11 March 2016 - Forum Rules
Started by sebastianangel, October 09, 2020, 10:15:52 AM
Quote from: bogaabogaa on December 17, 2020, 04:40:52 PMI did look at the bank swapping for CHR and then did see how the game does pull off to have that many tiles for one BG. It does make use of IRQ counter to break on scanlines to swap to other banks with different tiles. Makes me think it is a nightmare to arrange BGs for this game since I guess you organize this in one name table. There are some tables around CPU $c000 that organize on what line to break followed with the value of the bank to swap to.Not sure it there is a lot to talk about. I was looking at the IRQ stuff and how it works on the MMC5. This will be some extra work for this game. Also was wondering what the MMC5 should be used for.I wonder if adding CHR will break the game to run on real hardware. So here a patch where I double that space. https://www.dropbox.com/s/z67meulfidspow9/StreetFighterIII%289Fighter%29CHR%20Expansion.ips?dl=0Update:Nevermind. I did misunderstand the register $8000 and submapper0 stuff. I don't see a way to use the expanded banks. In this case I see a good use to convert MMC5 so it is easier to expand the memory. Sure it would be interesting to see how Ti went about the expansion.
Quote from: sebastianangel on December 17, 2020, 08:53:43 AMGreat! I tried it and it works perfect without errors! Then we will improve the visual aspect as you say, thank you very much for the contribution, I will try to improve myself and improve by learning these good techniques little by little, surely your teachings will always be well received! Greetings and again thank you very much for your time and work here I am sure that (xander max),(sics)and(song) who are part of the project and have technical knowledge will be happy to chat with you, for my part I try to follow the thread but I am far from their knowledge but I will learn
Quote from: bogaabogaa on December 16, 2020, 06:48:59 PMHere is the promised patch for level select. Works for 1 and 2 player. Once you press select you can choose levels yourself. Else it will run the selection based on the opponent as usual. This is based on the ROM you shared with me. Probably named as Street Fighter III (9 Fighter) (Unl).nesFile SHA-1: 2916D55BE157858EB377B4A22F070763D9B07AC1File CRC32: 22CDD2F6ROM SHA-1: 13FF5A62AFE5EE7B4EA5D537EE92BFA253EB98F6ROM CRC32: A09AA82CI provided a IPS and also the source with general info. It might be helpful to anyone who likes to start getting the hand dirty with code.https://www.dropbox.com/s/ivov46z65hynovh/Streetfigher3LevelSelect.zip?dl=0The research required and anything else it was a 5h task for me. I am aware that it might have bugs or might even crash. I did not have any as I tested but given how the game is build and how I had to implement the changes many things are possible. Update: Do you think I been technical so far? This are general suggestions why to go for things. There are some technical info's in the readme. Goodbye and good luck. If you keep beeing frustrated since you don't like to make progress with learning technical stuff. As a artist you can go to many sprite resource pages and match yourself with other artist there. Way less frustrating as doing hackerinos with some old ROMz.Sure I hope for you to find some programmer dude jump along so the project can be finished in a good state. Been reading up on some stuff and thinking about the task involved making the port (but it is technical..). If you find anyone interested to do the change and likes to talk a bit technical about it I don't mind contacting me. I do have general interest to bring people ahead and learn stuff.
Quote from: BZXGCS on December 17, 2020, 08:03:24 PMHello, I found a nes game which contain feilong：http://retrovania-vgjunk.blogspot.com/2017/07/dragon-fighter-nes.html
Quote from: Xander max on December 17, 2020, 09:16:00 PMI am flattered when you remember me, but do you believe I know only how to change sprites and colors in games? I know nothing about programming, I am delighted with those who know NES programming, since it is something that I find quite complex because it is not in my personal work area. Because changing NES games is just a hobby, I end up making even more simple changes. But a good team is this, each one has his or her own talents and everyone works together for a common good! I admire you Sebastian! And I am happy with each evolution of this project, every day I take a peek here.Fantastic implementation, the duels will be less monotonous. Better than that, it would be if only Hummer Cheng provided a development kit from the Hummer team http://www.vgmpf.com/Wiki/index.php/Hummer_ChengHere is an interview with himhttps://www.tapatalk.com/groups/pgc_forums/hello-t25.html
Quote from: bogaabogaa on December 18, 2020, 01:24:59 PMFor me it is strange that he expanded the new banks at the beginning of PRG banks.
Quote from: Cyneprepou4uk on December 18, 2020, 07:04:14 PMI can make a disassembly if there is still a lot of work left for you to do. Maybe converting to MMC5. I'm gonna need a fully (as much as you can) logged CDL file (from original game, not hack), and all the info you've got about ROM and RAM addresses.Shouldn't take too long for me since there is like only 10% of PRG is code by the looks of it.I can decompress background data in order to edit any tiles and attributes more easily.
Quote from: bogaabogaa on December 17, 2020, 05:41:58 AMYou are welcome. When it works for your hack I could imagine that the visual appearance is something you don't like. This is also the part where I am the most worried it will break something. Overall I did ignore how the game handles sprites and hardcoded my stuff in after the game was done doing the sprite stuff for that screen. Not done in a way where you just change some data table to make the sprite bigger but would be a easy thing to do in the code.. Still the sprite is metadata and I only process Xpos when selecting a different stage. I did think it would be best to hack the plain routine to be triggered earlier and use that one to cruse around the map to indicate the stage. But this takes time to revers engineer. If you don't find any crash might be easier to code the plain logic yourself or change it to something that looks visual pleasing .
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