News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

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.

Messages - w7n

Pages: 1 2 3 [4] 5
I hope it is easy game.
Sorry but this game won't be easy... The game gets quite hard halfway through World 2, and gets hardcore(but not glitch-requiring) in World 3. In World 2, puzzle solving is harder than action though.

Looks sweet! For me as a german player the name sounds pretty awkward though^^
The name derives from the name of an anime. The anime itself says its name is strange(Lines of one character: 'You have German mixed up with English.')

Personal Projects / Project Rohrleitung Gate(SMB1 Hack) (Now released)
« on: February 28, 2013, 09:30:18 am »
13 Sept 2016 Update: It's now released on RHDN.
A playthrough video of this version:

Rohrleitung Gate is a project I started in 2012. Initially I didn't want to make a huge project, but now it's a 100+ KB ROM.
It probably should have been released in 2013, but after I completed the custom background mechanics, the lack of graphics prevented me from releasing it, and as of now this part is still very underdeveloped. Since I've shifted my focus towards Mario Gaiden, it's time to put the finishing touch to this hack and work on Mario Gaiden. (In fact that project borrowed several of the ASM changes from this hack)
Main contributor is me, co-contributor goes to GAP (GAP_15 on Baidu Tieba) for designing a few stages.

The game is a puzzle-solving game. It's not a maze like Extra Mario Bros. The course is linear, but almost every stage is a puzzle.

Current changes include:
-- Forward&backward scrolling within 2 pages.
-- Multi-layer background effect in various stages.
-- Koopa shells can break bricks and bump into hidden blocks, revealing them.
-- Enemies can appear on the first page.
-- Konami code(Up Up Down Down Left Right Left Right B A) can be entered on the title screen, increasing the num of lives to 31 and activating hard mode.
-- Recomposed soundtrack. What's significant about the soundtrack: SMB only used the 4 traditional channels, but here I've made use of the DPCM and VRC7 channels. A PCM sound effect is also included.
-- More minor effects.


The background I used in a stage. Note that it's actually a multi-layer background: The stars won't move, the hills move at 1/2 speed, others move normally.
(It's not raster scroll of course, it's done by changing the CHR tiles. The limitation is that the background gets repetitive. If a part of the background doesn't use the multi-layer effect, that part can be completely user-defined.)

The infamous fake wall.(This is not a new effect.)

A puzzle-solving stage. The pipe shown is the exit, but it's blocked. (Things are not so simple here... Currently, this is the best stage I've designed in this project. Note: Edits are made to this stage later to fix some issues)

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 28, 2013, 07:14:31 am »
Seems that someone submitted a lot of Chinese Mega Man hacks? I checked some of them and... First of all, please make the fonts on the title screen better. Take MM9: The End of the Nightmare as an example: 'Of'(De) is Heiti, while 'Nightmare'(Emeng) and 'End'(Zhongjie) are badly drawn.
Not to mention the level design or the music. In MM8, the Pharaoh man stage is like a Fire man stage, and the music is horrible. Never be careless with the music...
Oh well. Hacking is some work on which you may spend a lot of time but still get poor remarks. Quality over quantity, and experience makes quality.

If the authors of the Chinese Mega Man hacks can see this message:
Do you have a Baidu account, and often go to Baidu Tieba? If yes, what's your account? (CH: 您是否有百度账户,并且常去百度贴吧?如果是,那么您的百度ID是?)

OK I don't know the term for 'translating' in this way, I'll just call it 'transliteration' here.
We got games like Super Mario Bros, Dragon Quest, and their names in Japanese are Suupaa Mario, Doragon Kuesuto, respectively.
Now suppose the German word 'Rohrleitung' is in the name of a game, how should this word be translated in this way?
(The game I'm talking about is one of my projects. I have the title screen coded in a different way, so I want to finish it now and leave it unchanged.)

Script Help and Language Discussion / Re: Chinese Translating PAL5
« on: February 12, 2013, 07:23:03 am »
As a native Chinese, I believe I have quite enough knowledge even on the classical Chinese language field, however this is not guaranteed. It's a pleasure if I could help, but I'm not that good at English, so I can only offer rough translations.
It's OK to call me if you really need help on the Chinese script, but I don't expect massive text; I still have some Rom hacking projects that I need to finish.
PS: I've only played PAL1 and PAL4 and have my characters in both games at Lv.20 or so, I don't really know a lot about the PAL series itself.

OK, I don't know the answer to the spambot question on the NESDEV forum register form, so Mr.Bot is trying to look for an answer here.

Some time ago I did a simple experiment on the Super Mario Bros (JU) ROM--changing the mapper number from 0 to 85(VRC7 mp). Emulation on different emulators varied. On some emulators like VirtuaNES, NNNesterJ, all was well; on some others like Nestopia, it couldn't run. On FCEUX, emulation was OK, but when a savestate was loaded it started glitching.

