you said it can make the shoulders move up and down that gives a feeling of breathing, but the biggest problem is the legs and feet, when he is taking a step and we stop walking, he gets stuck with the step movement, the correct thing is for him to keep his feet firmly on the shaft, I hope he has understood now, thanks for your attention
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on July 10, 2021, 01:10:04 pm
WOOF ! I congratulate you someoldguy youre amazing!!  :woot!:  I have always been following your work from the beginning! It is more and more professional, the improvements of this last demo are great, the drug factory has been very professional, great, the weapon in the intro too, the polishing of Robocop !! etc. On the other hand, I could give you a more ambitious suggestion and it is with respect to the boss of the first level, it would be good to create a background according to the movie, maybe if you designed the supermarket, the enemy with a big jacket just like in the movie, etc. .   ;) :)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 01, 2021, 05:37:45 pm
Hey everybody!

New patch below.

https://www.mediafire.com/file/6na4g3v9m7s9w8z/RoboCop_-_Edit_18.ips/file (https://www.mediafire.com/file/6na4g3v9m7s9w8z/RoboCop_-_Edit_18.ips/file)

Changes in this one:

     Gave the RoboCop sprite a flesh colored face

     Added 2 cut scenes

     Added more detail to the previously added cut scenes

     End scene graphics

     And some other minor graphic updates

lemme know what you think!   ;D


Hey edwinmusic, thanks for the kind words.  That'd be pretty cool if I could add the supermarket but don't have any extra tiles for level 1.

(https://images2.imgbox.com/4f/f5/5e1tdKjU_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on August 02, 2021, 08:28:25 pm
will there be any improvement in gameplay? will be added jump? will the animation have a fixed pose when the robocop is stopped? he sometimes gets the animation when he is walking with his foot raised even when standing still
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on August 03, 2021, 08:23:36 pm
Well, as far as game play, I can change the location of where some of the enemies spawn. I could also increase or decrease the number of enemies that spawn in a level, but that's about all I can do with the limited skill I currently have.  Not sure if you would consider this an improvement or not.  It would be really cool to add a jump feature.  This is something that I've wanted to do for a long time, but I don't know how to do it.  The raised foot is also something I have no idea of how to fix.  May just have to post a help wanted ad and see if I can get some assistance.   ;D       
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on August 04, 2021, 07:46:13 am
SomeOldGuy: I see, maybe someone can help with this, good luck :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on September 10, 2021, 09:26:22 pm
Hey Everybody!  ;D

I've been working on simplifying the HUD recently. 

This is what it looks like now:
(https://images2.imgbox.com/d9/d1/yqdAxC7B_o.png)

This is what I want it to look like:
(https://images2.imgbox.com/4f/96/1NnsfP90_o.png)

Is splitting the HUD like this possible?


Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on September 11, 2021, 02:48:04 am
It's possible.
Title: Re: NES RoboCop with Arcade sprites
Post by: CaptainHIT on September 11, 2021, 03:28:30 am
I'm eagerly waiting for this project. Thanks for all your efforts!!!  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: WingMantis on September 11, 2021, 04:10:47 pm
The split HUD looks good, more movie like.

Does the game use select button? If you want to do jumping, if you hack the control mappings maybe you can use start as a jump button and select to pause?

Otherwise I just saw something about adapters that let you use snes controller on NES but you have to hack the game to use the extra buttons for things
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on September 14, 2021, 09:29:37 am


    Hello, my mouth was open! your work has been really amazing! congratulations! I always follow your demos! I am a fan of this Game, I have it in Cartridge for 30 years. You have surpassed NIntendo himself, 30 years ago and NIntendo would have hired you! The only personal details that I saw was the number of shots from the Shoot Gun, I believe that 15 is too many and gives the player a lot of advantage, the original version gives a touch of challenge due to its limited number, and makes the machine gun almost Useless. On the other hand in the end, On the other hand when RObocop kills the last man who falls through the building. The NES version is much better, I do not know the images of the Arcade Version but he is wrong, this one needs to improve. and my question is why is it called TEXAS VERSION? It has made me very curious. A hug and hope that you continue with what you are passionate about! By the way I am an apprentice to hack roms, I have already learned to use the YYCHR I have made very good polishes to several hacks personally, and I am going to translate to Spanish which is my language. My regards, brother!! Thanks a lot!
Title: Re: NES RoboCop with Arcade sprites
Post by: stevebarn on September 15, 2021, 07:09:23 pm
Hello,
It's been a long time I Followed this project and I encourage to continue, it's a very very high quality fangame we have here!
The render has nothing to do with the original game, and he's so far from it, we cannot recognize it, you made a fantastic work on this!
The last update 1.8 have several great improvements! I noticed a bug however in this last update who was not present in the 1.7 version
when you try to block a hit with SELECT button, the Robocop sprite seems to make a jump but stay high as long as you press the button.

thank you for all your fantastic work, keep going on, we are all behind you!


Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on September 18, 2021, 07:02:51 pm
It's possible.
Awesome!... will you help me figure out how to do it?   ;D   I'm guessing it'll require editing the height of all of the sprites. :o



CaptainHIT, just trying to do my best.  This has been a really fun project, hope others out there in the RHDN community enjoy it!



WingMantis, I'm really liking the look of the split HUD too, just hope I can pull it off, may need some expert help though (Cyneprepou4uk?).

The game does use the selece button as a block which could probably be use for jump instead.  The problem with using select is... well... it's kinda clunky.  It worked for PunchOut, not so sure about RoboCop.  If I had the ability, I'd make B = Punch/Fire Weapon and A = Jump like the arcade game.

As the game is now, there is really no need for jumping.  I'd love to change this fact and make the levels more arcade like.   ;D



Hey Edwinmusic,  I still have my copy from way back then too!  Yeah, 15 shots with the cobra gun may be too many.  This is what the arcade game gives you on pickup but on the other hand the arcade game doesn't let you switch between weapons. 

As far as the ending... well... I'm trying to make it more like the arcade game. 

The ending may be one of the things the NES version got right.  :D  I realize that it's not as dramatic as seeing the bad guy fall backwards after getting shot but will probably keep the arcade ending... or maybe do a custom animation.    ;)

Why is it called Texas Edition? 

I didn't want to call it RoboCop Re-drawn or Re-mastered, Re-envisioned, Re-skinned, Re-loaded, Re-stored, etc...  just a personal decision really.  If you look, there are a few references to Texas scattered through the game.  Also, a bit of trivia, most of the first movie was filmed in Dallas, Texas.

I hope to see some of your hacks soon.  Maybe one day you can translate this hack for all the Spanish speakers out there!  ;D



Hey stevebarn,  glad you like the changes!  The bug you mentioned is something I did intentionally.  I wanted to see what RoboCop's jump animation would look like in the game but just never took it out.  It will probably be replaced with the block animation in the next release... unless I forget again.   ;D

[/font]
Title: Re: NES RoboCop with Arcade sprites
Post by: Flaviogames on September 18, 2021, 08:01:59 pm
this game is great, but if in the future he jumps and climbs stairs easily and also when he stops walking he has a fixed pose, it would be perfect ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on September 18, 2021, 08:28:10 pm
I'll see what I can do.   ;)

Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on September 19, 2021, 07:27:29 am
Awesome!... will you help me figure out how to do it?   ;D   I'm guessing it'll require editing the height of all of the sprites. :o


This requires some code editing. But since you don't know how to do that, I don't see a reason to go into details. Basically you need to setup several IRQ triggers with different scroll and nametable positions.

Yes, you will need to change Y for all sprites. Or you can add nesessary offset to sprite position calculation code, this will affect all sprites at once, but it can also result in a bit of slowdown.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on September 19, 2021, 08:20:26 pm
This requires some code editing. But since you don't know how to do that, I don't see a reason to go into details.

I have a lot to learn but have done a little bit of code editing.   ;D   

For example, I figured out how to load the pattern tables I needed and draw the beginning cut scenes the way I wanted them.  I was also able to load 3 additional palettes for the scene pictured below.  For some reason the programmers only used the first palette. Trying to save space maybe? 

Point is, I can do it, just need a little coaching. :happy:


(https://images2.imgbox.com/77/05/jemEwDFC_o.png)

Basically you need to setup several IRQ triggers with different scroll and nametable positions.

This sounds like I'd need to change the coordinates of where the background/level starts/stops being drawn to the screen.  If that's the case, it doesn't seem too hard.  How do you go about finding the IRQ triggers?

Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on September 20, 2021, 11:46:37 am
Quote
How do you go about finding the IRQ triggers?

IRQ vector is at FFFE-FFFF. You can find IRQ registers at nesdev, depending on your mapper.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on September 20, 2021, 10:00:20 pm
So, looking at FFFE FFFF in Ram we see this. 

(https://images2.imgbox.com/ca/87/Mj3fnsp0_o.png)

If we right click and select "Go Here In ROM File" it takes to the following.  95 C1 and BE C1 are pointers to 3C1A5 and 3C1CE.

