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Messages - pianohombre

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Excellent update. I've been anticipating this hack for awhile now.

ROM Hacking Discussion / Re: Screenshots
« on: March 30, 2018, 12:00:33 am »
Nice screenshot @Gideon. Looks 16-bit also.

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 04, 2018, 05:52:33 am »
Just recently saw this game was listed as top 10 or 20 best games out of all time (out of 300) by Game Informer.

ROM Hacking Discussion / Re: Super Mario Bros - Josiah Winslow's hack
« on: March 04, 2018, 05:47:34 am »
Peace-sign sprite?

FF6 update, or why FF7 is being postponed. Does anyone in Japan speak English? What does the word "final" mean?

Gaming Discussion / Re: Playing SotN for the first time.
« on: February 16, 2018, 11:17:56 am »
Difficulty: once the castle flips upside down difficulty goes up. You'll probably have to restart many times. at least I did

I recently found out along with Castlevania IV, hardcore fans typically enjoy Dracula X, which was only originally released in Japan, but was later released on the PSP, and on the virtual console. I'm hoping they have started work on the S2 Castlevania series. I really enjoyed the anime on Netflix.

Newcomer's Board / Re: How to make SMB2SMC work??
« on: February 13, 2018, 07:31:28 pm »
No, I haven't tried to convert SMB1 to SNES 16-bit. I don't have the patience to search for Japanese Mario Collection rom. Although, I did download the open-source MushROMs, but don't have the correct version of Visual Studio installed.

You'll have to ask slidelljohn, for the password to that RAR file. He was pretty helpful in trying to understand how VRAM, DMA, and stuff works, but unfortunately I couldn't fix the C++ to make it assemble the tiles correctly how an emulator would do it. (The graphic is loaded in 2 separate routines, and I manually arranged the tiles through tedious work). I'm not sure how many graphics are loaded this way, but it looks like maybe Flammingle also may render this way. slidelljohn was pretty upset when I said that I was going to ask for donations for updates to the program (a statement I later retracted), since it was taking up a lot of time and I spent many nights up until 6AM coding.

Unfortunately, I'm not a computer and the code gets pretty complicated. I have tried trial&error method, trying to mimic what the hex is doing by shifting bytes and address locations, but so far it hasn't worked. His suggestion that the second part is at 0xCA00, rather than 0xC800, means I need to do something for those last two tiles. bitwise-shift? increment the address variable by 0x200? I think understanding how this DMA/OAM stuff works would be a huge leap in programming this game. Even Redguyyy suggested inner-core needs to be re-written. Problems like this is what he was talking about. Also, for most objects like energy tanks, 1-up, etc. everything needs to be set manually (palette info, assembly info ,etc.), rather than read automatically from the HEX.

Newcomer's Board / Re: Help With Mega Man (NES)
« on: February 12, 2018, 10:50:54 am »
Presumably, that memory address had a subroutine to update the score. You'd have to find some free space in the same bank then just store the weapon names as plain-text. In that now free-space you'd make a new subroutine (linked somewhere else in the ROM), that would basically be an if-statement. Somewhere in the game there is a bit or byte where it stores information about every boss you have defeated and all the weapons you obtained.

(For example, 00 may mean no bosses defeated. 04 may mean boss 1 defeated. 20 may mean boss 2 and 3 defeated only, etc.) So basically it would just check to see if any new bosses/weapons have changed values, then if so link to a pointer and display that text there (briefly before the next screen loads).

If you're new to hex/asm this may be a good project for you. It will probably take 3wks to a month to get it working properly. 1wk or so to download programs get familiar with them. 2 weeks to learn asm/hex. 3 weeks to write your code and debug. Good luck!

Newcomer's Board / Re: How to make SMB2SMC work??
« on: February 12, 2018, 10:34:43 am »
I recently saw this program, after wondering if it was possible to just hack Super Mario All-Stars, instead of the 8-bit NES counter-parts. On another website someone said you need to put the DOS executable in the same directory as cmd.exe (possibly /win/system32 or something). Maybe run as administrator?

After some searching, there was a programmer who started a program and tried to make LunarMagic for SMAS. The source code is online to download and compile.

He made a SMB1 hack using the program so it works, but it's probably buggy. He hasn't even yet ported over the compression routines so it seems like after 8 years the project really hasn't gotten near completion. You may be better off with MushROMs than this command prompt program. (MushROMs is still being updated). MushROMs goal was to be able to edit all 4 games in SMAS. I agree the 16-bit graphics look much better, but I know working first-hand with ASM, hex, and code can be a hassle. If you just are trying to get SMB1 ported over you may be better off with SMB2SMC though. Please let us know if you get it working. I was recently playing SMB1 on NES, then played SMAS version. The difference is night and day.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: February 09, 2018, 05:43:24 am »
mrrichard, you may want to delete some of your messages or change your e-mail settings on this forum. I tried sending you a personal message (about a rom hack translation we were working on) and got an error. Thanks.

Gaming Discussion / Re: Playing SotN for the first time.
« on: February 08, 2018, 07:14:32 am »
It's a fun game. Just go to GameFAQs dot com if you're stuck. That's what I do for every game I play.

Personal Projects / Re: [RELEASE] Super Mario Ultimate (previously NSMB3H)
« on: February 08, 2018, 05:48:03 am »
This will be fun to watch someone play through on youtube!. I never have the patience to play more than 3 or 4 levels.

It does not. That requires either hefty event editing or massive dialogue. Either way you're going to need some ASM work done. Event wise, that'll be a large undertaking.

Really? I haven't edited large blocks of text in the game, but it's all there in plain-text viewable in a hex editor. I assumed you could just change the text and voila. It worked that way for a menu option, although I had to change the text in 3 different locations.

Why would Falcon publish this game originally in Japanese, and not Filipino, or English. Peculiar.

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: February 03, 2018, 03:37:17 pm »
I've noticed when you edit a lot of the R.O.M., you also have to scroll through a lot of the R.A.M., to even find out what is going on. Was there ever a Zelda game where Link didn't begin with receiving the sword as the first item? Although, I don't understand why I care so much. Maybe Nintendo will abandon this series in the future.

Personal Projects / Re: Megaman the Wily Wars Sram+
« on: January 28, 2018, 10:52:26 pm »
Glad to see still W.I.P. on this series. It played only a minor role in the series, and was almost completely ignored on the Sega Genesis, along with quite a few titles. Perhaps only three buttons was off-putting, to consumers. I still shake my head at the idea of those clunky controllers in board room meetings, for later systems.

More trips to the arcade room, featuring me. Although, not necessarily the most original idea.

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 23, 2018, 12:23:39 am »
If you could try and document the memory locations (in hex,asm,c#,etc.) of certain items like master key, compass, dungeon map, and items. That way someone can create a randomizer for the game. Those are always fun.

Just run a simulated Windows from a program like Wine, then download a sprite editor for Zelda NES.

Better yet, try a program like Zelda Quest that has all the sprites, palettes, level objects loaded. No need to re-invent the wheel.

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