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Romhacking => Personal Projects => Topic started by: guitarpalooz on September 02, 2020, 06:08:13 PM

Title: TMNT: Return to New York (NES) Updated (v1.81)
Post by: guitarpalooz on September 02, 2020, 06:08:13 PM
Hello, I've put up an updated version of my TMNT NES hack from a few years back.

You can get it here: https://www.romhacking.net/hacks/3486/

Edit:  Version 1.81 has been uploaded! General info and latest changes in bold below:

        Attack   1/2 Health  Speed  Jump  Defense  Special
Leonardo     12     12         1.0x   1.0x  1.0x     1.0x
Raphael      16     24         1.0x   0.88x  1.5x     0.5x
Michelangelo  10    12         1.22x  1.0x  0.8x     1.2x
Donatello    09     10         0.88x  0.63x  0.8x     1.2x


Enemy List:  - - - - - - - - - - - - - - - - - - - -
Set 1: Purple Foot Soldier, Mouser, Tubular Transport
Set 2: Orange Foot Soldier (Chainsaw), Foot Mystic (Water), Drone Robots
Set 3: Foot Mystic (Fire), Green Foot Soldier (Whip), Helicopter Missile, Utrom
Set 4: Foot Supersoldier, Rat King, Blade, Balloon Missile
Set 5: Yellow Foot Soldier (Boomerang), Flyborg, A6 Annihilator
Set 6: Gray Foot Soldier (Wall Crawler), Flying Mouser
Set 7: Roadkill Rodney, Foot Mystic (Earth), Excavator, Mine
Set 8: Blue Foot Soldier (Jetpak/Laser), Foot Elite, Technodrome Sentry
Bosses: Bebop, Rocksteady, Slash, Metalhead, Baxter Stockman/Giant Mouser, Technodrome, Shredder

Version 1.81 (9/8/2022) Updates!


Also, please check out my other hack based on this one, "TMNT: Attack of the Grem."  It's an aesthetics hack featuring the four female turtles from TMNT history, Casey Jones, and a new story and ending.  Find it here: https://www.romhacking.net/hacks/6066/ (https://www.romhacking.net/hacks/6066/)

Title: Re: TMNT: Return to New York (NES) Updated
Post by: G30FF on September 03, 2020, 11:05:44 AM
Quote from: guitarpalooz on September 02, 2020, 06:08:13 PM
In the past, people have suggested changing the enemies to those seen in the cartoons/comics, but there arent many generic foes and it'd be strange to have three krangs come on screen at once.

Not if they were generic Utroms.  ;D
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on September 03, 2020, 03:37:11 PM
(https://i.ibb.co/mFf6gx4/TMNT-Return-to-New-York-002.pngg)

Edit:  there we go

I'll need to find how to get the legs on the same pallete as the head (would welcome any guidance), but this is krang's TMNT3 sprite altered to fit the legs of the walking eyeball guy. 

Here's a list of other enemies in the game:
https://therobotmonster.tumblr.com/post/162603477934/obscure-enemies-of-the-nes-tmnt-game (https://therobotmonster.tumblr.com/post/162603477934/obscure-enemies-of-the-nes-tmnt-game)

I always thought the robo knight would be easy to make into a triceraton, but not so much with the flying head and fire breath...
Title: Re: TMNT: Return to New York (NES) Updated
Post by: G30FF on September 04, 2020, 10:15:16 AM
If you were going to make any of the enemies into a Triceraton, the chainsaw maniac would probably be the best choice in my opinion.

One minor thing I noticed while playing, you added a ladder to the Bebop miniboss room to deal with the jump height issue, but since you can't really jump off of ladders in this game, it's not that easy to fall from the ladder to land on the ledge. I tried doing it with Raphael and had to try it about 5 times before he finally got up onto the ledge via the ladder.
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on September 04, 2020, 10:50:41 AM
Quote from: G30FF on September 04, 2020, 10:15:16 AM
If you were going to make any of the enemies into a Triceraton, the chainsaw maniac would probably be the best choice in my opinion.

One minor thing I noticed while playing, you added a ladder to the Bebop miniboss room to deal with the jump height issue, but since you can't really jump off of ladders in this game, it's not that easy to fall from the ladder to land on the ledge. I tried doing it with Raphael and had to try it about 5 times before he finally got up onto the ledge via the ladder.

That was actually the hardest part of the game to repurpose.  For whatever reason bebop cant run through ladders, only jump, so adding one anywhere in the middle didnt work.  And adding any ledge made the fight far to easy, as you could just hit him from the ledge.  Plus, he maintains his y position when running, so if he jumps to the ledge and runs off, he floats. 

Edit:  after giving it some thought, it seems like the best thing to do would be to make most of the enemies different iterations of foot soldiers, like the later games.  At the time of the game's release, only 19 issues of the mirage comic had been released, and only four seasons of the 80s cartoon, leaving only a few characters that make sense to use (no wonder they made so many up):

Mirage:
Utrom
Triceraton
Foot
Shredder elite (will probably replace the dinobot with him)
Shredder mutant
Baxter stockman (human)

Cartoon:
Krang
Bebop/Rocksteady (in game)
Stone warrior
Baxter stockman (fly)
Punk frogs (in game)
Pizza zenomorphs
Rat king
Leatherhead

Edit:  Reading more into it, the game started development in 1987, so they really only had a few cartoon episodes and comics to go off of.

Some updated foot soldiers and turtles with darker shells.  For some reason i really dig the idea of a buff foot ninja as the chainsaw guy:
(https://i.ibb.co/2SL4SG9/TMNT-Return-to-New-York1-4-019.png)
(https://i.ibb.co/m69T5gb/TMNT-Return-to-New-York1-4-015.png)
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on September 12, 2020, 12:15:58 PM
Sorry to double post.  I've been working on new sprites for the game and would appreciate feedback, as I've not done much spriting work before.

(https://i.ibb.co/NxVmkf0/TMNT-Return-to-New-York-009.png)
(https://i.ibb.co/8bsW8Dw/TMNT-Return-to-New-York-006.png)
(https://i.ibb.co/rQ5dPYH/TMNT-Return-to-New-York-008.png)
(https://i.ibb.co/Y0XtWwb/TMNT-Return-to-New-York-004.png)
(https://i.ibb.co/Lg014wQ/TMNT-Return-to-New-York-003.png)

I'd also appreciate some suggestions for the remaining enemies.  Here's what I was leaning towards:
-Dinosaur robot: Foot Elite
-Frog:  Green foot with a whip
-Hedgehog/Firefreak/stone guy:  Earth, Fire, and water Foot Mystics
-Sentry in level 6:  Need to fix propeller, might make it a searchlight since it already has wings
-Boulder bird from level 5: ???
-Roof leaper from lvl 1-2: Some kind of drone copter that drops down on you
-Fleakid from lvl 3: Blade from TMNT 2
-Jellyfish from level 5: ???
-Wall Crawler from level 5: ???