(https://images2.imgbox.com/69/aa/6l2T0Q4A_o.png)

This is the code at those locations.

(https://images2.imgbox.com/09/86/itgpulLz_o.png)

Editing 95 C1 seems to affect/corrupt the background, editing BE C1 seems to affect/corrupt the HUD.

Is this the code I need to edit Cyneprepou4uk?  If not, am I at least close?   ;D
Title: Re: NES RoboCop with Arcade sprites
Post by: Cyneprepou4uk on September 21, 2021, 04:57:26 am
Yeah, it is the code you need to edit.
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on September 24, 2021, 08:45:11 am
Hello brother, well if the end of the game is very reasonable, the idea is that it resembles the Aracade, but regarding the number of shots it would be good if you did two patches, you know to please the fans who have followed you From the beginning of the project as in my case heheheheee, the truth is that with 15 shots the gameplay of the game is damaged and it becomes very easy, it loses the essence of the challenge to defeat the bosses. The texas wow thing makes a lot of sense, I think it's very good. I continue to congratulate you for your work and passion, and as I have already mentioned, I am started in this world of rom hack, I already handle the YYCHR very well, just that, I don't know what tools you can recommend, I would take care of learning for my account. And by the way, is this the final version of the game or are you still polishing details?  =) thank you so much! =)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 01, 2021, 04:06:16 pm
Hey edwinmusic,

Glad to hear you're getting into rom modding.  :thumbsup: 

Some extremely useful tools are:

CAD Editor - Used to edit backgrounds (unless your game has a dedicated background editor)
NES Screen Tool
NES Palette Calculator
Photoshop (or some other similar program)

FCEUX has alot of great tools.  You'll want to learn to use most of the tools in the Debug tab.  There is also a Help tab next to Debug.  There you'll find info on what the tools do and how to use them.  Game Genie codes and Saves States are a huge help as well (you'll be playing through your game alot).           

After almost 2 years, RobboCop is still nowhere near finished.  The more I learn the more I want to modify.  Don't worry, there's a ton of stuff that will be polished before the final release.  ;D

Oh, and to change the number of bullets for the Cobra Gun, just go into the HEX Editor and change the values at the following addresses:

0x3FD04  - Change to 06
0x3FD0D  - Change to 02
0x3FD17  - Change to 02



October 06, 2021, 05:14:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just a minor update.  Simplified the HUD a bit.  ;D

https://www.mediafire.com/file/sn8z1mzuo4902ky/RoboCop+-+Edit+19.ips/file (https://www.mediafire.com/file/sn8z1mzuo4902ky/RoboCop+-+Edit+19.ips/file)
Title: Re: NES RoboCop with Arcade sprites
Post by: edwinmusic on October 08, 2021, 03:26:44 am
Thanks brother for valuable collaboration! this will be of great help! very heartfelt for your collaboration! I will try to change the bullets, I think it is necessary to give balance to the gameplay, a lot of the bullets makes it very easy =) I hope you improve as you do! a thousand congratulations!   :thumbsup: ;) :)

October 08, 2021, 03:39:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And about the HUD, I wouldn't know what to tell you, I don't know what the ARCADE one is like, but the one you had is much better, it makes the screen have more life.  :thumbsup:
Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 08, 2021, 08:51:06 am
Arcade
(https://upload.wikimedia.org/wikipedia/en/7/74/Robocoparc.png)

----

Wip1 for split hud  (patch on top of 19)
https://github.com/minucce/workbox/raw/fe5e6be4c185d1058e19501cef18d8b8bc14b7f8/box3/wip1.ips


Require reports on what's still wrong or tweaking
- Split hud
- Breaking walls screen flicker
- Punching walls screen shake
- Cutscene mouth stays open sometimes?
- Random crash skipping cutscene ...  :huh: (probably some irq problem)
- Sprites, bullets repositioned downward
- Corruption when entering ED-209 rooms
- Better scrolling for off-screen elevator ride (Stage 3)
- Resting idle pose reset after walking? (1 frame stops mid-walking)
- Show missing 8 pixels at top of screen
- Entering elevators can use some extra cleanup (Stage 6)
- Climbing those stairs .. not pixel-perfect standing
- Random hud bouncing

I may not do all but minor things still highlighted


Not releasing source until after more things wiped; managing (making) free space to fit VBlank time so things keep getting evicted around.

