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Topic: Anyone Interested in Doing "SMB Special" for NES? (Read 15 times)
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frantik
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« Reply #435 on: May 19, 2008, 08:48:19 pm » |
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oh sorry then thats fixed
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frantik
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« Reply #436 on: May 21, 2008, 03:26:59 pm » |
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karatorian I sent u the updated level data I forgot to mention to see if you can implement the 6 tile lift hack (if not already implemented) in the next release. one of my patches if not both have it implemented already
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« Last Edit: May 21, 2008, 05:16:16 pm by frantik »
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Karatorian
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« Reply #437 on: May 22, 2008, 08:00:20 pm » |
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Here's the latest patch. Changes in this release are fairly minor. The large lifts are all now six tiles wide (regardless of the hard modes or the map type) and the lastest tweaking of the levels by Frantik is included as well.
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frantik
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« Reply #438 on: May 23, 2008, 01:36:37 am » |
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sweet everything look pretty good so far :crazy: [edit: spoke too soon.. two level format bugs and also one thing that hasn't been too urgent but we should fix is in 4-3 the vine comes up at the bottom of the screen ] also what do you thnk bout changing the clock timer? I tried it out and if you walk from the start until you hit the first goomba the clock says 392 in SMBSpecial (at least on the x1) and in SMBS it says 394. I adjusted the clock and got it to be about the same time sta EventMusicQueue ;otherwise load time running out music ResGTCtrl: lda #$18 ;reset game timer control sta GameTimerCtrlTimer change 18 to 12
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« Last Edit: May 23, 2008, 03:01:17 am by frantik »
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Karatorian
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« Reply #439 on: May 23, 2008, 04:36:33 am » |
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Hmm. Well, just so you know, the current level data is using 8156 out of 8192 bytes of SRAM. So if things get much larger (18 objects left) I'll have to come up with an alternative method of handling the levels. (Not that it couldn't be done, but I'd like to avoid it if we can.)
The clock speedup sounds good to me. (Are the level's time limits currently at the SMBS lengths?)
Could I get a little more detail on this 4-3 vine thing?
Anyway, I got to go to work now and I'll probably go to bed after that. So chances are I won't get around to any more hacking until sometime this weekend.
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frantik
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« Reply #440 on: May 23, 2008, 05:07:15 am » |
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neither bug i've noticed (one at the end of 4-1 and one in 4-4 with the 'HUDSON' writing) will require extra objects.. hopefully i shouldn't have to add any more. in some ways it's good to know we're not wasting much level data space hehe here's the vine problem.. I'll look into it can't be too tough and yeah i adjusted the clock times a while back
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« Last Edit: May 23, 2008, 06:13:13 am by frantik »
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Karatorian
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« Reply #441 on: May 23, 2008, 12:56:49 pm » |
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Hmm, I wonder what's causing that? It could be that none of the vines in the original SMB came out of blocks that high up. If that's not the case, I'm not sure what it is. If we just have the game draw less vine metatiles, will there be any vines that'd end up too short? (If that's the case, we'll just have to add a check to stop once it reaches the top of the screen. But just making them shorter would be easier.)
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rbudrick
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« Reply #442 on: May 23, 2008, 12:57:47 pm » |
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Just curious, how were the correct clock times figured out? It was mentioned that each "second" or whatever you want to call it of the count down in SMBS is a different (are they faster or slower?) speed from SMB. Was the timing/clockcycle subroutine in each game figured out, or was a stopwatch used while the time ran out? The reason I ask is that we don't know how accurate the emulation really is and the code should really be looked at instead for complete accuracy.
-Rob
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frantik
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« Reply #443 on: May 23, 2008, 03:27:46 pm » |
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Hmm, I wonder what's causing that? It could be that none of the vines in the original SMB came out of blocks that high up. If that's not the case, I'm not sure what it is. If we just have the game draw less vine metatiles, will there be any vines that'd end up too short? (If that's the case, we'll just have to add a check to stop once it reaches the top of the screen. But just making them shorter would be easier.)
normally the ground covers up the tip of the vine but this vine is over a hole. i hope shortening it by 1 tile should fix it.. and i'm not 100% sure but i think the vine blocks in SMBS are all at the same height oh hey what is the hex for endless ropes? hopefully there are fewer than 18 of them :laugh: Just curious, how were the correct clock times figured out? as i mentioned i just walked from the start of the game into the 1st enemy and adjusted the game clock in the SMB engine to so the times are the same. it's not the most entirely accurate way but it works and is at least relative to the speed mario moves.
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« Last Edit: May 23, 2008, 03:34:51 pm by frantik »
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Karatorian
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« Reply #444 on: May 25, 2008, 12:36:55 pm » |
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The special castle object for level 8-2 is a special row 15 object, just like the normal castle, but rather than object ID 0x2n, it uses 0x6n. The endless rope was re-added to SR 15 with the ID 0x7n. In regards to the vines, it occured to me later that the hole was the likely cause. It shouldn't be too hard to simply not wrap around. No time for hacking today, what with the holiday weekend and all. (Probably early next week.)
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rbudrick
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« Reply #445 on: May 27, 2008, 12:10:38 pm » |
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as i mentioned i just walked from the start of the game into the 1st enemy and adjusted the game clock in the SMB engine to so the times are the same. it's not the most entirely accurate way but it works and is at least relative to the speed mario moves. I see, but couldn't the game code reveal an exact timing to put in? -Rob
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Karatorian
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« Reply #446 on: May 27, 2008, 05:06:58 pm » |
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Yeah, game code would be more exact, but nobody seems to have much interest in diggin into the Z80 ASM. I definetly don't. (I've already derailed all my other ROM hacking project with the work I've put in on this so far. Not that I mind, bud disassmbling code for a mostly undocument (in English at least) Japanses computer without quality tools isn't something I'm interested in at the moment.)
That said, as I've mentioned before, if anyone is interested, I can provide some useful pointers on the format of the disk images, where the code, levels, graphics, text, etc. are for both the X1 and PC88 disk images. They're both z80 based so anyone who knows that CPU (GB hackers, I guess) wouldn't have to hard a time with some of it.
Furthermore, I don't much care for the z80 ISA. Call me weird.
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Hamtaro126
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« Reply #447 on: May 27, 2008, 07:14:23 pm » |
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Yeah, game code would be more exact, but nobody seems to have much interest in diggin into the Z80 ASM. I definetly don't. (I've already derailed all my other ROM hacking project with the work I've put in on this so far. Not that I mind, bud disassmbling code for a mostly undocument (in English at least) Japanses computer without quality tools isn't something I'm interested in at the moment.)
That said, as I've mentioned before, if anyone is interested, I can provide some useful pointers on the format of the disk images, where the code, levels, graphics, text, etc. are for both the X1 and PC88 disk images. They're both z80 based so anyone who knows that CPU (GB hackers, I guess) wouldn't have to hard a time with some of it.
Furthermore, I don't much care for the z80 ISA. Call me weird.
If you were to disassemble anything SMB1-related in Z80, I recommend trying to disassemble SMB1DX (Gameboy Color). After that, I can make a version of SMB1DX to Super/Original Gameboy and possibly Sega Master System.
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strfr
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« Reply #448 on: June 05, 2008, 04:27:03 pm » |
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Karatorian/frantik, how is progress on the ROM hack? It's been more than a week since the last reply from either of you. I hope everything's doing good with the progress so far.
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frantik
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« Reply #449 on: June 05, 2008, 06:57:55 pm » |
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i think i need to do some bug fixes or something but ive been kinda busy so hopefully i will send them to the big K soon
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