Once these are done, there will likely be another long hiatus as i learn how to make unique miniboss fights

Thanks for the help!
Title: Re: TMNT: Return to New York (NES) Updated
Post by: Googie on September 12, 2020, 12:37:12 PM
I love the sprite changes you did, they're pretty gangsta. I'll be looking forward to playing this when it's done, I played 1.3 and the changes are great, smooth work!  :thumbsup: :beer: :cookie:
Title: Re: TMNT: Return to New York (NES) Updated
Post by: ShadowOne333 on September 12, 2020, 12:50:53 PM
Quote from: guitarpalooz on September 12, 2020, 12:15:58 PM
Sorry to double post.  I've been working on new sprites for the game and would appreciate feedback, as I've not done much spriting work before.

(https://i.ibb.co/NxVmkf0/TMNT-Return-to-New-York-009.png)
(https://i.ibb.co/8bsW8Dw/TMNT-Return-to-New-York-006.png)
(https://i.ibb.co/rQ5dPYH/TMNT-Return-to-New-York-008.png)
(https://i.ibb.co/Y0XtWwb/TMNT-Return-to-New-York-004.png)
(https://i.ibb.co/Lg014wQ/TMNT-Return-to-New-York-003.png)

I'd also appreciate some suggestions for the remaining enemies.  Here's what I was leaning towards:
-Dinosaur robot: Foot Elite
-Frog:  Green foot with a whip
-Hedgehog/Firefreak/stone guy:  Earth, Fire, and water Foot Mystics
-Sentry in level 6:  Need to fix propeller, might make it a searchlight since it already has wings
-Boulder bird from level 5: ???
-Roof leaper from lvl 1-2: Some kind of drone copter that drops down on you
-Fleakid from lvl 3: Blade from TMNT 2
-Jellyfish from level 5: ???
-Wall Crawler from level 5: ???

Once these are done, there will likely be another long hiatus as i learn how to make unique miniboss fights

Thanks for the help!

Man you really went above and beyond!
I actually had the idea of changing the enemies that seem to come out of nowhere for enemies from the actual comics and the cartoon series.
This page could help for a few ideas:
https://villains.fandom.com/wiki/Category:TMNT_Villains

Out of that, I'd recommend posting a side-by-side comparison here from the original enemy and the new one you'll be using for each one, so people can get a better idea of what enemies are being changed, and to what.
I'll be looking forward to the new enemies!

I'll see what enemies I can think of for the remaining ones.
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on September 12, 2020, 03:22:55 PM
Quote from: ShadowOne333 on September 12, 2020, 12:50:53 PM
Man you really went above and beyond!
I actually had the idea of changing the enemies that seem to come out of nowhere for enemies from the actual comics and the cartoon series.
This page could help for a few ideas:
https://villains.fandom.com/wiki/Category:TMNT_Villains

Out of that, I'd recommend posting a side-by-side comparison here from the original enemy and the new one you'll be using for each one, so people can get a better idea of what enemies are being changed, and to what.
I'll be looking forward to the new enemies!

I'll see what enemies I can think of for the remaining ones.

Good idea, the enemies in this game are so obscure it's tough to tell what im talking about.  Changes so far:

(https://i.ibb.co/3prS1XK/Sprite-changes.png)

And here's the ones I'm still working on:
(https://i.ibb.co/cczHQR6/ideas.png)

My goal is eventually to turn the main villains (rat king, krang, leatherhead, tokka, rahzar, slash, etc) into the game's various "minibosses" where youre stuck on a screen fighting a regular enemy, but that will take some time.
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on October 10, 2020, 08:33:11 PM
Sorry to bump, but version 1.6 has been released!  Here is an updated sprite preview for anyone who wants to have a look

(https://i.ibb.co/0tcNT0W/Sprite-changes.png)
Title: Re: TMNT: Return to New York (NES) Updated
Post by: Googie on October 10, 2020, 08:41:55 PM
I'm gonna give this a spin right now, thanks for the heads up.  :thumbsup:
Title: Re: TMNT: Return to New York (NES) Updated
Post by: Dantk on October 13, 2020, 05:38:03 PM
May I suggest turning the Gunbot into the A6 Annihilator.
https://turtlepedia.fandom.com/wiki/A6_Annihilator
The Sewer Bug into the Tubular Transport
https://turtlepedia.fandom.com/wiki/Tubular_Transports
And turning Mecaturtle into Metelhead.
https://turtlepedia.fandom.com/wiki/Metalhead
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on October 24, 2020, 02:48:36 PM
A little preview.  That two part boss will be a slash/metalhead team up

(https://i.ibb.co/6nsjrpz/Bosses.png)

I was hoping to give slash his pantera claw, but his sprites are straight leonardo with a palette change, so sword it is.

If I could figure out something for the last two flying enemies (in level 4 and level 6), thet'd be every enemy in the game.  But those are tricky because they face the screen at all times.

October 29, 2020, 06:32:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I've had an idea I've been toying with and was hoping anyone who has played the hack could provide some feedback.

Originally I avoided putting main characters as generic enemies because it wouldnt make much sense to fight 40 leatherheads, karais, etc.  But I think I found an exception for one in particular, since A. The enemy is rare and B. he doesnt really die the first time you hit him.

(https://i.ibb.co/st60MCC/Rat-king.png)

Again I'm new to sprite art, so hopefully this comes across as rat king who then disappears when you hit him and sics his rats on you.  Does this come across as intended?  Any improvements?

The original update of this enemy in 1.6 was kind of a mutated foot soldier, my idea being that shredder would test his mutagen gun on his own men.  Which should go into the next update?
Title: Re: TMNT: Return to New York (NES) Updated
Post by: G30FF on October 30, 2020, 02:55:22 PM
Neat idea with Slash and Metalhead teaming up!

As for the Rat King idea, I think it works if the idea is Rat King just sort of dissolves into rats when you hit him because it's not really him. A lot of iterations of TMNT sort of depict Rat King as a mythical being, the IDW comics in particular.
Title: Re: TMNT: Return to New York (NES) Updated
Post by: guitarpalooz on November 05, 2020, 04:00:46 PM
Version 1.7 is up.  See original post for updates, please leave feedback and hope you all enjoy!
Title: Re: TMNT: Return to New York (NES) Updated
Post by: ShadowOne333 on November 09, 2020, 11:54:09 AM
Quote from: guitarpalooz on November 05, 2020, 04:00:46 PM
Version 1.7 is up.  See original post for updates, please leave feedback and hope you all enjoy!

Awesome!
Do you have any pics of the new enemies that have been replaced?
I saw a few that got changed, and I'd love to take a peek at them without going through the entire game to pin them down :P
Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: guitarpalooz on November 09, 2020, 03:52:10 PM
Sure thing.  New ones are towards the bottom but here's the big changes

(https://i.ibb.co/BzGSwSF/Sprite-changes.png)
Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: ratedrguy on November 09, 2020, 08:34:19 PM
This looks really great. Has anyone been able to get it to work on an NES Classic? Any particular reason I may be having trouble getting it working?
Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: guitarpalooz on November 10, 2020, 01:26:24 PM
Quote from: ratedrguy on November 09, 2020, 08:34:19 PM
This looks really great. Has anyone been able to get it to work on an NES Classic? Any particular reason I may be having trouble getting it working?