----

Wip2  (patch on top of 19)
https://github.com/minucce/workbox/raw/58749d3317cce956740f2132f8adb8e467572e07/box3/wip2.ips
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 14, 2021, 08:27:51 pm
minucce,

I haven't been able to test wip2 extensively but did notice that 8 pixels are now chopped off the bottom of the screen.  Could this be causing the issue of the bouncing HUD?  The HUD only seems to bounce when using a NES/Ever Dirve but never, if ever, in FCEUX or MESEN.  :huh:

I really appreciate you makin' the split HUD a reality and squashing all those other bugs.  Again, Thanks!  :beer:

 
Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 18, 2021, 12:20:37 am
Bottom status bar is bouncing? I can take a guess why if so; chopped 8 pixels I'm not so sure about. :huh:


Chopped pixels are hardware and emulator? Did you apply order
- clean rom
- edit19
- wip2

October 18, 2021, 01:49:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Bouncing is partly because switching hud takes time, and RoboCop engine takes more time away from that; aka negative time. I'll have to do an inline rewrite of the vblank engine but you gave me lots of free expansion space so I'll give in. :beer:


Zero idea if the chopped pixels will go away (I don't see it on Fceux / Mesen) but hardware has its own undocumented strange things I'm not caring about.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 18, 2021, 10:26:33 pm
Hey minucce, this is what I was referring to in regard to the missing bottom pixels.  It doesn't really bother me and honestly I'd like to repurpose the tiles so no big deal.
 
(https://images2.imgbox.com/ec/f4/wTjnfHM6_o.png)

Not sure if this will help but, as far as the bouncing HUD, I did what you suggested and started with a fresh rom, then added the 2 patches in order.  Check out the video below, no change.  :( 
 
https://sendvid.com/mx6bvewu (https://sendvid.com/mx6bvewu)



Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 19, 2021, 11:59:39 pm
https://github.com/minucce/workbox/raw/94abfa29144ce32bfec03e8a586c84ce88f58afc/box3/wip3.ips


- Cleans up some remaining garbage during cutscene transitions
- Stairs I can't do anything with (detection works in blocks of 8 pixels)
- hud bouncing is likely gone (double irq for stable raster splits)
- added missing cut pixels

Goal?
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 22, 2021, 11:38:20 pm
Amazing job, as always, minucce!

No more HUD bounce and the transitions look great. :thumbsup:

There does seem to be an issue with real hardware though.  Using an Everdrive/NES there is alot of sprite flicker, not caused by the hardware's 8 sprite limit, that wasn't present in the wip2 patch.  Some of the most noticeable examples are the flame thrower guy, jetpack guy, chainsaw guys (they flicker more than usual).  FCEUX and Mesen both seem to work fine though, even with the 8 sprite limit enabled.  :huh:     

Any idea what's causing this?

Also, tried to move the power bar up 8 pixels and got the following.  Is there a way to remove that line of garbage pixels?

(https://images2.imgbox.com/48/ab/SMJiy5EY_o.png)

Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 23, 2021, 12:06:46 pm
I can align the bottom hud per stage; would solve the different black bar heights.


Sprite flicker .. ????

Flame thrower guy (stage 2 start):
- Does he always flicker?
- Only flickes when blowing fire?
- Still flickers when right window shooter is gone?


Jetpack guy (stage 6 start):
- Does he always flicker?
- Only flickes when dropping bombs / blow up?
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 23, 2021, 02:25:42 pm
It looks like they always flicker.  These aren't the best quality videos but should show you what I mean.

Flame Thrower
https://sendvid.com/4gful3sr (https://sendvid.com/4gful3sr)

JetPack
https://sendvid.com/pewkmldq (https://sendvid.com/pewkmldq)

2nd Floor Shooter - Level 3
https://sendvid.com/cmdpo609 (https://sendvid.com/cmdpo609)
Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 23, 2021, 05:35:31 pm
Your videos are helpful. Unusual beast. They all seem to be sprites towards top of screen; flamethrower one appears to palette flicker instead of vanishing like others.


I'll likely have to create some test candidates since emulators don't emulate enough PPU hardware glitches (there's lots of weird triggers).


Changes from wip2 to wip3 would be:
- VBlank rewritten for faster response (important)
- Double scanline IRQs which maybe could be a trigger also (hud bounce)

October 23, 2021, 10:42:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's my best guess
https://github.com/minucce/workbox/raw/f9475651b15a06a8df78729ba431ecbcda2d14c4/box3/wip4.ips

- Bottom hud will re-align based on level and room

- Try to avoid OAM corruption bug (*)
http://archive.nes.science/nesdev-forums/f2/t15818.xhtml
https://wiki.nesdev.org/w/index.php/Errata


(*)
Wip2/3/4 disables full rendering to avoid corruption lines from showing. This is actually very timing sensitive and can cause game to lose a few sprites every frame when done wrong.

Wip2 should've suffered from sprite flashing bug but I think real hardware pushed off timing long enough to avoid it, instead producing incredibly bothersome hud bounce

Wip3 used double irq technique to not go past time boundary, but this I think created the flashing as it was turning off too early now (to avoid bounce)

Wip4 keeps screen on to avoid OAM corruption; I now do a 4th hud split to draw some extra blank lines on top / bottom to avoid garbage lines from appearing

October 23, 2021, 10:57:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
In the goofball chance wip4 flashes,
https://github.com/minucce/workbox/raw/d3d514d3da89ecfab19ac12bb6c606064d103320/box3/wip4a.ips

which does normal split at very bottom also. Then I feel like I can release the source code properly.
Title: Re: NES RoboCop with Arcade sprites
Post by: verme on October 25, 2021, 02:31:23 pm
wow, it's getting better! great job!
A small suggestion: it's possible to make Robocop not move its legs when it's standing still and punching or shooting, so it would be even more arcade-like.
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 26, 2021, 07:11:10 pm
Hey minucce!
Got a chance to test the two new patches on my NES ...and well, wip4 still flickers.  Wip4a eliminates the flicker but introduces two new issues.  The first, is a duplicate power bar being drawn at the very bottom of the screen.  The second, is that the screen shakes slightly (and for a split second) when enemies appears on screen.  Kinda like the effect used when Robocop punches through a wall, just not as pronounced.  It also seems to happen when Robocop takes damage, when shooting ED-209's cannon, and most noticeably on the conveyor belt at the beginning of level 6.

I have a video and you can clearly see the double power bar but the shaking screen isn't really noticeable.  :huh:
Can someone with a NES/Everdrive please verify that I'm not going crazy and the screen shake is actually happening?

https://sendvid.com/pb7jf4g9 (https://sendvid.com/pb7jf4g9)

Hey verme!
Yeah, I couldn't agree more!  All of the improvements minucce has been making are simply amazing! 


     
Title: Re: NES RoboCop with Arcade sprites
Post by: gamingcat02261991 on October 27, 2021, 02:58:11 am
I think that this hack should be complete with the addition of the iconic Game Boy title theme done in the NES's sound engine.
Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 28, 2021, 02:24:00 pm
I think this will clean the bug house
https://github.com/minucce/workbox/raw/6623684c6f5e5a35c41e3cd81ab26115b696c22c/box3/wip4b.ips


x) Bar on very bottom will keep sprites on, bg off to avoid oam flicker corruption and stay black - black


x) Do not reload MMC3 until after VRAM access is done; r/w to vram can trigger the A12 watchdog and move the irq timer clock (the jitter bug)
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on October 29, 2021, 04:33:35 pm
Hey gamingcat02261991,

Don't get me wrong, I like the gameboy theme, but I'd use the arcade music/sound effects if I could.

minucce,

That last patch definitely cleaned house.  No more jitter or duplicate power meter.  :thumbsup:   There is, in my opinion, a cool new glitch in level 3 though. When Robocop uses the elevator and transitions to the next screen you can see his sprites at the bottom of the HUD.  I think it would be cool if you could see the sprites that are blacked out(same plane as the power meter).  Check out the pic below, what do you think?     
(https://images2.imgbox.com/ea/8d/rqtqapFi_o.png)
Title: Re: NES RoboCop with Arcade sprites
Post by: minucce on October 30, 2021, 03:32:48 pm
I tried it and liked it also! Also makes bullets, grenades, explosions respect the ground level now.
https://github.com/minucce/workbox/raw/5743745b315d97344aa628268d1eaacb57b3658b/box3/wip5.ips


Also saw this during testing. May have been there before but unsure.
https://github.com/minucce/workbox/raw/5743745b315d97344aa628268d1eaacb57b3658b/box3/ed-206.gif


Wip5 Source
https://github.com/minucce/workbox/tree/210eb13a02d74d47d423de3d38f628aabe70fe79
Title: Re: NES RoboCop with Arcade sprites
Post by: SomeOldGuy on November 01, 2021, 07:58:43 pm
The newest patch is friggin awesome!  Love it.  :thumbsup:

Quote
Also saw this during testing. May have been there before but unsure.
https://github.com/minucce/workbox/raw/5743745b315d97344aa628268d1eaacb57b3658b/box3/ed-206.gif

Yep, it was there before.  Ed 209's walking cycle is a bit messed up at the moment.