Vs. Super Mario Bros. on PowerPak
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- Super-Hampster
- Posts: 185
- Joined: Fri May 12, 2006 4:40 pm
Last edited by Super-Hampster on Wed Mar 21, 2012 8:12 pm, edited 1 time in total.
- nintendo2600
- Posts: 367
- Joined: Mon Mar 30, 2009 4:40 pm
Ya I'd love to get a shot at the dog as it's been a VERY long time since I've played the arcade to do so and I doubt I'll ever see a machine to play it again. An NES IPS would be aces.Arasoi wrote:MMXguy/Super Hampster, thanks much for your work to make these VS games more usable.
Any chance of a credit screen bypass code for VS Duck Hunt? It'd be nice to shoot the dog on a regular NES deck, like many have dreamed of since childhood.
A palette hack might not be needed, as VS Duck Hunt/Tennis used the same PPU as the Playchoice.
Re: Vs. Super Mario Bros. on PowerPak
Sorry to bump. I'm unable to get either the VS SMB no-coin GG code, nor the combined no-coin and palette IPS, to work. My end goal is to make it work on the PS2 port of FCEU (which I'll be referring to within this post as merely "FCEU"), however I'm also testing in Nestopia without luck. The unmodified VS SMB ROM that I have works fine on FCEU, but obviously I can't insert a coin. I can deal with the colors being wrong, although I'd prefer they be correct. When I apply the IPS linked in this thread, it breaks the ROM - I see bridge tiles on the far left of the screen (seems like the same vertical position as the on-screen "start" button after inserting a coin in the unhacked game), and I hear a constantly repeating coin sound until I press Select, then the coin sound "burps", the standard "WORLD 1-1" screen appears, then when the screen goes black the game goes silent and nothing else happens (this on both FCEU and Nestopia). The unpatched ROM works fine in Nestopia with proper colors as expected. FCEU has no UI for Game Genie Codes, and when I try to apply XXEAPXSX with a small tool that I found, it reports that the compare value doesn't match and the code is rejected.
I even tried removing the iNES header before patching the ROM, then adding the header found inside the ZIP file linked here - results were even worse, FCEU just gave me a white screen with no sound or anything.
Something tells me I'm just doing something wrong, but I can't pin it down.
I even tried removing the iNES header before patching the ROM, then adding the header found inside the ZIP file linked here - results were even worse, FCEU just gave me a white screen with no sound or anything.
Something tells me I'm just doing something wrong, but I can't pin it down.
Re: Vs. Super Mario Bros. on PowerPak
Bump since my post isn't that old. I'm sure someone here who knows the NES better than I can guide me in the right direction.
Alternately, a PM containing a link to a dump of Retrozone's repro, or a known working ROM based on the patch in this thread would suffice. If that's verboten to publically ask, then please edit this post and remove these last two sentences.
Alternately, a PM containing a link to a dump of Retrozone's repro, or a known working ROM based on the patch in this thread would suffice. If that's verboten to publically ask, then please edit this post and remove these last two sentences.
Re: Vs. Super Mario Bros. on PowerPak
Try mine.
You shouldn't need to insert coins with it, but for all I know you'll have all the same other problems.
Edit: I guess I should mention I used this gent's palette hack, but I hacked the coin stuff myself. (It may still be identical to others you tried, though. Just because I did it myself doesn't mean the bytes changed are different)
You shouldn't need to insert coins with it, but for all I know you'll have all the same other problems.
Edit: I guess I should mention I used this gent's palette hack, but I hacked the coin stuff myself. (It may still be identical to others you tried, though. Just because I did it myself doesn't mean the bytes changed are different)
Re: Vs. Super Mario Bros. on PowerPak
Thanks, I'll try it. The MD5 of my source ROM is b4e90b95a3e18f2bd79bbecf5009a28b and as I said, it otherwise works perfectly in FCEU PS2, and in Nestopia it works perfectly as a VS ROM.
Edit: Same problem. Obviously, the problem must be the source ROM I'm using. It's tough to find iNES ROMs of VS SMB out there, as most of my searching has resulted in MAME ROMsets. Perhaps I should try converting one of those to iNES first.
Edit 2: Yep, that was the issue. I converted a MAME set to separate PRG and CHR, combined them together with the header provided earlier in this thread, tested that ROM to make sure it worked as a VS ROM, then I applied your patch. It works fine in Nestopia (although it still brings up a DIP switch dialog), and I'm assuming it should work fine on FCEU (which I'm about to test). The only thing I notice is that the red color in Mario's sprite is more purple, which I do remember reading about somewhere last time I tackled this. Still, I'm very happy to finally get this to work
Edit: Same problem. Obviously, the problem must be the source ROM I'm using. It's tough to find iNES ROMs of VS SMB out there, as most of my searching has resulted in MAME ROMsets. Perhaps I should try converting one of those to iNES first.
Edit 2: Yep, that was the issue. I converted a MAME set to separate PRG and CHR, combined them together with the header provided earlier in this thread, tested that ROM to make sure it worked as a VS ROM, then I applied your patch. It works fine in Nestopia (although it still brings up a DIP switch dialog), and I'm assuming it should work fine on FCEU (which I'm about to test). The only thing I notice is that the red color in Mario's sprite is more purple, which I do remember reading about somewhere last time I tackled this. Still, I'm very happy to finally get this to work
Re: Vs. Super Mario Bros. on PowerPak
Slight bump to say that I've fixed the palette, thanks to the old loopy tables from this post. Now, all I need to figure out is how to change the default DIP settings - the timer runs fast and I'd prefer it run normal speed. Everything else seems to be perfect as far as I'm concerned. If anyone wants the accurate palette, just take those hex values listed for Mario in that post and plop them into place in the patched ROM at $15E0. The only "wrong" color I've noticed so far is that the 2nd player start button is now purple instead of green. That's a small price to pay for an otherwise accurate SMB palette.
