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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 13, 2019, 11:28:43 am »

I uploaded the source of a music hack, if someone needs it:

Put "Sonic The Hedgehog (NES) Improvement V1.0 + Music Hack.nes" into folder, and run build.bat to create a new ROM "Sonic_The_Hedgehog_(NES)_Improvement_V1.0_+_Music_Hack_NEW.nes"

cpu: $8000-$9FFF is a driver/sfx/some common sequences, $A000-BFFF banks with music tracks (see for lines :     .PAD  $C000,$FF
   .base $A000  - this split into other bank) - one track must not be in different banks.
As I remember only "initial bank" works, and others are ignored.
So, after export from famitracker, you split tracks between 8kb banks, and adjust initial bank # (first = $20).

The sound effects/engine:
My own, plays registers values with some sort of compression, uses only 6 bytes.
Some of sfx I took from other games.
Open drv.asm and find " sound0: " to edit. (line 3681)
sound0 hardcoded to triangle, and sound8 to noise, others uses pulse2 (see line 3475 to edit)

You can dump apu registers with this script for Fceux:
Code: [Select]
f = ("regs.txt", "wb+");
i = 0;

while (i<30) do

 a = memory.readbyte(0x4000+4);
 b = memory.readbyte(0x4001+4);
 c = memory.readbyte(0x4002+4);
 d = memory.readbyte(0x4003+4);

io.write (a);io.write (',');
io.write (b);io.write (',');
io.write (c);io.write (',');
io.write (d);io.write (',');

io.close  (f);

The ram adresses used by ftm driver are $700-$7FF, and several other ZP values described in the beginning of drv.asm file. Make sure that this variables are not used by other hacks.

Personal Projects / Re: [SMD] Rock n' Roll Racing Hack v15
« on: April 07, 2019, 04:49:14 pm »
New v16_beta is available!
See my youtube channel.

Fixes, additions, and blast processing!  :)

Personal Projects / Re: [SMD] Rock n' Roll Racing Hack v15
« on: January 01, 2018, 04:05:00 am »
New v16_alpha12 is available!
See my youtube channel.

A lot of improvements of the previous version and more multiplayer modes similar to "Tournament Edition" hacks.

ROM Hacking Discussion / Re: Battletoads Hacking
« on: March 15, 2016, 01:49:28 pm »
Here's a video of new BattleToads hack by UnderCrops & BalinDMK (partially based on Battletoads-Rematch):

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: January 30, 2016, 12:46:23 am »
I will update if several serious bugs will be found.  Don't want update for now.

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: January 24, 2016, 08:25:26 am »
1. I don't know if this is a bug, but robots in level 2 can be killed in 1 strike from the wall (even the last one, that take about 6 strikes).
2. There are a shortcut in the last segments of Snake level, when you can jump from the most difficult snake in to the exit, instead of jumping down and dodging some more snakes and spikes.
3. You can still avoid the wheel in level 9.
4. Rockets sometimes don't kill when I was at the bottom of the screen.
5. On the Ice level there are shortcut, where you can go down instead of going up and dodging walls and moving spike.
6. You can still corner Big Blag and kill him VERY easily (maybe it isn't bug, but I would like to see hard boss, not a punch toy  :)).
7. Robo Manus don't appear if you don't jump.
8. On the last level, if you don't jump just before the dark queen, you can fall down (but this doesn't really matter, because you still are teleporting on the last boss fight).
9. I know that there is now 1 pixel moving left-right from sitting, but I suggest to remove it completely, not like in Battletoads and Double Dragon.

I think if some of this bugs can be fixed, it is gonna be just a perfect version )   

P.S. And also I would like to see an unused theme in surf level in replace of original, or after Big Blag (Yes, it isn't bug, but still... this song is good, and I would like to hear it in the game more than surf theme on 2 levels).
1) feature?
2) I don't think it's necessary to fix this.
3) first wheel in water section? or any wheel?
4) OK.
5) can you give link to video?
6) improved in 'BT Rematch'.  "Bugfix" keeps closer to original.
7) requires for bugfix. (see 'E' version).
8) need video too.
9) for someone it's a bug, and for others it's a feature; we don't actually know.

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: August 22, 2015, 08:21:28 am »
29) added boss theme music for Big Blag.
30) you can't longer hold other player when swim.
31) fixed electricity glitch, when player taken by other receive immunity.
32) on restart level electricity state also cleared.
33) no more rat race rat kill bug.

I'm think will upload patch soon.

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: August 19, 2015, 10:57:07 am »

23) fixed incorrect sprite mask for player taken by other player in terra tubes (on tubes joint).
24) fixed a way to stuck in Terra tubes if get hit from shark while on propeller.
25) corrected toad sprite position on jet's. (Volkmire’s Inferno)
26) fixed glitch, when 3rd Rat can run through wall and disappear at last platform. (same as in 'E')
27) fixed level2 (Wookie Hole) game freeze on some NES clones.
28) attributes corrected on title screen and toad's pictures.

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: August 01, 2015, 09:16:18 am »
The centre part of the screen (red at the top, and black at the bottom) doesn't move (which divides the screen, from the fire from the purple lake), it just freezes while the other parts of the screen get moviment.
You just can't see it's moving, because moving speed is 16 pix/f matches with graphics repeat length. You can change speed in ROM at 0x017381 from $10 to $0F or $11, and then you will see it's moving.
About second bug, this will not be possible, because of fix #7.

August 01, 2015, 09:27:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Having said that, it would be nice to see a hack that changes the levels to how they are in the Famicom version. I fall into the camp who feels that Battletoads as it was originally released is an unfairly difficult game that begs for proper balancing. Having those level structures - along with the changes included in this excellent project - would create the most ideal version of the game playable.
They do some things wrong:
In Terra Tubes, they add delay to gear wheels, to reduce difficulty. But this results a bug, that you just can skip it, if you turn and run back fast.  ;D

Personal Projects / [NES] BattleToads (U) - bugfix
« on: July 25, 2015, 02:47:57 pm »
W.I.P., hardcore original, but without bugs:

1) fixed error in code (creates "level 4 stick bug", and possible others). (same as in 'E')
2) fixed clinger-winger for 2 players. (same as in 'E')
3) fixed Volkmire’s Inferno (Fire Zone) Missiles/Rockets hit in down screen border. (same as in 'E')
4) fixed bug when player 2 can fall and die out of screen, when jump to Robo-manus boss. (same as in 'E')
5) turbo tunnel obstacles changed from pink to yellow.
6) fixed Terra tubes glitch "jump through wall" at start (same as in 'E').
7) Right+Left simultaneously no longer move toads by Y coordinate on 2d-levels.
8) fixed bug when Hornhead eat player picked by other player.
9) fixed wrong sprite when you pick player or enemy and sit down on 2d-levels (was correct only in ice caverns).
10) no more walking when sit with hold object (but this bug worked only in ice caverns, because of bug #8).
11) no longer can break game in turbo tunnel, if die on bike without taking checkpoint.
12) fixed various bugs when player 2 throw player 1 at the same time as get hit from enemy (same as in 'J').
13) when player re spawns he's no longer do last animation (example: die in water with special movement in surf city).
14) when player take damage while taken by slug, it's correctly unlinks. (same as in 'E')
15) when slug killed with a stick while hold other player, it's correctly unlinks.
16) when slug hold one player, it can't start hold other player.
17) no more two slug's on one player at once.
18) stick now dropped when slug hold player.
19) slug #id in player state clears on checkpoint restart (if one player dies, while other taken by slug).
20) you can't throw other player through ceiling in Terra tubes. (same as in 'E')
21) corrected ice caverns moving horizontal platform hit-box. (sprite center position)
22) sit style for all 2d levels, except ice caverns, changed to Revolution (level 12) /BTDD style - when toad sit down it stops moving, and no running bug allowed, but still can move by 1 pix step.

bugs under question:
electricity glitch/trick (immune to electricity)
rat kill glitch (level end)
- the only reason no to fix them because of difficulty increasing.
running while sit bug in Ice Caverns too, but without lose speed when sit down (for that also need find a way to fix it).

noted bugs:
incorrect sprite mask for player taken by other player in terra tubes (on tubes joint).
a way to stuck in Terra tubes if get hit from shark on while on propeller (fixed in Rematch)
toad sprite position on jet's (fixed in Rematch)

Leave your opinion or other bugs that needs to be fixed.

Add somewhere in init code:
Code: [Select]
LDA #$80
STA $A001 ; MMC3 PRG-RAM Enable

After that $6000-$7FFF will work in Nestopia.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 17, 2014, 12:18:49 pm »
If it's question to me, you can watch now streaming DuckTales2:

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 14, 2014, 02:17:42 am »
Nes 1p to 2p romhacks:

Programming / Re: IDA : naming fields
« on: July 11, 2014, 03:08:06 pm »
You can create structures(arrays) and  enums .
here's example of my dune2 disasm:

Code: [Select]
cmpi.b #harvester,unit.type(a2)
bne.s loc_4888A
move.w unit.w_target_index(a2),building.angle(a3) ; spice cnt?

loc_4888A: ; ...
ext.w d0
move.w d0,(sp)
ext.w d0
move.w d0,-(sp)
jsr house_test_enemies ; Џа®ўҐаЄ  ¤®¬  б®о§­ЁЄ Ё«Ё Їа®вЁў­ЄЁЄ
addq.l #2,sp
tst.w d0
beq.w vs_enemy_build
moveq #0,d0
move.w build_cfg.flags(a4),d0
btst #can_recieve_airdrop,d0
beq.s loc_488BA
move.w #Ready,(sp)
bra.s loc_488BE
; ---------------------------------------------------------------------------

loc_488BA: ; ...
move.w #Busy,(sp)

loc_488BE: ; ...
move.l a3,-(sp)
jsr building_set_state ; state.w, build_adress.l
addq.l #4,sp
cmpi.b #repair,building.type(a3)
bne.s loc_4893E
lea (unit_types).l,a4
move.b unit.type(a2),d0
ext.w d0
lsl.w #2,d0
movea.l (a4,d0.w),a4
ext.l d0
move.w,d2 , unit.type(ax)  - vars of unit structure
#harvester -  enum (with different unit ids) , also you can make it bitsfield.

First you create structures and enums,  after that when right-click on any code, there will be  'strutruce offset'  and 'symbolic constant' selection (if 2 or more structures/enums created).

Some games which i have never seen tools for.
Bucky o hare       (the designers looked like they spent more time on bucky himself but not the levels,def one i wish had a level editor)
TMNT 3              (Another 2 player game overshadowed by tmnt 2)
I'm think with CadEditor   you can edit levels.
And for TMNT3 object positions builder exist TMNT3_levels_RIP

ROM Hacking Discussion / Re: I need your help with programming SMD games
« on: January 16, 2014, 02:53:07 am »
This guy lies! Hack was made for him by Smoke (author of MK2 hack) for small fee, and it's a 'demo' contain protection procedures that generates glitches.
Do not help him!

Trax, updated archive contain two versions, and both starts from level7, which one with fixed bugs?
So, I request last version that starts from level1 and without bugs.

And if possible can you add a start level selection?  Or in worst case, 7 different roms.

Personal Projects / Re: [SMD] Rock n' Roll Racing Hack v15
« on: December 30, 2013, 05:04:09 pm »

Programming / Re: My 68000 code newbie questions
« on: December 13, 2013, 04:03:34 am »
1) saves all regs(except a2 and a6) in stack memory. ( sp=a7=stackpointer)
2) there's no such command, it  will be assembled as  "move.b #$FD,d0"

ROM Hacking Discussion / Re: Battletoads and graphics
« on: December 09, 2013, 04:46:34 am »
I was mostly interested in messing with the dragons, hopefully making an entire level dedicated to riding them, which I did a bit with the hex code. I'll have to look into changing the tile set around as well.
Adding that flying dragons to any levels, not good idea. It's near impossible: 1)need to replace other obj graphics, with their, on every level. 2) it's work as transport, and how it's works coded to each level. (bikes, jets, surf's). 3) palette.
About changing level1, I think possible to expand it's length.  The problem is editor for 2d levels. 3d levels works in some other way: Blocks(metatiles) - is only bg picture,  Level1 'body' map - $2Be4D - $2BFCD in ROM.
$C7 is lenght of level in blocks.

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