Search found 781 matches

by Hamtaro126
Mon Mar 10, 2008 4:51 pm
Forum: NESdev
Topic: Where is the LZ-NES NES CHR compressor? (by Tokumaru)
Replies: 8
Views: 5154

Uh! Sorry man, I even forgot to answer your message. My bad. I'll look for it now and will upload again ASAP, wait just a second. EDIT: This link seems to be working fine. I changed the extension to JPG because that crappy host won't take ZIP files, so you have to right-click the link and select &q...
by Hamtaro126
Mon Mar 10, 2008 3:36 pm
Forum: NESdev
Topic: Where is the LZ-NES NES CHR compressor? (by Tokumaru)
Replies: 8
Views: 5154

Where is the LZ-NES NES CHR compressor? (by Tokumaru)

I needed the certain program because I have to use it. But couldn't find it. The reason is Tokumaru's only link to the program is dead. Because it uses a site that deletes certain files during a period of time (30 days?). And that can explain why I hate these type of download sites! (If you are read...
by Hamtaro126
Mon Feb 18, 2008 2:52 pm
Forum: NESdev
Topic: Need help on finding Music Engine JSR routine for SMB2! (US)
Replies: 3
Views: 3192

Need help on finding Music Engine JSR routine for SMB2! (US)

I am hacking SMB2(US). and I needed some more help tracing the JSR for the music engine. Due to the problem of finding the stuff that makes it bankswitch, Nothing can be done to make any other NSF work besides SMB2 Final and SMB2 prototype. I know how to replace the ASM, Just need help with the musi...
by Hamtaro126
Sun Jan 27, 2008 11:01 am
Forum: NESdev
Topic: SMB1/MMC3 - Status bar IRQ routine and more needed for hack
Replies: 11
Views: 5993

You'd have to distribute a symbol table for the disassembly along with a source code patch That sounds like a good idea, Since that is supported in X816, In which I use mostly If you are using a proprietary disassembler and assembler designed to run on MS-DOS, then you won't have much of an audienc...
by Hamtaro126
Sat Jan 26, 2008 8:15 pm
Forum: NESdev
Topic: SMB1/MMC3 - Status bar IRQ routine and more needed for hack
Replies: 11
Views: 5993

Tepples posts: And I could do it in SMB3, But the problem is that I cannot do a full disassembly for SMB3. as opposed to the currently used SMB1 disassembly. If you are disassembling the program, editing large parts of the source code, and reassembling it, how are you going to distribute the result?...
by Hamtaro126
Sat Jan 26, 2008 11:02 am
Forum: NESdev
Topic: SMB1/MMC3 - Status bar IRQ routine and more needed for hack
Replies: 11
Views: 5993

If you make the player use 8x16 pixel sprites, you'll have to do the same for the enemies, like in SMB3. Then you'll probably have to go and make the squid of 2-2 smaller like they are in SMB3 too. At this rate, wouldn't it be easier to port SMB1's maps to the SMB3 engine? Yes, I was going to say t...
by Hamtaro126
Fri Jan 25, 2008 8:50 pm
Forum: NESdev
Topic: SMB1/MMC3 - Status bar IRQ routine and more needed for hack
Replies: 11
Views: 5993

SMB1/MMC3 - Status bar IRQ routine and more needed for hack

How do i create an IRQ routine, I am creating a status bar for SMB1 NES and not use sprite 0 just like SMB2j. It is possible, Just needed some help! Also. I should use Sprite 0 for eyes like Super mario 2 (USA). and I could probrably need some help making (or rewrite) the SMB player engine to use 32...
by Hamtaro126
Wed Jan 09, 2008 8:18 pm
Forum: Newbie Help Center
Topic: NES in BASIC?
Replies: 8
Views: 4188

Re: NES in BASIC?

Hi there, This is my first post. I'm wondering if it's possible to write a game completely in BASIC? I found this: http://os4depot.net/index.php?function=showfile&file=development/cross/nes_dev.lha And as I understand it, you can write a game in BASIC and have it converted to Assembler. Is that...
by Hamtaro126
Tue Jan 01, 2008 6:41 pm
Forum: NESdev
Topic: Expanded SMB1 ROM, How do I put extra ROM in $4000-$7FFF?
Replies: 4
Views: 2686

Expanded SMB1 ROM, How do I put extra ROM in $4000-$7FFF?

I am using MMC3 to expand Super Mario Bros 1. I lost the code that my friend gave me (BBitmaster) that does a simular expansion. but it does 6000-7FFF and he does not have the code anymore either. So I need help to put extra ROM in $4000-7FFF I am mostly using the extra space for Music. Just so you ...
by Hamtaro126
Sun Dec 23, 2007 5:28 pm
Forum: NESdev
Topic: An interactive Disasm
Replies: 20
Views: 7383

I'll have to check it out. Anyone know of a game that uses a trainer? Also, was there ever a "Mr. Do" made for the nes? That is one of my favorite games! There is no Mr. Do for the NES, and Disch said Trainers are kinda not used anymore. Also, If you are looking for CDL files for FDS: Try...
by Hamtaro126
Sat Dec 22, 2007 3:36 pm
Forum: NESdev
Topic: An interactive Disasm
Replies: 20
Views: 7383

Welcome to NESDEV, Psycho! A best choice for making your Interactive disassembler is to base it off of ''6502dis - Interactive Disassemler for Atari''. You can put iNES and possibly FDS (Famicom Disk System) support in it, The code is very portable (I Think). But if you do not know C++, one of thoes...
by Hamtaro126
Sat Dec 01, 2007 3:29 pm
Forum: NESdev
Topic: SMB1 remake for Game Boy (original) - Possible
Replies: 23
Views: 9311

The SGB allows the SNES to load code from the GB game and run it. Alternatively, the SGB can send SNES OAM data to draw SNES quality sprites on the screen. So in the end, you can basically end up with a somewhat limited SNES game running from a GB cartridge. I don't know if any of these SGB feature...
by Hamtaro126
Sat Dec 01, 2007 2:40 pm
Forum: NESdev
Topic: SMB1 remake for Game Boy (original) - Possible
Replies: 23
Views: 9311

If you're going to program for a super gameboy, might as well make your program a SNES program, or at least use SNES sprites instead of GB sprites. The SGB also uses the Z80 (the Gameboy's CPU) but SNES uses the 65816. They are not compatible and uses completely diffrent opcodes. Therefore. you mus...
by Hamtaro126
Sat Dec 01, 2007 2:23 pm
Forum: NESdev
Topic: SMB1 remake for Game Boy (original) - Possible
Replies: 23
Views: 9311

What about Super Mario Bros Deluxe for Gameboy Color? That is not compatible with GB and SuperGB hardware. That is why this is up here: To create an alternative to that version of SMB EDUCATIONAL NOTE: (Super)GB should have the same amount of vram as the NES! Of course the palette in the original g...
by Hamtaro126
Sat Dec 01, 2007 2:11 pm
Forum: NESdev
Topic: SMB1 remake for Game Boy (original) - Possible
Replies: 23
Views: 9311

SMB1 remake for Game Boy (original) - Possible

Well, I could not do it, As I do not know any Z80, But if anyone knows Z80 ASM around here, I can send you a doc that is only available via PM/Email. Since the Document is Strictly and officially copyrighted. You must not distribute that doc to anyone or anywhere. Just keep it to yourself Since we h...