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Author Topic: Help me change Super Mario Bros. 2 proto into Doki Doki Panic cart version  (Read 2 times)
marioxb
Guest
« on: September 01, 2007, 11:48:47 am »

I think it would be cool to have a cartridge version of Doki Doki Panic to show to friends and what not that aren't into emulation. The Super Mario Bros. 2 prototype rom has recently surfaced and it's closer to the original game, as the grass and things are not animated, bonus chance screen is almost exactly like DDP, has magic lamp, etc.

EDIT:
I decided to mod both Super Mario USA and Super Mario Bros. 2 prototype.

Here are a few IPS patches to change the US SMB2 into other versions of Super Mario Bros. 2 to check out:

Regular SMB2 to SMB2 prototype/beta

Regular SMB2 to Doki Doki Panik (someone else's hack)

Here are the sprites for both games I found online:

Doki Doki Panic:

 
Click here for the US Super Mario Bros. 2 as it's rather large.

SEE MY NEXT POST FOR MY CHANGES SO FAR..
« Last Edit: September 09, 2007, 11:13:40 am by marioxb »
southark2
Guest
« Reply #1 on: September 05, 2007, 09:49:37 am »

Hacking the graphics of smb2 is not that hard one could take the graphics out of the DDP hack and put them unmodified into smb2 or the prototype. With yychr or tlp. Yychr would be better for this tho. Using someone else's hack tho is not recommended with out permission. Unless you using it just for your self and not trying to get credit for it. Smb2 has four or five different locations for every graphic in the game. I not sure about the prototype. One could try changing the mapper to have vrom so the changes could be saved in Nesticle. But most here don't recommend using it anymore because there are better tools. let me know what mapper it is and I will take a look at it maybe I can change the mapper to have vrom it depends on what mapper it is tho. I am not even suppose to be hacking anymore. But with all this stuff thats been happening since I been missing I better get back at it. I will take a look at it maybe I might get back into hacking if I can do something with it.

Never mind unless you decide to use the normal smb2 rom which already has vrom or character rom mapper 4 not mapper 1 this prototype is like Zelda 1 somebody made it have vrom but good luck finding that one. Where did you get this weird prototype at I can't find it as a actual rom.

The graphics are compressed for this one so no good for me. I think I will get back to one of my own hacks instead. Good luck.
« Last Edit: September 05, 2007, 10:29:16 am by Me_Dave »
KingMike
Guest
« Reply #2 on: September 05, 2007, 11:16:15 am »

The SMB2 prototype uses VRAM.

VRAM->VROM hacking is actually a pretty difficult hack, especially if you don't have source code (which Nintendo probably did when they changed it to VROM for the final version).
Basically, with VROM, if you want just one tile to change, you need to make another copy of the entire VROM bank.
marioxb
Guest
« Reply #3 on: September 05, 2007, 05:38:03 pm »

I can't remember where I found the prototype rom anymore.

I'm modifying the prototype as well as modifying SMUSA to be more like the prototype (less animation).

UPDATE: In the prototype, I have now replaced everything. Mario has been replaced with Imajin, Luigi has been replaced with Mama, Toad has been replaced with Papa and Peach has been replaced with Lina. I also changed the SMB2-only items back into the DDP items. Phanto, the mushroom (clown mask) blocks, shell (shrunken head), life mushroom (heart), 1-up mushroom (1-up heart- my own creation:   ), changed the "Bomb" explosion back into "Bom" and changed some of the text. The magic lamp and World 7 veggie were already in their DDP incarnations from the start in the proto.

I will have one patch that leaves the Mario characters and one that has DDP characters. I'm now getting the hang of YY-CHR. I am cutting and pasting sprites from the actual DDP fds rom into SM2 proto.

Changes made with yy-chr, thingy, nespaled and other hex editors

Story (Notice also the DDP characters in the border):




Changed 'Please Choose Player' to 'Player Change ??' (notice DDP man instead of arrow, DDP character heads, and removed curtains and border to closer match DDP selection screen):

(this pic has been photoshopped to show all four characters at once in color, in game only one is highlighted at a time.)

Changed 'World' to 'Chapter' (notice black DDP grass):


Changed life mushroom into heart:


Changed 1-up Mushroom into 1-up Heart that I created, and replaced the green grass with black DDP grass:


Changed "Bomb" back into "Bom" and changed the shell back into the head:




Changed Phanto:


Changed gate:


Changed Mario into Imajin:



« Last Edit: September 22, 2007, 10:25:15 am by marioxb »
southark2
Guest
« Reply #4 on: September 06, 2007, 09:02:08 am »

Quote from: marioxb on September 05, 2007, 05:38:03 pm

Anyone know of a way to hack the game to make the characters stay big and/or small, since they don't shrink in DDP?


KingMike is right about the VROM hacking. The prototype only has VRAM if one where able to make it have VROM which is character ram one would need the source. And it is just an old arcane way of editing Roms with nesticle. Mapper 1 is a hard mapper to change with out the source. In the normal smb2 Rom the small sprites of the characters such as Mario are the same size as the larger ones inside the rom. But they look smaller on the screen. One could replace them with the larger ones and not see any change. But that want work for the prototype because the graphics are compressed inside the VRAM. And it has no need for character Ram. It could be expanded but thats over my head. Sorry I am not much help.

Nice work on the story tho.
Disch
Guest
« Reply #5 on: September 06, 2007, 10:57:15 am »

I wonder if fully converting the SMB2 prototype would really be easier than just converting Doki Doki Panic directly to an NES game?  That is to say --- hacking the FDS game to become an NES game, rather than hacking SMB2 to become DDP.
Mattrizzle
Guest
« Reply #6 on: September 06, 2007, 02:11:36 pm »

What compression?  Opening the ROM in YY-CHR, I can see almost all of the graphics in the game, uncompressed.
marioxb
Guest
« Reply #7 on: September 06, 2007, 02:54:21 pm »

The Doki Doki Panic fds rom cannot be converted into NES format. It's been tried.

You think I did a good job translating the animated intro from DDP into the story above? Cool, thanks!

I don't know about compressed or uncompressed, but when I open the rom in Tile Layer or yy-chr, the graphics are all mixed up and I don't know how to find what I'm looking for. Also, pieces of different sprites seem to be connected.

When I look at the sprites in Nesticle, they make more sence, but I just can't save my changes (in the proto).
Disch
Guest
« Reply #8 on: September 06, 2007, 03:12:13 pm »

Quote from: marioxb on September 06, 2007, 02:54:21 pm
The Doki Doki Panic fds rom cannot be converted into NES format. It's been tried.

By someone who knew what they were doing?  I'm sure it's possible.
marioxb
Guest
« Reply #9 on: September 06, 2007, 03:15:39 pm »

Quote from: Disch on September 06, 2007, 03:12:13 pm
Quote from: marioxb on September 06, 2007, 02:54:21 pm
The Doki Doki Panic fds rom cannot be converted into NES format. It's been tried.

By someone who knew what they were doing?  I'm sure it's possible.

I tried a long time ago, but I couldn't do it. Check the 2nd post in my thread here:
http://board.acmlm.org/thread.php?id=4558&o=0&p=20
Disch
Guest
« Reply #10 on: September 06, 2007, 03:28:45 pm »

I'm tempted to try it just to spite him   

Really... I just don't see how it would be totally impossible even in a worst case scenario.  If all else fails you can use MMC5 with 32k PRG RAM.  MMC5 can put RAM at $6000-DFFF just like the FDS does.... and you could have $E000-FFFF totally free for your own code to make the conversion work.  The only thing MMC5 can't mimic is the CPU cycle based IRQ counter... but I don't think DDP even uses that (or if it does, MMC5's scanline counter could easily replace it).

Though, still, I doubt going that far is necessary.  I'm still willing to wager you could put this on an MMC3 board without too much trouble.  We'll see though, I haven't looked at the game yet.

Anyway -- the more I think about it, the more I'm certain it's possible.  Though I'm sure it'll be a moderately big job and will require a deep understanding of the NES and FDS.

edit:
Just realized sound effects might be an issue too.  DDP used the FDS channel for a lot of effects.  IIRC, SMB2 moved them all to the DMC.  You could probably do something like that too (maybe even take the samples directly from SMB2)
« Last Edit: September 06, 2007, 03:42:07 pm by Disch »
marioxb
Guest
« Reply #11 on: September 07, 2007, 03:07:33 pm »

I may need some help. Anyone know of a way to hack the game to make the characters stay big and/or small, since they don't shrink in DDP?
« Last Edit: September 09, 2007, 08:27:33 am by marioxb »
Mattrizzle
Guest
« Reply #12 on: September 08, 2007, 10:24:15 am »

marioxb, did you know that you can use the + or - keys in YY-CHR to move forward/backward in the data by one byte?  That's likely the reason you can't see the graphics properly in the prototype.
marioxb
Guest
« Reply #13 on: September 08, 2007, 11:04:24 am »

No I didn't know that! Wow! I feel so stupid now! I am back to hacking the proto now! Sweet!
Hamtaro126
Guest
« Reply #14 on: September 08, 2007, 12:48:03 pm »

Quote from: Disch on September 06, 2007, 03:28:45 pm
I'm tempted to try it just to spite him   

Really... I just don't see how it would be totally impossible even in a worst case scenario.  If all else fails you can use MMC5 with 32k PRG RAM.  MMC5 can put RAM at $6000-DFFF just like the FDS does.... and you could have $E000-FFFF totally free for your own code to make the conversion work.  The only thing MMC5 can't mimic is the CPU cycle based IRQ counter... but I don't think DDP even uses that (or if it does, MMC5's scanline counter could easily replace it).

Though, still, I doubt going that far is necessary.  I'm still willing to wager you could put this on an MMC3 board without too much trouble.  We'll see though, I haven't looked at the game yet.

Anyway -- the more I think about it, the more I'm certain it's possible.  Though I'm sure it'll be a moderately big job and will require a deep understanding of the NES and FDS.

edit:
Just realized sound effects might be an issue too.  DDP used the FDS channel for a lot of effects.  IIRC, SMB2 moved them all to the DMC.  You could probably do something like that too (maybe even take the samples directly from SMB2)

I also am porting DDP and know more 6502 ASM, But since he switched from Prototype to Final, then
switched to the prototype again. I can now do a port of DDP to a structure like the ''Final'' SMB2's
ROM (As in using FFs (In Hex) for unused space) to MMC5
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