This puzzles me. Truly, different mappers have different bank sys, IRQ sys etc. But this problem was beyond my explanation although seemingly simple. The SMB ROM sets the I flag at the very beginning and leaves it on. But when FCEUX loads a state, an IRQ is generated, and the IRQ routine(in SMB1 the routine is an infinite loop) is called, and the CHR banks are in a mess. I tried coding IRQ routines and handling(disabling) IRQs in different ways, but eventually I reached wit's end.

'It appears as if' loading the savestate in FCEUX sets some things which should have remained their own values. But this is highly impossible. The other explanation I can think of is that there are some settings which should be set in the reset routine, but if so, what are these settings? This is not related to VRC7 audio of course.

Waiting for a genius...

Hiya folks. I'm w7n here, and I already have a hack submission and a doc submission at RHDN. I've been active in the Baidu SMB Bar(a Chinese community) since 2 years ago, but ever since the admin there banned the distribution of the 'spike' IPS, the community went into chaos, so I'll try to stay active here.

Some time ago I learned ASM and I have some ASM projects and unfinished WIPs here. A complete project named 'Lost Mario' can be found at my home page. One unfinished project is an action-puzzle game, which includes both left&right scrolling within 2 pages, and koopa shell breaking bricks and hitting hidden blocks, and tunes which use DPCM samples. Only the levels and the 'Game Clear' BGM are unfinished now. I have another unfinished project, meant to be huge, but currently I have only expanded another 32KB into the ROM, and only <10KB has been used. The WIP of the latter project includes auto scrolling(that's ATA's patch), a 7-level Mario upgrade(6 complete), and various other patches. The expanded part only includes Mario's 'Let's go!' voice at the world intro screen, and a VRC7 music processing system(incomplete, and cannot run for the time being). All BGM are composed, though.

What I'm going to talk about here is the latter unfinished project. Personally speaking, no better project than Extra Mario Bros has been released since 2005. Has anyone had the idea to create a real advanced project? Consider making use of expanded memory($6000-). Consider a cutscene system based on the original system. Consider cancelling the gravity routine for hammers, and design 'spell cards' using hammers. Consider a VRC7 music processing system(and simply change the value in $FB to choose which BGM to play, if required by the cutscene system).

I'm not trying to find someone and then leave the project to him, seriously. I'm just providing an idea, and also looking for ideas and information. If anyone wants to join, I'm honoured. I have been working on this, but progress has been slow and continually delayed since I'm a sophomore.

PS: Are there simple ways to contact other members?

News Submissions / Re: ROM Hacks: Pokemon Yellow NES Music Hack
« on: March 01, 2012, 07:39:54 am »
I emulated this with FCE Ultra, yet something faulty comes into my way from time to time... Nesterj and VNES just don't work, and FCEUX is too slow on my computer born in the jurassic age. Anyone knows an emulator which deals with this ROM well?
Seems to be nice though I have only played the beginning part. Yet the menu translations are a few puzzling(I'd rather read Chinese as I am Chinese myself :-P)
Anyway, would you continue to translate all the text into Eng?

Difficult to explain in a few words.
The NES has a limited PCM like playback function used for short sounds.

I only need a quick tutorial as I can do ASM programming. Just tell me how, or show me a tutorial.

I'm found numerous tutorials on how to convert x.wav files to x.dmc files. However, I haven't found any tutorial that tells me how to finally put this sound into the NES.
Can anyone tell me what part of data means what in a x.dmc file? How should I give values to the CPU Addr $4010, $4011, $4012, $4013, so that this sound can be heard?

News Submissions / Re: ROM Hacks: Super Mario Unlimited Released!
« on: December 28, 2011, 06:03:37 am »
this should be fixed in patch 0.992

it is a bug, but i think this bug exists in the original game

Just cancel the animation time, like my patch in .
Better nothing than bugging.

News Submissions / Re: ROM Hacks: Super Mario Unlimited Released!
« on: December 28, 2011, 02:52:06 am »
Awesome hack, but awful music... Better improve the BGM, and the hack will be perfect.

December 28, 2011, 03:00:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Uh... In 2-3, Mario goes into a pipe and comes out from "the air"??

December 28, 2011, 03:15:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
In this hack, when Fiery Mario is hit he becomes Super Mario. If Mario is pulled by the force of a whirlpool at the time, he will still be pulled down during the animation time. Is this by design, or is this a bug?

ROM Hacking Discussion / Anyone got, or can help rip Mario's voice?
« on: December 25, 2011, 09:25:08 pm »
Anyone got Mario's 'Let's go!' and 'Oh, Mamamia!' sound (e.g. in Super Mario Advance 2)? Or can anyone help me rip them, I don't know how to rip these.
If you've got Luigi's sound, it'll be better.
File type better be 'x.wav'.

If you can help, submit the files to Thanks a lot!

Programming / Re: OK, starting 6502 work but really puzzled... need help.
« on: October 13, 2011, 09:35:03 am »
Thanks guys above. With the SMB Memory List, everything is going on quite fine, and I've found some implementations for the Dr. Floppy's SMB1 music hacking guide. (Honestly saying, that guide needs to be updated...)

Programming / OK, starting 6502 work but really puzzled... need help.
« on: October 12, 2011, 10:58:08 am »
Well, trying to work on Super Mario Bros. 1... Got 3 questions:
1. The 6502 asm is, of course, very different from languages such as C, Pascal, etc. Though I can understand the meanings of commands, I hardly know what the values in WRAM and others mean. What should I do if I want to know what a specific value mean? I'm completely all thumbs...
2. Well I just figured out that a nonsense series of 'commands' are usually data instead of commands. Of course I need some more experience, so anyone can share some?
3. I'm using a debugger called NO$NES, but I don't know if it's the best. My computer is a million years old, so it cannot survive the attack from FCEUX. Any good debuggers u know?

Thank you Mario, but our #1(How do you call it?) is in another country... So are there English mistakes in the words above? If yes, also tell me.

Newcomer's Board / Re: Introduction Topic
« on: September 30, 2011, 12:22:10 pm »
w7n here, I'm from China, I am quite skilled in Super Mario Bros. hacking. (I can't do 6502 assembly work yet...)
I come here for some knowledge in ROM hacking, and also I need to improve my English skills(Gonna handle the CET-4 next year, and CET-6 in the future). If anyone sees a grammar mistake or if you can tell me some expressions, just reply to me(Strange request?).

Japanese hackers make a lot of brillant SMB1 hacks, but in the RHDN database I only found my favourite hack, Extra Mario Bros. Here I have some Japanese SMB1 hacks, if you would like to know...
--Kamikaze Mario, 3,4,DX or DX+ recommended. Hacked by 79. Well-known for their mazing routes and puzzling maps, but unfortunately they must be rated 18+ only because the graphics of Mario.
--VS Airman, Hacked by ATA. Choose Mario or Luigi, and fight against Airman. You can even press Start to see the Mega Man style menu, and get E-supplyment. There is an unfinished work VS Yellow Devil, also hacked by ATA.
--Luigi no Nazo(The Mystery of Luigi), Hacked by ATA. Seems to be a common level, but after you defeat Bowser... Where's Luigi? Well, he's yours to discover. There are 3 endings(4 if a common death and then game over included).
--Hard Relay Mario, Hacked by Mana, Rei, SnowArrow, Quark, U1, 79. The game is hard enough because you need to use all kinds of glitches in SMB1. But the design is BEYOND GODLIKE!!!(Holy.... forget it.)

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: September 30, 2011, 11:44:27 am »
Well, how did I ever get to know this 'news'(olds??) exactly today? The military training, I forgot all about this...
Anyway, at least I think YoonA is quite a good hack, give it a try guys :-)
And if anyone can see this question: There are some errors in the 1.01 patch, and I decide to make a new version; however, I don't really know what to do this time. In Chinese forums there is a saying 'Tomb-digging'--we call an old post (usually, no longer on the first page of a board) a 'Tomb-post', and if anyone replies it, it's 'Tomb-digging', and is considered abnormal and harmful. I don't think this is a tomb-dig, but I don't want to see any message on any boards or the front page, coz I think this makes me look like a sales rep selling stale mushrooms, and is worse than a tomb-dig. What should I do...

Script Help and Language Discussion / Japanese translation problem.
« on: August 29, 2011, 01:33:24 am »
2 sentences needed to be translated:
'Go into [the world which has appeared before]!'
'Let's [hoot]!'
The words in [] are actually names of 2 songs. I know that the Japanese name for the first song is 'また巡り逢えた世界', but I can't find the Japanese name for the second.

I need translations which can represent the meanings, and also indicate these songs. Can anyone help? Thanks.
(Is there a Japanese 'sone'...?)

Can you access and upload to any of the sites listed here?

If you can't, I can see about providing you with a solution privately.

Thanks a million. Ze Bucket is accessable(though the other two don't stand a chance before the GREAT FIREWALL...).

Sorry about removing the link to the ROM, but it is the site's rules to not post links to ROMs here. If you want to submit a hack, make a IPS patch and a readme with it that explains about the hack.

Oops I'm sorry. But that URL is only a test. OK, now here's a new URL, and the file is a VirtuaNES movie.

Does this URL work?

Pages: 1 2 3 [4] 5