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Messages - forgotusername

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1
Famicom/NES / Re: miscellaNEouS files
« on: June 18, 2025, 07:20:01 PM »
Quote from: NewRisingSun
The VT369's compatibility to the VT03 does not extend to the palette. VT03's palette uses the HSV color model, while VT369 uses a 5-5-5 RGB color model, and the VT32 uses a 4-4-4 RGB color model. Each byte must be "translated" or converted, and Cube Tech only bothered to convert those palette bytes that they noticed. They did not bother to convert the palette bytes of the removed title screens, and forgot to convert the palette bytes of the end credits screen. Nice Code usually properly converted all static palette bytes but neglected or forgot to convert the palette bytes used for color cycling, such as the ones used for the waterfall animation in Curly Monkey.

I see, it is interesting that they didn't even bother converting the title screens properly before removing them. I (somehow) hadn't noticed the cruddy waterfall in Curly Monkey before, but I definitely see it when comparing the VT03 and VT32 versions.

Quote from: bootlegbastard
Does the vt369 version of Fire Fighter still contain bits from the unused vt03 title screen, or could it be from a new title screen? When I was playing for a bit, the screen glitched out, the background became corrupted, and these "Fire" tiles appeared below the HUD.

It's attached to the HUD like that in the ProjectPNP copy, just in a rather close color shade to the backdrop. I don't see any graphics resembling a title screen otherwise.

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Famicom/NES / Re: miscellaNEouS files
« on: June 17, 2025, 08:31:04 PM »
All of the restorations look good, thank you for fixing them. Out of curiosity, what is the incorrect Catch Copy credits palette the result of (assuming the prior screenshot was captured from emulator)? I have observed some other presumed-VTxx to VT369 (as well as VT32) conversions having odd palettes in later parts of the games, I question if it's a related issue.

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Famicom/NES / Re: miscellaNEouS files
« on: June 17, 2025, 11:16:54 AM »
You're mixing us up; I have the Zenex 135-in-1 console and added its information to the wiki (I plan to video record it soon). For context, it has one of the original Cube Tech VT03 games on it, Snack Time, among some other weird things ("Luga Open" hack of Tennis, Waixing VT03 conversion of Hit-Mouse, etc.)

As a heads-up, the game logic seems to be broken in the Fire Fighter ROM, though the title restores themselves look good.

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Famicom/NES / Re: miscellaNEouS files
« on: June 16, 2025, 10:14:34 PM »
Thank you all for the information and help. I don't have full-scale mock-ups for the JungleTac title screens, but I can provide the logos; the Fire Fighter one is seemingly modified from the Fatal Fury logo, for whatever reason.

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Famicom/NES / Re: miscellaNEouS files
« on: June 15, 2025, 02:08:38 PM »
Would it be possible to restore the title screens for the VT-based Cube Technology games "Ball Switch" and "Rotation"? The actual titles for the games are Smash Futbol and Catch Copy, respectively; I was able to create full mock-ups of their original titles via the graphic code. Catch Copy also has graphics of a credits screen at the beginning of the ROM (which notably confirms some other instances of developer credits, such as the high-score table in Helli-Mission).

As a side note (which I may have mentioned here before, can't remember...), a few JungleTac games also have unused title graphics that have not currently been found or restored. The most amusing of these is Garden Maze, which was originally titled - and I'm not kidding - "Buy Drug". The others I've analyzed to have unused title logos are Dragon Fire, Fire Fighter, and Transportation.

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Famicom/NES / Re: miscellaNEouS files
« on: May 27, 2025, 11:17:38 AM »
Thank you for providing it. This is actually a very late revision from approximately 2010; there are many other scattered revisions that predate it. I'm surprised that it's a mapper 256 ROM, though I guess that explains how they were able to last on the market for so long.

7
Famicom/NES / Re: miscellaNEouS files
« on: May 26, 2025, 01:15:35 PM »
Does anyone have a dump of the Funtime 76000-in-1 (or variants thereof)? I saw that emulator screenshots were added to the Power Racer article on The Cutting Room Floor fairly recently (https://tcrf.net/Power_Racer), but I've never seen a public ROM surface.

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Game Boy dumps / Pokemon Pearl (Sintax)
« on: May 18, 2025, 12:02:29 AM »
Here is a dump of Pokemon Pearl (口袋妖怪珍珠) for the Game Boy Color; an uncommon Sintax release featuring Meowth. This copy is owned and was scanned by deadmall; I provided him code analysis to get a working dump out of it (as prior dumping attempts were corrupted). Both raw and .gbx-formatted ROMs are attached.

