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Author Topic: The Minucce Yard  (Read 14642 times)

minucce

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Re: The Minucce Yard
« Reply #60 on: November 03, 2021, 09:10:22 pm »
Cross-talk:
https://www.romhacking.net/forum/index.php?topic=31632.msg421187#msg421187


good emulator:
- 10 xx = STOP, skipped byte


bad emulator:
- 10 00 = STOP, NOP
- 10 FF = STOP, RST $38


If Goomba can't be patched, try hacking rom. ;)

Jorpho

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Re: The Minucce Yard
« Reply #61 on: November 04, 2021, 01:12:47 am »
Neat! Much thanks, sir.  :thumbsup:
This signature is an illusion and is a trap devised by Satan. Go ahead dauntlessly! Make rapid progres!

minucce

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Re: The Minucce Yard
« Reply #62 on: November 04, 2021, 11:30:15 pm »
Checked ALttP, Minish Cap, Ages and LA. Still am confused what interface to use. A draft.


-- I would like to know what's wrong. Not a Zelda series veteran or expert.
-- D-Pad in all menus
-- I can slow down gif animation or upload wip1 if requested for testing
   (copy doesn't work)


For copy save, I think of using 2 hearts next to each other. Although now I notice 2 (c) symbols in ppu table, last row. Can 1 be swapped out to make another colored heart tile?

ShadowOne333

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Re: The Minucce Yard
« Reply #63 on: November 04, 2021, 11:48:11 pm »
Checked ALttP, Minish Cap, Ages and LA. Still am confused what interface to use. A draft.


-- I would like to know what's wrong. Not a Zelda series veteran or expert.
-- D-Pad in all menus
-- I can slow down gif animation or upload wip1 if requested for testing
   (copy doesn't work)

For copy save, I think of using 2 hearts next to each other. Although now I notice 2 (c) symbols in ppu table, last row. Can 1 be swapped out to make another colored heart tile?

Oh wow!
That demo looks neat and really fancy, I like it!
I think using ALttP for reference is good enough, but the way you're handling it so farlooks great and even better than what I'd have expected! For not being a veteran, you sure know how to make things neat :D

The only thing I don't fully understand is what you mean by the 2 hearts thing.
You mean to create a new tile? You want the used heart to change color or reuse the existing one? Still though, I don't fully understand how it'd be used in the Copy menu.
If you want to, for sure you can use one of the two (c) tiles, I don't recall those being used at all for the File selection menus.

blgmadresh0000

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Re: The Minucce Yard
« Reply #64 on: November 05, 2021, 08:32:42 am »
I tried your setup for sameboy does retroarch playstation classic or mini does not have that setup

minucce

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Re: The Minucce Yard
« Reply #65 on: November 05, 2021, 11:14:26 pm »

blgmadresh0000

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Re: The Minucce Yard
« Reply #66 on: November 06, 2021, 09:05:07 am »
I don't think that will work I am using autobleem 0.9.0 not project eris?

minucce

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Re: The Minucce Yard
« Reply #67 on: November 06, 2021, 10:10:08 am »
Oh~!

v.2K21-09-23-2021
https://github.com/KMFDManic/NESC-SNESC-Modifications/releases

----

I think RA SameBoy was updated very recently

Oct 31, 2021
https://github.com/libretro/SameBoy/pull/69

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Tried latest RA mgba and Gambatte but no SGBC borders.

Guess you'll have to wait until the next KMFDManic SameBoy release, which should have the SGB border option.

gamingcat02261991

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Re: The Minucce Yard
« Reply #68 on: November 06, 2021, 06:50:48 pm »
Here's my service repair request: Fixing the notorious problems with Focus Energy and Rage in Pokemon Red/Blue/Yellow.

ShadowOne333

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Re: The Minucce Yard
« Reply #69 on: November 06, 2021, 09:57:19 pm »
Here's my service repair request: Fixing the notorious problems with Focus Energy and Rage in Pokemon Red/Blue/Yellow.

