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Messages - umaggot

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1
Personally, I'd love to see a co-op hack for SMB2 USA, The Lost Levels, and SMB3. With The Lost Levels, I would *think* (but could be very wrong) that a lot (if not all) of the data from the SMB co-op hack could be used. As for SMB3, it's certainly co-op capable with the battle mode code, in theory. ;)

2
Programming / Re: Faxanadu - Assembly
« on: July 06, 2015, 10:36:06 am »

3
Programming / Re: Faxanadu - Assembly
« on: July 05, 2015, 05:40:10 pm »
That's awesome! I've seen your work before and I thought to myself "it would be awesome if Disch showed up right about now". Leave it to you to fix it in 5. :) Thanks for the help!

4
Programming / Re: Faxanadu - Assembly
« on: July 05, 2015, 04:03:38 pm »
That makes sense, so that's how FF1+2 handles swapping! This is exactly why I've given you credit! :) Anyway, here's the unaltered swap code:

Code: [Select]
Skip; 0F:CC15:AD 00 01  LDA $0100 = #$0E
Skip; 0F:CC18:85 11     STA $0011 = #$0E
>0F:CC1A:8E 00 01  STX $0100 = #$0E
 0F:CC1D:A9 01     LDA #$01
 0F:CC1F:85 12     STA $0012 = #$00
 0F:CC21:8A        TXA
 0F:CC22:8D FF FF  STA $FFFF = #$C9
 0F:CC25:4A        LSR
 0F:CC26:8D FF FF  STA $FFFF = #$C9
 0F:CC29:4A        LSR
 0F:CC2A:8D FF FF  STA $FFFF = #$C9
 0F:CC2D:4A        LSR
 0F:CC2E:8D FF FF  STA $FFFF = #$C9
 0F:CC31:4A        LSR
 0F:CC32:8D FF FF  STA $FFFF = #$C9
 0F:CC35:A5 12     LDA $0012 = #$00
 0F:CC37:C9 01     CMP #$01
 0F:CC39:F0 47     BEQ $CC82

>0F:CC82:C6 12     DEC $0012 = #$00
 0F:CC84:60        RTS -----------------------------------------

The only difference I made was this:

Code: [Select]
>0F:F56E:AD 00 01  LDA $0100 = #$0E
 0F:F571:48        PHA
 0F:F572:A2 10     LDX #$10
 0F:F574:20 1A CC  JSR $CC1A

Which was originally this:

Code: [Select]
>0F:F56E:AD 00 01  LDA $0100 = #$00
 0F:F571:48        PHA
 0F:F572:A2 0D     LDX #$0D
 0F:F574:20 1A CC  JSR $CC1A

So basically I just need to add a block switch, and possibly just switch to the first bank on the second block. I've duplicated $0F to $1F, so the second block should be good and ready. :thumbsup: Now to find the nearest block switch FAQ.

5
Programming / Re: Faxanadu - Assembly
« on: July 04, 2015, 11:44:20 am »
Thanks! :thumbsup:

No worries, my life has been busy too. I'm just glad I found the time to finish this almost 5-year project.

July 04, 2015, 10:16:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, since FCEUX will not crash on me, I have to test on something else. NesterJ, Nestopia and flash carts all crash at the same place: the dialogue. This happens when Bank #$10 is loaded. Bank #$10 is loaded just like any other bank, with no real modification.

Code: [Select]
TXA
PHA
LDX #$10
JSR $CC1A

This is all handled in Bank #$0F. So when dialogue is loaded in Nestopia, I get a message in the log.

Quote
Emulator: loading "C:\Users\Heath\Desktop\6502\Faxanadu Restoration (T-HudsonUSA) v1.00.nes"
Ines: 512k PRG-ROM set
Ines: battery set
Ines: horizontal mirroring set
Ines: NTSC set
Ines: mapper 1 set
Board: SUROM
Board: 512k PRG-ROM
Board: 8k W-RAM
Board: 8k V-RAM
Board: MMC rev. B2
Emulator: battery data file "C:\Users\Heath\Desktop\6502\save\Faxanadu Restoration (T-HudsonUSA) v1.00.sav" not found
Cpu: warning, TOP opcode executed
Cpu: warning, DCP opcode executed
Cpu: warning, SRE opcode executed
Cpu: warning, DOP opcode executed
Cpu: jammed!

I'm not sure what this is saying, but I made a test ROM. It was made to print dialogue endlessly, and without running code in Bank #$10. Instead, Bank #$10 was only to be loaded for the purpose of the dialogue itself. On FCEUX, the dialogue would print correctly. On NesterJ, it would print random characters from my font. This tells me that only FCEUX is reading Bank #$10, but the bank switch is unsuccessful on NesterJ, Nestopia, and a flash cart.

