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Messages - szemigi

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1
ROM Hacking Discussion / Re: SMB1 hack: Luigi Game
« on: April 14, 2021, 03:25:59 am »
Is there any way to fix it?

2
ROM Hacking Discussion / SMB1 hack: Luigi Game
« on: April 12, 2021, 05:14:20 pm »
I think everybody remembers YY's Luigi Game hack. I only have a problem, it's when I rescue Peach or a Toad as Luigi, the game says "THANK YOU MARIO!".

Why does it happen?

3
When the game resets after going down a warp zone, the reason is that (and I mentioned in the description) only 2 warp zones can be found in the game (in bonus worlds).
From World 1-9 there are no warp zones, but if you try to go down, it resets the game warning you that the game must be completed in order (since i also mentioned, 9 brand new worlds).

4
ROM Hacking Discussion / Re: SMB2J - wind from world 1-1
« on: March 20, 2020, 05:44:56 am »
No problem, just do what you can do.

5
ROM Hacking Discussion / Re: SMB2J - wind from world 1-1
« on: March 14, 2020, 09:52:30 pm »
Make it work for me, until that I give a try and then let's see which of us had result. :D

6
ROM Hacking Discussion / SMB2J - wind from world 1-1
« on: March 13, 2020, 07:31:53 pm »
Hello! In the source code of SMB Lost Levels, how to make it so that I can have wind from World 1-1? I tried it with a little help, but I failed.


Help me!

7
Hello. Sorry for being pushy, I want to ask well.
I want to know whether what defines that Xiaoyu (or the other fighters) cannot appear as an enemy in extra 3rd costume. (I know that in Tekken Force it happens.)

8
Also, just a small point: the readme states that "After having more than 9 lives, the counter shows the actual hexadecimal values". This isn't entirely true: instead it just goes through the alphabet, so if you have more than 35 lives (0 to 9 and A to Z) it starts showing random graphics tiles instead. I suppose it's an alternative to the original game's approach of showing some kind of crown graphic next to a number.


Partial fix, because even if I tried to fix the counter to show 10, 11, 12, etc., that busted up the game's demo since there's not enough place in the ROM, which ruins the illusion of the game. That's all. You can love it or not, but that's all. Believe or not.

One thing I don't really understand is why, if you changed the code to NTSC, you didn't make the game identify itself as NTSC, since you need to specifically tell FCEUX that it's not PAL. I've no idea how other emulators handle this, but I don't know why the game couldn't be modified to be NTSC if that's the intended speed. Not to mention that I don't know why PAL was used as a base in the first place: maybe there are some bugfixes and whatnot that I'm not aware of. Anyway, interesting hack, to say the least. :)

SpiderDave converted the official PAL Revision A source code (to NTSC somewhat), so that I could compile the converted/modified source code with ASM6, not with CC65 (since I don't know how to use that yet, but that's irrelevant now).
In short: What this means? It's the official European Rev A source code (converted to 6502) with the original speed music and sound (like in NTSC). That's why the 'ROM/ISO Informations' mentions that you must use the 'Super Mario Bros. (Europe) (Rev A). nes.' And yeah, I bother it as European version has bugfixes and changes. Comparing is the key.

9
It's my hack. Description is evident. That's all.

10
In the case of PAL Revision B, it has 3-digits as (the official) revision A was released in 1987 (way after VS. Super Mario Bros., which was released in 1986).

11
Newcomer's Board / Re: Understanding Super Mario Bros. graphics
« on: March 19, 2019, 10:40:00 am »
I'm just going to dump this to you here- out of the bunch it contains a patch that changes the display of lives so that exceeding 9, it will be 10. It will correctly display the number of lives up to 99, in which it will proceed to A0, B0, and so on.

adjust_remain.ips
https://www.dropbox.com/s/8etf3dia6z7ktkl/100%2B%20IPS%20patches.zip?dl=0

I believe every sprite and enemy has been coded in SMB so that the very last bottom pixels will be stuck on the first pixels of solid BG tiles.

Would be much better if it was written down, so that anybody, who wants work with the source code could understand it.

12
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 19, 2019, 07:26:39 am »
The problem is that I unpacked the ISO file, (besides) concretely that part of the file, which contains the texts I mentioned. The problem is that when I reimported the modified version, the game didn't even start, just blank screen. Write-protection?

13
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 05:13:06 pm »
I didn't patch anything. I used a brand new untouched ISO file, which I edited and like I said... crash.

14
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 01:02:43 pm »
I don't know how to hack Tekken 4.

15
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 11:16:22 am »
In Tekken 3 I didn't have any problem. I changed K.O. to KIUTES (in hungarian) and even if it exceeded the character limit, no crash or anything else.

16
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 03:43:29 am »
PS2 USA version and I'm sure the PERFECT (and the round-related ones, too) text is in ASCII.

17
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 05:18:54 pm »
Well, I use Tekken 4 USA version and the "PERFECT" text was in normal hexadecimal form, so: 50 45 52 16 45 43 54.

There was "K.O....." (00 00 00 00 00 for the . you see) I used "KIUTES" and the game crashed after choosing any game mode (ARCADE or STORY MODE).


18
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 04:30:59 pm »
Well, the reason I told the PERFECT and KITUNO is that in Tekken 3 I didn't have problem with text editing. :D


Interesting that when I used KITUNO instead of PERFECT, no crash. But other text changes crashed the game.

19
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 02:35:36 pm »
I only changed PERFECT to KITUNO (which is the hungarian "excellent"). KITUNO is 6 letters while PERFECT is 7. Then the crash happened despite of this on the select screen.

20
ROM Hacking Discussion / Tekken 4 text editing problem
« on: March 17, 2019, 01:31:00 pm »
Can somebody help me?

Whenever I edited a text in the game in a hex editor (PERFECT, K.O., etc.), I entered arcade mode as an example and the announcer said "WELCOME TO THE KING OF IRONFIST TOURNAMENT 4", but the select screen didn't appear. Instead, a blank screen appeared and the game didn't do anything.


Why did this happen?   

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