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Romhacking => ROM Hacking Discussion => Topic started by: nesrocks on April 04, 2021, 04:03:02 pm

Title: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 04, 2021, 04:03:02 pm
Hey everyone, long time no new threads from me :) Here's one!

I have released version 1.0 of my options mode hack for TMNT 2. http://www.romhacking.net/hacks/5855/
It adds an option mode where you can listen to the music, change initial lives and continues, and you can select the difficulty from easy, normal and hard. These currently only change the amount of damage taken.

Currently unreleased is that I've improved it further with a harder "mania" mode for more damage received. Also, I have included a feature that changes enemies agressiveness depending on the difficulty. The goal is to keep the "normal" setting identical to the original game.

One thing that I thought to do is to add a "combat" option: "original" and "reworked". I have this partially working. It adds more HP to enemies but you can now attack them consecutively, as in, they don't get invincibility time. So a regular "combo" would be one or two normal attacks and then a special. I'm thinking that in this mode foot soldiers should have HP based on their class. In the original game every foot soldier has the same HP (kill in one special attack). It would be interesting to have that changed.

It has been suggested to add an "easiest" difficulty too, where regular enemies only have 1 hp. Good idea?

Any more ideas for options?
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 05, 2021, 01:03:25 pm
I know it's not related to the purpose of your patch, but it would be cool if you replaced the Ultra logo with the Konami logo.

BTW, I was wondering if you know if your patch is 100% compatible with the hack (http://www.bwass.org/bucket/L2.png)TMNT2 - Bugfix & Polish (http://www.romhacking.net/hacks/5722/) (https://orig00.deviantart.net/9ce5/f/2019/086/c/3/what_by_terwilf-dd34pvz.gif)
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 05, 2021, 01:37:13 pm
I actually thought of changing the logo! ;D Maybe I'll create a patch for that.
Yeah, EthansDreamLand sent me a pm requesting it to be compatible with that hack. I've just finished making the adjustments for that to be possible (currently unpublished). When I'm done making the mania mode and the new combat option I'll release it.

So, patching order should be:
1 - TMNT II - The Arcade Game Revamped (optional)
2 - TMNT2 - Bugfix & Polish (optional)
3 - TMNT 2 - Options mode

(seems like we can't agree on how to write "TMNT2")

edit: konami logo done for raw original TMNT 2 ROM.
(https://i.imgur.com/Uke0Vp5.png)
Title: Re: TMNT 2 (NES) - Options mode
Post by: eskayelle on April 05, 2021, 07:27:41 pm
Very cool; will it also be compatible with the Turtle Swap hack?
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 05, 2021, 09:01:46 pm
I don't think it's worth the effort for now. Too many address overlaps, and there isn't really any difference between the turtles...

I've found code that indicates konami wanted to have different hp to enemies, but not as anyone would think. The data in the ROM is based on which stage you're at. It's all working in the original ROM, but every stage gives enemies 04 health (the entire table is just a lot of 04s). I'm trying to change this to enemy type based when using the new fighting option.
Title: Re: TMNT 2 (NES) - Options mode
Post by: avlon on April 05, 2021, 09:54:24 pm
These patches are great and have really helped the quality of this game.  Out of curiosity, is it possible to remove the repeating parts of stages in order to get the game closer to the Arcade?

For example, in stage 1 in the arcade, there is only 1 giant metal ball and 1 set of stairs. In the NES version, there are two to artificially lengthen the stage.

Title: Re: TMNT 2 (NES) - Options mode
Post by: Ness on April 06, 2021, 05:48:20 am
Hey, good work! I hope the RAM map I shared was of help.
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 06, 2021, 08:14:24 am
Great, I didn't know you were planning to work on the title screen as well, it looks fantastic :beer:
(https://i.imgur.com/Uke0Vp5.png)

Would it be possible to restore the highscore table?
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deh96o7-9fdfa90c-b369-4046-a9fe-8bc91776093f.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWg5Nm83LTlmZGZhOTBjLWIzNjktNDA0Ni1hOWZlLThiYzkxNzc2MDkzZi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.em5VjBf6b4P-3AsWIINSvjZom1W2bwOUX1vDH0TD2O0)

And you could still keep the credits by adding them to the new menu of options
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deh965f-ffab5f45-68c3-4696-a68d-682ee6c0f6de.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWg5NjVmLWZmYWI1ZjQ1LTY4YzMtNDY5Ni1hNjhkLTY4MmVlNmMwZjZkZS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.G93zZm0PWlm4MCbUrFnlbjuKH80r4utoQ-p07H5J__U) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deh9658-e88531c3-e641-432e-acd0-52319d7ddfd6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWg5NjU4LWU4ODUzMWMzLWU2NDEtNDMyZS1hY2QwLTUyMzE5ZDdkZGZkNi5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.tnDm9lIhI-KegFH6fGfb8r8r9tGbeDEmpAyNvkIn1yI)