Unfortunately that's a bit beyond my knowledge.  A retired user named rainponcho helped with the ASM for this hack, and any other changes made were self taught (i dont have any programming background).

I imagine it doesn't work due to either the MMC5 conversion, retrorain's SRAM hack (unlikely), or rainponcho's ASM.  If anyone has experience with this, I still have his original work I could share to see if it could be fixed for regular hardware. 

That said, NES classic is emulator based, yes?  Does the file youre using work in other emulators?

Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: Googie on November 12, 2020, 10:25:16 AM
I'm really enjoying 1.7, it's awesome.  :thumbsup:
Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: ShadowOne333 on November 12, 2020, 02:28:17 PM
Quote from: guitarpalooz on November 09, 2020, 03:52:10 PM
Sure thing.  New ones are towards the bottom but here's the big changes

(https://i.ibb.co/BzGSwSF/Sprite-changes.png)

Awesome! Those sprites look good!

I do have one suggestion though.
In the original game, you can see that most of the enemies have some sort of lighting/shading to them in some corners or edges, to mimic lighting in their bodies.

I noticed some of the sprites you did use main colours for all parts of their bodies, which somewhat clashes with the overall design and artwork of the rest of the sprites.
Hope you don't mind bringing this along.

Here's some examples of what I mean, mostly with the colored foot soldiers sprites:

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

Maybe this can give you a better idea of what I mean.
If you need help with that for some sprites, be sure to let me know and I'll be glad to help out!
Title: Re: TMNT: Return to New York (NES) Updated (v1.7)
Post by: guitarpalooz on November 12, 2020, 06:17:43 PM
Definitely true. The original sprites did their lighting effects by following the format of outline color, light shade, dark shade (i.e. the foot soldier is black outline, light purple, dark purple).  The block colors i used were an attempt to get closer to the TMNT 2 and 3 sprites, but I was often limited by sprite size (since 2 and 3 are larger, they have the benefit of using an outline color for shadow as well).  Oddly enough, the TMNT sprites dont really have the lighting effects, due to the need to have a dedicated bandana color, so i personally dont mind the block color enemies.

That said, that's just my opinion, so by all means, feel free to have at them!  I wont have more time to really work on this other than small fixes going forward for awhile.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: pinkpuff on December 12, 2020, 03:09:37 PM
This hack is fantastic. It's hard to bring myself to play the original now that this exists. In a lot of ways it's really what the original should always have been.

I do have a suggestion, not sure how plausible it is or how much work it would involve, but for what it's worth:

In Area 1, there's nowhere to get back a captured turtle. Yet Splinter will lie to you and say "You can rescue your friend in this level" or something to that effect. It also just so happens that Area 1 contains a dead-end sewer with nothing worthwhile in it. (The one between the "full pizza building" and the sewer you have to enter to get to Rocksteady's building.) If you're able to put a turtle rescue at the end of that sewer, it would give it a purpose for existing, as well as make it so Splinter isn't lying. It would also be nice to be able to get back a guy who got chumped into an unlucky steamroller in relatively short order without resetting.

Alternatively, the turtle rescue could replace the full pizza in the building, in which case perhaps a full pizza could be in the dead end sewer. If you do go this route, you might consider removing the spammable quarter slice in the sewer that leads to Rocksteady's building.

Anyway just wanted to say thanks so much for this hack! This game doesn't get enough attention.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: guitarpalooz on December 13, 2020, 10:04:28 PM
Thanks so much for your praise!  So great to hear that people are having fun with it.

I took a quick look, and it seems like the missing brother text is triggered on any stage once you lose a turtle, so even on the river level April will say it.  It seems like the rescue turtle is just an object with the value 0E, and the game probably has plenty of code to figure out whether to display it and which turtle to show.  I'll play around with it and see what happens.  I believe it also requires loading the mechaturtle sprite page, as thats the only one with the ropes and leg (they all have the upper body), so it might require an area clear of enemies to do it.

Whenever I get back to this, i think my next move is making the overworlds for w1 and w3 look like NYC (at least have roads instead of cobblestone).  Then I'm gonna spend a loooong time figuring out minibosses and boss AI.

Some people have complained about how nerfed donatello is.  I've thought about raising his attack slightly, or even raising his damage for all special weapons except scrolls to emphasize him as a distance fighter.  Any thoughts?

Thanks again for playing!  If you want more TMNT1, try patching Franks Ultimate TMNT level hack over this one (https://www.romhacking.net/hacks/826/)
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: G30FF on December 14, 2020, 11:02:24 AM
I think I would agree with making Donatello slightly stronger. As he is right now, even as a distance fighter, it takes much longer for him to defeat enemies, and is so much slower than the other turtles, which outside of certain scenarios makes it more desirable to just use Leo for the higher attack, or tank it with Raph. Buffing special weapons for him could help too, but it would still put him at a major disadvantage because he would then be dependent on random weapon drops to be useful.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: niuus on December 14, 2020, 01:21:58 PM
Quote from: G30FF on December 14, 2020, 11:02:24 AM
I think I would agree with making Donatello slightly stronger. As he is right now, even as a distance fighter, it takes much longer for him to defeat enemies, and is so much slower than the other turtles, which outside of certain scenarios makes it more desirable to just use Leo for the higher attack, or tank it with Raph. Buffing special weapons for him could help too, but it would still put him at a major disadvantage because he would then be dependent on random weapon drops to be useful.
Agreed.

The QoL fixes are really good.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: G30FF on May 10, 2021, 09:06:38 PM
After playing for a bit, I discovered a minor graphic bug. The helicopter enemies still have the bat sprites when they dive at you.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: the_importer on May 22, 2021, 10:52:14 PM
I can't get the patch ROM to play. On my MiSTer FPGA with the latest NES core, the Intro loops if I hit Start or Select. I've tried it using an emulator called Ares and it won't load at all. I'm using the ROM that came from the infamous SmokeMonster ROM packs.

Cheers
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: G30FF on May 23, 2021, 01:37:24 AM
You're probably better off patching your own rom from a no-intro set. Try it in something like Nestopia or Mesen too just to be sure.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Flaviogames on May 23, 2021, 10:22:12 AM
was this project abandoned? :-\
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: the_importer on May 24, 2021, 01:03:48 AM
Quote from: G30FF on May 23, 2021, 01:37:24 AM
You're probably better off patching your own rom from a no-intro set. Try it in something like Nestopia or Mesen too just to be sure.

The ROM was unpatched, I patched it myself.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: G30FF on May 24, 2021, 05:27:20 PM
I've never worked with the Smokemonster pack, but I know the game works fine with the USA version from the No-Intro NES set. Definitely try the rom in an alternate emulator, or grab a No-Intro ROM that matches the ROM info here: https://www.romhacking.net/hacks/3486/. It's entirely possible Return to New York simply doesn't work on real hardware, which might be why it won't work on MiSTer. I don't have any way to test that.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: guitarpalooz on May 26, 2021, 08:02:19 PM
Quote from: Flaviogames on May 23, 2021, 10:22:12 AM
was this project abandoned? :-\

Not abandoned, I just don't have the technical know how yet to implement anything else I had in mind.  What would you like to see in the game?

