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Posted: Sat Oct 01, 2011 3:49 am
by Kreese
I don't know what I am doing wrong, but I have trieds appling the ips-patch using:
http://www.zophar.net/utilities/patchut ... r-ips.html

I used the rom-file:
Mario Adventure by DahrkDaiz (SMB3 PRG1 Hack).nes - found in GoodNES 3.14 ...

When trying the patched NES-file using my PowerPak the graphics gets really glitchy:

http://www.youtube.com/watch?v=4JCNIsKFjmA

Posted: Sat Oct 01, 2011 5:17 am
by thefox
Kreese wrote:I don't know what I am doing wrong, but I have trieds appling the ips-patch using:
http://www.zophar.net/utilities/patchut ... r-ips.html

I used the rom-file:
Mario Adventure by DahrkDaiz (SMB3 PRG1 Hack).nes - found in GoodNES 3.14 ...

When trying the patched NES-file using my PowerPak the graphics gets really glitchy:

http://www.youtube.com/watch?v=4JCNIsKFjmA
I'm going to guess that the number of CHR banks in your ROM isn't a power of two. PowerPak can't deal with non-power-of-two bank sizes, so you'll need to pad it to the next power of two (256KB). IIRC there's an IPS patch for doing this in the NintendoAGE forums...

Posted: Sat Oct 01, 2011 7:23 am
by Kreese
Ah ok! I tried the "PAD" ips on the "original" ROM. It worked fine...

But am I supposed to PAD it with Dwedit's patch:
http://www.nintendoage.com/forum/messag ... adid=56245

and then patch it with AWal's?

I tried just using Dwedit's and that worked fine... Even the Padded+Patched rom worked fine... Hmm confusing. :)

Posted: Sat Oct 01, 2011 7:38 am
by tepples
Two patches won't work together if there is an interdependency between the two. But if two patches overwrite different parts of the ROM, they might work fine. For example, if one patch affects only PRG ROM and the other only CHR ROM, the chances of an interdependency are near zero.* All a CHR ROM padding patch does is write zeroes to the end of the ROM and change one byte in the header to say how many zeroes it wrote. It's more complicated with a PRG ROM padding patch because it will contain a copy of the entire fixed bank (and the entire CHR ROM if present), and patches that affect PRG may not know where to make changes.


* Exceptions include CHR ROM readback and changes to sprite 0 behavior, but aspects of MMC3 architecture make it less likely that either of these will be an issue.

Posted: Sat Oct 01, 2011 1:59 pm
by Jagasian
I put together a combined IPS patch that combines three different IPS patches (original Mario Adventure hack, Dwedit's padding patch, and Awal's fix), so that all you need is two files to create a Mario Adventure ROM that works on the PowerPak:

Super Mario Bros. 3 (U) (PRG1) [!].nes
http://www.mediafire.com/?4p44hu4e4p4c23s

Posted: Sat Oct 01, 2011 5:38 pm
by djcouchycouch
I've tried it and it works! Awesome!

Although I did spy some weirdness here and there. I lost my mario skills so I haven't seen a lot, but the first world's screen is half pink with some corrupted tiles. The first level on the second (I think) world would have the status screen jump around.

But still, congratulations for everyone on getting this to finally work on PowerPak!

Jagasian wrote:I put together a combined IPS patch that combines three different IPS patches (original Mario Adventure hack, Dwedit's padding patch, and Awal's fix), so that all you need is two files to create a Mario Adventure ROM that works on the PowerPak:

Super Mario Bros. 3 (U) (PRG1) [!].nes
http://www.mediafire.com/?4p44hu4e4p4c23s

Posted: Sat Oct 01, 2011 5:54 pm
by naI
Jagasian wrote:I put together a combined IPS patch that combines three different IPS patches (original Mario Adventure hack, Dwedit's padding patch, and Awal's fix), so that all you need is two files to create a Mario Adventure ROM that works on the PowerPak:

Super Mario Bros. 3 (U) (PRG1) [!].nes
http://www.mediafire.com/?4p44hu4e4p4c23s
I tried this and it works well! AWal, you're a freaking legend... However, the save doesn't seem to work, at least not with the blank 8KB .sav file provided by the RetroZone site.