On the other hand, what will the "combat option" consist of? Maybe it's like a "mode B"? or maybe something similar to a "Boss Rush". like the one in (http://www.bwass.org/bucket/L2.png)TMNT3 Arena (http://www.romhacking.net/hacks/2605/)? or do you plan to do something totally different?
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 06, 2021, 08:34:43 am
@avlon Yeah, it's possible to cut stages, but probably something for a different patch since I want this to include the original game intact through the options. I think this would require levels to be duplicated in the ROM and I haven't studied level data size to know if there's enough free ROM for this.

@Ness Very helpful indeed! Thank you!

@sics I haven't checked about high scores, but keep in mind that in the US version there's no two trailing zeroes.
I have thought of moving the credit to the options screen, yep! Your layout is nice and might be possible if I remove some unused letters from the CHR page so those outline tiles can be added, but we need to keep in mind overscan safe zones. Things are too close to the top and bottom of the screen there.
The combat options is described in the first post. I've renamed it to "FIGHTING" (NEW or OLD). When this is set to NEW, you can hit the same enemy twice, there's no invincibility time to it, and each enemy type has their own HP. Already working, I'm doing a playthrough to test it.


I've now studied every enemy/boss hps and here are the addresses:
1886 Turret (0A)
6c24 Roadkill (10)
7454 Mouser (03)
13638 Helicopter (10)
18376 Rocksteady in 1p mode (40)
1837c Rocksteady in 2p mode (60)
18c2c Bebop in 1p mode (50)
18c32 Bebop in 2p mode (70)
19899 Fly Baxter (50)
192ea Baxter (64)
1a338 Tubulars (06) (the robot flies)
1a949 Granitor (BE) (the blue rock boss)
1b364 Traag hp (96) (the red rock boss)
1b76E Krang hp (DC)
2c14E Shredder hp (B0)
2c156 Fake Shredder 1 hp (10) (regular fake shredder)
2c15D Fake Shredder 2 hp (20) (seems to appear when real one is almost dying)
2cd4a Ninja hp (08) (the hopping, kunai throwing enemy)
2d61e Frosty hp (0A) (the snowman)
2dbf4 Shogun hp (50) (the samurai boss)
2e550 Tora hp in 1p mode (70) (the polar bear boss)
2e556 Tora hp in 2p mode (90)
2ee1d Vincent Van Growl hp (18) (the tiger)
2f392 Venom hp (0C) (the scorpion)

14650 table for every foot soldier's hp based on which stage you're at (00-0C)
04 04 04 04 04 04 04 04 04 04 04 04 04

So, interestingly, only Bebop, Rocksteady and the Tora (Polar Bear boss) have their hp based on whether it's 1p or 2p mode. Lazyness to add that to the other bosses?
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 06, 2021, 09:11:12 am
Excuse me, I know it's not directly related, but could you go a bit deeper about the "overscan safe zones", it's not the first time I hear another professional referring to them and the truth, considering that many videogames make use of practically the whole screen, if not all, I'm a bit confused about it ;)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deh9a2g-8fc664dc-e1f0-42c3-ab04-566f9cf63ad4.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWg5YTJnLThmYzY2NGRjLWUxZjAtNDJjMy1hYjA0LTU2NmY5Y2Y2M2FkNC5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.80yJbl_vDukX6DcXtoauRfI9f2rx32Apsj7zp8Wj2H0)
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 06, 2021, 09:29:48 am
Double Dragon is okay there. It has no important information on the unsafe zone. Solbrain's exit option should be positioned higher on the screen. Yes, many games had this problem, probably the devs didn't know better and based the graphics only on their test tv sets.
https://wiki.nesdev.com/w/index.php/Overscan

There's also a design aspect to consider. Something too close to the edge will often look weird. So either a clear margin or a "bleed" graphic (when the graphic seems to continue out of the canvas, as in the case of the Double Dragon title screen) are aesthetically more pleasing.
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 06, 2021, 09:53:53 am
Thank you very much, this information is very useful :thumbsup:

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/deh9ddy-b6c7e230-129c-49d2-a019-97df85d7fdec.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWg5ZGR5LWI2YzdlMjMwLTEyOWMtNDlkMi1hMDE5LTk3ZGY4NWQ3ZmRlYy5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ._UBBSpuWKYlt9kA66qe73IyBJ68WXn7vp3I2y7paCxo)
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 06, 2021, 04:18:43 pm
I have fixed the scrolling. Konami's games tend to have a problem with that, and in this particular game this has bugged me for 30 years.
Here's how it works now:
(https://i.imgur.com/Aa6UbGW.png)

