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Why is that tile appearing instead of the comma?I noticed the same issue in Metal Gear. When you pick up the mine detector on the west end of building 1's roof, the electric floor switch panels become borked sprites of the mine detector's pickup sprite. The PPU loads the proper sprites in advance, and as soon as the item is grabbed, seems to load the wrong image thereafter. I wasn't able to locate the spot in the code that messes up the table, so for now, that bug remains in place. The real pain seems to be finding how the game assembles a tile table in the first place. Fixing that would prevent the wrong data from being thrown.
The text doesn't have $1C anywhere, it's just $9C, so I find it odd that it doesn't print out the comma as it should, and it is instead showing that sprite tile in place of the comma.
I tried putting other values there, but no matter what value I replace instead of the 9 in the 9C, it always prints out tiles from within 0-3. Like it is always either 0C, 1C, 2C or 3C, nothing after the 30 row gets printed out no matter what.
Heck even the TBL in Data Crystal shows that 9C=, so I am REALLY confused xD
Are you referring to the original level design being a nightmare, or just the sheer amount of levels?The amount of levels to get to the true ending, if you remember to bring the second player into the game at the last moment.
I don't think a "port" of Metal Gear 2 to the NES, using Snake's Revenge as base would be a good idea, unless there was a hack that would expand the ROM's mapper.Metal Gear 2 could be ported to the NES if one went all out on memory and expansion audio, but there's no way Snake's Revenge could be anything close to it. All Snake's Revenge can really handle in its current state is limited text and sprite editing. Man, that game is ugly by design. Easy to edit, horribly limited in every way. Not being able to use four colors in background tiles is disturbing. In the hour or so that I have thumbed through it, I have come to see that its terrible reputation is well-earned.
Metal Gear 2 for the MSX2 is 512 KB, and Snake's Revenge for the NES is 260.1 KB.
Apparently, Metal Gear 2 is a large game, but does it have the capacity to run on the NES?
It took me like a year (or two years) ago to realize that Metal Gear 2: Solid Snake (aka the true sequel to Metal Gear 1) was never made for the NES/Famicom.The more I dig into Snake's Revenge, the more I hate it. Almost every graphic element in the game is treated like a sprite, limiting the colors to three for each tile, even background items like the floor, crates, and everything that doesn't move. I'm working on the title screen on and off, and poking around to see where graphic elements are kept, but things are a bit of a chaotic mess due to the wide swaths of flat colors. Mercifully, all of the large graphics are stored sequentially, so if I quit my fifteen year moratorium on drawing, I can at least change the ugly portraits.
If anybody wants to play that game on the NES, there can be two ways for that to happen: using the Snake's Revenge game (as a base) to "port" MG2 to NES (if possible), or make the game from scratch via homebrew.
Another odd thing about the NES version is that it begins with four men parachuting, one of them is Snake. The three others... I don't think are even in the game after that.It would be easier to remove all of them (by making them invisible), since they use the same art, but removing three would require a change to the program itself. I'm not opposed to learning how to do this, but it's a needle in a haystack to find the best starting point.
Maybe it would be a good idea to edit out the other three somehow?
Nice! The other faithful hack that was being worked seems to be long abandoned. THIS is awesome for sure! I will be following this and testing this for sure! Keep up the good work man!Thank you. Still digging through the game to see if anything stands out, tile-wise. There are a couple things that don't seem like they can be corrected without making almost everything gray, like the desks in rooms with prisoners being half yellow. The way the palettes are called makes specific changes turn into a carnival of unexpected results.
Would it be compatible with other hacks, such as PAL and Text Speed, or maybe implement those features?Since I still lack the ability to re-address anything or otherwise modify the program, any and all other hacks and modifications of Metal Gear will work fine, and I'm duly impressed by the QOL improvements that each of those hacks brings to the game. The PAN hack, especially, as it takes a feature from Metal Gear 2 (the group-cards), and perfects it.
This is great, I'm glad you took this on.Thanks muchly.
I know the Konami logo isn't in the MSX version, I kind of like it though. I looked at the different title screens for the NES/FC versions and I like the Famicom title screen the best. Then again anything is an improvement to the cluttered mess we got. Is there a way to make the title screen stay longer before the demo starts?It won't be hard to add the Konami logo to the title screen, in the place of the ULTRA logo. Since I've already changed the M79's menu graphic, and plan to change its sprite in the room you pick it up, this is already un-faithful. As far as lengthening the duration of the title screen, it should be simple, but I have to learn more about ROM hacking than editing text and graphics to do that. Alas, specific information is hard to come by, and everything I've already done was through brute-force after training with the proofreading hacks I had done in the past few weeks.
"The Cutting Room Floor" mentions something about the flash light having the wrong tile on the bottom right. My untrained eyes don't see it though. It was correct in the Famicom version but somehow got borked for the NES.The guided missile has the same problem. The lower left tile for the missile is wrong in the game, and in both cases, the tiles are properly ordered in the ROM itself, just not on the screen the images are displayed. It would take some coding knowledge to modify the tile set properly. I won't call this project done until I at least try to fix that. I don't mind if people pick this hack apart to pick and choose what they want to keep, either.
It also mentions something about unused double explanation point alerts which I thought was interestingThe tiles for the !! alert are in the ROM, and that function was supposed to maintain a room-to-room alert status until you killed all of the guards that spawned on a screen, or entered an elevator. Currently, the single ! alert is just room-specific.
I look forward to seeing how this turns outThank you again. I am sort-of planning on overhauling Snake's Revenge, once I learn more about this. It would take comparatively minimal effort to make MG2 look like MG1, and fix a lot of the ridiculous nonsense in the story. I used to be a digital artist, so I'd have to bust out the pencils and paper to redraw Snake's godawful portraits in that game. If the non-elevator side-scrolling sections could be erased, the game could probably be a whole lot better.
If you ever need any references, here's the incredibly old Metal Gear faithful thread.My irritation at that thread is what had prompted me to rapidly get all of this together. I've spent nearly every waking hour on it in the past four or so days. If I could get more information about how to put GearTool to use, and not have to completely reinvent the wheel, that would make things a lot better, and a lot faster, to boot.
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