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Messages - Revenant

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101
Wouldn't it make more sense to just make the game initialize the regular sound channels correctly instead?

102
ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 11:10:28 pm »
Sounds like it might be due to the fact that Satellaview games map SRAM to different addresses than normal SNES carts do. How easy that'd be to fix depends on how the game is programmed, but it's certainly possible.

103
ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 07:02:49 pm »
Go to $FFD0 in a hex editor and overwrite the first ten bytes there with these values:

00 00 00 00 00 31 00 0A 00 00

104
ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 01:52:44 pm »
Shubibinman Zero shouldn't need any fix to run on a regular SNES because it already does not utilize the Satellaview hardware at all, as far as I'm aware. I've been working on an (mostly finished) English translation on-and-off for a while, and have had no issues playtesting it on hardware as a regular SNES/SFC ROM.

I've never had any issues playing any of the dumps of it I've ever found though, so I'm not really sure what to say there  :-\

105
ROM Hacking Discussion / Re: Atlas and K
« on: January 20, 2015, 11:19:22 pm »
What is the actual error message?

106
Programming / Re: Command-line IPS generator for Windows?
« on: January 05, 2015, 09:21:09 am »
flips would have to be modified not to annoyingly wait for a keypress any time it's run from the command line in order to really be suitable for use in build scripts, though that's a pretty trivial change as long as you have the means to build it from source.

(I guess you could also just pipe echo/yes/whatever else to it from your script/makefile but that seems kinda silly)

107
Programming / Re: Command-line IPS generator for Windows?
« on: January 04, 2015, 10:13:00 pm »
Not on 64-bit Windows (nor do any of the other command-line IPS tools on the site as far as I'm aware, as they're all ancient DOS programs).

108
Personal Projects / Re: KALE (Kirby's Adventure Level Editor) version 0.92
« on: December 31, 2014, 12:40:04 am »
0.92 is in the OP now, with some things that were mostly done a while ago but not released until now.

Aside from a couple more silly bug fixes, I also wrote a couple of limit-removing ASM hacks that allow you to specify more things in a room's header (mostly related to miniboss fights), and also allows star switches (0xFE / 0xFF) to be placed anywhere you want. The patch can be applied via the "Extra" menu.

Code: [Select]
v0.92 [2014-12-30]
- added "extra room info" patch which does three things (so far):
    - allows wind effects to be used in any room
    - allows miniboss encounters in any room
    - allows star switches to be placed on any screen
- added option to allow adding unknown/unused sprite types
- added missing sfx/jingles to music selection (for the sake of completeness)
- fixed exits from rotating tower rooms (0CD, 0D4, 0DF, 0E6) not working
- fixed copy-pasting more than 4 screens wide/tall not working correctly
  (due to old static buffer sizes from KDCEditor and because I am an idiot)
- fixed rare instances of corruption where map data chunks would be saved at bad
  locations if no other suitable free space was available

and a bit of a blurb copied from the readme:

This program has now been in on-and-off development for at least a whole year now. The KALE repo on GitHub was created on New Year's Day 2014, consisting of a single experimental Lua script for FCEUX, and slowly grew from there. I didn't do as much with it in the later half of the year, due mostly to gaining a full-time job as a C++/Qt developer and other real-life nonsense, but I'm happy with the editor nonetheless.

Now I'm writing this in the very first minutes of New Year's Eve, 364 days after the first commit, and getting ready to push what might be the final ROM hacking utility release of the year. It's been a bit exciting to see a few people actually putting it to use in that time; maybe Kirby hacking will finally become a Big Thing one of these days.

Some minor things are still indefinitely unfinished due mostly to lack of free time, but I hope you still find this pet project useful. Happy new year.

109
ROM Hacking Discussion / Re: Screenshots
« on: September 12, 2014, 12:08:38 am »
ugly colors incoming

screenshot 1 (Kirby: Triple Deluxe)
screenshot 2 (Kirby: Return to Dream Land)

A few days ago I took advantage of the newly-released 3DS RomFS decryptor and started poking around Triple Deluxe for the hell of it and after a short time I had a mostly functional map viewer. Then I decided to take a look at Return to Dream Land, noticed the formats were very similar, and added extremely hasty support for some of that too.