This is how the options screen looks. There was some technical difficulty due to the game's nametable loader and compressed nams to get the complete outlines, so this is the compromise.
(https://i.imgur.com/jfR6dK9.png)

I've noticed a bug in the game. Whenever you're invincible and you do a normal attack, it'll be slowed down by a factor of 2. This slow attack connects twice to enemies. I was thinking this was a bug I introduced by accident but nope. It's in the original game.
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 06, 2021, 06:47:35 pm
Don't worry it's understandable, since I started modifying title screens in nes, only in Solbrain I came across a type of structure that allowed to represent vertical lines, without the need to define sprite by sprite :thumbsup:
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 06, 2021, 08:16:39 pm
I have found a small bug on the RLE nametable routine I wrote just for the options screen. It might be possible to do the entire outline.
Title: Re: TMNT 2 (NES) - Options mode
Post by: avlon on April 06, 2021, 11:45:59 pm
@nesrocks - Thanks for satisfying my curiosity regarding the length of the NES stages. The more polished and closer to the arcade that this game gets, the better. Appreciate your efforts!
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 07, 2021, 02:26:43 pm
Would anyone like to test the current state of the hack?
It's 99% bugfree from what I can tell. It's balanced enough that I can release for testers and it's feature complete (I have a few crazy ideas but they're not for now). The only bug I know of is when you're scrolling and get knocked away to the left causing you to warp to the right side of the screen.
Patch v1.10 (https://nesrocks.com/files/Teenage%20Mutant%20Ninja%20Turtles%20II%20-%20Options%20Menu%20-%20nesrocks%20-%20v110.zip)

edit: scrolling bug fixed. also, tested and fixed the new scrolling for 2 players.
Patch v1.11 (https://nesrocks.com/files/Teenage%20Mutant%20Ninja%20Turtles%20II%20-%20Options%20Menu%20-%20nesrocks%20-%20v111.zip)
Title: Re: TMNT 2 (NES) - Options mode
Post by: ExL on April 08, 2021, 06:35:02 am
Quickly tested v1.11 for 2 stages on mania and hadn't encountered any bugs(will play more later). Everything seems to work as intended :thumbsup:
As for suggestions - make purple foot ninjas throw dynamite, but not shurikens, like in arcade, red one throws them. And place in same-ish way they placed in arcade. Also wanted those red mousers, which were on arcade. Not that they are any different in behavior(maybe they had more HP, not sure), but you can make them shoot lasers like they do in GBA game.
And of course I'm curious about crazy stuff you mentioned :laugh: Who wouldn't? ::) Unique specials and throws like in TMNT3? Run like in TMNT:TF? Those are cool possibilities of something not to expect usually, but when it's "crazy" we are talking about... :crazy:
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 08, 2021, 09:02:02 am
I think there's a bug with enemy colors. Sometimes the regular purple foot soldier will appear blue or red, but behave like regular purple puncher, just the wrong color.

So, change the dynamite thrower color to red to match the arcade. Could be simple. Although the dynamite throwers from behind the wall are purple in the arcade
Change mouser detail color from blue to red to match the arcade. Could be simple too. Although there are blue mousers on the arcade that don't shoot lasers? Sounds like an arcade region thing, I'm watching a longplay and they are all blue, but I do remember seeing them red.
In the arcade the one that throws knives is white, not blue.
Placement: not so simple, haven't figured out enemy placement yet, seemed a bit complicated.
Mousers shooting lasers: complicated XD
I think these aesthetic changes or arcade like changes should be a sepparate patch, they don't go in the direction of the Options menu patch. But I'm not sure I see too much value in those because the differences between the NES and arcade versions are so big that those are just very minor details by comparison.

I did think about a running move. This game kinda wants that. But anything that adds more graphics is out of the question for me, since all CHR pages are packed and I don't want to expand the ROM.

I wanted to fix the 2 hit single move bug when you're spawning. I couldn't figure it out.

The crazy ideas are for the "new" fighting option, but too crazy for me for now:
Add that slow normal attack that connects twice to the arsenal by pressing down+attack.
Or... Add a combo system. B B B B = "normal attack #1, normal attack #1, slowed down normal atk #2 (that connects twice), special". Enemy based, as any other beat em up, meaning each time the move connects to the same enemy then the next one is the next on the combo. If it misses, then the combo resets. It would require a lot of room for new code and that's annoying to do when you're trying to keep compatibility with other hacks. And it would require understanding the 2 hit normal attack bug, which I couldn't.