AFAIK, this wont work on real hardware due to how the ASM hacking was implemented by rainponcho.  Also beyond my level.  If anyone wants to take a crack at it, PM me and I can share the ASM files.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Flaviogames on July 02, 2021, 08:34:38 AM
this game would have been much better if the turtles had combo animation when hitting several times, and should change characters just by pressing select, and finally, some scenarios should have one less enemy to make the game smoother, even so congratulations at work is a good game compared to the original ;D
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: guitarpalooz on July 11, 2021, 11:27:12 PM
(https://i.ibb.co/rx6Hm4G/April1.jpg)

Here's something I've been spending way too much time on.  Does anyone have a preference for left vs right?  My impression is the right one looks better overall, but the shading on the left matches the splinter and yoshi portraits (that I'm not gonna change).
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Vanya on July 12, 2021, 01:32:09 AM
Left (consistency over aesthetics)
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Emsi-D on July 12, 2021, 02:51:51 AM
Left one is better
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Flaviogames on July 12, 2021, 10:14:13 AM
on the left combines more for having the bombs similar to the original, but the right is very good, both will be welcome
Would it be possible that when beating baria veses repeatedly listen to different motions type combo? this would be impressive and would leave the game more modern and fun, there are very bad enemies to uncribe without combo
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: NoMoneyRanger on July 18, 2021, 01:04:47 PM
I agree with others on the left, though the right can work better for an outdoor or brighter type of lighting/environment.
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: Uberdubie on July 19, 2021, 07:53:34 AM
Any of them but the bottom lol.

Somewhat kidding... I agree with the others that the left does fit better consistency-wise.  However I do like the right one more generally speaking (it's slightly 'prettier'), but the lighting is more akin to something like Turtles in Time.

Thanks so much for all you've been doing for this hack... it's amazing. :beer:
Title: Re: TMNT: Return to New York (NES) Updated (v1.71)
Post by: guitarpalooz on July 19, 2021, 10:39:47 AM
Quote from: Uberdubie on July 19, 2021, 07:53:34 AM
Any of them but the bottom lol.

Somewhat kidding... I agree with the others that the left does fit better consistency-wise.  However I do like the right one more generally speaking (it's slightly 'prettier'), but the lighting is more akin to something like Turtles in Time.

Thanks so much for all you've been doing for this hack... it's amazing. :beer:

Thanks for the support!  I put a new update out today, it has a few updates including the above april sprite.  I tried to do splinter as well, but there's no sprite of him that works well enough (the closest I found was TMNT tournament fighters NES), and the way the game organizes and stores his portrait is a pain in the butt compared to yoshi and april.

Also, please check out my aesthetic hack "TMNT Attack of the Grem" for a new spin on the game!

Flaviogames, sorry to say but implementing many of the things youre asking, while they would make the game better, would require a rewrite of the way the game handles sprites and is beyond my ability.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: G30FF on July 19, 2021, 11:36:57 AM
I gave Attack of the Grem a quick test, and I love that you pulled from the recent IDW comics for Lita and Jennika for it! I like the new Casey sprite too. A nice touch. At first I thought you had made a mistake, having Venus's name in the pause menu as MEI instead of VEN. But then I looked her up on TMNTPedia and learned her real name is Mei Pieh Chi. Shows how long it's been since I've seen The Next Mutation!  ;D
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on July 19, 2021, 03:39:11 PM
Yeah, that was intentional but it doesn't mean it's necessarily the best option.  Originally i had it in there as VNUS, which phonetically works but looks off.  I also wrestled with APRL vs APR.  If people feel strongly one way or another I'm happy to change.

IMHO the IDW turtles are the best iteration yet, followed by the original TMNT movie.  If i ever do a total level hack for this game, it's gonna be based off last ronin, where each weapon has a lifebar and if it runs out you lose the weapon sort of deal.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: G30FF on July 19, 2021, 04:31:57 PM
Now that I know where it came from, I don't personally mind having her name as MEI. It just confused me until I figured that part out! I don't feel strongly enough about it to change.

I'm totally with you on the IDW series, it's fantastic. If you haven't seen it, I also recommend Rise of the TMNT. It's got a surprisingly deep story, along with great action scenes and animation.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Flaviogames on July 21, 2021, 06:52:39 PM
guitarpalooz: I see, thanks for explaining about how complicated the improvements I mentioned would be. :beer:
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on July 22, 2021, 04:51:02 PM
While playing some of the other TMNT NES games and their improvement hacks, I noticed the fonts for TMNT 2 and 3 are similar to each other and much different from TMNT 1.  Would anyone be interested in using the TMNT 3 font in this game?

(https://i.ibb.co/BPtkNdW/TMNT-Return-to-New-York1-85-001.png)
(https://i.ibb.co/bKv6CNb/TMNT-Return-to-New-York1-85-004.png)
(https://i.ibb.co/WKM5Gjb/TMNT-Return-to-New-York1-85-003.png)
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Flaviogames on July 22, 2021, 04:58:39 PM
guitarpalooz: seria interessante alguem fazer isso no TMNT 1 ;D
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Emsi-D on July 24, 2021, 05:05:45 PM
guitarpalooz, I have a suggestion: a couple of years ago, romhacker Lomax (https://www.romhacking.net/community/2556/) made a small ROM hack of TMNT-1.
In that hack, he fixed the camera scrolling and increased the invulnerability time (after the character takes damage).
Could you add these fixes to your project?
Link to download this hack: https://www.sendspace.com/file/3v71cf

Quote from: guitarpalooz on July 22, 2021, 04:51:02 PM
Would anyone be interested in using the TMNT 3 font in this game?
I think this font looks great.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: ifightdragons on July 24, 2021, 07:15:58 PM
Quote from: Emsi-D on July 24, 2021, 05:05:45 PM
guitarpalooz, I have a suggestion: a couple of years ago, romhacker Lomax (https://www.romhacking.net/community/2556/) made a small ROM hack of TMNT-1.
In that hack, he fixed the camera scrolling and increased the invulnerability time (after the character takes damage).
Could you add these fixes to your project?
Link to download this hack: https://www.sendspace.com/file/3v71cf

I second this! Adding these improvements would make it the ultimate way to play the game.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Flaviogames on July 24, 2021, 08:41:15 PM
increasing vulnerability is great, I realized that there is this problem in the game after covering one damage can take another one afterwards and that makes the game bad :thumbsup:
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on July 24, 2021, 10:02:54 PM
Quote from: Emsi-D on July 24, 2021, 05:05:45 PM
I have a suggestion: a couple of years ago, romhacker Lomax made a small ROM hack of TMNT-1.
In that hack, he fixed the camera scrolling and increased the invulnerability time (after the character takes damage).
Could you add these fixes to your project?

Hey thanks for sending this my way!  I'm excited to try it, Im wondering how the scrolling affects enemy spawn?

