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Messages - lancuster

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16
Famicom/NES / Re: miscellaNEouS files
« on: March 09, 2024, 07:42:03 AM »
No, and creating one would be difficult, as the game uses 8x16 sprites, which make the MMC3's scanline counter act near-inscrutably: "When using 8x16 sprites, PPU A12 must be explicitly tracked. The exact time and number of times the counter is clocked will depend on the specific set of sprites present on every scanline. Specific combinations of sprites could cause the counter to decrement up to four times, or the IRQ to be delayed or early by some multiple of 8 pixels."
But after all, some of the Cony Soft games were successfully hacked to MMC3, so it's still possible.
Here's what I learned about the late ports from Cony Soft/Future Media:
"In Crayon Shin-Chan, MMC3 is possible due to the use of CHR banks in PPU $000-7FF and $800-FFF as whole, and in CPU $C000-DFFF banks with garbage and the code is similar at the beginning, so you can only transfer data and change the code. In San Guo Zhi 4 - Chi Bi Feng Yun, at the beginning of the game, CHR banks are also whole, but there are several banks in the CPU $C000-DFFF and they are more complicated, so it's more difficult."

17
Famicom/NES / Re: miscellaNEouS files
« on: March 07, 2024, 03:21:51 PM »
I wonder if there is a MMC3 mapper haсk of the game San Guo Zhi 4 - Chi Bi Feng Yun?

18
Famicom/NES / Re: miscellaNEouS files
« on: February 24, 2024, 02:09:01 PM »
Mini collection of The Cheetahmen games (standalone The Cheetahmen on 228 and MMC1 mapper also included):

19
Famicom/NES / Re: miscellaNEouS files
« on: February 20, 2024, 01:15:25 PM »
It would be great to see these games in a separate form and without binding to the keyboard:

20
Famicom/NES / Re: miscellaNEouS files
« on: February 20, 2024, 02:03:26 AM »
Puzzle game from Asder educational Famicom cartridge:

21
Famicom/NES / Re: miscellaNEouS files
« on: February 19, 2024, 07:39:56 AM »
Posted here in case anyone doesn't have a rom of this game:

22
Famicom/NES / Re: miscellaNEouS files
« on: February 14, 2024, 01:42:38 PM »
Deerstalking from Nice Code Software - MMC3 port by Sharpnull:

23
Famicom/NES / Re: miscellaNEouS files
« on: February 14, 2024, 10:03:30 AM »
The game already runs as mapper 4 submapper 4. I made a small change to the IRQ code to run it as regular MMC3. I only checked the initial screens, however.
Ha, it was unexpected) :)
I also have some work on San Guo Zhi - Chi Bi Zhi Zhan by Asder, which I wanted to make more closer to the arcade original, optimizing the CHR data along the way. This game has already been ported by Sharpnull to the MMC3 mapper (see attachment).
But I have problems with text output (it's better to convert it to a standard output type) and in some places (in cutscenes with text) the graphics banks don't want to change, only with banks located nearby.

24
Famicom/NES / Re: miscellaNEouS files
« on: February 14, 2024, 04:51:12 AM »
Dragon Ball Z 5 - CHR ROM Optimized by me (Reduced to 256 kilobytes). ROM mapper is still the same.
I also saw a lot of unused empty space in the PRG ROM (more than 20000 bytes) to reduce the PRG size to 128 kilobytes, but for this it's necessary to disassemble the game in order to rebuild the ROM.

25
Famicom/NES / Re: miscellaNEouS files
« on: February 11, 2024, 04:52:27 PM »
The "decompilation" was referring to CoolX, which pertains to the other games you mentioned (Boogerman II, FDS ports etc.). The Action 52 rips I mostly re-coded myself, and are unrelated to CoolX; there is no full decompiling of Action 52 AFAIK.
Clear.
I once set out to improve the first Cheetahmen, but it didn't go beyond small edits. There is a port of this game on MMC1, I also rewrote the intro for the game based on the intro from the sequel (so that you can skip it and go to the menu with a pause), but the music from the intro of the second part remains in it ("Bossa Nova", if you know).
I also planned to insert an intro at the end of the game so that after the last boss there would be a screens with frames from the Action 52 advertisement, as well as rework the characters and enemies under the 8x16 sprite mode to insert the sprites of the Sega version, but I lack the help of a person who understands machine code or assembler.
By the way. I have trimmed to 48 kilobytes the famous dump of Cheetahmen: The Creation.

26
Famicom/NES / Re: miscellaNEouS files
« on: February 11, 2024, 08:45:47 AM »
I didn't touch much of anything in the "CoolX" mapper hacks in terms of coding, but I would assume anti-piracy measures were disabled. The github page had what seemed to be full decompilations of the ROMs (albeit still in PRG/CHR-like formats, not outright source code); which I unfortunately didn't back up.

I see in your "Streemerz" rip that there's a visible health bar; is that an unused function, or was it custom coded? (I assume the heart graphics themselves are new)
Are you talking about a complete decompilation of all Action 52 games? Is there a link?
Maybe there are still saves on the web archive?
With regard to Streemerz, all games were supposed to have a life bar and a score counter, since the games were made on the principle of a conveyor and have an identical design. But in a number of games, some functions are disabled, and in some cases it was possible to turn platformers into flying games like Micro Mike (I did that once with Haunted Hills) or vice versa. The heart icon is taken from the first Chip and Dale.

27
Famicom/NES / Re: miscellaNEouS files
« on: February 10, 2024, 03:44:52 PM »
Ha! Your Action 52 conversions reminded me of my conversions (some) that I made a long time ago, I attached my collection under the post. Also I had Ninja Assault hack with fixed stage 4.
I'm also pleased with the fact that FDS conversions are still being done. By the way, Boogerman II previously ported Sharpnull. And in games from Ei-Ho Yang, anti-piracy protection is sewn in (I hope you've removed it all, the integrity of the CHR ROM is also checked there).

28
Famicom/NES / Re: VT03 Octopus CHR problem correction
« on: February 10, 2024, 02:44:57 PM »
I could have converted the title screen and the missing graphics from the original if the game had been converted to the standard NES format.

29
Hacker Center / Time Top Super Game 36-in-1
« on: December 02, 2020, 06:30:41 AM »
Who will be able to extract the game from VT03 multicart Time Top Super Game 36-in-1?
I tried to extract one of the games myself, but it didn't work out.
The logger in FCEUX allocates disparate data, and NintendulatorNRS pulls out half of the rom, which turned out an 18-in-1 version.

30
I'm not kidding. I took a "Mini 121-in-1" multicart, turn on the first game in FCEUX ("Commando"), and found out that this game (not only Commando!) can switch graphics and palette, being inside multicart. After changing graphics, I started the game again. You can see the result below in attached file.
Thus, it turns out that these games can work in NES mode inside multicart, but I dont know how to code, so I ask for help from knowledgeable people who can figure it out. If it turns out that these games can still be fixed to work correctly in NES mode, the NES library can be significantly replenished with new games.

P. S.: I will attach the modified ROM of multicart as a file from the file sharing service, so as not to annoy anyone by "clogging up the forum": http://www.mediafire.com/file/9335n52pkkan1b8/Mini_121_in_1-Commando.nes/file

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