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Topics - CryinOnion

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1
Help Wanted Ads / How to locate and change the attributes of a tile?
« on: February 10, 2021, 11:36:04 pm »
Greetings from Barcelona!

After learn some new tricks (with your help), now I'm able to reassign sprites & background palettes. I can never thank you enough! Although I will try ;)

This time, I've tried to make a particular area of Don Doko Don 2 look more familiar to Mario fans:

Don Doko Don 2


Super Mario Bros. 8


As you can see in the spots I have marked, there are some tiles that are programmed to appear duplicated. In the first case (the blue bricks above Bowser) it' s not too annoying.

It is on the ground where it is impossible to ignore the flaw. It is a single 8x8 tile that is (again) displayed twice.

Could someone explain to me how I could fix it?

Thanks in advance for your answers.


2
Yo, people! Long time no see ;D

First of all, I want to apologize to those who were patiently waiting for this hack. The project was progressing regularly, until for personal reasons I didn't feel mentally able to continue...until now.

To get back on track with the project, I started with something simple: make some improvements to the bonus screen. Now I think it looks in line with what one expects from a game starring Nintendo's mascot, although I still think it has room for improvement (with a little help from you).

A few months ago I opened a topic in this forum about how to reassign sprite palettes.
https://www.romhacking.net/forum/index.php?topic=31699.0

Now I want to do the same with some background elements, like the card of the screenshoot.


As far as I could check, A9 is the hex value of the sprites and their corresponding palettes go from 00 to 03, so if a sprite has 00 assigned for example, I just have to look for an A9 00 value, change it, and see if it has the result I'm looking for. But does anyone know if the background elements work the same way? If so, what value is assigned to it? And their corresponding palettes? They also go from 00 to 03 or use something similar, like from A to D?

Any help would be welcome.

3
Greetings from Barcelona!

After a pause (which I needed) from my current project https://www.romhacking.net/forum/index.php?topic=31354.0 it's time to get down to business!

The graphic changes on level 1 and 2 are ready. The problem is that when I started working on level 3, I had to discard many good ideas because most enemies share color palette with the character.

So, the question is: Could someone teach me how to locate the color palette assigned to a sprite and change it? Depending on the answer, I will choose one approach or another to continue the project.

4
Personal Projects / Super Mario Bros. 8
« on: September 07, 2020, 12:38:38 am »
Greetings from Barcelona!

As many will know, bootleg NES games were very popular in countries where this console saw its lifespan extended, thanks to its affordable price.

Especially popular were the games starring Nintendo's mascot, which were basically games that already existed, modified in the most sloppy way to look like one of Mario's adventures:





One of the best is Super Bros. 8. Why? Because the original game (Taito's Don Doko Don 2) is cool! Also, many enemies (like mushroom guys) have a suspicious resemblance to the ones we can see in SMB franchise:



The point is, that a subscriber asked me to improve this game, and since practically EVERYTHING can be improved, I decided to start from zero, using a clean  rom with the English patch.

For the moment I finished with the intro and the title screen:



Now is the time for suggestions.

5
Greetings from Barcelona!

Finally, my graphic improvement of this game was released 8), and after 48/72h, a 1.1 version will be available with some bugs fixed.

A funny detail, is that you can play as the final boss using some hex: Someone located in the NES memory the value of the characters in the selection screen (0000F2), and if just after choosing we change that value to "05" or "0B", we can play as Musashi or Conbon >:D.

As far as I know (zero programming skills, I've never opened a programming book and absolutely basic concepts are strange to me), cause the change is made in that part of the memory, it doesn't stay saved.

I also see that apparently, each of the ten characters has a unique value (even though they are 5 characters repeated with different name, portrait and color palette).

So (hypothetically), if someone were to locate the value of one of the duplicate (and therefore expendable) characters from the selection screen in the ROM, the change will be permanent, and they would only have to replace their portrait in the selection and vs. screen to make Musashi an available character :thumbsup:.

Frankly, this is out my skills so, the question (or request) is: Will someone accept to help me with this? I think users would appreciate it (this game isn't very good, its value is 100% nostalgic).

I also wouldn't mind someone doing it on their own and publishing it as an addendum. One way or another, the result would be enjoyed by all.

Thanks in advance for your help.

6
Help Wanted Ads / Help modifying or removing hex value (Again)
« on: June 13, 2020, 04:13:07 pm »
Greetings from Barcelona,

For a no explained reason, the post I created 2 weeks ago to ask about  a hex value that prevents me from easily editing a title screen has been removed. The worst is that a user was trying to help me, and his explanations have been lost with the post so, here I am back explaining my problem:



The original tittle screen (with slight changes). This game has nothing to do with the Capcom franchise. In a later version, this game is renamed "FIGHTER LEGEND" so, that's what I wanna do:



This is usually a piece of cake for me. I just make a tile map like this using the PPU viewer:



And with patience I change the values to rearrange the tiles. In this case, I have all the tiles I need for the title using the "S" and the "IV", which are composed of six tiles. That's a piece of cake, but...



The values don't appear as they are represented on the screen. Instead of shown the top of "STREET" like "ED, EE, EF, 0F, 0F, EE" is shown "ED, EE, EF, 02, 0F, 81, EE". Value 02 is a multiplier, it makes the two upper parts of "E" show. Value 81 is just a tile of the castle shown on the right side of the screen. It seems to be there for no reason. I've tried to replace the value 02 with another one like 0F, or ED and the title screen crashes.



I must emphasize that my programming skills are zero. I have NEVER opened a programming book. I don't have the basics. All I've learned so far, for me, are "tricks", like locating and editing palettes, text, creating TBL files, or rearranging tiles according to a working pattern. All that of course by asking.

Community users explained to me that the value that appears before the rest, "83" is a kind of "control value" that tells the code to write the next 3 bytes as they appear. I don't know about programming, but it makes sense that the value 83 appears, then the values of "S", "T and "R" as they are written, then value "02" and two "E", etc. I tried to replace the value "02" by "83" and "voilà", I could write correctly the values in that line, until I jump to the next one that starts with "02" to show two black tiles. This time the screen crashes.With the indications given to me I try a dozen ways, changing or moving values without result.



The tiles I need to modify are the ones that appear in the screenshots above this line (yes, even the copyright year uses the value 02 to show the 9 of "1993").

If someone can help me with this by explaining it to me in a way that I can understand and do it myself, I will be eternally grateful. I would prefer this even if it is difficult for me because it is a way of not being dependent on others.

Even so, if someone wants to collaborate with me by arranging it for me in exchange for being credited for it, we would speak for PM.

Thanks in advance for your help. I value very much being able to participate in this community and I never hesitate to help make it known, because I believe that there is a lot of work and dedication behind every project.

P.S. If this post is deleted, I would like to know why, just as a courtesy.

7
ROM Hacking Discussion / Help modifying or removing hex value
« on: June 06, 2020, 12:02:06 pm »
Greetings from Barcelona,

I'm working in a Street Fighter IV (NES bootleg) hack.



This is the original title screen (with slight changes). The only references to SFIV appears here and on another screen. Apparently, chinese title means "Fighter Legend" so, I'm trying to do something like that



Usually this is a piece of cake for me. I just map the tiles like this



checking the values in the PPU viewer and then modify it as I wish. In this case I don't even need extra tiles. As I said, it should be a piece of cake, but...



The hex value I marked in green before F0 seems to be some kind of "multiplier". It literally makes the E in "STREET" double. If I change the value from 02 to 05 for example, five "E's" appear. I have tried to simply replace 02 with the value of another tile, or put value 00 and the title screen crashes. Same problem to change the copyright year. "1993" appears as "1-the value that multiplies x2-9-3"

I could simply delete "Street Fighter IV" from the screen by emptying the tiles and leave the year as it is, but it's too "sloppy" so, if someone could explain to me how I could fix it, I'd be eternally grateful.

8
This hack is a request of one of my subscribers: Basically, a graphical improvement (like my SFIII NES hack).

This game is one of those Hummer Team games, with no relation with SF saga (except the title). Is pretty fun to play.



At this point, I've redone all the character portraits. I'd like some feedback. What do you think?

9
One of my subscribers liked my graphic improvement work on Street Fighter III (NES chinese bootleg). He asked me if I could do the same with Street Fighter IV (which is a totally different game). However, the game uses some kind of anti-piracy system that prevents modifying the game tiles. Does anyone have any idea how I could avoid it?

10
Personal Projects / Evil Dead: Ash lives!
« on: March 26, 2020, 11:51:54 pm »
Working hard on my latest hack: My personal tribute to Bruce Campbell and the Evil Dead series. The plot? Simple: Ash's daughter is kidnapped by the Necronomicon itself, and now, he must do what he does best to save her: kill deadites!

The changes made to the original game (Wanpaku Graffiti) affect:

·Title Screen


·Intro


·First three levels (100%)






The idea is to make the game feel like something completely original and not just a simple hack. Practically everything will be replaced, or modified (with special emphasis on maintaining the humorous style, but less cutie).

How's it looking so far?

March 31, 2020, 04:49:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

11
Help Wanted Ads / Add missing ingredient (music) to my hacks
« on: March 15, 2020, 05:19:25 am »
Greetings from Spain,

I like to turn games into something totally different, ex. The classic "Kung-Fu" into a Ranma 1/2 video game, or "Gauntlet" into a Dragon Quest spin-off... but my hacks seem to lack something when they don't sound like they should (can imagine an SFII game without their classic themes, or Superman without John Williams partiture?? that what I meaning).



If someone were to take a look at my hacks, they would probably find something interesting, or challenging, by adding the missing ingredient.

Thank you in advance for your answers.

12
Greetings from Spain,

The silly idea of this hack started a few days ago, when I rewatched AVGN chapter 151 dedicated to the Robocop trilogy on NES...



The first game follows respectfully the plot of the movie, but, when You fight against Clarence Boddicker on the adandoned factory stage, Robocop just arrest him... arrest him... not finish him piercing his throath with a spike. That kind of things happen when You port a R-Rated movie to a family entertaining system... I want to change this, and some cheerful colour palettes on the game to bring it a more mature feel, like the movie.

Why I need help to do that?

As a rookie, I only know how to track text/colours when there have equivalences betwen address on PPU table and the rom file.



Curiously, with this process I can only find/change the background colours.

There's some 80's-90's movies fan interested in aid me with this trouble?

13
Newcomer's Board / Superman 2 - Darkseid Edition: Help editing PPU
« on: March 30, 2019, 11:19:33 pm »
Hi! I'm working on my own addendum for PACNSACDAVE hack, "Superman 2 - Lex Luthor Edition". I made the graphics for Intro and Title Screen, but I feeled very annoyed when I discovered the texts before enter the level (You know, "Stage 1 Metropolis!") are located on the PPU memory. I'm from Spain and is impossible to found tutorials about this in my language, or english tutorials easier to understand, or explained with screens, video, or step by step. I only need to change part of the text to contextualize Darkseid as the new boss for finish my project... HEEEELP!






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