- nintendo2600
- Posts: 367
- Joined: Mon Mar 30, 2009 4:40 pm
Re: Vs. Super Mario Bros. on PowerPak
Any news of an IPS to make the VS. Duck Hunt be playable on real NES hardware?
I see retrozone has one with dip switches and all that jazz but I don't really care to
be able to have all the settings. I just want to be able to have it run in free play
and enjoy the bonus round of shooting the dog (right in the Fen head!
).
I see retrozone has one with dip switches and all that jazz but I don't really care to
be able to have all the settings. I just want to be able to have it run in free play
and enjoy the bonus round of shooting the dog (right in the Fen head!
- mikejmoffitt
- Posts: 1352
- Joined: Sun May 27, 2012 8:43 pm
Re: Vs. Super Mario Bros. on PowerPak
Using one of these carts I suppose one could ghetto-fab a cheap Vs. Duck Hunt cabinet if they can't source a proper board; the downside is the composite video but the upside is cheaper maintenance.nintendo2600 wrote:Any news of an IPS to make the VS. Duck Hunt be playable on real NES hardware?
I see retrozone has one with dip switches and all that jazz but I don't really care to
be able to have all the settings. I just want to be able to have it run in free play
and enjoy the bonus round of shooting the dog (right in the Fen head!).
-
GameMachineJames
- Posts: 45
- Joined: Mon Feb 04, 2013 8:48 am
Re: Vs. Super Mario Bros. on PowerPak
So I've spent the better part of the night working on this.
I get insanely nostalgic for old arcade games, and Vs. The Goonies was one of my favorites. I've done what I can to palette-hack it to run on a PowerPak/Real PPU. But I've reached the end of my personal capability here. Things that still need to be done: Copyright screen has red text, which needs to become white. And the controllers need to be mapped. Ideally I want it to be P1 coin is P1 Select, P2 coin is P2 Select. After that, Start is start and so on. I've put together a Vs. The Goonies patch in IPS to reflect the work I've completed so far. You need to apply it to "Goonies, The (VS) [b1].nes"
If anyone can help, you'd be a personal hero!
I may do some other Vs. Palette Hacks in the future. This is kinda fun.
I get insanely nostalgic for old arcade games, and Vs. The Goonies was one of my favorites. I've done what I can to palette-hack it to run on a PowerPak/Real PPU. But I've reached the end of my personal capability here. Things that still need to be done: Copyright screen has red text, which needs to become white. And the controllers need to be mapped. Ideally I want it to be P1 coin is P1 Select, P2 coin is P2 Select. After that, Start is start and so on. I've put together a Vs. The Goonies patch in IPS to reflect the work I've completed so far. You need to apply it to "Goonies, The (VS) [b1].nes"
If anyone can help, you'd be a personal hero!
I may do some other Vs. Palette Hacks in the future. This is kinda fun.
- Attachments
-
- Vs The Goonies.rar
- (203 Bytes) Downloaded 160 times
Re: Vs. Super Mario Bros. on PowerPak
I've worked on a few VS-titles, here's the URL again if anyone has missed it..
http://www.goondocks.se/nespatches/
(Sorry for bad HTML, but I'm not a webdesigner
)
I've run into a problem with a few VS ROMs because they have no proper match in the original NES palette for a few of the colours.
Patching the palette is pretty easy (assuming there's a few spare bytes in the ROM), all of the VS ROMs I've checked use almost the same PPU copy-routine and it
can be patched to use the original NES palette.
http://www.goondocks.se/nespatches/
(Sorry for bad HTML, but I'm not a webdesigner
I've run into a problem with a few VS ROMs because they have no proper match in the original NES palette for a few of the colours.
Patching the palette is pretty easy (assuming there's a few spare bytes in the ROM), all of the VS ROMs I've checked use almost the same PPU copy-routine and it
can be patched to use the original NES palette.
Re: Vs. Super Mario Bros. on PowerPak
wow all these cool patches. Great work to everyone responsible!
Keep em comming
Keep em comming
Re: Vs. Super Mario Bros. on PowerPak
BMF just created one that has a title menu that changes dipswitch values.
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GameMachineJames
- Posts: 45
- Joined: Mon Feb 04, 2013 8:48 am
Re: Vs. Super Mario Bros. on PowerPak
I see that you are a fellow Goonies fan... Perhaps you can help me? i'm terribly nostalgic for Vs. The Goonies. (Yes, I know. there is 0 gameplay difference from that one to the NTSC-J...)oRBIT2002 wrote:I've worked on a few VS-titles, here's the URL again if anyone has missed it..
http://www.goondocks.se/nespatches/
(Sorry for bad HTML, but I'm not a webdesigner)
I've run into a problem with a few VS ROMs because they have no proper match in the original NES palette for a few of the colours.
Patching the palette is pretty easy (assuming there's a few spare bytes in the ROM), all of the VS ROMs I've checked use almost the same PPU copy-routine and it
can be patched to use the original NES palette.
I've done pallette hacks to it, to the best of my ability, but I can't play it on my PowerPak yet, because I have yet to figure out how to map the control inputs. I want to make P1 Select into coin 1 and P2 Select into coin 2 and P1 Start into Start and P2 Start into Start. And there's still one background pallette value I have yet to find and change properly (On the Copyright screen)
My IPS patch is in my previous post. Please help me, fellow Goonie!