I'm sure one of the many forks or hacks based on pokered, pokeblue or pokeyellow already fixed that, alongside many of the glitches and bugs that plague Gen 1, it's just a matter of reading the documentation of the repos or finding forks that have done that.

minucce

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Re: The Minucce Yard
« Reply #70 on: November 07, 2021, 12:13:38 am »
I would think the same thing about Pokemon but we should check in case.


EDIT:
https://bulbapedia.bulbagarden.net/wiki/List_of_glitches_(Generation_I) :o

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- Automap data not copying yet
- No D-Pad for in-game save menu (continue, save, retry)
- Sprite palette #3 is used for sword so I reworked the heart color idea a bit
- Minor menu touch-ups thinking about

November 07, 2021, 12:28:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
The Poke community would be years ahead of me.


Shin Pokemon Red/Blue/Green (Bugfix, AI, and QoL patch) - Version 1.22 updated 11-7-2021
https://www.pokecommunity.com/showthread.php?t=427398

https://github.com/jojobear13/shinpokered
https://github.com/jojobear13/shinpokered/tree/lite
« Last Edit: November 07, 2021, 12:28:50 am by minucce »

ShadowOne333

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Re: The Minucce Yard
« Reply #71 on: November 07, 2021, 01:13:26 pm »
I would think the same thing about Pokemon but we should check in case.

EDIT:
https://bulbapedia.bulbagarden.net/wiki/List_of_glitches_(Generation_I) :o

EDIT #2:
The Poke community would be years ahead of me.

Shin Pokemon Red/Blue/Green (Bugfix, AI, and QoL patch) - Version 1.22 updated 11-7-2021
https://www.pokecommunity.com/showthread.php?t=427398

https://github.com/jojobear13/shinpokered
https://github.com/jojobear13/shinpokered/tree/lite

Indeed :D
Anything Pokemon is pretty much already handled wonderfully by the PokeCommunity and their decompilations of the games. They have years and years of research, and a lot of great documentation and Wikis in their repos to easily achieve a bugfixed Gen 1 project.



- Automap data not copying yet
- No D-Pad for in-game save menu (continue, save, retry)
- Sprite palette #3 is used for sword so I reworked the heart color idea a bit
- Minor menu touch-ups thinking about

Oh wow, dude! You're knocking it out of the park! It's looking great!
Can't wait to see what those touch ups you're thinking off end up being :P

About the Automap, each version of Zelda 1 (MMC1/MMC5) uses a slightly modified Automap code specifically tailored for the mapping.
I think both the MMC1 and MMC5 version use different RAM addresses for certain things, but I am not sure if this might result in changes in the SRAM for the Automap between versions or not.

The variables used for tile flags and some map X/Y coordinates, to be extact:
MMC1: https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/MMC1/code/gameplay/automap.asm#L56
MMC5: https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/MMC5/code/gameplay/automap.asm#L33

Probably that could have something to do with the SRAM and Automap being saved, but I'm not 100% sure if that's the case, just wanted to mention it as I think it could be related.

minucce

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Re: The Minucce Yard
« Reply #72 on: November 07, 2021, 09:24:38 pm »
Enough previews. Get your Zelda Redux ROM dirty!

https://github.com/minucce/workbox/raw/random/box13/menu_wip3.ips
(latest svn build - mmc1 or mmc5)


TODO:
- Game Over menu d-pad

ShadowOne333

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Re: The Minucce Yard
« Reply #73 on: November 08, 2021, 11:02:58 am »
Enough previews. Get your Zelda Redux ROM dirty!

https://github.com/minucce/workbox/raw/random/box13/menu_wip3.ips
(latest svn build - mmc1 or mmc5)


TODO:
- Game Over menu d-pad

Just tested this out, it's so cool!
I just gave it a quick test screwing around with the File selection, and loading some copied files to test items, arrow/rupee/bombs amounts and Automap being saved and copied properly.
So far I could only find one very tiny issue, and that's (what I assume) an additional attribute table for the last tile as it does not cover the very last two letters of a character's name when it changes to gray:


So far that's all I could catch on a quick test.
I have yet to test Dungeon items, keys, doors and maps being copied and saved properly, so that's next.

