11 March 2016 - Forum Rules
Started by Bisqwit, December 19, 2012, 01:38:36 PM
Quote from: cralso on July 25, 2020, 06:31:11 PMHi Bisqwit, I'm glad know now we have this in spanish, however I download the patch in spanish and is some other languague, not spanish :SMaybe something is wrong with the download links?
Quote from: ifightdragons on July 25, 2020, 05:55:09 PMThat was most likely me. I tried downloading again, but now the ROM simply goes black after trying to start a game from the title screen.Worked fine on the previous iteration I downloaded a few hours ago.
Quote from: Bisqwit on July 25, 2020, 06:05:36 PMUnable to reproduce this observation. Make sure you do not have cheats active.
Quote from: Bisqwit on July 26, 2020, 10:07:49 AMThanks for the reports. I think it's because I had forgotten to install newly added binary files in the vending machine, so it generated incorrect patches. I have installed them now. Can you try again?
Quote from: ShadowOne333 on July 26, 2020, 05:02:21 PMI've seen some people wanting the classic "What a horrible night to have a curse." line back with this hack.It's fairly easy to add it back tbh.Here's a quick tuto on how to add it:1) First off, you will need to create a new text file, copy-paste the following table and save it as "cv2.tbl"Code Select ExpandFE=*FF=/00= 01=J02=K03=U04=V05=b06=c07=h08=j09=k0A=p0B=q0C=r0D=s0E=v0F=w10=P11=S12=Y13=C14=H15=f16=o17=n18=t19=R1A=A1B=M1C=z1D=v1E=.1F='20=D21=u22=l23=y24=T25=E26=X27=m28=e29=x2A=G2B=O2C=B2D=L2E=I2F=N30=F31=i32=g33=W34=a35=d36=037=138=239=33A=43B=53C=63D=73E=83F=940=!41=,46=-5D=?62=:63=..2) Download FCEUX 2.2.3, open up your already patched CV2.Go to Debug -> Hex Editor. Once the Hex editor opens up, go to View -> ROM File.After that, inside the Hex Editor, go to File -> Load *.TBL File, then select the cv2.tbl that you just created.3) Now, press Ctrl+F while in the Hex Editor. This will open up the search for the editor, type in "horrible night" (or just "horrible" or "night") until you get to the line you want to change. In this case, the new line is "And then descends a horrible night."Take note of the asterisk before the "And" in the Hex Editor. It should appear like this:*And then descends*a horrible night/Take note of the address where the asterisk before "And" is located.For version 2.11.0, the asterisk corresponds to Hex $FE. And it begins at 0x1F0E7 in the ROM.4) With the address where the text begins, we then need to look for another place where the new text can be, since the original line won't fit in place of the new one. We need search for the pointer that loads said text, and make it point to our new one. But first, let us create the new text.Around 0xF3D0 in the ROM, you should see a bunch of $FF bytes in succession. This is free space that we can use for our new text.In there, simply click on the right table (where the characters are seen) in the Hex Editor, and type the following:*What a horrible night*to have a curse./REMEMBER THE EXACT LOCATION WHERE YOU PUT THE LINE!I added it exactly at 0xF3D0.5) That should be our new text, but we still need to change the pointer so the text loaded is now our added line.Remember the location of the line we want to change (not the one we want to add)? At 0x1F0E7. We need to convert this to NES address to find the pointer for the precise line.Given how the location where the text is located is loaded as bank 7 by the game, we strip the first character of the address (the 1 from 0x1F0E7), leaving us with $F0E7. Now, we substract 0x10 in Hex from $F0E7, giving us $F0D7.Now we flip the bytes in pairs, leaving us with D7 F0. We do a Hex search for D7 F0, and this gives us a few results, but the one we want should be within the 0xCXXX range. For me, the exact location of the pointer is in 0xCB92 in the ROM.6) Now, we need to change the pointer to instead point to where the line we just added is located at.I added the line at 0xF3D0, but we need to convert the address to NES format. Address 0xF3D0 is located at bank 3 in the ROM, so the F3D0 is converted to B3D0 when the address is in a bank other than bank 7. Then we remove 0x10 from the address, and flip the bytes, giving us C0 B3.Now type in C0 B3 at 0xCB92, and that should change the pointer to instead load the line we just added. That's it!I do this for my own build of CV2, since I like the original line quite a lot, and hopefully this helps others that want the line back as well.