It's still mostly a Triple Deluxe-oriented utility, as you can probably see, but I guess since it also supports a Wii game I guess maybe it doesn't completely break the rule against stuff for current-gen systems anymore? Oh well. I don't really plan to turn this into a serious project anyway, since I'd like to work on something besides Kirby tools for a change, but...

110
Programming / Re: Tales of Phantasia - Background & Sprite Priority Issue
« on: September 11, 2014, 12:42:00 pm »
http://wiki.superfamicom.org/snes/show/Sprites

If you want a sprite to appear above all layers, set its priority to 3. A sprite will appear under layers 1 & 2 but above 3 if its priority is 1 instead; change this and you're good.

(The Backgrounds page has more info about how sprites and backgrounds are ordered for every background mode, but priority 3 does the same thing for every mode.)

111
Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: September 01, 2014, 04:21:26 am »
Recalculating the checksum won't ever change whether a patched ROM actually works or not, it's purely for informational purposes.

Make sure you're patching a non-headered ROM (there are various tools that can check/fix this for you, or you can delete the first 512 bytes of the file with a hex editor if its size isn't an exact multiple of 32,768 bytes). (Missed the part about it working in emulators, I have no idea then)

I've only taken a quick peek so far, but this looks like an excellent translation :) I'll be sure to play it more later on when I can.

112
Personal Projects / Re: Zelda - The Ultimate Quest (ALTTP Hack for SNES)
« on: August 19, 2014, 09:29:18 pm »
Sorry dude, nobody actually believes you made your hack this broken on purpose

113
Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 19, 2014, 02:47:14 am »
If this is about Demon's Crest, I actually documented its copy protection a while ago when exploring various Capcom SNES games for material which I've been too lazy to put on tcrf.net (but will eventually, I promise...)

Basically the game checks for SRAM and expanded ROM at two different times. I'll just paste my short notes below:

Code: [Select]
80875A: if $701FFF is mapped, set byte at $7E0EEB to $FF (during capcom logo)
829B33: if byte at $80FFC0 != 40FFC0 (mirroring), set byte at $7E0EED to $FF (when ???)
cannot pause/view menu

80E561: if $701FFF is mapped, set byte at $7E0EEC to $FF (when taking damage)
BEE356: if byte at $80FFC1 != 40FFC1 (mirroring), set byte at $7E0EEE to $FF (when ???)
opening boss (or all bosses/all enemies?) invincible

In an unheadered US ROM (don't know about other regions) you can change the bytes at 011B3E and 1F6361 from FF to 00 to get rid of the ROM-based protection, if that's what's causing your problems, otherwise feel free to post any other important details.

(For anyone interested, I also documented a similar but much crazier protection in Mega Man X here. I plan to add this stuff to TCRF and maybe YouTube at some point, but I'm lazy :P)

114
Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 10, 2014, 11:42:12 pm »
Don't use ZSNES

115
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 03, 2014, 12:17:24 pm »
Both of the documents on RHDN under my name (uploaded 2012-2013) exhibit it, and if I play around with document IDs I can find some other plaintext documents uploaded around the same period of time that do the same thing:

http://www.romhacking.net/documents/627/
http://www.romhacking.net/documents/639/
http://www.romhacking.net/documents/641/
http://www.romhacking.net/documents/647/
http://www.romhacking.net/documents/659/

Since the document in the OP is from 2009 I assume there are probably a lot more to be found, and I don't remember if I ever stumbled on any others myself at any point (I had completely forgotten it even happened, or else I would have said something already :P)

116
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 02, 2014, 08:02:37 pm »
It's not just that guide, RHDN seems to append numbers to the ends of a bunch of text documents and I don't really understand why

117
0.91 is out, and adds some helpful pointers to the sprite select window for a few of the more touchy (but important) sprites. I'll probably add more helpful stuff later on as well.