Curiosity:
The game has partial support for 4 enemies on the screen, but the fourth one will just run away and never attack. They probably decided to have max 3 instead of fixing that before release.
Title: Re: TMNT 2 (NES) - Options mode
Post by: ExL on April 09, 2021, 03:45:47 am
I've meant purple with dynamites and red with shurikens. On NES purple do both.
Red mousers appearing around Baxter on arcade and I've never noticed any difference besides color. On GBA red ones are shooting lasers similar to wheel-bots(and still can bite too), so they are more interesting.
Yeah, run would be great, but too much effort :(
Hope you'll find out the way to solve 2-hit bug. Looking forward to what'll crazy stuff you'll be able to pull :thumbsup:
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 09, 2021, 01:11:06 pm
Hi, I want to tell you that I just finished your hack (v1.12) in conjunction with the Ness patch and I really thought it was a fantastic combination, it was great not having to worry about lives or knowing that after finishing the game I would have more than a reason to play it again! :beer:

I would have liked to give it a review, but at the end of the game I found a bug, so I didn't want to tarnish an experience that was perfect from start to finish with that detail....
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehgead-e77c8cf0-4b3c-458e-a18a-e14c35e06486.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhnZWFkLWU3N2M4Y2YwLTRiM2MtNDU4ZS1hMThhLWUxNGMzNWUwNjQ4Ni5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.ugYLHksxdFNoKQVEgd8bFY1ToQQhr7MZOvhmHfcvZV4)

I don't know if this information is relevant, but this was the configuration I played my game with:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehgeaj-3ff12ee5-186f-4c53-9eaf-cef48969c915.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhnZWFqLTNmZjEyZWU1LTE4NmYtNGM1My05ZWFmLWNlZjQ4OTY5YzkxNS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.pFMtgp3I0JEHnlygVg-BFFanrxguIwkHFIwjCwDxQ1E)

Another detail, is that in the end titles, it still says that the game was presented by Ultra, I leave you a saved game from before the end titles start.

(https://orig00.deviantart.net/1614/f/2019/087/8/c/download_by_terwilf-dd39bcf.gif) TMNT2 - OM v112 (Savestate Fceux).7z (https://mega.nz/file/2Uowhawa#99tkMLYap4IfJKRyxzX2x1Bs5x98G6oP6CIsV4_OWeY)

Also although I don't know if it's important to mention, I found something that seems to be a palette error, but honestly it seems insignificant to me.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehgeao-5cc3ec7c-1ce5-428b-aed9-9b3989985dea.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhnZWFvLTVjYzNlYzdjLTFjZTUtNDI4Yi1hZWQ5LTliMzk4OTk4NWRlYS5wbmcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.awK4JX5zsD48-z9cZiz6A8OVfTiK18o8yYs5k0CSQoA)

On the other hand, something I'd like you to consider adding, is the option for a second player to join a game in progress, with the possibility of the second player going into sleep mode and disappearing from the stage when you press pause.

Since it would be a very useful feature to help someone small in the difficult parts or to accompany someone a little, avoiding the frustration of having to empty the life of the second player when he leaves...
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 09, 2021, 07:34:19 pm
Which one is the "NESS" patch?
That ending bug had happened before to me. Something about a "FF" that wasn't updated when applying my patch because the new ending area already contained a "#FF" from the original ROM, but when patching the ROM first with another patch then the ips for my patch would wrongly not update that byte and thus it'd be a "00" instead (from the first patch), causing that bug. I could swear I had fixed it in the 1.12 (by creating my patch based on a hacked "original" rom causing the ips to force make that byte a "#FF"). Can you confirm to be which patch did you use?

"ULTRA" at the end credits: nice catch! I'll update it.

Pressing start at any moment: I don't know, if it's easy then I wouldn't mind it taking one continue from the tally... Though when you use a continue both turtles get max lives, so probably the perfectly fair way would be for the other player to gain the base amount of lives when start is pressed. But that can be confusing. And the number of continues should be shown at all times in the HUD. And probably rename "continues" to "credits".
Title: Re: TMNT 2 (NES) - Options mode
Post by: Drewhinson7 on April 09, 2021, 10:41:53 pm
Hey um is there can anyone make a version of this romhack for the japan version of tmnt 2 along with english text and the tmnt 2 romhacks to work along with it like the arcade remavamed minor fixes to the japan version bugfix and polish and the options mode along with turtle swap romhack
Title: Re: TMNT 2 (NES) - Options mode
Post by: G30FF on April 09, 2021, 11:05:23 pm
Which one is the "NESS" patch?

