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Author Topic: slidelljohn (a.k.a.[J]) snes projects page  (Read 14317 times)

SCO

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #80 on: July 02, 2019, 05:47:16 am »
retroarch snes9x has a flicker reduction option. I don't know if it works here.

Zimgief

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #81 on: July 02, 2019, 07:09:11 am »
Yeah, but i'm more interested in playing the game on official hardware, whether the original system, or Snes Mini (CANOE emulator). :)

No problem for Parodius. The fact is I'm not too fond of it either. I'll see if I manage to track down the value (in fact, I am able, using Snes9x, to know which ram adress is affected when changing the difficulty in the options ($1FB8), but from there, I don't know what to do).

Looking at the arcade version, I'm thinking of another improvement. In arcade, during the boss fight in Plant Stage, bullets are displayed ABOVE the boss, which means they are always visible. Whereas on SNES, they are displayed UNDER, which means they become invisible when he's nearing you. That is unfair. Could it be changed?

slidelljohn

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #82 on: July 02, 2019, 08:19:53 am »
Well I guess since you took the initiative to find the ram location I
can help you figure parodius out.

Not sure if you know how to run a trace or not with geigers snes debugger
but just check cpu under logging in the debug console and it will start
tracing the cpu asm code to a file where your rom is with .log extension.
When you check the cpu box you also have to ether hit run or click on the
emulators screen so the snes will play. Uncheck the cpu when you are ready
to stop tracing code.



This is the line of code that stores the value in ram at 7e:1fa8
$82/8281 99 A4 1F    STA $1FA4,y[$81:1FA8]

$81:1FA8 = $7e:1FA8 in snes lorom memory mapping


Code: [Select]
Disassembly:
$82/824F A9 07 00    LDA #$0007              //max difficulty
$82/8252 85 12       STA $12    [$00:0012]   //


Disassembly:
$82/8262 B5 24       LDA $24,x  [$00:9A60]   //
$82/8264 89 D0 01    BIT #$01D0              //
$82/8267 D0 0F       BNE $0F    [$8278]      //
$82/8269 89 20 C2    BIT #$C220              //
$82/826C F0 19       BEQ $19    [$8287]      //
$82/826E B9 A4 1F    LDA $1FA4,y[$81:B0D2]   //load
$82/8271 3A          DEC A                   //difficulty down
$82/8272 10 0D       BPL $0D    [$8281]      //
$82/8274 A5 10       LDA $10    [$00:0010]   //
$82/8276 80 09       BRA $09    [$8281]      //
$82/8278 B9 A4 1F    LDA $1FA4,y[$81:B0D2]   //load
$82/827B 1A          INC A                   //difficulty up
$82/827C C5 12       CMP $12    [$00:0012]   //
$82/827E D0 01       BNE $01    [$8281]      //
$82/8280 7B          TDC                     //
$82/8281 99 A4 1F    STA $1FA4,y[$81:B0D2]   //store
$82/8284 20 39 85    JSR $8539  [$80:8539]   //


If you want to learn how to find this stuff you can create a page
and I'm sure you would get help from me or some of the other members.
Its really not hard to learn and the more you do the better you get.

I assume you are saying the arcade system and not the arcade difficulty.
Correct me if I'm wrong with that assumption. But yea I hate that those
bullets are behind the boss. That's a good idea and I think it should be
possible.




Zimgief

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #83 on: July 02, 2019, 10:59:42 am »
Ok, I think I understand the idea (I tried Geiger's Snes9x Debugger earlier today, and didn't even know where to start :D). I will try (and ask help in a new topic if needed)!

Yes, I was talking about Gradius III on the arcade system. :)

About the difficulty settings in the first draft of your fast rom patch.
"Elite, master, expert and pro" are not very explicit, don't you think? The names could be switched, no one would tell the difference.
Here are some ideas (maybe good, maybe not):
With 8 levels of difficulty : "easy 3, easy 2, easy 1, normal, hard 1, hard 2, hard 3, arcade".
Or with only 5 levels : "novice, easy, normal, hard, arcade", with novice being the original easy, and easy something between the original easy and normal.
In any case, I feel everything should be unlocked by default, except "arcade", the hardest (keeping the same way to unlock as in the non-modded game).

slidelljohn

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #84 on: July 02, 2019, 03:41:35 pm »
I usually use geigers debugger for when I want to trace code.
For graphics hacking I use vsnes to look at snes9x(geigers)
save states and for in game I use bsnes plus. You could pm me
too if you ever have any questions with snes hacking but it
is good to post in the forum just so other people can learn
as well.

The difficulties that I added I just did for fun and I haven't
decided yet if it is something that I want to keep. If I do
decide to keep the new difficulties I would definitely be open
to suggestions of what could be best for it. It doesn't have to be
"Elite, master, expert and pro". That was just the best option
that I could come up with at the time that I made the hack.
I'm not sure about how to set up unlocking the difficulties
but I was leaning towards having the extra 5 difficulties unlock
as you beat the current hardest level.

I do like hearing other peoples suggestions on stuff like this.
2 heads will always be better than 1 and 3 better than 2. ;D

niuus

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #85 on: July 02, 2019, 08:05:47 pm »
It works, no problem. Tried (start + b) +a, got to bubble stage.

niuus, maybe make sure you press a + b, THEN (without releasing  a + b) press start?

@niuus
Did you get it to work yet?
Sorry for the late reply, finally returned to my computer today. So! It works! The test led me to the Bubble Stage. Does this patch include the optimization or can i just stack it against one of your previous patches? (Optimization only, or SA-1 Optimization)

slidelljohn

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #86 on: July 03, 2019, 12:17:19 pm »
I made it to work on a non modified gradius 3 but I think it should work on the
fastrom hack I made. I don't have a working SA-1 Optimization, vitor does. I don't
think the patch is compatible with vitor's SA-1 Optimization but my source is
included with the patch so anyone could very easily make it compatible with any
gradius 3 hack.

I'm trying to submit the level selection patch with a updated readme but I'm having
a little bit of trouble submitting it. Hopefully I can get it figured out soon.

Just now submitted the patch.
« Last Edit: July 03, 2019, 01:25:13 pm by slidelljohn »

Zimgief

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #87 on: July 10, 2019, 03:47:36 am »
Playing Gradius III on Gradius Collection for PSP, I tried Beginner Mode and noticed a really good idea for improving accessibility (so, for a patch separate from the fast-rom hack):

- each time you die, you do not lose ALL your power-ups, only the higher one, probably in this order : option (one at a time), double/laser, missile, speed (one at a time). Maybe losing options all at a time would be better (same for speed)
- plus, dying does not reset your position on the power-up bar. If you are on laser and die, you will still be on it, so if you lost it you can get it asap, or if you lost option, you can get to it faster.
 
If these changes are feasible, maybe you (or maybe Aaendi  or darkmoon2321), would be interested in implmenting them?
« Last Edit: July 10, 2019, 07:11:09 am by Zimgief »

Red X

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Re: slidelljohn (a.k.a.[J]) snes projects page
« Reply #88 on: July 10, 2019, 08:37:43 pm »
Wow John, a few years pass and you go from graphics hacking to making mod chips, as well as advancing SNES Emulation in general. Well done. :thumbsup: