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Messages - Dracula X

Pages: [1] 2 3 4
1
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: October 15, 2018, 03:19:49 pm »
https://youtu.be/FwfmlwYviCk

A beta version of the full track of "Big Na Okata 4" is almost completed. Just a few tweaks and that's it.

2
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: October 02, 2018, 09:44:07 pm »
https://www.youtube.com/watch?v=cD_X3shAHrQ

Currently restoring music track from X68000 at the moment on Thunder Force II for Sega Genesis.

3
I use:
1. FCEUX
2. Mesen - This one acts like the real system. I also use this for music hacking as well since cdl doesn't work on NSF files on FCEUX anymore on version 2.2.3. Another nice thing about it is while using the cdl, you can see what the colors is doing in hex viewer in real time. In CHR Viewer, you can pick on a tile and draw like in Nesticle.

Note: The only way that I can tell if the emulator acts like the real system by playing "The Guardian Legend" by typing in this glitch password:

6666 6666 6666 6666
hhhh hhhh hhhh hhhh

And it starts on "Area 2" out of the map. Sometimes "Area 1" and on most emulators, it starts on "Area 0" and sometimes "Area 1". That's the only way that I can tell.

4
ROM Hacking Discussion / Re: MMC3 & MMC5 Bankswitch Bugfix Code
« on: November 21, 2017, 09:52:46 pm »
Someone actually rewrote the code in a hack called "Compact Mapper Hack" and it's very nice and easy to switch banks.

5
ROM Hacking Discussion / MMC3 & MMC5 Bankswitch Bugfix Code
« on: November 12, 2017, 02:50:37 pm »
I fixed one for MMC5 and I also fixed the one for MMC3 as well when I notice the bug in The Guardian Legend. Here it is:

Code: [Select]
mmc3bankswitch:
php
asl
pha
lda #$86 ;might be another number for another game
sta $8000
pla
sta $8001
ora #$01
pha
lda #$87 ;might be another number for another game
sta $8000
pla
sta $8001
plp
rts

Code: [Select]
mmc5bankswitch:
php
asl
ora #$80
sta $5115
plp
rts

Thanks to FCEUX!

6
ROM Hacking Discussion / Re: Mapper Conversions Issues Question
« on: November 03, 2017, 09:26:05 pm »
I'll use ORA then.

Code: [Select]
bankswitch:
php
asl
ora #$80
sta $5115
plp
rts



Thanks for all the help!

Btw, try to correct this in your MMC5 hacks as well.

7
ROM Hacking Discussion / Re: Mapper Conversions Issues Question
« on: November 03, 2017, 12:16:05 pm »
Sure!

Code: [Select]
bankswitch:
php
asl
adc #$80 ;ADC or ORA
sta $5115
plp
rts

I tested the whole gameplay and haven't ran into any problems.

8
ROM Hacking Discussion / Re: Mapper Conversions Issues Question
« on: November 03, 2017, 01:41:07 am »
Sorry about the bump! I know what the problem was!

It was the bankswitch code itself and I was able to fix the problem so here's what I did:

In the bankswitch code for MMC5, only need to change two things.

Change:

1.PHA to PHP
2.PLA to PLP

That's it!

The rest of the code is fine in MMC5 bankswitch code.

9
Programming / Re: Best Assembler/Disassembler
« on: October 16, 2017, 07:17:58 pm »
I use:

Assembler's:
ASL - Cross Assembler
ASM6F

Disassembler's:
disasm6

That's it!

10
ROM Hacking Discussion / Re: Mapper Conversions Issues Question
« on: October 16, 2017, 06:30:07 pm »
I think I found it while doing a breakpoint on all writes to $8000-FFFF!

Code: [Select]
;-------------------------------------------------------------------------------
__d705:     sta $04            ; $d705: 85 04     
            tya                ; $d707: 98       
            pha                ; $d708: 48       
            ldy $04            ; $d709: a4 04     
            lda __fff2,y       ; $d70b: b9 f2 ff 
            sta __fff2,y       ; $d70e: 99 f2 ff 
            pla                ; $d711: 68       
            tay                ; $d712: a8       
            rts                ; $d713: 60       

;-------------------------------------------------------------------------------
__d714:     pha                ; $d714: 48       
            lda #$00           ; $d715: a9 00     
            sta $04            ; $d717: 85 04     
            lda __fff2         ; $d719: ad f2 ff 
            sta __fff2         ; $d71c: 8d f2 ff 
            pla                ; $d71f: 68       
            rts                ; $d720: 60       

;-------------------------------------------------------------------------------
            pha                ; $d721: 48       
            lda #$01           ; $d722: a9 01     
            sta $04            ; $d724: 85 04     
            lda __fff3         ; $d726: ad f3 ff 
            sta __fff3         ; $d729: 8d f3 ff 
            pla                ; $d72c: 68       
            rts                ; $d72d: 60       

;-------------------------------------------------------------------------------
            pha                ; $d72e: 48       
            lda #$02           ; $d72f: a9 02     
            sta $04            ; $d731: 85 04     
            lda __fff4         ; $d733: ad f4 ff 
            sta __fff4         ; $d736: 8d f4 ff 
            pla                ; $d739: 68       
            rts                ; $d73a: 60       

;-------------------------------------------------------------------------------
__d73b:     pha                ; $d73b: 48       
            lda #$03           ; $d73c: a9 03     
            sta $04            ; $d73e: 85 04     
            lda __fff5         ; $d740: ad f5 ff 
            sta __fff5         ; $d743: 8d f5 ff 
            pla                ; $d746: 68       
            rts                ; $d747: 60       

;-------------------------------------------------------------------------------
__d748:     pha                ; $d748: 48       
            lda #$04           ; $d749: a9 04     
            sta $04            ; $d74b: 85 04     
            lda __fff6         ; $d74d: ad f6 ff 
            sta __fff6         ; $d750: 8d f6 ff 
            pla                ; $d753: 68       
            rts                ; $d754: 60       

;-------------------------------------------------------------------------------
__d755:     pha                ; $d755: 48       
            lda #$05           ; $d756: a9 05     
            sta $04            ; $d758: 85 04     
            lda __fff7         ; $d75a: ad f7 ff 
            sta __fff7         ; $d75d: 8d f7 ff 
            pla                ; $d760: 68       
            rts                ; $d761: 60       

;-------------------------------------------------------------------------------
__d762:     pha                ; $d762: 48       
            lda #$06           ; $d763: a9 06     
            sta $04            ; $d765: 85 04     
            lda __fff8         ; $d767: ad f8 ff 
            sta __fff8         ; $d76a: 8d f8 ff 
            pla                ; $d76d: 68       
            rts                ; $d76e: 60       

;-------------------------------------------------------------------------------
__d76f:     sta $10            ; $d76f: 85 10     
            sty $11            ; $d771: 84 11     
            pla                ; $d773: 68       
            sta $12            ; $d774: 85 12     
            clc                ; $d776: 18       
            adc #$03           ; $d777: 69 03     
            tay                ; $d779: a8       
            pla                ; $d77a: 68       
            sta $13            ; $d77b: 85 13     
            adc #$00           ; $d77d: 69 00     
            pha                ; $d77f: 48       
            tya                ; $d780: 98       
            pha                ; $d781: 48       
            lda $04            ; $d782: a5 04     
            pha                ; $d784: 48       
            jsr __d790         ; $d785: 20 90 d7 
            sta $10            ; $d788: 85 10     
            sty $11            ; $d78a: 84 11     
            pla                ; $d78c: 68       
            jmp __d79c         ; $d78d: 4c 9c d7 

;-------------------------------------------------------------------------------
__d790:     ldy #$03           ; $d790: a0 03     
            lda ($12),y        ; $d792: b1 12     
            pha                ; $d794: 48       
            dey                ; $d795: 88       
            lda ($12),y        ; $d796: b1 12     
            pha                ; $d798: 48       
            dey                ; $d799: 88       
            lda ($12),y        ; $d79a: b1 12     
__d79c:     sta $04            ; $d79c: 85 04     
            tay                ; $d79e: a8       
            lda __fff2,y       ; $d79f: b9 f2 ff 
            sta __fff2,y       ; $d7a2: 99 f2 ff 
            lda $10            ; $d7a5: a5 10     
            ldy $11            ; $d7a7: a4 11     
            rts                ; $d7a9: 60       

11
ROM Hacking Discussion / Mapper Conversions Issues Question [SOLVED]
« on: October 16, 2017, 10:29:48 am »
While converting to a different mapper, have anyone ran into a glitch when something thats not supposed to happened?

The Guardian Legend for example:
In flying mode, the player jumps to the top of the screen. This happened's on corridor 16 and the green commet diddn't appear from the start and the commet generator didn't appear. This happened's on corridor 0. This happened on mapper MMC3 and MMC5.

This might happens on other games too and for MMC5, it won't work on most emulators as well. Do we have to reprogram some of the codes to fix this issue?

12
Thanks for the info! I'll try to see what I can do.

Edit: I got it woking! Thanks to your topic!:
https://www.romhacking.net/forum/index.php?topic=24989.0

The part of the bankswitch  code was wrong so I changed ADC to ORA in 6502. ;D
Most of the setup was correct.

13
This is the only issue that I have while I converted the mapper 5 MMC5. It doesn't happen in the original mapper UNROM. Is there a way to fix this issue in MMC5? In the Debug on FCEUX, I checked on "Break on Bad Opcodes" and it pointed out at address, $1f838, $f828:
Code: [Select]
STA $0500,X @ $0518 = #$A0
https://youtu.be/W56QAUcgyl0

I don't know why that happens!

14
ROM Hacking Discussion / TechnoSoft Sound Driver Music Hacking
« on: June 18, 2017, 01:43:36 pm »
This is for all TechnoSoft music sound drivers for Sega Genesis versions.

I have made a musi hacking guide and thanks for someone for the indo on what most of the stuff does but I still need more info on most of them since I don't understand music stuff that well. Here is the guide that I made and it's almost complete: http://datacrystal.romhacking.net/wiki/THUNDER_FORCE2:Tutorials

I also managed to find music data in the Sharp X68000 Version and the info is in the music hacking guide and it's still in progress now.

In the Sega Genesis versions, you can port any music from any TechnoSoft games to another without doing all that work unlike most sound drivers.

I also need to know what the Coordination flags does. I'm hacking Thunder Force II now by restoring one of the music and it almost complete but I need to know how to get rid the fadeout speed and have the music repeat the track. Thats all and I have the source code too that I made by hand.
Thanks!

15
Personal Projects / Re: Mega Man 3 - Doc Robot's Revenge
« on: June 16, 2017, 04:02:25 pm »
Looking forward for this hack! :D

16
Programming / Re: Question about making my own music tracker for NES games?
« on: December 27, 2016, 02:33:38 am »
Ok! I'll try that right now.


Tracker stuff:
Can I change it to CAPCOM 1990 Music Engine? Because it have all the info that I need to hack music.

17
Programming / Re: Question about making my own music tracker for NES games?
« on: December 27, 2016, 02:10:00 am »
Tracker Stuff:
The only that I have so far is Moon Crystal music engine data format and this is what I have so far:

Code: [Select]
Track 3 Test:

Track Location - $8E39

Square 1 - $8E41 - $00
Square 2 - $8E94 - $01
Triangle - $8ED9 - $02
Noise - $8F37 - $03

Effect List:

A0 - ; ? Jump to location yy xx
A2 - ; ?
A3 - ; ? Jump to location A3 xx yy yy
A4 - ; ? Jump to location yy xx
A6 - ; Speed
A7 - ; Automatic release time
AF - ; Base octave
B4 - ; ? xx xx

18
Programming / Re: Question about making my own music tracker for NES games?
« on: December 27, 2016, 01:20:11 am »
1. Yes! Make music or my own from other NSF files like the CAPCOM 1990 Music editor for example. And other nes games like Predator, Moon Crystal, Kirby's Adventer, Skate or Die 1 & 2 and Ski or Die. I know most of the music data from most of the games.

2. Yes! I've done that manually in ca65 from scratch and it's easier than ASM6.

3. I'll give that a try.

19
Programming / Question about making my own music tracker for NES games?
« on: December 26, 2016, 11:42:56 pm »
I'd like to know which program do I need to get start, Visual Basic, C#, C++ or MFC? Thanks! I'm a fast learner at this type of stuff.

20
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: November 10, 2016, 09:40:43 pm »

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