Quote from: storall on July 28, 2020, 08:00:46 AMIs password screen broken?cv2eng-2_11_1-ntsc-stm1mwfmFrup4-ips
_data_C1E3 $81E3 .byte $81,$A2,$00,$4C,$2A,$DD
_data_C1E3 $81E3 .byte $81_code_C1E4 $81E4 A2 00: ldx #$00 $81E6 4C 2A DD: jmp ObjectLoadAutomaticSpriteNumber
SimonExecuteCurrentAction2_Jumping_5_Falling $89CD A5 F5: lda Input_NewJoyButtonsWork $89CF 29 40: and #$40 $89D1 F0 03: beq UnknownContextCAD9_JoyButtons_80_A_pressed_Jump $89D3 4C 2E 89: jmp ---- ; $892E;------------------------------------------UnknownContextCAD9_JoyButtons_80_A_pressed_Jump $89D6 AD 6C 03: lda ObjectYSpeed
arch nes.cpunorombanksize $4000header $10; ///////////////////////////////////////////; Fall Floors fix (@binarck)bank 3 : org $86ea jmp Fall_Floors_Fix; ///////////////////////////////////////////; Jump Wall fixbank 3 : org $89cd jsr Jump_Wall_Fix bpl + jmp $892e ; joypad action code+ rts warnpc $89d6; ///////////////////////////////////////////bank 3 : org $b9f0Jump_Wall_Fix: jsr $89d6 lda.b $f5 ; detect joypad B asl rts; ------------------------------------------Fall_Floors_Fix: sta.w $0390 ; trigger falling collision detection jmp $debd warnpc $ba00
Quote from: storall on July 29, 2020, 01:40:49 PMCode Select Expand_code_C1E4 $81E4 A2 00: ldx #$00 $81E6 4C 2A DD: jmp ObjectLoadAutomaticSpriteNumber
_code_C1E4 $81E4 A2 00: ldx #$00 $81E6 4C 2A DD: jmp ObjectLoadAutomaticSpriteNumber
Quote from: storall on July 29, 2020, 01:40:49 PMcv2eng-2_11_1-ntsc-stm1mwfmFrup4-ips = broken in-game save gamecv2eng-2_11_1-ntsc-stm10mwfmFrup4-ips = in-game save game okay
Quote from: BisqwitCan you find where this code is getting invoked? The disassembler automatically generates code for it as long as it's getting referred to from somewhere.
$81BC AD E3 81: lda _data_C1E3$81BF 48: pha $81C0 AD E2 81: lda _data_C1E2$81C3 48: pha $81C4 AD D8 03: lda ObjectCurrentActionType$81C7 20 BB C5: jsr JumpWithParams..$03:81E4: A2 00 LDX #$00$03:81E6: 4C 2A DD JMP $DD2A
Quote from: storall on July 29, 2020, 03:32:13 PMCode Select Expand$81BC AD E3 81: lda _data_C1E3$81BF 48: pha $81C0 AD E2 81: lda _data_C1E2$81C3 48: pha $81C4 AD D8 03: lda ObjectCurrentActionType$81C7 20 BB C5: jsr JumpWithParams..$03:81E4: A2 00 LDX #$00$03:81E6: 4C 2A DD JMP $DD2A
Quote from: Bisqwit*) Incidentally, this seems to add a new bug: If you enter the save menu while in vicinity of an NPC, and you exit the screen with the B button, you will get a dialog box immediately when exiting the save screen, before the screen has scrolled properly. The same bug has of course existed all the time, and even with the map screen. Exit the map screen holding B, and it will occur...
Quote from: Vanya on July 28, 2020, 12:42:24 AMSee "spoony bard".
Page created in 0.176 seconds with 19 queries.