Also, fixed two bugs; one is mine and an even bigger one was HAL's. Now a room can be the maximum size possible without the entire last screen (and a small part of the next-to-last-screen) having no tile-collision detection at all. This fix will be applied to the ROM automatically on saving.

Code: [Select]
v0.91 [2014-07-18]
- added usage info to some sprites on the sprite editor
  (currently only for warp stars, cannons, and switches; maybe more in the future)
- fixed two minor UI bugs with the tileset editor
  (subtract from tile # box works correctly now)
- removed a limitation in the game where all of screen 15 (and part of screen 14)
  had no collision due to the tile collison detection code refusing to read that far
  into the currently loaded map data for some reason
  (thanks to CornetTheory for finding this issue)

118
Personal Projects / Re: Kirbys bizarre adventure [Demo out!]
« on: July 18, 2014, 02:11:40 am »
There are actually a few rooms (I don't remember all of their numbers offhand) where those topmost rows of tiles were updated in the European releases to match the increased visible screen space:



They did a pretty half-assed job with it even there, though (some of the clouds and cacti still have no top...)

119
Programming / Re: Soul Blazer input lag
« on: June 20, 2014, 04:47:11 pm »
The COP opcode just triggers a software interrupt exactly like BRK does, and they're both treated as two-byte instructions. The second byte can be (and sometimes is, though not commonly on the NES/SNES) used as an actual operand; in this case, the interrupt handler uses it as an index into a jump table:

COP #$80 in Soul Blazer does this (I omitted a few instructions at the beginning):

Code: [Select]
$00/D627 A3 02       LDA $02,s  [$00:1FEF]   A:0000 X:0800 Y:0800 D:0000 DB:01 S:1FED P:envmxdIZc HC:0674 VC:000 FC:38 I:00
$00/D629 3A          DEC A                   A:9D71 X:0800 Y:0800 D:0000 DB:01 S:1FED P:eNvmxdIzc HC:0728 VC:000 FC:38 I:00
$00/D62A 85 38       STA $38    [$00:0038]   A:9D70 X:0800 Y:0800 D:0000 DB:01 S:1FED P:eNvmxdIzc HC:0758 VC:000 FC:38 I:00
$00/D62C A7 38       LDA [$38]  [$00:9D70]   A:9D70 X:0800 Y:0800 D:0000 DB:01 S:1FED P:eNvmxdIzc HC:0830 VC:000 FC:38 I:00
$00/D62E E6 38       INC $38    [$00:0038]   A:2980 X:0800 Y:0800 D:0000 DB:01 S:1FED P:envmxdIzc HC:0926 VC:000 FC:38 I:00
$00/D630 29 FF 00    AND #$00FF              A:2980 X:0800 Y:0800 D:0000 DB:01 S:1FED P:eNvmxdIzc HC:0996 VC:000 FC:38 I:00
$00/D633 0A          ASL A                   A:0080 X:0800 Y:0800 D:0000 DB:01 S:1FED P:envmxdIzc HC:1036 VC:000 FC:38 I:00
$00/D634 AA          TAX                     A:0100 X:0800 Y:0800 D:0000 DB:01 S:1FED P:envmxdIzc HC:1066 VC:000 FC:38 I:00
$00/D635 7C 38 D6    JMP ($D638,x)[$00:DE7A] A:0100 X:0100 Y:0800 D:0000 DB:01 S:1FED P:envmxdIzc HC:1096 VC:000 FC:38 I:00

So it's basically just a "syscall" sort of deal (like the x86 "int" instruction), but for the SNES :P

120
Personal Projects / Re: Kirby's Dream Course editor (version 1.12)
« on: June 14, 2014, 03:44:50 am »
Just another small update, 1.12 fixes some goofy display issues that the rewritten 2D display in 1.11 introduced. Links in the OP as usual.

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