But the erase and copy system works wonderfully!
It exceeded my expectations for sure! :D

minucce

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Re: The Minucce Yard
« Reply #74 on: November 10, 2021, 12:19:50 am »
Release build for Zelda 1 menu:

https://github.com/minucce/workbox/raw/2e4bd2ae87c108e737e3cfb426e12def996dacff/box13/menu_tweaks.txt
https://github.com/minucce/workbox/raw/2e4bd2ae87c108e737e3cfb426e12def996dacff/box13/menu_tweaks.ips
(make further tweaks as appropriate!)


No pictures because functionally same as previews.


Bonus:
- D-Pad for game over menu
- Another copy menu color effect
- Extra menu sound effects based on context

-----

For Goomba Color (emulator) users, check out fork by EvilJagaGenius
https://github.com/EvilJagaGenius/jagoombacolor


Expected to have more bug fixes arriving soon! More game problems? Go write tickets over there.

ShadowOne333

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Re: The Minucce Yard
« Reply #75 on: November 10, 2021, 02:15:55 pm »
Release build for Zelda 1 menu:

https://github.com/minucce/workbox/raw/2e4bd2ae87c108e737e3cfb426e12def996dacff/box13/menu_tweaks.txt
https://github.com/minucce/workbox/raw/2e4bd2ae87c108e737e3cfb426e12def996dacff/box13/menu_tweaks.ips
(make further tweaks as appropriate!)


No pictures because functionally same as previews.


Bonus:
- D-Pad for game over menu
- Another copy menu color effect
- Extra menu sound effects based on context

Oh wow!
You even went the extra mile and added sound effects for the Copy and Erase features!
DAMN! Hahaha :D
I usually play with sound disabled because it tends to get laggy for me on the laptop I use for hacking, but I enabled it just to hear the SFX. They sound neat and everything seems really tied up together!

I only stumbled into a little incompatibility issue with the Menu Tweaks hack (with the Game Over input code) and Automap, as Automap uses address $17BF20, so I simply moved the Game Over input routine into $153F0 (which has just around $20 bytes free) and now it works properly :D
Here's the converted ASM file for xkas:
https://github.com/ShadowOne333/The-Legend-of-Zelda-Redux/blob/master/MMC1/code/menus/menu_tweaks.asm#L1523

I will be making a post in the Zelda 1 Redux thread as well so people know about the update.
I'll try to see if I can tackle the Save amount of hearts to SRAM feature myself in the meanwhile :D

Would it possible for the Copy/Erase system you made to be ported into Zelda 2 in any way?
I know some of the RAM stuff might change, but possibly the file selection is similar enough?

Thanks again for this amazing feature, you really surprised me with how well and polished the end result ended up being :D


For Goomba Color (emulator) users, check out fork by EvilJagaGenius
https://github.com/EvilJagaGenius/jagoombacolor


Expected to have more bug fixes arriving soon! More game problems? Go write tickets over there.

Oh I also use Goomba Color for my EZ-Flash cart, so I'll probably updated it and test out all of the problematic GBC games with the bugfixed version.

minucce

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Re: The Minucce Yard
« Reply #76 on: November 11, 2021, 11:59:30 pm »
Zelda 2 I'd have to really study; if possible, I'll try to transfer the mechanics over.

----

Next out of the grabbag. So you possibly know about the Konami GB Collection (Color), many by Rushiomatsu of Kirby border fame.

https://www.romhacking.net/hacks/6111/
https://www.romhacking.net/hacks/6112/
https://www.romhacking.net/hacks/6113/


Soft reset issues and minor reset flicker bugs are patched out.

ex.
==>
(seems like everyone has this bug)

==>
(original has it too)


Then there's the missing games:

+
(other GB3 not shown)


And pressing select at each game title will not return you to Konami main menu either. But it will act like a d-pad option, behaving like original GB games also.


