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Wow, Solstice with sram! Great idea for a great game.
it would be nice if someone could add a shadow to the main character too.
Yes! The omission of a shadow seems very strange for a game that appears to be meticulously developed. But then again, they also omitted a save/password system which this game kind of needs...  ;)

May 08, 2018, 04:13:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's another one: HeroQuest for the NES.

Since the PAL version is more or less the complete version, but playing that on an NTSC console would result in a less than enjoyable experience in the auditory department. What would entail porting the NTSC soundtrack to the PAL version? Or somehow slow down the music in the PAL version so that it plays right on an NTSC console?

So, hacking HeroQuest PAL to have the music play at the right speed on an NTSC console. :)

Wouldn't it be easier to use save states? At least if it used passwords then saving could be easier, but adding SRAM may require a mapper change. I guess if someone wants it enough...

But wait, you've added SRAM saving to, what, six other games. Surely people should be asking YOU to do it? ;D
LOL I've only done it to games that already have a password system ;D
I've actually been trying to figure out a way to add SRAM Saving to Blaster Master, but I haven't got a clue where I'd even start with a project like that as I'll need to add an 2nd option to LOAD GAME at the title screen, etc. ;)

But yeah, in all honesty, I HAVE been playing Solstice using save states ;)   ....just thought adding SRAM could be a nice touch for those that want to put it on a repro cart. :)

Solstice NES - SRAM Saving!

I've always loved Solstice for the NES, but for a game as large as it is it's pretty ridiculous that it doesn't have a saving function or even a password system. Obviously implementing a password system would be nearly impossible. How about someone with the skills make the game SRAM saving enabled? :)

Personal Projects / Re: Capcom Games Editor (NES)
« on: April 19, 2018, 12:34:23 am »
Yeah, lancuster in that quote is very same eager guy you may find here on forum. Sure, try PM'ing him, probably that'll end up with addition of new config to CadEditor ;)
Awesome thanks so much!! :)
Will contact him now!

Cheers!!  :beer:

Personal Projects / Re: Capcom Games Editor (NES)
« on: April 18, 2018, 02:30:13 pm »
Thanks again for the update of one of the most amazing level editors! :)
"Almost all configs made by lancuster (you can even ask him to add other NES games).
You mentioned here that we could contact lancuster if we want an NES game added to the editor. How would I do that? Should I PM him on this site?

Thanks!! :) :beer:

Thanks Everyone for your replies and pitching in ideas! :)

Also, I believe for 'FF5: The Ancient Cave', the hacker already added the extra weapons, armors, items etc. to the game. I think their original intent was to also include the 4 extra classes from the GBA version as well but ran out of time or something. So for FF5, all the hacker has to do is to add the bonus dungeons! And as mentioned, the dungeons use assets that area already part of the vanilla game so it shouldn't be too hard for an experienced hacker. :)

Hi Everyone! :)
Recently I've been playing lots of FF4/5/6 hacks and just right now doing a Perfect-Game run on FF5. I am having a blast with these and I marvel at the extent to some of these hacks and the capabilities of some of the editors for these games.

So I was wondering, would it be feasible or even possible to hack these games to add the extra/bonus content from their GBA/PSP counterparts back to their original SNES versions? I know pinkpuff's FF4 editor ff4kster is capable of some incredible things but would it be possible to add all that bonus content from the GBA version and cram it all in the SNES rom?

Thanks in advance! :)

8-bit fan

You know what would be awesome? If someone remade FF4&5 using the FF6 engine!  :D

Meaning hacking FF6 to become an FF4/5 game. This shouldn't be too hard for a skilled hacker, right? I mean most of the music and other assets from FF4&5 are readily available, it should just be a matter of re-working the game's scenarios, script, maps, enemies, etc....then again, I've never done any hacks of this magnitude so I wouldn't know...

You'd have to port the entire game which may or may not be feasible, not just the audio portion that was in question. The FDS uses a slightly different ROM map than cartridge games, so you'd have to port all the code.
Also the FDS games are loaded from disk into RAM in the adapter cartridge and run from there, and that means that games can use as much of that 32KB program RAM space as extra RAM as it wants.
Hey KingMike! :)
Thanks! Hmmm...yeah that sounds more complicated than I thought. But, there are pirate ROM versions of the 2 above mentioned games floating around. If the code to the extra audio is still intact in those roms, I wonder if it would be possible to output them somehow?

Anyways, just some thoughts... :)

Hi there,
I grew up playing many NES and FDS games and I've always wanted to play various FDS games in Cartridge form. The problem is the extra audio channel. There exists pirate ports of FDS gems such as Ai Senshi Nicol or Arumana no Kiseki, but the games suffer greatly because of the missing audio channel.

So, I was wondering, if it is possible to port an FDS game to an NES rom using a Mapper that has expansion audio, then port the FDS extra sound channel to the Mapper's expansion audio channel.

What does everyone think? Would something like that work? ;)

8-bit fan

Hi there,
I'd love for someone with the skills to hack the graphics to Journey to Silius to make it a Terminator game that it original had intended to be:

That would be so awesome and would make the best Terminator game out there!! :)

Personal Projects / Re: Capcom Games Editor (NES)
« on: January 02, 2018, 04:15:10 pm »
Nice update spiiin! :)
I'm working on a Shadow of the Ninja hack right now and your hack might once again come in handy. ;)

Btw, remember I previously asked you about adding games from FDS? Will there be a possibility?

Thanks again! :thumbsup:

8-bit fan :beer:

ROM Hacking Discussion / Re: How do you give an NES game SRAM?
« on: December 29, 2017, 06:38:06 pm »
I've been adding SRAM Saving to quite a few games but I still consider myself an amateur. Plus I've been doing it to games that already have a password function in place so they're not that difficult. Like others have mentioned already, adding SRAM Saving to a game that doesn't even have a password system could be quite a task as there's a whole bunch of things you'd need to all the coding.

But if you have anything specific, I'd be more than glad to try to help!

Cheers! :beer:

8-bit fan

Gaming Discussion / Re: GameFAQs for ROM Hacks...
« on: November 29, 2017, 06:30:12 pm »
Interesting points Psyklax and Chronosplit. Thanks for the replies! :)

Yeah, I figured it would be hard since it requires a team or a community of people, especially if it's going to be like GameFAQs in a form of a forum since you'll need admins and mods, etc. And not to mention the legality of things. That's why I suggested a subsection for RHDN since there's already a community here solely for ROM hacking. :)

Gaming Discussion / GameFAQs for ROM Hacks...
« on: November 29, 2017, 05:13:42 pm »
Hi Everyone! :)

Ever came across a point in a hacked game where you're stuck and needed some pointers? Or needed an item that does a certain special damage? Or just wanted to check out the map of a certain stage for secret areas? I have! I've always wanted something like a GameFAQs for ROM hacks for instances like these where I could look up maps, stats, and other info, etc.

Now, I've searched and I don't think something like this exists, and I don't think using GameFAQs for ROM hacks is appropriate or even allowed. So, how about starting one? A GameFAQs for ROM hacks! :D

What does everyone think? Do you think something like this is feasible? Would it be within legal bounds? If so, would RHDN be a good place for something like this like a subsection? :)

Any idea? :)

8-bit fan

You're building a mental wall.  Doing a mapper hack isn't as hard as you think.  In fact, I'd argue that doing an SRAM hack is harder, as it actually takes understanding of what information the game is handling.

The only thing you really need to do for a mapper hack is find all the code that swaps banks and change it to a 'JSR' that does the MMC1 version of a swap.  It's little more than find/replace.  Time consuming, but very easy.

Don't let it scare you.  You definitely should be able to do it.
Thanks Disch for the encouragement! :)
Ok I'll definitely look into this when I have the time then! :)

November 28, 2017, 03:47:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
UxROM are Nintendo boards and definitely have no SRAM. iNES mapper #2 is however a super-set of UxROM which is implementation-agnostic, and allows swapping far more banks (8 bits instead of 3 or 4), and allows for SRAM.

