Search found 31 matches

by ReverendSA
Tue Dec 05, 2017 7:07 pm
Forum: NESdev
Topic: SNESDev - MSU-1 Hacking - Lag before song plays
Replies: 3
Views: 1696

Re: SNESDev - MSU-1 Hacking - Lag before song plays

Turns out that the computer I was using this morning was slow af. I'm using it on my home PC and the lag nearly almost negligible. That was also after changing it around to use a JMP instead of a JSL.
by ReverendSA
Tue Dec 05, 2017 10:17 am
Forum: NESdev
Topic: SNESDev - MSU-1 Hacking - Lag before song plays
Replies: 3
Views: 1696

Re: SNESDev - MSU-1 Hacking - Lag before song plays

The docs imply that when you write to $2004-$2005, the MSU1 needs time to seek to the desired track and spin up the decoder. It sets the "audio busy" flag (bit 6 of the status port at $2000) until seeking has finished. On hypothetical CD-based implementations of the MSU1, seeking might ta...
by ReverendSA
Tue Dec 05, 2017 7:40 am
Forum: NESdev
Topic: SNESDev - MSU-1 Hacking - Lag before song plays
Replies: 3
Views: 1696

SNESDev - MSU-1 Hacking - Lag before song plays

Hi, Does anyone know what could cause the rom to lag when playing a PCM track? Yesterday I hacked Zelda to play PCM tracks instead of spc tracks (It can fallback as well). I ported the code over to Kyuuyaku MEGAMI tensei but the odd thing is the game lags before loading and playing the track. I did ...
by ReverendSA
Fri Dec 01, 2017 5:14 pm
Forum: NESdev
Topic: Can you port NES music to SNES remakes of NES games?
Replies: 21
Views: 6275

Re: Can you port NES music to SNES remakes of NES games?

Just had an idea...

What if it's an MSU-1 hack?

The only cappy thing is, you'd need an SD2SNES or a specific emulator.

BUT thoeretically this is possible to deploy with NES clarity using MSU-1.
by ReverendSA
Thu Nov 30, 2017 12:33 pm
Forum: NESdev
Topic: Can you port NES music to SNES remakes of NES games?
Replies: 21
Views: 6275

Re: Can you port NES music to SNES remakes of NES games?

Make the Super NES version use square waves to sound just like an NES?
This.
by ReverendSA
Thu Nov 30, 2017 11:50 am
Forum: NESdev
Topic: Can you port NES music to SNES remakes of NES games?
Replies: 21
Views: 6275

Can you port NES music to SNES remakes of NES games?

I have not looked much into music hacking, except for this FF6 document I was reading a while ago but what I want is probably different. Could Mario Bros 3 in Mario All Stars for example have Mario Bros 3 NES music, or is this impossible? I've got an NSF for Mario bros 3 and an SPC for Mario All Sta...
by ReverendSA
Wed Nov 22, 2017 10:10 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Just in case it helps, in FCEUX's debugger if you left click in the grey column just to the left of the disassembly, you can use its built-in assembler to type a patch in assembly instead of trying to convert everything to hex. There are no labels in this assembler, but you type the target address ...
by ReverendSA
Wed Nov 22, 2017 9:47 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Okay. It works, holy crap. Even more surprising, the hack allows player 2 to join via pushing start. I thought start was not applicable for player 2 on Famicom. That's insane. Thanks a lot tepples. My friend and I have been meaning to play Battletoads USA on my famicom since forever and now we can d...
by ReverendSA
Wed Nov 22, 2017 9:30 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. For some reason though, pushing the keys does nothing at all. The game is still running thou...
by ReverendSA
Wed Nov 22, 2017 9:28 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. For some reason though, pushing the keys does nothing at all. The game is still running thou...
by ReverendSA
Wed Nov 22, 2017 7:50 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Let me restate what I wrote one more time: You probably will not need to move things out to $9470 and $9480. Though I made the first part of the routine longer, I made the second part shorter to compensate. Here is what I have based on your post, to replace the entire routine. But for BCC and BPL, ...
by ReverendSA
Wed Nov 22, 2017 7:29 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Can we JSR to unused space (stream of FFs maybe?) and replace some of the code so that we can fit those 3 extra bytes? $9470 has a lot of FF entries it looks like. Maybe JSR $9470 where ROR occurs which would also replace the ROL $0015 (26, 15). Then when we jump, we do AND #$03 CMP #$01 ROL $0015 ...
by ReverendSA
Wed Nov 22, 2017 7:06 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

Re: hacking Battletoads to read input from the Famicom Exp p

Each ROR instruction at $8D86 and $8D8C needs to be replaced with these two instructions AND #$03 ; A = 1 for hardwired, 2 for expansion, 0 for neither CMP #$01 ; C = 1 iff this button on either controller is pressed Unfortunately, each of these adds 3 bytes to the routine for a total of 6 bytes. M...
by ReverendSA
Wed Nov 22, 2017 6:11 pm
Forum: NESdev
Topic: hacking Battletoads to read input from the Famicom Exp port
Replies: 18
Views: 4736

hacking Battletoads to read input from the Famicom Exp port

Hi, How can we make Battletoads read input from the Famicom expansion port, for player 1 and player 2? Neither P1 or P2 work, only the hard-wired controllers. Surprisingly battletoads Japan doesn't work with the exp port either. I can test hacks on my Everdrive using my Famicom Hori arcade stick tha...
by ReverendSA
Sat Mar 26, 2016 1:56 pm
Forum: Reproduction
Topic: Megami Tensei NES translation reproduction
Replies: 10
Views: 16961

Re: Megami Tensei NES translation reproduction

That is delicious!

Though, I would not be able to do this myself. I'm wondering if anyone else could, since I am not adept at this at all ;_;