That's out of my kitchen sink. Patches shipped out for testing.
(although now I notice Gradius does not have orange loading flicker in original gbc. wonder where that came from)

Twinbee loading flicker is like that in original gbc too. Not sure what they had in mind with the blue palette switching.

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Ys 1 I really want to get back and add Fray's portrait fixes. Plus Datchy compatibility.

November 12, 2021, 08:57:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Falcom never makes anything easy. ::)

Based on Fray's helpful information, black burn reduced to this:


which reveals some new hidden lighting.


Though now it literally requires un-burning all the font tiles and window trim. Which I have zero idea if it will affect anything else in the entire game. Haven't done it yet as it's going to create a massive cross-compatibility headache with everyone's works (Japan font, Japan Datchy font, Spanish font, English font, Datchy + Spanish + cross-fixed font, Datchy + English + cross-over). Given the new findings, I'd be willing to do it but not that soon.


If it's safe, still requires someone to add new color to each affected portrait. I think everyone uses a unique palette which adds some sanity.
(suggestions on recolor? Fray?)


You can use this on top of your patched rom to apply Fray's Olman's + (partial) un-black fix.

https://github.com/minucce/workbox/raw/4c573e7b9582a1f28e91aa64a0613c0dc53dd29c/box16/hidden.ips
« Last Edit: November 12, 2021, 08:57:27 pm by minucce »

Fray

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Re: The Minucce Yard
« Reply #77 on: November 15, 2021, 11:01:43 am »

If it's safe, still requires someone to add new color to each affected portrait. I think everyone uses a unique palette which adds some sanity.
(suggestions on recolor? Fray?)


You can use this on top of your patched rom to apply Fray's Olman's + (partial) un-black fix.

https://github.com/minucce/workbox/raw/4c573e7b9582a1f28e91aa64a0613c0dc53dd29c/box16/hidden.ips

Well, actually, I had already thought of a common color for all portraits. In fact, for the portraits I tested, the four colors to have the double black problem are: 0F 30 27 0F (see image below), so the common color must be halfway between # 27 and # 0F and not even a color who is too dark because otherwise it would go unnoticed. So, taking the nes palette as a reference, we have the colors # 17 and # 16. I would choose # 17 because it is a darker shade than # 27 and also because, if we have to choose a common color, Rossetti has blonde hair and mustache, so taking him as a reference, the "dark blonde" (# 17) for the mustache suits him better, in my opinion.


ShadowOne333

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Re: The Minucce Yard
« Reply #78 on: November 16, 2021, 04:37:07 pm »
Zelda 2 I'd have to really study; if possible, I'll try to transfer the mechanics over.

Ah that's okay :D
There's no hurry or anything, so I'll wait patiently for whenever you get the time for it.
The amount of work and care you put into the Zelda 1 Copy system was just amazing, I can't thank you enough for it haha.

Also, nice thing about the Autoboot hacks now booting the other games too!
It's a delight to have all the games properly boot into some sort of standalone versions from the Collection.

Will keep an eye out for whatever you have next in your projects, as always :D

minucce

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Re: The Minucce Yard
« Reply #79 on: November 18, 2021, 11:18:16 pm »
Given how Zelda 2 allows more colors, I made some compromises and design changes.



https://github.com/minucce/workbox/blob/9c18924c360df4df273c41c5956f5f373bf00532/box17/menu_tweaks.ips

Nearly over but I could not draw a '?'; always looked terrible. Otherwise I think it's about release grade quality.

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Autoboots will be delayed because considering restoring SGB border and maybe palettes from Japan collection.

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Ys 1. Mostly done inserting Fray's work into the patcher engine. Noticed some odd white pixels above Pim's head so fixed it also. Checking a few more portraits before streamlining the post-Datchy font edits.

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(...) When time allows. Zelda 2 ate a lot of time. :angel: