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Author Topic: Mario Adventure bugfixed  (Read 4500 times)

Drakon

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Mario Adventure bugfixed
« on: March 24, 2013, 08:30:25 am »


http://www.mediafire.com/?apor602x9ap3poc

This's the standard mario adventure rom, someone (I forget who) fixed the initialization bug which gave grief on flashcarts.  I fixed the pallette aeons ago to make it run on a rgb ppu setup (still runs fine on a composite ppu as well).  I did the rgb fix ages ago, never posted it here.
« Last Edit: March 24, 2013, 08:54:46 am by Drakon »

MathUser2929

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Re: Mario Adventure bugfixed
« Reply #1 on: March 24, 2013, 09:46:42 am »
I wonder if they'd allow this to be submitted. I know patches that make games more compatible with emulators aren't allowed. So I wonder if patches that make games more compatible with flash carts are allowed.

KingMike

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Re: Mario Adventure bugfixed
« Reply #2 on: March 24, 2013, 11:11:52 am »
I don't know for sure, but I'd guess making hacks more compatible with real hardware would be permitted.
I think the thing against emulator-compatibility hacks (on ROMs of official games) is that it would encourage emulator authors to not the fix the real problem, leaving us with less accurate emulators to test hacks on. (or that it was a feeling that the patches were fixing something in the original code that wasn't broken.)
But the real hardware is already finalized.
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Drakon

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Re: Mario Adventure bugfixed
« Reply #3 on: March 24, 2013, 06:50:58 pm »
For me real hardware is a big thing.  Playing a romhack on the real hardware is always the best experience.  I really want to know how this patch fixed the game because the metroid + saving romhack has the exact same problem.

AWal

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Re: Mario Adventure bugfixed
« Reply #4 on: May 03, 2013, 01:31:08 am »
Coulda swore I had an account here...guess not until now :)

Just wanted to chime in that I was the person that ended up fixing Mario Adventure for console hardware (also, went and fixed Metroid + Saving too since Drakon asked so politely :) ).

I acutally didn't know it was using the emphasis bits (that break RGB PPUs)...I probably would've made a fix for that too had I known...but those are simple enough.


Just a tl;dl version of the readme:
To get save data to retain in the WRAM, DahrkDaiz removed the WRAM init code at startup. This works on most emulators as they will initialize the RAM with 00s instead of FFs (which is what happens with the SRAM chips used...I received information quite a few years ago that repro makers were swapping the SRAM to cerain Sony brand ones that initialized to 00s to fix this...what a waste).

My patch clears most of the WRAM, then does a sanity check against the save data, and clears that too if an certain unused byte has been modified.

Mario Adventure Patched for real hardware (Can't believe this link still works - 2011-09-30)

also,

Metroid + Saving Patched for real hardware

DahrkDaiz

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Re: Mario Adventure bugfixed
« Reply #5 on: May 03, 2013, 12:59:33 pm »
Wow, thanks guys for all your hard work for getting my hack to run properly on real hardware! I do apologize though for my then lack of knowledge that ended causing the hack not to run on real hardware in the first place. Would any of you be interested in testing our Mario Adventure 3 on actual hardware so I can fix any problems before a final release in 2014?

Drakon

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Re: Mario Adventure bugfixed
« Reply #6 on: May 04, 2013, 12:06:18 am »
Wow, thanks guys for all your hard work for getting my hack to run properly on real hardware! I do apologize though for my then lack of knowledge that ended causing the hack not to run on real hardware in the first place. Would any of you be interested in testing our Mario Adventure 3 on actual hardware so I can fix any problems before a final release in 2014?

Sure I'll test.  So glad metroid + saving is fixed.