Okay, so I looked it up. It's saying that I've executed Double and Triple NOPs. Yep, that's true, and easily fixed. Then there's DCP... "Subtract 1 from memory (without borrow)". Wait, I *need* to have carry set when I DEC or SBC? ...Or does it mean simply that it ran an illegal opcode? As far as I know, other than my DOPs and TOPs, I don't really use extended instructions. Then there's SRE... "Shift right one bit in memory, then EOR accumulator with memory." :crazy: FCEUX doesn't worry about this stuff, so I didn't really pay attention to it. I know I can fix most of this, but... I'm not quite sure what to do about the SRE, if it's necessary.

6
Programming / Re: Faxanadu - Assembly
« on: July 04, 2015, 08:37:18 am »
Faxanadu Restoration has been released!
Don't forget to update your bookmarks!

Oops! Also, it looks like I made a bad link on the main page. Go to the download page to access the patch. :)

7
Programming / Re: Faxanadu - Assembly
« on: June 02, 2015, 05:14:56 pm »
We're finally ready to release the Faxanadu (J) Restoration Vanilla (T-HudsonUSA) patch. This covers several bug fixes, retains uncensored work, adds SRAM and text speed-up options. There is just one problem. This patch only works on FCEU based emulators, due to doubling the size of the 256k MMC1 to 512k MMC1. We can't get anything else (other emulators and hardware) to read Bank 10. Since this patch is the basis for future patches (Retranslation, Remix, and Literal Faxanadu) we'd like to fix this bug and learn more about accessing Bank 10 on other emulators and hardware, before moving forward.

We doubled the size via King Mike's ROM Expansion utility, and changed the SRAM byte. Other than that, I just used regular bank switching (TXA, PHA, LDX #$10, JSR CC1A). I have no idea which bank is being read in other emulators, but further testing by implementing my dialogue code within bank 0F has shown that only garbage will be loaded when reading bank 10 in other emulators and flash carts, where FCEU will read bank 10 without any problems.

// ...Maybe "bank 10" is just not a good bank to use for this purpose?

// Looks like I need to adjust byte 4, and do more research. Found some pretty neat documentation. :)

// Nope. Either King Mike's utility or I myself have already adjusted byte 4 from 10 to 20. Byte 6 went from 10 to 12, which only affects battery backed SRAM.

8
Programming / Re: Faxanadu - Assembly
« on: June 01, 2015, 07:05:22 pm »
Congrats, you are now signed up for testing! Check your PM inbox for the patch. :)

// Groovy. I broke the game save feature. Again. :banghead:

8:07 PM:// Luckily, it's something simple, and you can still save if needed. (Otherwise, just press B!) :laugh: I just need to make sure to switch to bank #10 before $F600.

9:06 PM:// Sent you the fixed patch.

9
Programming / Re: Faxanadu - Assembly
« on: May 23, 2015, 09:01:40 am »
You won't have to worry about fixing the floppy icon. The "Faxanadu Restoration (T-HudsonUSA) 05-31-15" patch (with just about every conceivable bugfix) is almost complete. We just need testers! :laugh:

10
Programming / Re: Faxanadu - Assembly
« on: April 08, 2015, 08:10:34 pm »
Ah; no, sorry. I was talking about my Retranslation hack. Everything after the edit has nothing to do with the SRAM hack.

  • Retranslation
Still looking into the crashes. So far I'm thinking of creating a new code in a blank area (before neatly reorganizing all code), and running a check for last letter/line, INY, LDA ($EC),Y [current letter], CMP control codes #$FF [End Dialogue], #$FE [Line Break], #$FA [New Page], and immediately execute their respective routines -- otherwise, continue to run [Page End Routine].

11
Programming / Re: Faxanadu - Assembly
« on: April 08, 2015, 08:03:16 am »
It looks like a graphics table; particularly, this should tell the game how to display and mirror each 8x8 square. It would be strange if the US version did not have the same table, but I can see that happening.

// So it looks like my code messes up the stack somewhere. I'm looking for a PLA without a PHA, I believe. There are no obvious instances of this, which means it will eventually JMP $F44D without a PHA. 0F:F44D begins with a PLA and ends with the RTS that pulls a faulty stack pointer. I will continue to seek this out today.