(Note: I was having trouble linking the scans of the game here, for whatever reason. The scans can be seen at the following link: https://archive.org/details/pearl-sintax)

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Famicom/NES / Re: miscellaNEouS files
« on: May 06, 2025, 07:01:20 PM »
Here are a few modified ROMs to fix the questionable music and collision detection in several flavors of Falling and Five Days. What I've hacked here is as follows:

*Falling was intended to use a rendition of the music previously heard in Warrior (a Night Stalker hack); however, it is massively sped up to the point of being indecipherable. This is seemingly due to the same byte being used to control the music speed of both Falling and Five Days; as such, Five Days' title theme sounds slower if run under this fix. Of all things, Penta Base runs the leftover Falling music at its intended speed; so I used the same byte change as that version to fix the music. Almost all variants of Falling retain the glitchy music, so I've attached fixes for every unique version that is not a title hack.
*Penta Base and Strafe - two graphic hacks of Five Days - change the level layouts to resemble an open net. However, they did not bother adjusting the shooting angles to accomodate for this; resulting in shots fired in a top-right angle ending before they hit the border (as a building blocked this path in Five Days). In the below hacks, I changed the angle trajectory to better match the backdrop's enclosure.

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Famicom/NES / Re: miscellaNEouS files
« on: May 06, 2025, 12:19:11 PM »
Thank you for analyzing and patching it. I didn't think to check it under Dendy mode; I have seen other ROMs that are strictly compatible under Dendy-like emulation, but not in regards to their controls.

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Famicom/NES / Re: miscellaNEouS files
« on: May 05, 2025, 07:54:49 PM »
Pong only requires the pressing the A button (after the title screen) to start when run as VTxx. This also applies if the game is loaded in a multicart menu; I attached an example using NES Maker. When run as a standard Famicom/NES game, even spamming the A+Start combination results in the game freezing shortly thereafter on my end. I couldn't actually get the 270-in-1 ROM to run, so I have no idea how it behaves on there.

I previously noticed that some of Pong's CHR data is copied from Ding Dong (the "Y2K" Binary Land hack). Curiously, though, the Minesweeper, Dragon, and Solitaire ROMs also have portions of the Ding Dong CHR data; specifically the Hudson Soft byline at the very bottom of the data (Solitaire and Dragon only have the "K" and "E" letters remaining from it). I'm guessing there's some sort of connection here; maybe the "educational computer"-like software was recompiled by the same ex-Subor team as Pong/Free Way?

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Famicom/NES / Re: miscellaNEouS files
« on: May 05, 2025, 03:19:57 PM »
Apple Chess was originally written for BBK's keyboard famiclones. Attached please find the "BBK Floppy 1" system ROM and a floppy disk image containing the game. After loading the ROM file in the latest NintendulatorNRS build, insert the floppy disk image via File->Load 3.5" disk. It will boot into a demo application; press ESC to exit it, then type "STA" to run the Beijing XKD 3-in-1 game collection (Solitaire, Tetravex, Apple Chess) from floppy disk. Closing the problem shows a nice 1997 credits screen. The program is exclusively controlled via an emulated PS/2 mouse.

Interesting to see and know its origin. I had seen those three game revisions before, but not on one of the proper floppy-based systems. Ironically, I recall having a copy of that credits screen as a .nes file conversion, with nothing else attached to it (probably dug out of NonGoodNES or something); so I had no idea who or what it was actually designed to credit...

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Famicom/NES / Re: miscellaNEouS files
« on: May 05, 2025, 03:01:16 PM »
Here is a custom English translation of Whiz Kid Magic Wand (神童魔棒), a game from the Waixing English CAI 3-in-1 cartridge. Every problem has had its explanation translated at the top of the screen, in addition to menu prompts and a small title logo being added.

Unfortunately, I ran into an issue with the game itself (not as a result of my translation): some of the levels appear to be physically impossible to complete. I was able to verify that at least one puzzle ("Move 6 to make triangles form rhombuses") is broken within the code, going by its mapped-out solution. There are three other layouts that I suspect are unsolvable; though every other level I have verified as beatable. I was unable to find a way to fix or zero-out the broken levels; so if anyone can think of a solution, it would be appreciated.

Download is attached below, alongside information on the broken layouts (with attached FCEUX save states).

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Famicom/NES / Re: miscellaNEouS files
« on: April 29, 2025, 09:50:37 PM »
Another additional note: the Apple Chess ROM still retains its CHR-RAM code (as is typical of "educational computer" clones), with a faux-CHR file applied to it. Running the game without the CHR attached results in a working screen when pressing the "?" icon, credited to "Colvin of Shenzhen BHD Electronic Co., Ltd". I guess that's another company to research one of these days...

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Famicom/NES / Re: miscellaNEouS files
« on: April 29, 2025, 07:14:59 PM »
An addendum to Pong: it appears that the game uses VT02 registers for whatever reason, not running on a standard Famicom/NES. Most emulators do not seem to support VT02 games with a separate CHR file (I don't know if that even exists otherwise...), though NintendulatorNRS does for VT01; so the extracted ROM can be played with some cruddy colors if the header is set to VT01 mode. I imagine a better solution here would be to modify the game to use standard NES registers, though I'm not sure how that would be done.

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