Yeah. That's why I love ST2, it's so experimental with the NES.
It's like one of the only NES games to use a full set of sprites for the character instead of using mirrorring and stuff on the image.
Search found 214 matches
- Fri May 18, 2007 11:56 am
- Forum: NES Music
- Topic: StarTropics 2 bass
- Replies: 9
- Views: 5933
- Wed May 16, 2007 12:12 pm
- Forum: NES Music
- Topic: StarTropics 2 bass
- Replies: 9
- Views: 5933
StarTropics 2 bass
If you notice, the triangle channel on Zoda's Revenge always does this bongo tap SFX, where the note being played is instantly played one octave higher for like .05 of a second.
How did they accomplish this? I doubt they just plained tracked it. I assume they did some coding to preform this.
How did they accomplish this? I doubt they just plained tracked it. I assume they did some coding to preform this.
- Wed May 16, 2007 9:08 am
- Forum: NES Music
- Topic: Decay question?
- Replies: 12
- Views: 6682
- Tue May 15, 2007 8:17 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
- Mon May 14, 2007 2:30 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
- Mon May 14, 2007 12:25 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
- Sat May 12, 2007 6:55 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
Yeah as I was messing around I realized that. This is what I wanted for such a long time, a tool that allows you to know what address is affecting the CPU bank. Now I have effects like go onto any space on the map, and you can enter any tile you're on, and skip the levels uncompleted. pull blocks fr...
- Fri May 11, 2007 9:10 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
- Fri May 11, 2007 8:41 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
- Fri May 11, 2007 5:09 pm
- Forum: NESdev
- Topic: Trouble hacking code
- Replies: 12
- Views: 4936
Trouble hacking code
On super mario bros 3, there's a game genie code 'AOSUZI' which edits registry B5DA from FF to 10.
Now when I change the code through a hex editor, I get the exact same spot it was at too, but nothing changes. Mario doesn't pull blocks out from the background tiles.
Why is this?
Now when I change the code through a hex editor, I get the exact same spot it was at too, but nothing changes. Mario doesn't pull blocks out from the background tiles.
Why is this?
- Wed May 09, 2007 6:07 pm
- Forum: Newbie Help Center
- Topic: how does hex reading work?
- Replies: 5
- Views: 2458
- Wed May 09, 2007 10:11 am
- Forum: Newbie Help Center
- Topic: how does hex reading work?
- Replies: 5
- Views: 2458
how does hex reading work?
When you execute a file, how does it start up?
Does it start at the top of the file, and the values tell it which address to go next?
I need to get everything straight.
Does it start at the top of the file, and the values tell it which address to go next?
I need to get everything straight.
- Fri May 04, 2007 2:09 pm
- Forum: NESdev
- Topic: Success compressing tiles?
- Replies: 37
- Views: 18429
- Thu May 03, 2007 3:55 pm
- Forum: NESdev
- Topic: comprehensive SMB1 disassembly
- Replies: 142
- Views: 61658
- Mon Apr 30, 2007 6:34 pm
- Forum: NESdev
- Topic: Sonic 2 NES hoax [?]
- Replies: 106
- Views: 35036