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Messages - Dr. Floppy

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121
Newcomer's Board / Re: NES, text hacking using pointers and bank switching
« on: November 04, 2015, 09:15:52 pm »
Hi Floppy, is spring break over yet? ;-)

Sweet sodomy on a Sunday morn, I totes-didn't mean to leave you hanging! Lemme re-familiarize myself with the matter in question...

(Oddly enough, I just had another steroid shot today.)

122
Personal Projects / Re: Ghetto Warrior (Hack of Dragon Warrior/Quest 1)
« on: November 04, 2015, 08:16:16 pm »
Should throw in a ghetto version of this in for a joke :)


This Fucking Thing draws near!
Whassup?!?


On a more srsly note, I'm gonna see to converting that enemy handler routine sometime this month. If anyone wants to submit potential Streetwalker designs, now's a good time.

Spoiler:

Clockwise from upper-left: Streetwalker, Stank Ho, Prostijew, Suki-Suki, Gingervitis, Dixie Line, Allaiyah, Whoremaster

123
Newcomer's Board / Re: SMB3 Music
« on: October 29, 2015, 03:46:33 pm »
I think he said the rest of the game was C Major.

124
Newcomer's Board / Re: SMB3 Music
« on: October 29, 2015, 03:41:26 pm »
If the original Game Over music is in G Major, decrementing by 7 semitones would put it in C Major.

125
Programming / Re: SMB1 = Over 99% NMI Routine
« on: October 28, 2015, 06:38:58 am »
As an NMI can re-enter itself so you MUST be done before it fires again... All the computers put it on an IRQ.

Makes sense. First thing the SMB1 NMI Routine does is clear d7 of $2000.

126
Newcomer's Board / Re: SMB3 Music
« on: October 27, 2015, 08:04:32 pm »
The latter.

Good man!

Alas, I'm currently at several shots of Bacardi-151 to the wind. Once I awaken, I'll see what I can do with regards to making this happen.


P.S. Off the record, what color is "G Major" to you?  ;)

127
Newcomer's Board / Re: Megaman 1 help
« on: October 27, 2015, 08:01:24 pm »
I know 6502 ASM.

And, I am sympathetic towards your goal to add levels to Mega Man 1.

Let me know when I can help!

128
Newcomer's Board / Re: SMB3 Music
« on: October 27, 2015, 07:24:53 pm »
That's all very helpful info, but I take it you don't know how to edit the music engine, do you?

I do.

Is it a Perfect Fourth incrementation, or a Perfect Fifth decrementation you desire?

129
Personal Projects / Re: The legend of Zelda: oracle of secrets
« on: October 27, 2015, 07:20:15 pm »
That is exactly what i am trying to accomplish.

My services are at your command.

130
Personal Projects / Re: The legend of Zelda: oracle of secrets
« on: October 27, 2015, 04:26:42 am »
Any chance you'll fashion your hack as the "missing" member of the would-be Oracle Trifecta?  :woot!:

131
Newcomer's Board / Re: Hex Lesson Issues
« on: October 25, 2015, 01:19:28 pm »
That second document seems to refer to the iNES header: sixteen bytes ("$10" in hexadecimal) which are appended to the beginning of every .nes ROM image on the planet.

The first four bytes are just "NES" in ASCII, plus an "end-of-file" #1A stop codon. It's the next four bytes which are key, telling the emulator how many pages of PRG- and CHR-ROM to anticipate, the Mapper used by the game, whether or not the game has battery-backed SRAM, etc. The final eight bytes should all be #00, unless the game utilizes NES 2.0 format or was molested by DickDude!

http://wiki.nesdev.com/w/index.php/INES

Also, any tutorial that recommends messing around with these bytes willy-nilly was likely written by Fred Fuchs on a brominated-crack binge.

132
Programming / SMB1 = Over 99% NMI Routine
« on: October 25, 2015, 06:13:33 am »
99.99729%, to be exact. (And that doesn't count the tile screen layout data stored in CHR-ROM.)

The game starts up at $8000 and proceeds to an infinite loop at $8057. It's plucked out of this loop by the NMI Routine at V-Blank, wherein every other aspect of the game is finagled. Once the NMI Routine ends (usually around scanline 112), the RTI takes the game back to the infinite loop (thus negating the need for the usual AXY-juggling which bookends typical NMI Routines).

Is there any particular reason the OP's might have done it this way? Do any other NES games exhibit this odd arrangement?

133
Programming / Re: Emu Accuracy analysis
« on: October 25, 2015, 03:19:39 am »
Maybe we need to crowdfund a comprehensive emulator analysis and comparison to the actual NES system (with physical non-flash NES test cartridges for comparison).

Is there a crowdfund for a FCEUX/xD SP-quality debugging utility for SNES?

(I'll volunteer as the crowd.)

134
Personal Projects / Re: The legend of Zelda: oracle of secrets
« on: October 25, 2015, 03:06:40 am »
You may find this hack interesting.

http://www.zeldix.net/t611-zelda3-oracle-of-secrets-public


It's true; we don't! 

Not even after 800 posts... :D

135
Newcomer's Board / Re: palette changing issues.
« on: October 24, 2015, 10:29:23 pm »
Change the byte at $6878 (#21) to #22.

136
ROM Hacking Discussion / Re: Asm hacking
« on: October 23, 2015, 01:46:41 am »
Hex editor ASM-er here.

I must be a purist in that sense.

137
The info you gave me about the binary math a few days ago, I'm still going to re-read that stuff.  I want to try to understand as much as I can.
FWIW, my spearmints have indicated that the NES V-Blank interval is enough time to draw roughly ΒΌ of a screen (256 tiles) using a mule-friendly
Code: [Select]
LDA $8000,y
STA $2007
INY
BNE_#F7
routine. And that's without anything else going on other than your typical NMI bookend code (e.g., no Sprite DMA transfer).

138
ROM Hacking Discussion / Re: Cant find smb3 palette
« on: September 23, 2015, 05:08:41 am »
Is it possible the game uses #FF as a "stop" coda? I've seen that a lot when it comes to data intended to be fed to the PPU Beast, especially in Miyamoto games.

139
Personal Projects / Re: Friday the 13th (NES) Oziak
« on: September 23, 2015, 04:58:10 am »
:woot!: <---- My reaction to seeing this thread on the board.

What are the graphical limitations of the game? From what I remember from the game (granted, it's been awhile since I've played, and a bit longer since I've played it sober so I may be totally wrong) the counselors shared the same sprites gender-wise and had different palettes. Any way to give these guys thier own sprites?

Most likely, yes. The original game has four, 8kB slates of CHR-ROM tile-age. Each of these slates contains at least one instance of PRG-data encoded as 2bpp gibberish art; jailbreaking that nonsense is high on my list of Things To Do.

Because CHR-ROM is for graphics!

140
As Mr. Disch stated, "Transfer" is more accurately thought of as "Copy". (Fortunately, "Shift" and "Rotate" are exactly what they impart.)

One more thing to watch out for- the TXS/TSX commands are not X-reg's special versions of PHA/PLA. TXS defines the low-byte of the Stack Pointer (the high byte is always #01) as whatever value is in X-reg at that time (X-reg is unaffected). TSX places the Stack Pointer's current low-byte into X-reg (both the Stack Pointer and the Stack itself are unaffected).

This is why A2-FF-9A is so prevalent in NES Initialization routines (usually right after 78-D8). It defines the Stack Pointer as $01FF, allowing it to grow downward ($1FE, $1FD, $1FC, etc.) from there.

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