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Messages - RadioShadow

Pages: [1] 2 3 4 5 6 ... 8
1
ROM Hacking Discussion / Re: Screenshots
« on: June 13, 2018, 03:01:09 am »
No, it's not correct, and that isn't what that site is saying. Affect is a verb, and effect is a noun. It is definitely "affected units". Effected units means, "the units that were brought about (as an effect)". Affected units means, "the units which were/are affected".

This site that covers these particular conjugations may help clarify. https://www.diffen.com/difference/Affected_vs_Effected

Clearly I have been too exited about Daisy being playable in Smash. That's my excuse.  :P

But yes, it should be "Affected Units" since these are the units that will have an impact from the "CO Effect".  8)

Time to update the utility!

2
ROM Hacking Discussion / Re: Screenshots
« on: June 12, 2018, 07:09:14 pm »
Slight nitpick: 'Effected Unit' ought to be 'Affected Unit'.

Well according to this website, use affect if using a verb, use effect if using a noun. Since we are talking about units, which is a noun, "Effected Units" is correct.

Plus the game even uses "CO Effect" to describe the CO's ablities, which is correct. It's odd that it uses "CO Effect" when seeing what units are effected / boosted, when a better description could have been used. The French text uses Efficacité (Efficiency),


The original version was posted, but your new one hasn't been.

You are right, I did post the old one. It can be found here: http://forums.warsworldnews.com/viewtopic.php?f=11&t=11131&p=315567#p315567

I can make post on www.warsworldnews.com on the tool. I'll try and do that this week.

3
ROM Hacking Discussion / Re: Screenshots
« on: June 09, 2018, 08:35:10 pm »


Finally got those negative values to work for those who want to give negative results in a CO Zone.  :P

4
ROM Hacking Discussion / Re: Screenshots
« on: May 13, 2018, 08:21:27 pm »
Je ne sais pas parler français!



Just re-designed the layout a little bit. No more tabs! Hopefully get this released this week.

5
ROM Hacking Discussion / Re: Screenshots
« on: May 08, 2018, 06:00:49 pm »
Oh nice, RadioShadow.

I still get asked questions about your previous version of the app every now and again, so it's good to see some QOL improvement. :D

That was one of the first tools I coded in Visual Basic 6, and it shows. It was such a mess!

Did I even post the tool at www.warsworldnews.com? I can't remember.

But yeah, tool is working nicely. You can change the US & UK language at any time (basically has different names for COs and units), along with which region you are modifying (this must be selected before you load the arm9.bin).


6
ROM Hacking Discussion / Re: Screenshots
« on: May 04, 2018, 06:46:26 pm »


Let's just say the original code was utter terrible. Basically written the code from scratch.

7
Programming / OR Assembly Command (Mega Drive)
« on: January 25, 2018, 02:52:07 am »
I feel this should be easier to understand, but something is confusing me.  The command in question:

Code: [Select]
00:589A  82 7B  OR.W    $0A(PC,D2),D1
So it is defiantly oring the value, so or 07 with 05 for example:

Code: [Select]
07 = 0111
05 = 0101

OR = 0111

So in this code, it OR 0A (1010), but I'm not sure what the brackets are doing?  I think it is taking the Program Counter, and moving the result to D2, then moving the OR result to D1.

The results in the trace are as followed:
Code: [Select]
D2 = 00000016 > D2 00000016
D1 = 8000832C > D1 8000C32C

It's basically setting the palette from 0 (832C) to 2 (C32C).

I want to set it to use palette 1 (A32C), which I would need to change the OR value 0A. It's just knowing what value to set.

8
Newcomer's Board / Mega Drive - Changing Palette Set (Nametables)
« on: January 20, 2018, 04:58:06 pm »
So for the Robotnik's Mean Bean Machine I'm working on, I want to change the garbage bean's palette it uses from 2 to 0.

What's interesting is the beans start off at sprites, and then are store in the Plane A. I was able to find the sprite data for the garbage beans: 050242F8 replace with 050202F8

Now I'm having trouble finding the nametable data when the beans become Plane A tiles.  I do know for some of the 8 x 16 letters it loads, it uses this formate (this loads SCORE):
CA20 = Area to load tiles.
C500 = First part of the tile ID (C5 = Pal 2 | A5 = Pal 1 | 85 = Pal 0)
3A1A32381E = Second part of the tile ID (S C O R E - Possible to make as short / long as you want)
FF = End of tiles to load.

The format for the bean data seems to be different. The data for the garbage bean is C32C, C32D, C32E, C32F (which needs to be changed to 832C, 832D, 832E, 832F).  I can't seem to find much data in the rom and stumped what I could trace.  Any advise would be great.


9
Personal Projects / Re: Super Mario Land 2 DX [Released!]
« on: December 29, 2017, 05:14:30 am »
@toruzz (seems my post got missed)
In the Mario Zone, was the pig meant to be black?  The pig is pink in the other zones.

Also, why are the characters during the credits still Black and White?

It would be cool if you could go back to the title screen after the credits without turning the power off.  Hate it when games do that.

There were some cases on some blocks, the pixels on each corner don't match the background.  I guess this is due to not having enough palettes to use?


Also, TheMudHutDweller on Nintendolife mentioned the game crashes using VBA and VBA GX when entering the Macro World.  I wonder what causes that?

10
Personal Projects / Re: Super Mario Land 2 DX [Released!]
« on: December 28, 2017, 06:18:42 am »
In the Mario Zone, was the pig meant to be black?  The pig is pink in the other zones.

Also, why are the characters during the credits still Black and White?

It would be cool if you could go back to the title screen after the credits without turning the power off.  Hate it when games do that.

There were some cases on some blocks, the pixels on each corner don't match the background.  I guess this is due to not having enough palettes to use?

11
ROM Hacking Discussion / Re: Screenshots
« on: December 27, 2017, 06:39:35 pm »
I see you meant to post a link but it doesn't work.

I copied the "Image link" instead of the "Image URL".  That has been fixed. :)

12
ROM Hacking Discussion / Re: Screenshots
« on: December 27, 2017, 06:36:22 pm »
Been figuring out how to add options in Mean Bean Machine.  Slowly getting there.


13
Newcomer's Board / Re: .cbd/.chd sound file replacement on Donkey Konga 2
« on: December 01, 2017, 05:31:49 pm »
Sorry for the late response.  YouTube's Message system is all over the place and alerts for PMs by Romhacking get sent to my AOL E-mail, while my phone uses my hotmail.  This was because romhacking wasn't even sending e-mails to my hotmail, which didn't help when a file I submitted got denied, and I had no idea why.

I didn't really look into how the files were setup, but that was because I didn't really need to. I suspect there is something that tells the game how many sounds are in there and a bunch of offsets.  I would need to have a dig myself.  I do suggest the file you want to mute is in the "envoice" file (the Euro version has more the other languages).

The other way is to modify the games code to not load the sound.  Again, I would need to have a look at the main.dol.

14
ROM Hacking Discussion / Re: Screenshots
« on: November 01, 2017, 12:04:43 pm »
A sneak peak at the Sonic Rom Hack I submitted for the 2017 Sonic Hacking Contest.  Has-Bean is feeling a bit blue.

15
I'll post the information when I get home.

The way it works is the following:
XX YY SS DD

XX = X Position in Background
YY = Y Position in Background
SS = Number of tiles to display horizontally.
DD = Tile ID (insert the amount you set in SS).

The same for when you tell which palette set to load.

November 05, 2017, 02:10:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The tiles that make up "Super Mario Bros. 2" and the copyright Nintendo are located here: 00176A – 001891
The tiles that make up the title can be found here: 02A010

This is all the space you have to tell the game what tiles to load and the attribute (what palette set the tiles should use).

I use FCEUX, which has a Name Table Viewer.  Use that to find the X / Y position where to start placing the tiles (use the top left image).  Make a note of the PPU Address, which is two bytes.  Use the PPU Viewer to see what tiles you can load.

So you have to tell the game to load each horizontal tiles.  The format is:
- PPU Address
- Number of tiles to load
- Each tile ID

So here's an example:
21AA 05 D1D2D3D4D5

You also need to tell the game which palette the tiles you can use.  I would recommend reading this: https://wiki.nesdev.com/w/index.php/PPU_attribute_tables

using that same space, you need to send byte data to 23C0.  That's the PPU RAM that controls what palette each tile can use.

- Attribute Address (always 23C0)
- Number of sections to cover
- Each palette to change.

So to make those tiles you palette set 4:
23DA 02 FFFF

Hope that helps.  It maybe worth checking the Pony Poik Panic (V1.1) I released if you want to an example in action.  http://www.romhacking.net/hacks/791/


16
I have submitted the file.  Just have to wait.

17
Personal Projects / Re: Super Peach World DX
« on: October 19, 2017, 08:21:25 pm »
This is a cool idea. Playing as Peach is awesome!  This hack will give me a excuse to play Super Mario World.

This is a minor complaint, put Fire Peach's dress is white and red, not fully red:


It's also very strange Peach calling Mario as "Super Mario".  I can't recall any games where people do call him that.


18
Personal Projects / Re: Roll-chan: Mega World
« on: October 01, 2017, 05:21:10 pm »
Are you hacking the European version or the Japanese version? I ask because the European version has a lot of slow down in places the Japanese release did not.

The "Mega Man: Wily Wars" was not optimized to run in PAL50.  So when the game runs in PAL50 (what is set on European / Australian models by default), the game runs 20% slower. Running the game in NTSC (what is set on Japan/USA models by default), the game will run at the correct speed.

19
ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 28, 2017, 09:58:53 am »
Bleeding text here

Would it be better to have it displayed as:

THE TEMPLE
LIES EAST
OF NABOORU.


Who spells Travelers with 2 Ls?
Traveller's Tales, the British programmers who made Sonic R, Crash Bandicoot: The Wrath of Cortex, and all the broken lego games. :P

20
Update has been made!

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