It's funny you bring up the I frames, I was actually playing around with the enemy i frames after playing the TMNT2 revamped hack today.  Thankfully player and enemy invulnerability are stored separately, and last 24 frames (hex 18).  Reducing it to 0D (13 frames) has some interesting effects.  Every one of raph, leo, and mikes swings will hit an enemy, and don will 2 hit enemies if hes close enough, giving him a nice buff.  Boomerangs will also become super OP, which further buffs mike and don.  The downside is it makes it a little too easy to mow through enemies and slow bosses, which might require an enemy HP rebalance (or eventually an AI change to make them more interesting fights).
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Dantk on August 14, 2021, 03:34:24 AM
Quote from: Emsi-D on July 24, 2021, 05:05:45 PM
guitarpalooz, I have a suggestion: a couple of years ago, romhacker Lomax (https://www.romhacking.net/community/2556/) made a small ROM hack of TMNT-1.
In that hack, he fixed the camera scrolling and increased the invulnerability time (after the character takes damage).
Could you add these fixes to your project?
Link to download this hack: https://www.sendspace.com/file/3v71cf
I think this font looks great.

What exactly does the fixed camera scrolling do?
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on August 14, 2021, 08:57:39 AM
Seems like it reduces the amount your character goes off center before the screen scrolls.  "Tighter scrolling" would probably be a better term than "fixed."

I cant yet decide how I feel about it, as tighter scrolling will also mean more enemy respawns, especially if you get knocked back.  By way of playtesting I've now played this game so much that it's hard to tell how this might affect your everyday user.  It might be time to include some optional patches, such as this and one that gives everyone normal jump heights.

I'm also playing around with i frames to see if there's a sweet spot, but the enemy ai in this game is rather uninspired.  Being able to hit rocksteady with each swing usually means killing him before he does anything.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: ShadowOne333 on September 05, 2022, 05:26:42 PM
Hey guitarpalooz!
I've been enjoying this hack ever since the release, and gotta say there's no better way to experience the original TMNT on NES than with this hack :D

I am currently following Displaced Gamers on YouTube, and they have been recently tackling some quirks about TMNT on recent videos. They covered one where they attempt to fix the Water Dam Level physics (https://www.youtube.com/watch?v=PHiFNWJXWgI), and another where they try to make the jump better and responsive (https://www.youtube.com/watch?v=A_edefG5lfs).

I have tried to backport their modifications to "Return to New York", but I am having some issues:

1) With the Water level physics fix, I am struggling a bit with what seems to be the cap logic and the sinking/swimming up/down routines after the fix. I opened a thread about it here:
https://www.romhacking.net/forum/index.php?topic=35500.0

2) With the Jump gravity fix, I was able to implement 3 out of the four byte changes they recommend into your hack, except for one address:
; High Jump Velocity Change
; Possibly changde to $1C80A (AND #$F8)
%org(4,$A042)    ; 0x12052, bank 4
    lda #$F8    ; Originally LDA #$FA
Here's the source code for the changes I made:
Spoiler
; TMNT (NES) Jump Physics Fixes
; By Displaced Gamers

;---------------------
; Macro definition for NES banks/addresses
norom

macro org(bank,address)
!headersize = $10
!banksize = $4000

org (<address>%!banksize)+(!banksize*<bank>)+!headersize

base <address>
endmacro

;-----------------------
; 6 Frame Short Jump
%org(4,$A01C) ; 0x1202C, bank 4
cpy #$06 ; Originally CPY #$04

; Short Jump Velocity Change
%org(4,$A02B) ; 0x1203B, bank 4
lda #$FE ; Originally LDA #$FD

; High Jump Velocity Change
; Needs to be changed to work with "Return to New York" hack
%org(4,$A042) ; 0x12052, bank 4
lda #$F8 ; Originally LDA #$FA

; Increase Gravity
%org(4,$A5F4) ; 0x125F4, bank 4
adc #$74 ; Originally ADC #$54
;-----------------------
[close]

This one seems to be modified by your hack, and I am not sure where the corresponding value for each one of the turtles would be located at so that I can effectively port the Jumping changes they mention to make the jumping controls more responsive.

If you are interested, please comment on these, and feel free to tweak these codes as you see fit for a possible new update for the hack. :D
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: Neon Streetlight on September 05, 2022, 09:00:06 PM
Quote from: ShadowOne333 on September 05, 2022, 05:26:42 PMHey guitarpalooz!
I've been enjoying this hack ever since the release, and gotta say there's no better way to experience the original TMNT on NES than with this hack :D

I am currently following Displaced Gamers on YouTube, and they have been recently tackling some quirks about TMNT on recent videos. They covered one where they attempt to fix the Water Dam Level physics (https://www.youtube.com/watch?v=PHiFNWJXWgI), and another where they try to make the jump better and responsive (https://www.youtube.com/watch?v=A_edefG5lfs).

I have tried to backport their modifications to "Return to New York", but I am having some issues:

1) With the Water level physics fix, I am struggling a bit with what seems to be the cap logic and the sinking/swimming up/down routines after the fix. I opened a thread about it here:
https://www.romhacking.net/forum/index.php?topic=35500.0

2) With the Jump gravity fix, I was able to implement 3 out of the four byte changes they recommend into your hack, except for one address:
; High Jump Velocity Change
; Possibly changde to $1C80A (AND #$F8)
%org(4,$A042)    ; 0x12052, bank 4
    lda #$F8    ; Originally LDA #$FA
Here's the source code for the changes I made:
Spoiler
; TMNT (NES) Jump Physics Fixes
; By Displaced Gamers

;---------------------
; Macro definition for NES banks/addresses
norom

macro org(bank,address)
!headersize = $10
!banksize = $4000

org (<address>%!banksize)+(!banksize*<bank>)+!headersize

base <address>
endmacro

;-----------------------
; 6 Frame Short Jump
%org(4,$A01C) ; 0x1202C, bank 4
cpy #$06 ; Originally CPY #$04

; Short Jump Velocity Change
%org(4,$A02B) ; 0x1203B, bank 4
lda #$FE ; Originally LDA #$FD

; High Jump Velocity Change
; Needs to be changed to work with "Return to New York" hack
%org(4,$A042) ; 0x12052, bank 4
lda #$F8 ; Originally LDA #$FA

; Increase Gravity
%org(4,$A5F4) ; 0x125F4, bank 4
adc #$74 ; Originally ADC #$54
;-----------------------
[close]

This one seems to be modified by your hack, and I am not sure where the corresponding value for each one of the turtles would be located at so that I can effectively port the Jumping changes they mention to make the jumping controls more responsive.

If you are interested, please comment on these, and feel free to tweak these codes as you see fit for a possible new update for the hack. :D

I've been hoping someone who try to tackle this and glad to see it's you, Shadow! This will be a truly definitive way to play this game.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on September 08, 2022, 01:49:55 PM
Quote from: ShadowOne333 on September 05, 2022, 05:26:42 PMHey guitarpalooz!
I've been enjoying this hack ever since the release, and gotta say there's no better way to experience the original TMNT on NES than with this hack :D

I am currently following Displaced Gamers on YouTube, and they have been recently tackling some quirks about TMNT on recent videos. They covered one where they attempt to fix the Water Dam Level physics (https://www.youtube.com/watch?v=PHiFNWJXWgI), and another where they try to make the jump better and responsive (https://www.youtube.com/watch?v=A_edefG5lfs).