So if you're going to hack a game and require SRAM I'd say first do that part of the hack. If in the end, staying with mapper #2 is problematic for whathever reason (it shouldn't be unless you want to run on a real cart, but remind you that it means more people bootlegging your hack and selling repros) - then if this is a problem you can always switch to mapper #1 later. As Disch says this is a super simple thing to do and the only real requirement is to have some extra free ROM as the bankswitch routines will be longer - but this is a requirement for almost any romhack.
Thanks for the reply Bregalad! :)
Yeah, I'm not concerned about people selling repros of my hacks, in fact, the more people get to play them the better! That's why I make them :)
But yeah, the ROM for this game seems to have some free space(unlike Guardian Legend) so it shouldn't be a problem as long as I can figure this whole thing out.

Thanks again for the advice! :thumbsup:

8-bit fan

Personal Projects / Re: The Guardian Legend - SRAM Saving Edition
« on: November 28, 2017, 03:40:32 pm »
Isn't CHR banking on MMC3 like
write 0 to 5 to $8000 to select which of the six CHR regions (2 2K banks plus 4 1KB banks) to bankswap
and then the CHR bank to $8001?
(and repeat for all 6 banks)

I think there's also a register which chooses which half of PPU tile space ($0000 or $1000) uses the 2KB banking (which makes the opposite use the 1KB banking).

If it's a CHR-RAM state you could probably just set it map CHR to banks 0 to 5 in order. Thus the banking size wouldn't matter as long as it's set to something.
Pretty much what KingMike said, except the 2k banks ignore the lowest bit, so you would need to set registers 0 to 5 to be: 0, 2, 4, 5, 6, 7
Which should give a continuous 8kb worth of CHR banks and fix the issue in Mesen.

The 2x 2k + 4x 1k vs 4x 1kb + 2x 2k toggle is bit 7 ($80) of $8000.
So this sequence of writes should work:
Code: [Select]
$8000 = $00
$8001 = $00
$8000 = $01
$8001 = $02
$8000 = $02
$8001 = $04
$8000 = $03
$8001 = $05
$8000 = $04
$8001 = $06
$8000 = $05
$8001 = $07
Thanks so much for your help again KingMike and SourMesen! :) Much appreciated!! :thumbsup:
Man my to-do list is getting big! But I'll definitely get to this one when I'm able to find some time!

Cheers!! :beer:

8-bit fan

Personal Projects / Re: The Guardian Legend - SRAM Saving Edition
« on: November 27, 2017, 03:35:49 pm »
As far as I can tell, your hack does not initialize the CHR banking registers at all, relying on the emulator's default state. I imagine FCEUX, Nestopia and the Everdrive all use the same default state. On a real MMC3 cart, there is no guaranteed bootup state, as far as I know. I'm not a hardware expert, but I haven't seen any documentation stating that the MMC3's bootup state is fixed and reliable on a real cart, so relying on this is probably a bad idea.  Mesen mostly tries to avoid making assumptions about bootup state - in the MMC3's case, all registers are initialized to 0, which makes the default CHR banking relatively useless (and forces the coder to initialize the MMC3 registers themselves).
Hi SourMesen,
Thanks for the feedback! :)
Do you have any pointers on how I'd be able to initialize CHR banking? I'd love to learn it as well as fixing the hack.

Any help would be much appreciated!  :thumbsup:

8-bit fan

I threw this together to help explain bankswapping:
Disch you are awesome!! :)
That image spells it out very nicely and doesn't get much clearer than that! Thank you SO much and I'll definitely read it more later after some turkey first! :)

I'll report back later!

Thanks again and have a nice Holiday!! :D

Cheers!! :D  :beer:

8-bit fan

November 27, 2017, 03:28:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I threw this together to help explain bankswapping:
Hi Disch,
So I got the chance to look at what you wrote more thoroughly. Your image needs to be stickied btw :)

But yeah, so this one is going to actually take me a while. As I'll need to first convert the game into a different mapper(which would take a while if at all, not sure if I am capable of this), then adding the SRAM saving function...which would be the easy part as I've done enough of that already.

If anyone can lend a hand in converting the game to MMC1 or MMC3, that would be awesome! It'll be a collaborative project and will give credit to each and everyone that contributes! :)

Until then,  :beer:

8-bit fan

To do a mapper hack you need to know 3 things:

1)  6502 assembly  (which I assume you are reasonably proficient in if you are adding SRAM to a game)
2)  How the original mapper works (In this case, UxROM)
3)  How the new mapper works (In this case, MMC1, I assume, unless you decide on something different).

Most mappers do more or less the same thing.  So doing a mapper hack involves figuring out what the game is doing in one mapper, and doing the equivalent thing in another mapper.

In this case, UxROM only has 1 thing to do:  Swap PRG.  It does that with code similar to the following:

Code: [Select]
; Swap to bank 'some_bank_number'
LDA #some_bank_number
STA $C000,X    ; address may vary -- must be between $8000-FFFF

The equivalent code on MMC1 (to swap PRG) would be the below:
Code: [Select]
LDA #some_bank_number
STA $F000   ; address may vary -- must be between $E000-FFFF
STA $F000
STA $F000
STA $F000
STA $F000

Both of these bits of code might seem strange at first, but what they're doing is very simple.

To Swap PRG on UxROM, you just have to write the desired page number to any address in the $8000-FFFF range.  The thing that makes it complicated is that most boards have bus conflicts, so the value you write must match EXACTLY to the value that is read from that address.  IE, if you want to swap to page $05... you'd need to write $05 to an address in the $8000-FFFF range that already contains a $05.

Games often do this with a lookup table that just looks like this:
Code: [Select]
At address C000:
  00 01 02 03 04 05 06 07

The game then uses the page number as the index to the lookup table to write:

Code: [Select]
LDA #5        ; want to swap to bank 5
TAX           ; A and X are now both 5
STA $C000, X  ; Since X=5, we will write to $C005, and we know $C005 contains 5 because
              ;   that's the point of the lookup table.

Note that this is just an example, and not a definitive rule.  A game might do something like this:
Code: [Select]
LDA #$02
STA $8016
... if it just happens to know that $8016 contains a 2.  There isn'te specific routine to do this -- a game can do it any number of ways. It's up to you to look at the code and figure out what it's doing.

But you can know for sure that every single write the original game does to the $8000-FFFF range is the game attempting to swap PRG to a specific page.


MMC1 is weirder.  To Swap PRG here, you just have to write the desired page number to any address in the $E000-FFFF range.  The plus side is there's no bus conflicts, so you don't have to worry about writing to an address that contains a certain value.  The down side is MMC1 registers can only be written 1 bit at a time.

MMC1 regs are also 5 bits wide, which means each register write actually takes 5 writes (one for each bit)

Hence the LSR's between each STA.  The low bit is written first, then you shift right to move the next bit into position 0, so it will be written on the next STA.

MMC1 also has additional functionality besides just PRG swapping.  You don't have to use it, since the game you're hacking doesn't need it... however you still have to initialize everything.  Common best practice is to write to all registers once at powerup to put everything in a known state.  So take a look at MMC1's register list:

There are 4 registers:

1)  Control ($8000-9FFF).  This sets the mirroring mode, as well as the swap modes.  To match UxROM, you want 8K CHR and 16K PRG swappable at $8000... and either horizontal or vertical mirroring depending on what the game is (I'm too lazy to check).  So you'll want to write either $0E (vertical) or $0F (horizontal).  But again, gotta write 1 bit at a time, so when I say "write" I mean "perform 5 STA's"

2)  CHR bank 0 ($A000-BFFF).  Since you'll be using CHR-RAM, the CHR swapped in doesn't really matter.  You can probably get away with not writing to this reg at all, but if you want to be strict you can write $00.

3)  CHR bank 1 ($C000-DFFF).  Ditto.  Although since you'll be using 8K CHR swapping this reg will actually be ignored, so you REALLY don't need to write to it at all.

4)  PRG bank ($E000-FFFF).  This is what controls the PRG swapping.  Basically just write to this reg whatever the original game does when it bankswaps.
Wow thanks so much Disch!
This is some amazing info!  :o :)

I'll have to take some time to read and understand this.
But right off, one thing I need to really grasp is bank swapping...both usage/concept and syntax. Sounds super useful also.

Thanks again for your help and I'll give an update if I make any progress! :)

Cheers!!  :D :beer:

8-bit fan

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