Posted: Sun Oct 02, 2011 12:59 pm
by AWal
shawnleblanc wrote:The first level on the second (I think) world would have the status screen jump around.
This is a bug caused by the handling of cartain sprites
(they are called from the page normally used for bg graphics):
Anytime you hold a tossing block
The block that bounces up then down while a vine is comming out of it
Then end-game door trigger (yes, I beat the entire game from start to finish)

I have a technical note inside the text file I provided with my patch (nifty little zip file)
naI wrote:However, the save doesn't seem to work, at least not with the blank 8KB .sav file provided by the RetroZone site.
Don't bother writting a save file, just make sure your ines header is correct (4E 45 53 1A 10 20 42 00 01 00 00 00 00 00 00 00). If you're using a powerpak, wasn't there a set of patched mappers that solved any issues with the whole no sav file, no save problem?

In the technical note, I also remember jotting down that my sanity check for a save file is not perfect, so if you cannot get it to proceed past the warp zone screen, 'erase' the save by pressing up+select, then A at the 'PRESS START' prompt.


I'd like to add a note at this point that all testing on actual hardware for me was done with a TSROM board from Bo Jackson's Baseball (sports games are cheap...) that has been modified with an add on backup battery (2xAAA ran through a silicon diode to pin 28, which has been lifted from the board).

[ed: a typo was annoying me...]

Posted: Sun Oct 02, 2011 6:35 pm
by Jagasian
naI wrote: I tried this and it works well! AWal, you're a freaking legend... However, the save doesn't seem to work, at least not with the blank 8KB .sav file provided by the RetroZone site.
Saving works for me using the 8KB .sav file from RetroZone. Remember to hold the reset button down to get the menu to load for saving the battery backed memory to the .sav file.

Props again to AWal for the fix. Any chance you can figure out how to fix the sprite glitches and the pallete? Super Mario Bros 3 was always my favorite Mario game until I played Mario Adventure... now it is my favorite :)

Posted: Mon Oct 03, 2011 5:54 pm
by AWal
Jagasian wrote:Any chance you can figure out how to fix the sprite glitches
Honestly I really have no intention of fixing these, not because I'm being lazy about it, but it's just not game breaking.
Jagasian wrote:...and the pallete?
Is there something wrong with the palette? I think it looks fine on my front-loaders via A/V cables. I know Mario in Some Usual Day had some custom colors for the last world screen, but I don't think Mario Adventure used any custom colors deliberately.

Again, there's really nothing game breaking about this, so I really just don't anticipate fixing this.

Posted: Mon Oct 03, 2011 6:12 pm
by BMF54123
AWal wrote:Is there something wrong with the palette?
I believe the hack was developed using a fairly inaccurate old emulator palette, so it doesn't look quite right on a real console.

Posted: Mon Dec 12, 2011 10:54 pm
by ocdgamer
Does anyone have an active link to the .ips that has the combined fixes a few posts up??

Posted: Tue Dec 13, 2011 12:26 pm
by infiniteneslives
ocdgamer wrote:Does anyone have an active link to the .ips that has the combined fixes a few posts up??
I've got it here: http://dl.dropbox.com/u/18341918/Mario% ... 0Patch.zip

Posted: Tue Dec 13, 2011 1:18 pm
by ocdgamer
Wow, thanks so much. I can't wait to play this on my NES!

Posted: Thu Dec 15, 2011 2:19 pm
by ocdgamer
It seems like the board that works for this game is TSROM with a battery add on, but my emulator says that the game with the padded ips is a TKROM with battery. Would that work with Shadowgate or Deja Vu then?