I have tried to backport their modifications to "Return to New York", but I am having some issues:

1) With the Water level physics fix, I am struggling a bit with what seems to be the cap logic and the sinking/swimming up/down routines after the fix. I opened a thread about it here:
https://www.romhacking.net/forum/index.php?topic=35500.0

2) With the Jump gravity fix, I was able to implement 3 out of the four byte changes they recommend into your hack, except for one address:
; High Jump Velocity Change
; Possibly changde to $1C80A (AND #$F8)
%org(4,$A042)    ; 0x12052, bank 4
    lda #$F8    ; Originally LDA #$FA
Here's the source code for the changes I made:
Spoiler
; TMNT (NES) Jump Physics Fixes
; By Displaced Gamers

;---------------------
; Macro definition for NES banks/addresses
norom

macro org(bank,address)
!headersize = $10
!banksize = $4000

org (<address>%!banksize)+(!banksize*<bank>)+!headersize

base <address>
endmacro

;-----------------------
; 6 Frame Short Jump
%org(4,$A01C) ; 0x1202C, bank 4
cpy #$06 ; Originally CPY #$04

; Short Jump Velocity Change
%org(4,$A02B) ; 0x1203B, bank 4
lda #$FE ; Originally LDA #$FD

; High Jump Velocity Change
; Needs to be changed to work with "Return to New York" hack
%org(4,$A042) ; 0x12052, bank 4
lda #$F8 ; Originally LDA #$FA

; Increase Gravity
%org(4,$A5F4) ; 0x125F4, bank 4
adc #$74 ; Originally ADC #$54
;-----------------------
[close]

This one seems to be modified by your hack, and I am not sure where the corresponding value for each one of the turtles would be located at so that I can effectively port the Jumping changes they mention to make the jumping controls more responsive.

If you are interested, please comment on these, and feel free to tweak these codes as you see fit for a possible new update for the hack. :D

Thanks for the kind words!  I feel the same way about your zelda redux hacks.

I've seen those videos and got the swimming issues figured out, adding downward acceleration and fixing the current issues.  That'll be in the next update, and I'll try to submit a standalone swim fix for the base game this weekend.  I tried changing the hitboxes like he did, but it creates an issue where the current will drag you across the ground instead of letting you rest.

When I changed the jumping in my hack, it was back when most of my changes were trial and error, so I'll have to spend some time figuring out exactly what i changed.  I learned a lot from his second video about how the jump mechanics work, and I was going to spend some time to see if I could revamp it and implement a button press double jump.

If I can do that, I'll probably release a separate swimming+double jump patch for the original game, then sort it into RTNY.
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: ShadowOne333 on September 08, 2022, 02:35:32 PM
Quote from: guitarpalooz on September 08, 2022, 01:49:55 PMThanks for the kind words!  I feel the same way about your zelda redux hacks.

I've seen those videos and got the swimming issues figured out, adding downward acceleration and fixing the current issues.  That'll be in the next update, and I'll try to submit a standalone swim fix for the base game this weekend.  I tried changing the hitboxes like he did, but it creates an issue where the current will drag you across the ground instead of letting you rest.

When I changed the jumping in my hack, it was back when most of my changes were trial and error, so I'll have to spend some time figuring out exactly what i changed.  I learned a lot from his second video about how the jump mechanics work, and I was going to spend some time to see if I could revamp it and implement a button press double jump.

If I can do that, I'll probably release a separate swimming+double jump patch for the original game, then sort it into RTNY.

Oh awesome!
I didn't know you were following them too and even got the swimming fixes already implemented.
That's nice to know! :D

For the jumping changes, I think the only one that might need some testing would be the modifications to the High Jump velocity change. Iirc in RTNY the jump top limit was modified for each turtle (Leo and Mike 1.0x, Raph 0.88x and Don 0.63x). I haven't pinpointed where in your hack these values for each turtle yet, but I'm sure you might be able to find these and then play around with the values a bit.
With the other 3 values modified, they get to around 7/8 of the jumping height compared to RTNY, so I think just a small tweak to the High jump velocity would do it for each turtle.

Oh btw, I made some modifications to the sprites of the Turtles that I use for a personal ROM of mine, but in case you want to apply these slight changes into RTNY, here they are:
https://imgur.com/a/WhzWu9A

The main changes are mostly in the backsprites/shells of the turtles. Everything else is still the same, so you can focus just on those sprites that have their full shells on-screen. Let me know if you want the full ROM/patch so you can apply these shell changes into RTNY :D

Really looking forward to your next update!
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on September 08, 2022, 03:33:35 PM
Quote from: ShadowOne333 on September 08, 2022, 02:35:32 PMOh awesome!
I didn't know you were following them too and even got the swimming fixes already implemented.
That's nice to know! :D

For the jumping changes, I think the only one that might need some testing would be the modifications to the High Jump velocity change. Iirc in RTNY the jump top limit was modified for each turtle (Leo and Mike 1.0x, Raph 0.88x and Don 0.63x). I haven't pinpointed where in your hack these values for each turtle yet, but I'm sure you might be able to find these and then play around with the values a bit.
With the other 3 values modified, they get to around 7/8 of the jumping height compared to RTNY, so I think just a small tweak to the High jump velocity would do it for each turtle.

Oh btw, I made some modifications to the sprites of the Turtles that I use for a personal ROM of mine, but in case you want to apply these slight changes into RTNY, here they are:
https://imgur.com/a/WhzWu9A

The main changes are mostly in the backsprites/shells of the turtles. Everything else is still the same, so you can focus just on those sprites that have their full shells on-screen. Let me know if you want the full ROM/patch so you can apply these shell changes into RTNY :D

Really looking forward to your next update!

I went ahead and submitted swimming updates to the base game and RTNY today.

Not sure if you had the same problem, but the issue I had implementing the swimming changes (removing extra Y caps, moving downbutton check before current, adding code to zero out Xvelo subpixel) came with collision detection in current sections...collision detection is tied to the xvelo subpixel but he doesnt show the change exactly, so I had to make sure to zero xvelo subpixel in areas without current and skip that instruction when there is, or youd get pulled through the floor in current areas.

The values for the jump changes are in a table basically at the end of the rom.  rainponcho made the ASM for me way back when, and i believe most of those tack on changes are the reason the game doesnt work on real hardware. I believe I still have the files he made for me I can share, if interested.  I dont have a coding background...anything I do involves staring at fceux debug/hex and reasoning things out >_<

It seems there's enough dead code in the game to someday disassemble, clean it up, and implement those changes more naturally to run on hardware.  But that's out of my time/skill set for sure.

Love those sprites.  I struggled mightily on the ladder and bomb defuse sprites.  Please share!
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: ShadowOne333 on September 08, 2022, 04:34:13 PM
Quote from: guitarpalooz on September 08, 2022, 03:33:35 PMI went ahead and submitted swimming updates to the base game and RTNY today.