I think that's the Bugfix & Polish patch.
Title: Re: TMNT 2 (NES) - Options mode
Post by: sics on April 10, 2021, 09:48:39 am
Exactly, the patch is: (http://www.bwass.org/bucket/L2.png)TMNT2 - Bugfix & Polish (http://www.romhacking.net/hacks/5722/), which was applied in the order specified in its publication, in the ROM with the correct SHA-1 and CRC32, of course.

Code: [Select]
ROM           Teenage Mutant Ninja Turtles II - Options Menu - nesrocks - v112.nes
File MD5      616A4DFD7C3E1F6D281626FC030959F6       
File SHA-1    398BFFDDF00EB37A472D1A42DA239E7C9C361697
File CRC32    383454F1
                               
ROM MD5       9C27FD0C13A3A54CFCA873779F420553       
ROM SHA-1     9D63366E0E0A568C69CA398EC43330556D90F857
ROM CRC32     58EA9188
                               

As for my suggestion, I think you've already done an excellent job here, if your implementation becomes too complicated, perhaps I'd better leave it aside :thumbsup:

On the other hand, I don't quite understand what is the need to show the amount of credits all the time on the HUD, this information could either be obviated or could be displayed only when the second player tries to enter.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3a2ee5f2-1088-487a-b3c1-0ab7dc307587/dehidpa-86154390-6627-4c5b-bfa5-5bc1c7c04966.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvM2EyZWU1ZjItMTA4OC00ODdhLWIzYzEtMGFiN2RjMzA3NTg3XC9kZWhpZHBhLTg2MTU0MzkwLTY2MjctNGM1Yi1iZmE1LTViYzFjN2MwNDk2Ni5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.9W21akQoiC2-o4-9k5ThsDPxBGcJR-vt6dG7z4hLldo)
Title: Re: TMNT 2 (NES) - Options mode
Post by: SomeOldGuy on April 11, 2021, 01:47:52 pm
This is really cool nesrocks!   :thumbsup:   
Would you consider adding in sound samples from the arcade game?  It would be pretty cool to hear them say Fire! Hang on April! at the beginning of the game.  If you need space you could always strip out the 2 levels and new enemies that were added for the NES port.  ;D
Title: Re: TMNT 2 (NES) - Options mode
Post by: eskayelle on April 11, 2021, 05:19:23 pm
It's definitely a great play.  I'm currently running through it with a combo of the Bugfix & Polish patch and this v1.12 together.

I've never been a fan of the dojo level (I'd swear it's a rip from the Simpsons), so I can't say I'd miss it if it went.  But... I personally do enjoy Tora and the winter bonus level.

I can also confirm the ending sequence graphics bug noted in this thread.

Also, when exiting the sound test, the music continues to play on the 1P/2P/Options screen.  Was that intended?  Pretty cool if yes.

Title: Re: TMNT 2 (NES) - Options mode
Post by: ExL on April 12, 2021, 04:39:13 am
Also, when exiting the sound test, the music continues to play on the 1P/2P/Options screen.  Was that intended?  Pretty cool if yes.
Thought that was intentional, but if it wasn't - should be left as is :thumbsup:
---
And I'd left NES levels intact, expect dojo could be less long. Snow level was a great addition.
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 12, 2021, 06:32:39 am
v1.13 (unpublished)
- Ending visual bug: fixed now.
- ULTRA changed to KONAMI at the credits sequence.

Allowing player 2 to enter a 1 player game: I tried using the code the game already has for stealing a life from the other player. But the game doesn't initialize 2 players mode in that function, so player 2 is broken when using it. Meaning it's kind of complicated.
Song playing from options into title/demo: "it's not a bug, it's a feature!". I tried to pause the music when exiting the options menu, mainly because it goes into the demoplay phase. But I couldn't.
Making changes to look like the arcade: I don't see the point to that really. Sounds more like an update to the revamped patch. In my humble opinion the NES game is something of its own. The arcade game already exists :)
Title: Re: TMNT 2 (NES) - Options mode
Post by: SomeOldGuy on April 12, 2021, 09:33:34 pm
Quote
In my humble opinion the NES game is something of its own. The arcade game already exists :)
 
I can respect that.  The sound sample you added to Ghostbusters was really impressive and was hoping you could do the same for TMNT, but understand why you wouldn't.  :)
Title: Re: TMNT 2 (NES) - Options mode
Post by: nesrocks on April 14, 2021, 09:30:44 am
V1.13 is published:
http://www.romhacking.net/hacks/5855/

I'm probably done with this hack for now. Let me know if any bug is found.  ;)