// I did test out the following:

Spoiler:
> PHA (inserted)

0F:F5EF:4C 4D F4  JMP $F44D
 0F:F5F2:F0 5D     BEQ $F651
 0F:F5F4:4C 73 BF  JMP $BF73

Which eliminates the crash in that specific instance. It does, however, present a problem everywhere else. I've also narrowed it down to one of two instances; line 4 is full (16 characters) and/or line 5 begins with Control Code: [End Dialogue]

12
Programming / Re: Faxanadu - Assembly
« on: April 07, 2015, 06:52:50 pm »
Nice! Maybe... the extra save icon might be misplaced garbage. I know I did a layering effect to cover up garbage (I.E. the save icon is overlapping garbage) If you could figure out how to scoot that junk to the left, you'll be good to go. :thumbsup:

13
Programming / Re: Faxanadu - Assembly
« on: April 07, 2015, 07:40:14 am »
Alright, forget that foolishness. So what we have here is a crash. If you talk to the smoker in Eolis, he says "It looks like the end is near."

Here's the interesting part: A normal RTS opcode will send the game to crash, by making it read 00:1100 (from 0F:F44D). I'm guessing this may have something to do with the stack. I'm also guessing that the stack can be thrown off by things like an uneven amount of PLA/PHA opcodes being run in a row. If I'm missing something important in my observations, please let me know. :-[

// Also, as of 2-10-2014 (with the latest update being 2-11-2014), here are most of the dialogue routines across banks 0F, 0C, and 10:

Spoiler:
10:BECB JMP Dialogue Routine
10:BECB:EA EA EA NOP
10:BECE:4C 8D BF JMP $BF8D ; JuMP to Dialogue Routine at 10:BF8D
10:BED1:AD 15 02 LDA $0215 = #$04 ; LoaD Page End Countdown to A
10:BED4:F0 2A BEQ $BF00 ; If equal to #$00, branch to PLB Checks at 0F:BF00
10:BED6:60 RTS -----------------------------------------
10:BED7 Page Post
10:BED7:98 TYA ; Transfer Y to A
10:BED8:E9 1F SBC #$1F ; SuBtract #$1F and Carry Flag from A
10:BEDA:8D 16 02 STA $0216 = #$02 ; STore A to Letter Position
10:BEDD:D0 11 BNE $BEF0 ; Branch if Not Equal to #$00, to Skip PLB at 10:BEF0
10:BEDF:AD 17 02 LDA $0217 = #$00 ; LoaD Line Position to A
10:BEE2:C9 04 CMP #$04 ; Is Line Position #$04?
10:BEE4:90 0A BCC $BEF0 ; If less than #$04, branch to Skip PLB at 10:BEF0
10:BEE6:AD 15 02 LDA $0215 = #$04 ; LoaD Page End Countdown to A
10:BEE9:F0 05 BEQ $BEF0 ; If equal to #$00, branch to Skip PLB at 10:BEF0
10:BEEB:EA EA NOP
10:BEED:20 88 F6 JSR $F688 ; Jump to SubRoutine Page Line Break at 0F:F688
10:BEF0 Skip PLB
10:BEF0:AC 16 02 LDY $0216 = #$02 ; LoaD Letter Position to Y
10:BEF3:98 TYA ; Transfer Y to A
10:BEF4:4C C7 BF JMP $BFC7 ; JuMP to Increase Line Position at 10:BFC7
10:BEF7:20 88 F6 JSR $F688 ; Jump to SubRoutine Page Line Break at 0F:F688
10:BEFA:20 6E F5 JSR $F56E ; Jump to SubRoutine Print Character at 0F:F56E
10:BEFD:4C 45 BF JMP $BF45 ; JuMP to Begin CC Check
10:BF00 PLB Checks
10:BF00:B1 EC LDA ($EC),Y @ $8633 = #$11 ; Load Current Letter to A at $EC+$0214 or $0216
10:BF02:C9 FA CMP #$FA ; Is Current Letter #$FA?
10:BF04:90 05 BCC $BF0B ; If less than #$FA, branch to Begin RC Check at 10:BF0B
10:BF06:E6 EC INC $00EC = #$80 ; INCrease $00EC by #$01
10:BF08:EE 14 02 INC $0214 = #$B4 ; INCrease $0214 by #$01
10:BF0B Begin RC Check
10:BF0B:A2 00 LDX #$00 ; LoaD #$00 to X
10:BF0D Remaining Characters Check
10:BF0D:E8 INX ; INcrease X by #$01
10:BF0E:C8 INY ; INcrease Y by #$01
10:BF0F:B1 EC LDA ($EC),Y @ $8633 = #$11 ; Load Current Letter to A at $EC+$0214 or $0216
10:BF11:C9 FF CMP #$FF ; Is Current Letter #$FF?
10:BF13:D0 F8 BNE $BF0D ; If not, branch to Remaining Characters Check at 10:BF0D
10:BF15:E0 10 CPX #$10 ; Is X #$10?
10:BF17:B0 01 BCS $BF1A ; If greater than or equal to #$10, branch to 10:BF1A
10:BF19:60 RTS -----------------------------------------
10:BF1A:CE 17 02 DEC $0217 = #$00 ; DECrease Line Position by #$01
10:BF1D:CE 17 02 DEC $0217 = #$00 ; DECrease Line Position by #$01
10:BF20:AC 16 02 LDY $0216 = #$02 ; LoaD Letter Position to Y
10:BF23:C0 02 CPY #$02 ; Is Letter Position #$02?
10:BF25:90 09 BCC $BF30 ; If less than #$02, branch to Letter Position Reset at 10:BF30
10:BF27 DELP
10:BF27:88 DEY ; DEcrease Letter Position by #$01
10:BF28:88 DEY ; DEcrease Letter Position by #$01
10:BF29:C0 02 CPY #$02 ; Is Letter Position #$02?
10:BF2B:B0 FA BCS $BF27 ; If greater than or equal to #$02, branch to DELP at 10:BF27
10:BF2D:8C 16 02 STY $0216 = #$02 ; STore Y to Letter Position
10:BF30 Letter Position Reset
10:BF30:A9 04 LDA #$04 ; LoaD #$04 to A
10:BF32:8D 15 02 STA $0215 = #$04 ; STore A to Page End Countdown
10:BF35:8D 1B 02 STA $021B = #$04 ; STore A to
10:BF38:B1 EC LDA ($EC),Y @ $8633 = #$11 ; Load Current Letter to A at $EC+$0214 or $0216
10:BF3A:20 6E F5 JSR $F56E ; Jump to SubRoutine Print Character at 0F:F56E
10:BF3D:20 88 F6 JSR $F688 ; Jump to SubRoutine Page Line Break at 0F:F688
10:BF40:70 89 BVS $BECB ; Branch on oVerflow flag Set to JMP Dialogue Routine at 10:BECB
10:BF42:4C 93 BF JMP $BF93 ; JuMP to Check PEC at 10:BF93
10:BF45 Begin CC (Character Code) Check
10:BF45:B1 EC LDA ($EC),Y @ $8633 = #$11 ; LoaD Current Letter to A at $EC+$0214 or $0216
10:BF47:C9 FA CMP #$FA ; Is Current Letter #$FA?
10:BF49:D0 14 BNE $BF5F ; If not, branch to Continue CC Check
10:BF4B:A9 00 LDA #$00 ; LoaD #$00 to A
10:BF4D:8D 15 02 STA $0215 = #$04 ; STore A to Page End Countdown
10:BF50:8D 16 02 STA $0216 = #$02 ; STore A to Letter Position
10:BF53:8D 17 02 STA $0217 = #$00 ; STore A to Line Position
10:BF56:8D 1C 02 STA $021C = #$00 ; STore A to
10:BF59:60 RTS -----------------------------------------
10:BF5A:EA EA EA NOP
10:BF5D:EA EA NOP
10:BF5F Continue CC Check
10:BF5F:C9 FF CMP #$FF ; Is Current Letter #$FF?
10:BF61:F0 7C BEQ $BFDF ; If so, branch to End Message
10:BF63:C9 FE CMP #$FE ; Is Current Letter #$FE?
10:BF65:F0 4D BEQ $BFB4 ; If so, branch to Line Break
10:BF67:C9 FD CMP #$FD ; Is Current Letter #$FD?
10:BF69:F0 3F BEQ $BFAA ; If so, branch to (Print) Space Branch
10:BF6B:C9 FC CMP #$FC ; Is Current Letter #$FC?
10:BF6D:F0 76 BEQ $BFE5 ; If so, branch to Name
10:BF6F:C9 FB CMP #$FB ; Is Current Letter #$FB?
10:BF71:F0 7B BEQ $BFEE ; If so, branch to Title
10:BF73:AE 12 02 LDX $0212 = #$01 ; LoaD $0212 to X
10:BF76:F0 07 BEQ $BF7F ; Is $0212 #$00? If so, branch to $0212=#$00
10:BF78:48 PHA ; PusH A
10:BF79:A9 01 LDA #$01 ; Load #$01 to A
10:BF7B:20 E4 D0 JSR $D0E4 ; Jump to SubRoutine $D0E4
10:BF7E:68 PLA ; PulL A
10:BF7F $0212=#$00
10:BF7F:20 32 F7 JSR $F732 ; Jump to SubRoutine $F732
10:BF82:AD 16 02 LDA $0216 = #$02 ; Load Letter Position to A
10:BF85:D0 05 BNE $BF8C ; Is Letter Position #$00? If not, branch to Resume Routine
10:BF87:AD 17 02 LDA $0217 = #$00 ; Load Line Position to A
10:BF8A:F0 01 BEQ $BF8D ; Is Line Position #$00? If so, branch to Dialogue Routine
10:BF8C Resume Routine
10:BF8C:60 RTS -----------------------------------------
10:BF8D Dialogue Routine
10:BF8D:EE 16 02 INC $0216 = #$02 ; Increase Letter Position by #$01
10:BF90:EE 16 02 INC $0216 = #$02 ; Increase Letter Position by #$01
10:BF93 Check PEC
10:BF93:AD 15 02 LDA $0215 = #$04 ; Load Page End Countdown to A
10:BF96:F0 F4 BEQ $BF8C ; Is Page End Countdown #$00? If so, branch to Resume Routine at 10:BF8C
10:BF98:AD 13 02 LDA $0213 = #$9F ; Load Message ID to A
10:BF9B:F0 EF BEQ $BF8C ; Is Message ID #$00? If so, branch to Resume Routine at 10:BF8C
10:BF9D:A9 01 LDA #$01 ; Load #$01 to A
10:BF9F:8D 12 02 STA $0212 = #$01 ; STore A to $0212
10:BFA2:20 E4 D0 JSR $D0E4 ; Jump to Dialogue SFX at 0F:D0E4
10:BFA5:A9 00 LDA #$00 ; Load #$00 to A
10:BFA7:20 25 CA JSR $CA25 ; Jump to Pause at 0F:CA25
10:BFAA (Print) Space Branch
10:BFAA:20 6E F5 JSR $F56E ; Jump to SubRoutine Print Character at 0F:F56E
10:BFAD:AD 16 02 LDA $0216 = #$02 ; LoaD Letter Position to A
10:BFB0:C9 1E CMP #$1E ; Is Letter Position #$1E?
10:BFB2:90 D9 BCC $BF8D ; If less than #$1E, branch to Dialogue Routine at 10:BF8D
10:BFB4 Line Break
10:BFB4:AC 16 02 LDY $0216 = #$02 ; Load Letter Position to Y
10:BFB7:C0 1F CPY #$1F ; Is Letter Position #$1F?
10:BFB9:B0 06 BCS $BFC1 ; If greater than or equal to #$1F, branch to Page Countdown at 10:BFC1
10:BFBB Letter Increase
10:BFBB:C8 INY ; INcrease (Y) Letter Position by #$01
10:BFBC:C8 INY ; INcrease (Y) Letter Position by #$01
10:BFBD:C0 1F CPY #$1F ; Is Letter Position #$1F?
10:BFBF:90 FA BCC $BFBB ; If less than #$1F, branch to Letter Increase at 10:BFBB
10:BFC1 Page Countdown
10:BFC1:CE 15 02 DEC $0215 = #$04 ; Decrease Page End Countdown by #$01
10:BFC4:4C D7 BE JMP $BED7 ; JuMP to Page Post at 10:BED7
10:BFC7 Increase Line Position
10:BFC7:EA EA EA NOP
10:BFCA:AD 16 02 LDA $0216 = #$02 ; LoaD Letter Position to A
10:BFCD:D0 C4 BNE $BF93 ; Is Letter Position #$00? If not, branch to Check PEC
10:BFCF:EE 17 02 INC $0217 = #$00 ; INCrease Line Position by #$01
10:BFD2:EE 17 02 INC $0217 = #$00 ; INCrease Line Position by #$01
10:BFD5:AD 17 02 LDA $0217 = #$00 ; LoaD Line Position to A
10:BFD8:C9 04 CMP #$04 ; Is Line Position #$04
10:BFDA:90 B7 BCC $BF93 ; If less than #$04, branch to Check PEC
10:BFDC:4C 85 F6 JMP $F685 ; JuMP to Bank Switch PLB at 0F:F685
10:BFDF End Message
10:BFDF:A9 00 LDA #$00 ; LoaD #$00 to A
10:BFE1:8D 13 02 STA $0213 = #$9F ; STore A to Message ID
10:BFE4:60 RTS -----------------------------------------
10:BFE5 Name
10:BFE5:AD C2 04 LDA $04C2 = #$46
10:BFE8:EE 1C 02 INC $021C = #$00
10:BFEB:4C F2 F5 JMP $F5F2
10:BFEE Title
10:BFEE:A9 81 LDA #$81
10:BFF0:8D 1C 02 STA $021C = #$00
10:BFF3:AD 37 04 LDA $0437 = #$0D
10:BFF6:0A ASL
10:BFF7:0A ASL
10:BFF8:0A ASL
10:BFF9:AA TAX
10:BFFA:BD 91 F7 LDA $F791,X @ $F7A1 = #$1B
10:BFFD:4C F2 F5 JMP $F5F2

0F:F541 Clear Message Box, Begin Dialogue Routine
0F:F541:A9 00 LDA #$00
0F:F543:8D 1A 02 STA $021A = #$00
0F:F546:8D 16 02 STA $0216 = #$00
0F:F549:8D 17 02 STA $0217 = #$00
0F:F54C:8D 1C 02 STA $021C = #$00
0F:F54F:A9 04 LDA #$04
0F:F551:8D 15 02 STA $0215 = #$00
0F:F554:8D 1B 02 STA $021B = #$00
0F:F557:4C 0A F7 JMP $F70A
0F:F55A:AD 00 01 LDA $0100 = #$0E
0F:F55D:48 PHA
0F:F55E:A2 10 LDX #$10
0F:F560:20 1A CC JSR $CC1A
0F:F563:E6 E1 INC $00E1 = #$00
0F:F565:8D 12 02 STA $0212 = #$00
0F:F568:20 83 F5 JSR $F583
0F:F56B:4C 4D F4 JMP $F44D
0F:F56E:AD 00 01 LDA $0100 = #$0E
0F:F571:48 PHA
0F:F572:A2 10 LDX #$10
0F:F574:20 1A CC JSR $CC1A
0F:F577:A9 00 LDA #$00
0F:F579:8D 12 02 STA $0212 = #$00
0F:F57C:20 93 F5 JSR $F593
0F:F57F:4C 4D F4 JMP $F44D
0F:F582:60 RTS -----------------------------------------

0F:F583:AD 13 02 LDA $0213 = #$00
0F:F586:F0 FA BEQ $F582
0F:F588:AD 15 02 LDA $0215 = #$00
0F:F58B:F0 F5 BEQ $F582
0F:F58D:A5 E1 LDA $00E1 = #$00
0F:F58F:29 04 AND #$04
0F:F591:D0 EF BNE $F582
0F:F593:AD 1C 02 LDA $021C = #$00
0F:F596:F0 2F BEQ $F5C7
0F:F598:30 16 BMI $F5B0
0F:F59A:C9 04 CMP #$04
0F:F59C:F0 0B BEQ $F5A9
0F:F59E:AA TAX
0F:F59F:BD C2 04 LDA $04C2,X @ $04D0 = #$00
0F:F5A2:EE 1C 02 INC $021C = #$00
0F:F5A5:C9 FF CMP #$FF
0F:F5A7:D0 49 BNE $F5F2
0F:F5A9:A9 00 LDA #$00
0F:F5AB:8D 1C 02 STA $021C = #$00
0F:F5AE:F0 17 BEQ $F5C7
0F:F5B0:C9 88 CMP #$88
0F:F5B2:F0 F5 BEQ $F5A9
0F:F5B4:29 07 AND #$07
0F:F5B6:85 EC STA $00EC = #$3E
0F:F5B8:AD 37 04 LDA $0437 = #$00
0F:F5BB:0A ASL
0F:F5BC:0A ASL
0F:F5BD:0A ASL
0F:F5BE:05 EC ORA $00EC = #$3E
0F:F5C0:AA TAX
0F:F5C1:BD 91 F7 LDA $F791,X @ $F79F = #$0D
0F:F5C4:4C A2 F5 JMP $F5A2

0F:F5C7:AD 18 02 LDA $0218 = #$00
0F:F5CA:85 EC STA $00EC = #$3E
0F:F5CC:AD 19 02 LDA $0219 = #$00
0F:F5CF:85 ED STA $00ED = #$FD
0F:F5D1:AC 14 02 LDY $0214 = #$B4
0F:F5D4:EE 14 02 INC $0214 = #$B4
0F:F5D7:D0 03 BNE $F5DC
0F:F5D9:EE 19 02 INC $0219 = #$A9
0F:F5DC:4C 45 BF JMP $BF45

0F:F5EF:4C 4D F4 JMP $F44D
0F:F5F2:F0 5D BEQ $F651
0F:F5F4:4C 73 BF JMP $BF73

0F:F44D:68 PLA
0F:F44E:AA TAX
0F:F44F:20 1A CC JSR $CC1A
0F:F452:60 RTS -----------------------------------------

0F:F651:A9 81 LDA #$81
0F:F653:8D 1C 02 STA $021C = #$00
0F:F656:AD 37 04 LDA $0437 = #$00
0F:F659:0A ASL
0F:F65A:0A ASL
0F:F65B:0A ASL
0F:F65C:AA TAX
0F:F65D:BD 91 F7 LDA $F791,X @ $F79F = #$0D
0F:F660:4C F2 F5 JMP $F5F2
0F:F663:85 EC STA $00EC = #$3E
0F:F665:A9 00 LDA #$00
0F:F667:06 EC ASL $00EC = #$3E
0F:F669:2A ROL
0F:F66A:06 EC ASL $00EC = #$3E
0F:F66C:2A ROL
0F:F66D:06 EC ASL $00EC = #$3E
0F:F66F:2A ROL
0F:F670:06 EC ASL $00EC = #$3E
0F:F672:2A ROL
0F:F673:06 EC ASL $00EC = #$3E
0F:F675:2A ROL
0F:F676:85 ED STA $00ED = #$FD
0F:F678:A5 EC LDA $00EC = #$3E
0F:F67A:69 00 ADC #$00
0F:F67C:85 EC STA $00EC = #$3E
0F:F67E:A5 ED LDA $00ED = #$FD
0F:F680:69 80 ADC #$80
0F:F682:85 ED STA $00ED = #$FD
0F:F684:60 RTS -----------------------------------------

0F:CA25 Pause
0F:CA25:A9 00 LDA #$00
0F:CA27:85 10 STA $0010 = #$00
>0F:CA29:A5 10 LDA $0010 = #$00
0F:CA2B:F0 FC BEQ $CA29
0F:CA2D:60 RTS -----------------------------------------


0F:D0E4 Dialogue SFX
0F:D0E4:8D 36 04 STA $0436 = #$00
0F:D0E7:8A TXA
0F:D0E8:48 PHA
0F:D0E9:98 TYA
0F:D0EA:48 PHA
0F:D0EB:AD 36 04 LDA $0436 = #$00
0F:D0EE:20 6F F3 JSR $F36F
0F:D0F1:68 PLA
0F:D0F2:A8 TAY
0F:D0F3:68 PLA
0F:D0F4:AA TAX
0F:D0F5:60 RTS -----------------------------------------

0F:F685 Bank Switch PLB
0F:F685:4C DF F5 JMP $F5DF ; JuMP to 0F:F5DF
0F:F5DF:AD 00 01 LDA $0100 = #$0E ; LoaD Bank to A
0F:F5E2:C9 10 CMP #$10 ; Is Bank #$10?
0F:F5E4:F0 06 BEQ $F5EC : If so, branch to End Bank Switch at 0F:F5EC
0F:F5E6:48 PHA ; PusH A
0F:F5E7:A2 10 LDX #$10 ; LoaD #$10 to X
0F:F5E9:20 1A CC JSR $CC1A ; Jump to SubRoutine Bank Switch at 0F:CC1A
0F:F5EC End Bank Switch
0F:F5EC:20 00 BF JSR $BF00 ; JuMP to PLB Checks at 10:BF00
0F:F688 Page Line Break
0F:F688:AD 08 02 LDA $0208 = #$00
0F:F68B:18 CLC
0F:F68C:69 02 ADC #$02
0F:F68E:85 EA STA $00EA = #$00
0F:F690:AD 09 02 LDA $0209 = #$00
0F:F693:18 CLC
0F:F694:69 02 ADC #$02
0F:F696:85 EB STA $00EB = #$00
0F:F698:20 CC F8 JSR $F8CC
0F:F69B:AE 1A 02 LDX $021A = #$00
0F:F69E:20 E8 F6 JSR $F6E8
0F:F6A1:20 E8 F6 JSR $F6E8
0F:F6A4:20 E8 F6 JSR $F6E8
0F:F6A7:A9 00 LDA #$00
0F:F6A9:A0 10 LDY #$10
0F:F6AB:20 12 F9 JSR $F912
0F:F6AE:AE 1A 02 LDX $021A = #$00
0F:F6B1:BD 2A F7 LDA $F72A,X @ $F738 = #$E9
0F:F6B4:85 E8 STA $00E8 = #$C0
0F:F6B6:BD 2E F7 LDA $F72E,X @ $F73C = #$0A
0F:F6B9:85 E9 STA $00E9 = #$23
0F:F6BB:A2 10 LDX #$10
0F:F6BD:8A TXA
0F:F6BE:48 PHA
0F:F6BF:A9 00 LDA #$00
0F:F6C1:A0 10 LDY #$10
0F:F6C3:20 12 F9 JSR $F912
0F:F6C6:20 EE F8 JSR $F8EE
0F:F6C9:68 PLA
0F:F6CA:AA TAX

0C:9D8D:AD 15 02 LDA $0215 = #$04
0C:9D90:D0 F4 BNE $9D86
0C:9D92:20 D9 9D JSR $9DD9
0C:9D95:A5 19 LDA $0019 = #$80
0C:9D97:10 ED BPL $9D86
0C:9D99:A9 04 LDA #$04
0C:9D9B:8D 15 02 STA $0215 = #$04
0C:9D9E:A9 04 LDA #$04
>0C:9DA0:8D 1B 02 STA $021B = #$04
0C:9DA3:20 41 F5 JSR $F541
0C:9DA6:18 CLC
0C:9DA7:A9 01 LDA #$01
0C:9DA9:60 RTS -----------------------------------------

Obviously a lot of this stuff can be consolidated, rewritten in smaller code. I do have this saved on my phone, so I'll take a look. I imagine there is some redundant code, as well. (Due to partial original dialogue code from the JP version)

14
Programming / Re: Faxanadu - Assembly
« on: April 06, 2015, 10:26:52 am »
Unmodified US version, input a valid password, make a save state. Use the trace logger, and set a breakpoint for... gold. Something, anything that would be loaded. If you have further questions, we should discuss this via e-mail or PM.

// Regarding my hack, I plan to disassemble my project and put the disassembly on my phone. I have two hours per work day (generally) between work and home (I'm pretty busy. :-X) that I can use to look at the code. I'm hoping that I can get dcc6502 running on Windows 7, but will look into dosbox if all else fails.

// SmartRENES... I'll try that.

// So far... no luck. I just want a comprehensive disassembly of my hack, showing each line in ASM (Like FCEUX), in TXT or HTML format.

15
Programming / Re: Faxanadu - Assembly
« on: April 06, 2015, 09:13:00 am »
What I see is that it indeed is loading data, however, certain addresses between the US and JP version are different, so it's trying to branch/jmp/jsr to JP code instead of US code. Look for the death/respawn routine, and look for a jmp or jsr from the end of my load routine. Modify the address to match the US respawn routine.

// Alternatively, look for the end of the US password successful checksum routine.

16
Programming / Re: Faxanadu - Assembly
« on: April 06, 2015, 07:44:24 am »
I believe the check is in the first 4 bytes of SRAM. Look for a line scanning the area, and disable the branch. It's looking for 00 bytes, so we're possibly looking for BEQ. Change the BEQ:XX bytes to NOP.

17
Programming / Re: Faxanadu - Assembly
« on: April 06, 2015, 07:29:56 am »
It's checking for 4 bytes, identified as name data. The US version doesn't allow you to create name data, so it fails the SRAM check.

// Except... you copied the .sav from the JP version? ... I have no idea.

18
Programming / Re: Faxanadu - Assembly
« on: April 04, 2015, 07:09:53 pm »
Quote
I'd really love to see SRAM functionality in the US version, have you hacked that ROM too?

I could probably make a US patch by using the US version as a base when creating a patch from the JP version. There would be a bit of the original code copied over, as well.

Quote
Umaggot, see if you can find the line of code with the Pendant bug. The Pendant item is supposed to increase your strength but instead it decreases it.

Someone made a hack fixing this issue.

That someone was I, and it has been already fixed for the Retranslation and general bugfix patches. :) In addition, there were a few armor and shield bugs (items being replaced because the game was checking for amount of shields instead of armor, AND vice-versa! ...also swords!) that I've ironed out.

19
Programming / Re: Faxanadu - Assembly
« on: April 04, 2015, 09:34:28 am »
Hey there, frsj8112. (and everyone) I'm sorry I've been out of the game for so long. My website is currently down (presumably due to inactivity), but I'll be restoring it at some point. I haven't worked on this in ages, but I have every intent of finishing my work and releasing both a retranslation, and a normal "US" version with SRAM and all of my bugfixes (which includes anything that needed fixing as mentioned in this topic -- all of those bugs have been addressed since). I'm sorry for the wait.

20
Programming / Re: Faxanadu - Assembly
« on: June 28, 2011, 04:56:43 am »
So to bring you up to speed, I'm working on an SRAM hack. It's mostly done, but there's a 15-second delay (ouch!) after the game is saved, and the save icon is written over with a garbled Japanese character. I've been trying to use the cheat feature to figure out if it can somehow be fixed by writing to a relevant address in the RAM, but I'm not getting any bites. I've also been using the debugger to step through the code, but it just goes in a big circle and would take a painfully long time to step through until I'd actually find what's causing the icon to be written over. So just for the sake of curiousity, is there an easier way? I've also looked through SP's disassembly and have tried experimenting with the most relevant bytes that I've seen, but I'm not getting any hits.

// If it helps, I set a break point for $61FF -- and it seems that the cursor blinks AND the game saves repeatedly, during all of those 15 seconds. In reality, it only needs to save once.

July 03, 2011, 01:13:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
The Faxanadu SRAM (J) Open Beta patch is here!

This patch is for the Japanese version only. It will NOT work on the US/EU versions. This patch will allow you to save the game, when you would've otherwise received a mantra.

If you find any bugs or glitches, *please* let me know! Thank you!

I've already played through it twice, and I've noticed that an armor is replaced at some point in Branch. If I had to take a solid guess, it'll have something to do with obtaining the Battle Suit. I haven't yet tested to see whether or not this is just a bug in my copy of Faxanadu (J), but I am aware that my copy has a bug that prevents a part of the Studded Mail from appearing while climbing a ladder.

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