Not sure if you had the same problem, but the issue I had implementing the swimming changes (removing extra Y caps, moving downbutton check before current, adding code to zero out Xvelo subpixel) came with collision detection in current sections...collision detection is tied to the xvelo subpixel but he doesnt show the change exactly, so I had to make sure to zero xvelo subpixel in areas without current and skip that instruction when there is, or youd get pulled through the floor in current areas.

The values for the jump changes are in a table basically at the end of the rom.  rainponcho made the ASM for me way back when, and i believe most of those tack on changes are the reason the game doesnt work on real hardware. I believe I still have the files he made for me I can share, if interested.  I dont have a coding background...anything I do involves staring at fceux debug/hex and reasoning things out >_<

It seems there's enough dead code in the game to someday disassemble, clean it up, and implement those changes more naturally to run on hardware.  But that's out of my time/skill set for sure.

Love those sprites.  I struggled mightily on the ladder and bomb defuse sprites.  Please share!

Oh so it was rainponcho the one who helped with ASM for the hack?
I wasn't even aware, the dude was a legend for helping so many projects back then, just hope he is doing well since it's been a while from when I last knew of him.

If you still have the code he made, and the one you have done as well, it can easily be setup into a proper repository on GitHub. A compiler shouldn't be an issue since almost everything compiles 6502 now.
I'd suggest using Asar and the custom macros I wrote in the swimming code thread I posted.

Out of curiosity, at what address is the new table with the jumping changes to the turtles located at?
(Btw check your PM about the sprites stuff)
Title: Re: TMNT: Return to New York (NES) Updated (v1.8)
Post by: guitarpalooz on September 08, 2022, 05:12:42 PM
Quote from: ShadowOne333 on September 08, 2022, 04:34:13 PMOh so it was rainponcho the one who helped with ASM for the hack?
I wasn't even aware, the dude was a legend for helping so many projects back then, just hope he is doing well since it's been a while from when I last knew of him.

If you still have the code he made, and the one you have done as well, it can easily be setup into a proper repository on GitHub. A compiler shouldn't be an issue since almost everything compiles 6502 now.
I'd suggest using Asar and the custom macros I wrote in the swimming code thread I posted.

Out of curiosity, at what address is the new table with the jumping changes to the turtles located at?
(Btw check your PM about the sprites stuff)

Sent you his code.  My changes didn't come in assembly...I just use an opcode chart and type it into a hex editor because i dont know any better  :beer:
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: ShadowOne333 on September 09, 2022, 10:36:08 AM
I think I found the proper values for the High Jump Velocity on RTNY thanks to the data you sent me :thumbsup:

At 0x20204, you have the following data:
[FA 00 FA C0 FA 00 FB C0]
Each pair corresponds to a turtle in this order: Leo, Raph, Mike and Don.

Applying the changes from the other addresses explained in the video first:
; 6 Frame Short Jump
0x1202D - 04->06

; Short Jump Velocity Change
0x1203C - FD->FE

; Increase Gravity
0x12605 - 54->74

And then changing the table found at 0x20204 with these values:
[F8 C0 F9 C0 F8 C0 FA C0]

That achieves the exact same Jump altitude as with the original physics on RTNY, but with the suggestions by Displaced Gamers for the better jump changes :thumbsup:
I tested in the very first manhole and checking the jumping height with and without the changes per-turtle in this place comparing it against what bricks or part of the pipe each turtle reached:
(https://i.imgur.com/zAYw7JM.png) (https://i.imgur.com/yKfRa8B.png)

After this, I think it's just a matter of patching in these bytes, and then copying the new sprites I sent you and you should be good for another update :P
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Prince Valmont on September 09, 2022, 05:32:47 PM
I'm glad to see this one still getting love!
But for some strange reason, I just cannot get this hack to run in my NES Mini. I've tried their stock emulator (Clover-Kachikachi), FCEUmm Xtreme, Mesen, and Nestopia. All work great using PC emulators, but any core within RetroArch on the NES Classic Mini, and the game refuses to boot.

Has anyone else had success playing this via the Classic NES Mini?
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Uberdubie on September 09, 2022, 08:24:16 PM
Quote from: Prince Valmont on September 09, 2022, 05:32:47 PMI'm glad to see this one still getting love!
But for some strange reason, I just cannot get this hack to run in my NES Mini. I've tried their stock emulator (Clover-Kachikachi), FCEUmm Xtreme, Mesen, and Nestopia. All work great using PC emulators, but any core within RetroArch on the NES Classic Mini, and the game refuses to boot.

Has anyone else had success playing this via the Classic NES Mini?
I've been playing this incredible hack (Version 1.8 ) on my SNES Classic/Mini using the default NES emulation that comes with Retroarch, and I can confirm it runs flawlessly.  Despite you playing on the NES version, from my understanding this means it should run fine on yours too -- most likely a bad rom and/or bad install.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Flaviogames on September 09, 2022, 09:56:21 PM
amazing work on this game, but I'll give suggestions so that the game can be even better, look for a character on the select button, or does it have another function? one thing that I didn't like about this game and that could improve is that we go through a scenario and in the end we face a boss and we have to return, then the problem comes, the enemies appear all over again, will it be like that?
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: guitarpalooz on September 09, 2022, 11:33:37 PM
Quote from: Flaviogames on September 09, 2022, 09:56:21 PMamazing work on this game, but I'll give suggestions so that the game can be even better, look for a character on the select button, or does it have another function? one thing that I didn't like about this game and that could improve is that we go through a scenario and in the end we face a boss and we have to return, then the problem comes, the enemies appear all over again, will it be like that?

Select toggles between your main weapon and special weapons (ninja star, boomerang, etc)
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: ShadowOne333 on September 12, 2022, 11:28:36 AM
One thing I found, which I'm not sure if was taken into account when modifying the jumping physics.
Do the modifications to the jumps allow you to actually reach certain ledges/platforms when some of the turtles are capture?

With Donatello, I find his jump to be a bit short. I haven't tested in many places throughout the game, but I am not sure if getting to a certain place in the game with only Raphael or Donatello with both Leonardo and Michelangelo captured would softlock you from reaching certain places.
Was this tested?

(I haven't tested this myself, but it's something I found when playing around with the jump changes both before and after applying the physics from Displaced Gamers into RTNY)
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: guitarpalooz on September 12, 2022, 02:13:48 PM
In my version, I playtested so that donatello could get through all areas, even those nonessential to game progress.  In a few spots where he couldnt make a jump, I made slight changes to the levels to allow him to progress.  If i missed any, please let me know, but it should be complete.

With Displaced Gamers video, he even shows that his exact changes prevent you from completing the game in some of the tricky jump areas.  My plan is to eventually have a short and medium jump determined by how long you hold the a button, and a double jump (spinning animation) by pressing a a second time.  I'll have leonardo mimic the physics of the original game with his double, and then try and create the different jump heights for raph and don.

Even then it might not pass playtesting, as the double jump starts at the 8th frame and you cant allow a double jump much longer than that (youd be able to skip the rope sections, especially with mike).  Then youre talking about variable gravity per turtle based on their x velo and  increasing gravity (think megaman) which would make your jump less floaty but reduce your time to do short hops.

