News: 11 March 2016 - Forum Rules

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - dACE

Pages: [1]
Gaming Discussion / Zelda BotW is consuming all my spare time
« on: March 27, 2017, 06:58:51 pm »
Thought I should hack today - played Zelda BotW instead...

Maybe hack tomorrow...

...after just a LITTLE Zelda... ::)


Programming / Flip a tile by recalculating the bytes?
« on: December 13, 2016, 02:28:52 am »
On GB a tile is defined by 16 bytes.
Is there a way of flipping that tile (horizontally) by calculation?

I have space for custom ASM and thought I could save space by eliminating redundant tiles - if they can be flipped by code.

Anyone care to explain the math involved?


Programming / GB ASM - Why use a command like 'ld a,a'?
« on: August 21, 2016, 09:15:12 am »
Going through all ASM commands for GB to make a handy tool.

Why is there specific commands for things like:

ld a,a
ld b,b

The ld command does not set any flags right? So what other reason is there to include these commands?


Personal Projects / BalloonFightGB Finally Fully Translated!
« on: December 28, 2015, 05:56:25 am »
So, In a old thread I posted a Title-screen hack of The Japanese GameBoy-Color game Balloon Fight GB.
Basically, I copied and adapted the Title-screen from the EU/US release for the regular GameBoy called BallonKid
into the Japanese version.

Here is the old forum thread:,20128.0.html

I had seen that there was some Japanese text still left in the game - but I thought it would be to cumbersome to change that at the time.

Anyhow, since there was such amount of positive feedback on the Title-screen hack  :laugh:
I have now completed a FULL translation of Balloon Fight GB.

Truth be told, there wasn't that much to translate. And the little there was isn't translated at all
- I just exchanged it with suitable English.

Below are a gif-animation of everything that is changed:

Yeah - I know, the names of the stages are kinda lame. I actually tried to lockup if the stages had real English names.
I only found that the first stage COULD be Pencilvania, which seems to be a lame translation joke somebody made when the manual was written.
The joke being that there are pencil-houses on the first stage and Pennsylvania is an actual city in the US.

Get the patch here at FileTrip:
(Remember to wait for the Download File button - have patience and DO NOT click anything else)

Apply it to a rom with CRC32: D2AF64CE


ROM Hacking Discussion / BalloonFightGB TitleScreen Hack
« on: July 20, 2015, 08:54:23 am »
Back Again - this time with a little TitleScreen hack.

The japaneese GameBoy-Color game Balloon Fight GB is basically a colorized version of Balloon Kid for the OldBoy.

This game has one of THE BEST soundtracks in the GameBoy library - I particularly like the soundtrack of stage one.
Don't believe me - take a listen right here:

This hack changes the title in the title-screen into - you guessed it - Balloon Kid.



Get the patch here at FileTrip:
(Remember to wait for the Download File button - have patience and DO NOT click anything else)

Apply it to a rom with CRC32: D2AF64CE


ROM Hacking Discussion / Metroid 2 - Suitless Samus Special
« on: July 09, 2015, 07:22:55 am »
A new twist on a old color...

When receiving the Varia suit on the NES version, the developer could simply swap the palette to visualize that Samus changed suit and can now sustain more damage. This technique was not used on the GB version - propably because of the very limited palette available. So, instead the developers added a second set of sprites for Samus equipped with the Varia suit.

There is a hack, called Metroid II DX by Redrum that utilizes this feature of the GB version in a clever way:
The second set of Samus sprites is that of a suitless Samus!
With that hack - you can play the first part of the game as regular suited Samus and the last part as suitless Samus.

So I thought - why not add this feature to the most acclaimed colorization hack, the one made by Dan Davis?
In addition, I wanted a different palette for suitless Samus and also to recolor tiles and sprites that didn't look spot-on.

After hours of gaming and work - I finally reached a point where I'm pleased with the result.

The patch is tested and will work properly (that is, GB colorizer-properly) on:
- WIN emulator VisualBoy
- DS emulator gameYob

- Better looking sprites (Suited and Suitless!)
- Rebalanced palettes
- Numerous palette-swaps for sprites and tiles
- Proper colored Metroids!

Known issues (inherited and caused by the coloring by 'GB colorizer'):
- The rom will (most likely) NOT work on real hardware
- The rom will NOT work properly in WIN emulator 'Bgb' (probably because it is more accurate to the real hardware than VisualBoy)
- Temporary screen artifacts when passing from one room into another that uses a different tile-set. Sometimes the artifacts can form a 'wall' behind you - but they will disappear as soon as the screen rewrites.
- Flickering when fighting the last Boss (at least in VisualBoy)

Since I don't want to spend the rest of the day uploading the patch to (wait until approved, getting it rejected, do it all again, wait some more....) - I uploaded it to FileTrip (in under 2 minutes)

Get the patch from FileTrip:
Wait for the download file button - don't press anything else...
Apply the patch to the rom 'Metroid II - Return of Samus (World)' CRC32: DEE05370

Here are some screen-shots:



I downloaded the gameboy emulator bgb ( - to help me debug my current hack Zelda: Missing Link (,19530.0.html).

This emulator has a really nice debugger and when I was finished with the modifications I needed for my hack
- I though I'll take a stab at something I (and others on this forum) have been thinking of:

Why not hack the two Konami Collections (1 & 4 in Europe) to automatically boot the Castlevania games.

So I took my new self-learned skills and got to work, and wouldn't you know it - here is how you do it:

1) First get your hands on the right versions:

Castlevania Adventure: Konami GB Collection Vol.1 (E)
Castlevania II - Belmonts Revenge: Konami GB Collection Vol.4 (E)

2) This is optional, but highly recommended: Download the speed-up patches and apply them:

Castlevania Adventure:
Castlevania II - Belmonts Revenge:

3) Load up the Hex-editor of your choice and change the following:

Castlevania Adventure
Offset: 1 8B5A
Code: [Select]
3E 01 EA A0 C0 EA A1 C0 3E 08 EA A1 C0With
Code: [Select]
3E 09 EA A1 C0 3E 01 EA B0 C0 EA A0 C0
Castlevania II - Belmonts Revenge
Offset: 6 413B
Code: [Select]
3E 01 EA 0B C5 AF EA CA CC 3E 00 CD 70 49With
Code: [Select]
3E 01 EA 0B C5 3E 02 EA A0 CC C3 75 02 00
Enjoy and let me know if you found this helpful...


Personal Projects / Zelda 2 for GameBoy - Missing Link
« on: April 03, 2015, 05:36:31 pm »
Since I have made some progress with this hack - I thought it would be in order to share a little info.

First of all, this is a hack of the gameboy version of the game 'Battle of Olympus'. The overall ambition is to alter the script and gfx to fit a Zelda storyline. This would mean that the gameboy would finally have a Zelda 2 game!

I have altered the main-character and the HUD:

The character style of Link is an adapted version of the sprite originally made by Thanatos-Zero (,12330.60.html).
I have chosen hearts for the life-gauge (even though Zelda 2 used a meter) - since that felt more Zelda to me.

I have altered all the items attainable in the game and the item select menu:

I went with a rod, rather than a staff and fragments of tri-force, rather than fragments of love.

I have altered the overworld map and the locations:

The overall style is a combination of the original and the style of map found in the gameboy Zelda's (awakening and oracles).
The locations all have names borrowed from other Zelda titles and I have tried to match the name and the environment to some degree.

Sooner or later, I probably want to take a stab at altering the sound and music. Unfortunately - this is beyond my current skill-set so this will not be a priority and quite possibly never be a reality.

With that said - If you know how to alter music in gameboy games and like the idea of Zelda 2 for gameboy - PLEASE, don't hesitate with giving me a hand with this.

Oh - I also have programmed a .NET application for script alterations, so I can edit and re-edit the script while playing the game.
This handy tool will also be made available to those willing to help me translate the script-alterations to other languages. The original game supports English, German, French, Italian and Spanish - But any language (that does not require any unique characters) could be inserted into the game.

Big thanks to Bailli - who helped me with decoding/understanding how the script and overworld map are stored in the rom.

That's all for now - I'll update this thread as soon as I make any more interesting progress.


ROM Hacking Discussion / Lets make Zelda2 for GB!
« on: September 05, 2014, 11:17:38 am »

I know that it is pretty pointless to try to recruit people for a joint-venture hack...
BUT who knows - maybe someone out there have share the very same dream as I:

To bring a Zelda2 type game to the GameBoy system!

Now, the easiest way of achieving this would of course be to modify a already existing game for GB - that plays almost exactly like Zelda2 anyway - namely Battle of Olympus.

The minimum requirement for such a hack would be to:

- Alter the gfx of all the characters and bosses to that of the Zelda(2) universe
- Alter the script so it suits a Zelda story-line

The first part I think I can manage all by myself - take a look at the below 'Proof of Concept' image:

The above is a screen-shot of a modified rom running in VirtualBoy (not a montage made in MS Paint :-)
And yes - I have borrowed/stolen (but meant to ask) the design for link from Thanatos-Zero,12330.60.html

The second part, adapting the script - turned out to be a real bi*ch though.

It seems as if the developers have used some kind of 'look-up' table for both single letters, groups of letters and entire words (probably those used a lot throughout the game).

The first dialog takes place in the very first house directly when walking right from the start.
This dialog is located at address:2 C727

The hex-values and the equivalent in characters/words are:

C8 08YOU
02 00THE[space]

As you can see above - the same character-tile can be represented by different hex-values!

Take for instance the letter 'T' tile:
- the first time it is referenced in the dialog, the hex-value is 15
- the second time  it is referenced in the dialog, the hex-value is 05

In short - this project would require a experienced rom-hacker/rom-translator for guidance of how to tweak the script to fit a Zelda story-line.

If anybody feel up to the task - comment in this thread and maybe we can make this hack a reality (maybe we can convince Thanatos-Zero to join in too).



Hopefully you already downloaded and played the latest beta release of the ultimate NES hack: Zelda - The Legend of Link:

I have been looking into why 'Zelda - The Legend of Link' does NOT run properly on the DS emulator nesDS. It seems as if it fit the profile of what is described by the author:

"There is a fast way to learn if my rom will play perfectly on an emulator you use.
Watch the intro after the title screen fades away. I have a golden scroll moving up the screen.
If that scroll & text comes up garbage, then you should stop playing unfortunately.

This is because the emulator you are using, is not utilizing the MMC5 register $5130 correctly.

I perform chr swaps for 3 specific things, the intro, a mini game, and the Ganon fight.
If you continue to play the game with the garbaged gfx, it will obviously look bad, and it might even crash."

Since the emulator FCEUX does handle the register in question correctly, I did a comparison of the source-code between the two.

Here is a screen-shot of the file mmc5.cpp from the source of FCEUX (

And here is the corresponding code of map5.s from the source of nesDS (

So, if I understand it correctly, it is a matter of translating the C-code below into Assembler, in a way that fit the rest of the Assembler code for nesDS:

Code: [Select]
CHRBanksA[A & 7] = V | ((MMC50x5130 & 0x3) << 8);
Is anybody skilled enough in Assembler to 'fix' nesDS?


This is what I've tried - so far:

1. Adding another variable, called mmc50x5130:
Line 33:
mmc50x5130 = mapperdata+25

2. Storing the value of address x5130:
Line 293:
   and r0,r0,#0x03
   strb r0,mmc50x5130

3. Modifying the sprite section:
Line 159:
_20: @ For sprites.
   ldrb_ r1,mmc50x5130
   mov   r1,r1,lsl#8
   orr   r2,r2,r1

   mov r1,#0
   strb_ r1,chrbank
   adrl_ r1,chrpage0
   sub r2,r2,#0x20
   strb r0,[r1,r2]

4. Modifying the background section:
Line 229:
_28: @ For background.
   ldrb_ r1,mmc50x5130
   mov   r1,r1,lsl#8
   orr   r2,r2,r1

   mov r1,#1
   strb_ r1,chrbank
   adrl_ r1,chrpage0
   sub r2,r2,#0x20
   strb r0,[r1,r2]

Nedless to say - that didn't all.
In fact - I made it worse, since now I get the 'red screen of death'.

At least another MMC5 game, Castlevania 3, seemed unaffected by my feeble attempts...


ROM Hacking Discussion / WANTED: Morricone Music in GunSmoke
« on: May 12, 2014, 04:26:16 am »
Got bored and started to tinker with the graphics in GunSmoke.

So I updated some power-ups items and then got the idea to replace the cowboy west with a way cooler poncho
- like the one Clint was sporting back in the day.

After editing the in-game character, the intro and the outro it struck me...

- How epic it would be to include some music from the iconic soundtrack from the 'Dollar-triology' (

Don't get me wrong - I think the in-game music in GunSmoke for NES is great.

I ONLY want to replace the intro and outro music with some Morricone tunes, especially one/two of the following:

- The good, the bad & the ugly (theme):
- Ecstacy of goold (tGtBtU):
- For a few dollars more (theme)
- For a fistful of dollars (titoli)

But... I don't have the slightest idea how to do it!

So - If you too share the dream of a spaghetti western NES game AND have the skills to compose and insert music in a CapCom game:

Stand and deliver!


ROM Hacking Discussion / Castlevania - hacking a hack
« on: December 05, 2013, 12:43:05 pm »

I've been working on a special kind or hack lately - a graphics update only reboot of Castlevania. I ended up with the idea to restore the original levels and bosses to an already hacked version of Castlevania. I chose that approach since I tought the work would be less cumbersome that way - since I Could use the great tool 'stake' to great extent.

The original hack is called 'Overflow Darkness' and I'm basically done. I say basically because I've hit a roadblock. The hacker of the 'original hack' did quite a number on Frankenstein, well actually on Igor. Instead of jumping around firing a single fireball - he floats above Frankenstein and rapid-fires Tripple fireballs!!!

If someone could help me restoring Frankenstein and Igor, on the hack 'Overflow Darkness' and letting me know how to do it - I would be most pleased. It would be enough to restore the movement pattern - I've alredy done the new sprites.

P.S. Check out my first 'reboot' called Kid Icarus: ReTold - If you haven't already D.S.

Br, dACE a.k.a. Nitendo

December 06, 2013, 08:18:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)

Thought I should share what I got so far:

- The hack seem to have shifted some of the pointers 28 or 30 bytes forward - which makes it hard to compare the differences to the original in a hex editor.

- I managed to stop the sprite flickering by changing the value '67' to '6F' at address: x1E9B6

- The most promising offset seems to be x15944 (corresponds to address x1591c in the original rom).

The address x15944 contains the values: 40 ed 4c c9. When you exchange the value '40' for '10' - Igor starts to behave somewhat similar to what he is supposed to but there are obvious glitches.

And that is about all I got I'm afraid.


Pages: [1]