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Messages - MMR

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Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: October 19, 2019, 03:35:29 am »
why is underground stage 3 so slow? And why do the stars still stay on BG using 30 sprites? is it possible to remove?

Newcomer's Board / Re: Starting Snes Rom Hacking
« on: October 15, 2019, 02:19:44 pm »

thank you very much bro, it helped me a lot I already got a lot of things I didn't understand and good luck with your projects what will be next after gradius 3?

it's really hard to know where the levels and sprites code lines are going to try to figure this out by changing the hex values ​​randomly xd lol

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: October 14, 2019, 06:27:08 pm »
yes i will dedicate myself a lot because i really want to learn i already started a section page

Newcomer's Board / Starting Snes Rom Hacking
« on: October 14, 2019, 05:41:36 pm »
what should i do to start hacking snes rom
I want to learn how to change the ROM codes, modify how sprites and game physics
if anyone can help me how should i start

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: October 14, 2019, 04:45:36 pm »

thanks, that would help me a lot, I really want to change the game codes and I want to find the sprite count code, I know it's not simple but it seems to be fun.

Is it possible to put more code on the same line as the original code using asar? or have to expand the rom?

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: October 09, 2019, 04:09:32 pm »
Thanks MMR! The patch is getting better thanks to the
optimizations that Aaendi has been doing. I should use my words more carefully so no one gets confused when I say almost equal to or slightly faster than the sa-1 patch. The sa-1 is about 3 times faster than the fastrom so the game definitely isn’t running the code nowhere near as fast as the sa-1. The code is being optimized to use less code that is more efficient than how the original programmers written the code therefore making it appear almost as fast or possibly in the near future slightly faster. Adding new features and more enemies on the screen the sa-1 chip would be the way to go due to the 3x speed over fastrom but there is still a limit to how many enemies/sprites that can be on the screen and per line. If you would like to do optimizations in the parodius game you should look into creating a disassembly file of all of the code in that game. The fastrom patch that I made was created using my disassembled code that I uploaded to You should look at that file to give you a example of how you could create a file like that for your parodius game. I do plan on creating documents of the before and after of the optimizations that I have worked on so others can use the documents as a example to create optimizations for other games.

Nice!,and I can find out a lot and I'm new to Assembly and I'm really enjoying,
i want to find ram address in rom how can i find? and I'm starting to use the snes9x geiger debugger to change the values.
how should i start? if you can help me
 and Is it possible to duplicate the sprites that are on the screen? it's kind of crazy that more like duplicating ryu sprite on street fighter 2 and popping 2 ryu on the screen
and which compiler do you use for your roms?

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: October 08, 2019, 11:19:12 pm »
hello, your gradius 3 patch is getting amazing :thumbsup:, and can it get faster than the SA-1 patch too? because I don't like how people use chips to make the game fast and not the power of snes cpu
and i'm starting to hack roms and use snes9x geiger and what is the best way to change the code to change the game physics and put more enemies on the screen? which way should i start? i know it won't be easy and i'm really hard at getting what i want.
and I also want to make other optimizations in gokujou parodius and slowdown

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