I do wish DG would put more of a disclaimer in terms of not playtesting his changes, as mosts comments on his videos (and to me) are either 1. It's the game's fault I couldn't do it as a kid (not true!) or 2. This is now the definitive version of this game.  His changes as written make for impassable areas and softlocks from falling through the floor!
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: ShadowOne333 on September 12, 2022, 03:23:07 PM
Ah that's good to know.
I just thought of asking since I was having problems jumping into a platform with Don, but that's fine :D

As for the jumping changes, I can see you're tackling it in a way to make it much more refined and polished than what Displaced Gamers did.
For what it's worth, and no disrespect to them, they sometimes just make the code but don't do extensive testing on it, but they do mention at least that it's a rough proof of concept sometimes, so that's something.

All in all, you seem to be doing quite the testing to the jump mechanics, so I'll leave you get your hands on it as you see fit, I trust you'll do a wonderful work to polish it up. :D

PS: I forgot to mention, but just before the table I mentioned at 0x20204, there's another one which starts around 0x201FC which has this:
[FA 00 FA 00 FA 00 FA 00]
That one table also seems to be related to jump stuff that rainponcho did through the ASM code he made, and that seems to be related to Jump Speed according to his notes:
Code (rainponcho's tables) Select
; At 0x201FC
jump_speed_table:
db $fa,$00
db $fa,$00
db $fa,$00
db $fa,$00

; At 0x20204
jump_spin_speed_table:
db $fa,$00
db $fa,$C0
db $fa,$00
db $fb,$C0

Hope this helps! :)
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Greyfield on September 19, 2022, 02:03:01 PM
Hiya Shadow,

I mentioned this to Guitarpalooz in a PM a while back, but I've been unable to get Return to New York to run on FCUEX 2.6.4 and a MisterFPGA, which mimics real hardware.  The game freezes after the intro text and before the title screen loads on both.  Seems to work fine on other emulators, like Nestopia UE, though.

My intuition is that it's not Guitarpalooz's hack itself, but RetroRain's savestate hack, which causes the same error on both the emulator and hardware.  I know that you have some experience working with the saves, mappers, and with getting your Zelda NES Redux hacks working on real hardware.  Do you have any thoughts what might be causing an issue like that?  Maybe a header or mapper issue?  The only two other things I can see are that the ROM is enlarged with the save state patch, and, using a ROM utility, that the mapper was changed from MMC1 to MMC5.  RetroRain didn't mention changing to MMC5 on that hack's page.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: ShadowOne333 on September 19, 2022, 02:17:28 PM
Quote from: Greyfield on September 19, 2022, 02:03:01 PMHiya Shadow,

I mentioned this to Guitarpalooz in a PM a while back, but I've been unable to get Return to New York to run on FCUEX 2.6.4 and a MisterFPGA, which mimics real hardware.  The game freezes after the intro text and before the title screen loads on both.  Seems to work fine on other emulators, like Nestopia UE, though.

My intuition is that it's not Guitarpalooz's hack itself, but RetroRain's savestate hack, which causes the same error on both the emulator and hardware.  I know that you have some experience working with the saves and with getting your Zelda NES Redux hacks working on real hardware.  Do you have any thoughts what might be causing an issue like that?  Maybe a header issue?  No worries, if not.

I haven't looked into RetroRain's save patch yet, but if my assumption is correct, then the issue might most likely would be narrowed down to a mapper change, which most hacks tend to do.
If the new hack uses MMC5, then that might be the cause of the problem.

However, as to how to fix it, I am not that experience with mappers on NES to be able to find a reliable solution, as I got external help for that for Zelda Redux. But if that's the case, then the mapper change to MMC5 might be the culprit.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Greyfield on September 19, 2022, 02:26:44 PM
Thanks for the quick reply.  I just edited my post, after having checked the mapper.  RetroRain extended the ROM and changed it from MMC1 to MMC5, and didn't mention it in his patch description.  I'm guessing that's the problem as well, although I have no idea how to fix it either.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: guitarpalooz on September 19, 2022, 02:35:07 PM
As currently structured, the hack requires expansion to gain extra space for various tweaks and fixes.  The best way to fix this would be to disassemble the base game and optimize the code to gain extra space.  Not something I have the time to do, but if someone else went down that path, I would definitely update it with my changes.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Nintenja on September 23, 2022, 04:21:41 AM
Who needs cowabunga collection? Good work.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: G30FF on September 23, 2022, 02:23:06 PM
Quote from: Greyfield on September 19, 2022, 02:03:01 PMI mentioned this to Guitarpalooz in a PM a while back, but I've been unable to get Return to New York to run on FCUEX 2.6.4 and a MisterFPGA, which mimics real hardware.  The game freezes after the intro text and before the title screen loads on both.  Seems to work fine on other emulators, like Nestopia UE, though.

I am able to get the latest version of the game working just fine on my MiSTer. I am using the latest version of the NES core, and the latest release of Return to New York. No freezes, and saving works fine. You should double check that your patched rom is correct.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: Greyfield on September 23, 2022, 02:41:24 PM
Hi G30FF,

I'm still having the error.  The CRC32 of the ROM I'm using is 83213CA0, while the CRC of the patched ROM is C2605489 with v1.81 of Return to New York.  My NES core is up to date.  I appreciate the continued discussion of this.  In the meanwhile, Guitarpalooz's Turtle Power hack will have to do. :D
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: G30FF on September 23, 2022, 03:56:29 PM
Quote from: Greyfield on September 23, 2022, 02:41:24 PMHi G30FF,

I'm still having the error.  The CRC32 of the ROM I'm using is 83213CA0, while the CRC of the patched ROM is C2605489 with v1.81 of Return to New York.  My NES core is up to date.  I appreciate the continued discussion of this.  In the meanwhile, Guitarpalooz's Turtle Power hack will have to do. :D

Strange, since that's the same CRC of my patched ROM. Don't know how to explain that.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: ShadowOne333 on October 07, 2022, 03:12:09 PM
Displaced Gamers released another video talking about the input lag on TMNT NES.
There's two major points that could be implemented for this hack (or any TMNT improvement hack), the windup frames and the dropped input frame due to DMC:
https://youtu.be/f6E8YmQUkdo?t=776

The windup frames could be modified with the information given around 1/3 in the video (6:59 in the video), but the dropped input frame one seems a bit more complicated (12:55 in the video).
Basically the check for controller inputs where a loop might be required is around C502 (13:45 in the video). Modifying this routine to loop back would essentially make the response for controller input better.

This is quite interesting for sure.
Title: Re: TMNT: Return to New York (NES) Updated (v1.81)
Post by: guitarpalooz on October 07, 2022, 04:35:40 PM
Just had a look.  Comparing the TMNT code to what he shows from SMB3 I think changing C4E4 and C4EA to BNE to C4E0 would correct the DMC issue without waiting for the next frame.

For the animation delay, I'd be most curious in trying to eliminate the lead frames for Don and Leo without changing the speed of the attack animation.  I think in gameplay the cooldown period and animation duration are likely important to prevent you from just mowing down everything too easily.  I think this is pretty doable (remove the zero sprite from the animation) and should have some time to try it tomorrow.