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TMNT 2 (NES) - Options mode

Started by nesrocks, April 04, 2021, 04:03:02 PM

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sics

Hi, I want to tell you that I just finished your hack (v1.12) in conjunction with the Ness patch and I really thought it was a fantastic combination, it was great not having to worry about lives or knowing that after finishing the game I would have more than a reason to play it again! :beer:

I would have liked to give it a review, but at the end of the game I found a bug, so I didn't want to tarnish an experience that was perfect from start to finish with that detail....


I don't know if this information is relevant, but this was the configuration I played my game with:


Another detail, is that in the end titles, it still says that the game was presented by Ultra, I leave you a saved game from before the end titles start.

TMNT2 - OM v112 (Savestate Fceux).7z

Also although I don't know if it's important to mention, I found something that seems to be a palette error, but honestly it seems insignificant to me.


On the other hand, something I'd like you to consider adding, is the option for a second player to join a game in progress, with the possibility of the second player going into sleep mode and disappearing from the stage when you press pause.

Since it would be a very useful feature to help someone small in the difficult parts or to accompany someone a little, avoiding the frustration of having to empty the life of the second player when he leaves...
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

nesrocks

Which one is the "NESS" patch?
That ending bug had happened before to me. Something about a "FF" that wasn't updated when applying my patch because the new ending area already contained a "#FF" from the original ROM, but when patching the ROM first with another patch then the ips for my patch would wrongly not update that byte and thus it'd be a "00" instead (from the first patch), causing that bug. I could swear I had fixed it in the 1.12 (by creating my patch based on a hacked "original" rom causing the ips to force make that byte a "#FF"). Can you confirm to be which patch did you use?

"ULTRA" at the end credits: nice catch! I'll update it.

Pressing start at any moment: I don't know, if it's easy then I wouldn't mind it taking one continue from the tally... Though when you use a continue both turtles get max lives, so probably the perfectly fair way would be for the other player to gain the base amount of lives when start is pressed. But that can be confusing. And the number of continues should be shown at all times in the HUD. And probably rename "continues" to "credits".

Drewhinson7

Hey um is there can anyone make a version of this romhack for the japan version of tmnt 2 along with english text and the tmnt 2 romhacks to work along with it like the arcade remavamed minor fixes to the japan version bugfix and polish and the options mode along with turtle swap romhack

G30FF

Quote from: nesrocks on April 09, 2021, 07:34:19 PM
Which one is the "NESS" patch?

I think that's the Bugfix & Polish patch.

sics

#24
Exactly, the patch is: TMNT2 - Bugfix & Polish, which was applied in the order specified in its publication, in the ROM with the correct SHA-1 and CRC32, of course.


ROM           Teenage Mutant Ninja Turtles II - Options Menu - nesrocks - v112.nes
File MD5      616A4DFD7C3E1F6D281626FC030959F6       
File SHA-1    398BFFDDF00EB37A472D1A42DA239E7C9C361697
File CRC32    383454F1
                               
ROM MD5       9C27FD0C13A3A54CFCA873779F420553       
ROM SHA-1     9D63366E0E0A568C69CA398EC43330556D90F857
ROM CRC32     58EA9188
                               

As for my suggestion, I think you've already done an excellent job here, if your implementation becomes too complicated, perhaps I'd better leave it aside :thumbsup:

On the other hand, I don't quite understand what is the need to show the amount of credits all the time on the HUD, this information could either be obviated or could be displayed only when the second player tries to enter.

Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

SomeOldGuy

This is really cool nesrocks!   :thumbsup:   
Would you consider adding in sound samples from the arcade game?  It would be pretty cool to hear them say Fire! Hang on April! at the beginning of the game.  If you need space you could always strip out the 2 levels and new enemies that were added for the NES port.  ;D
Good times create weak men, weak men create hard times.  Hard times create strong men, strong men create good times...

eskayelle

It's definitely a great play.  I'm currently running through it with a combo of the Bugfix & Polish patch and this v1.12 together.

I've never been a fan of the dojo level (I'd swear it's a rip from the Simpsons), so I can't say I'd miss it if it went.  But... I personally do enjoy Tora and the winter bonus level.

I can also confirm the ending sequence graphics bug noted in this thread.

Also, when exiting the sound test, the music continues to play on the 1P/2P/Options screen.  Was that intended?  Pretty cool if yes.

I once wrote a blog.  Maybe you'll find something in it useful?  https://www.romhacking.net/forum/index.php?topic=30593.0

ExL

#27
Quote from: eskayelle on April 11, 2021, 05:19:23 PM
Also, when exiting the sound test, the music continues to play on the 1P/2P/Options screen.  Was that intended?  Pretty cool if yes.
Thought that was intentional, but if it wasn't - should be left as is :thumbsup:
---
And I'd left NES levels intact, expect dojo could be less long. Snow level was a great addition.

nesrocks

v1.13 (unpublished)
- Ending visual bug: fixed now.
- ULTRA changed to KONAMI at the credits sequence.

Allowing player 2 to enter a 1 player game: I tried using the code the game already has for stealing a life from the other player. But the game doesn't initialize 2 players mode in that function, so player 2 is broken when using it. Meaning it's kind of complicated.
Song playing from options into title/demo: "it's not a bug, it's a feature!". I tried to pause the music when exiting the options menu, mainly because it goes into the demoplay phase. But I couldn't.
Making changes to look like the arcade: I don't see the point to that really. Sounds more like an update to the revamped patch. In my humble opinion the NES game is something of its own. The arcade game already exists :)

SomeOldGuy

QuoteIn my humble opinion the NES game is something of its own. The arcade game already exists :)
I can respect that.  The sound sample you added to Ghostbusters was really impressive and was hoping you could do the same for TMNT, but understand why you wouldn't.  :)
Good times create weak men, weak men create hard times.  Hard times create strong men, strong men create good times...

nesrocks

V1.13 is published:
http://www.romhacking.net/hacks/5855/

I'm probably done with this hack for now. Let me know if any bug is found.  ;)