Current status of Mario Adventure on PowerPak?
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- NESHomebrew
- Formerly WhatULive4
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Which has no end with details either.WhatULive4 wrote:http://nesdev.com/bbs/viewtopic.php?t=6018
And it also says it's CHR-RAM switched and doesn't use WRAM? I don't understand THAT....
Mario Adventure does some minor illegal stuff. It uses both sides of the pattern tables for 8x16 sprites, which breaks the MMC3 scanline counter and causes the status bar to move up and down during gameplay depending on which sprites are visible. Emulators weren't as good back then, so Dahrkdaiz didn't realize that it caused problems. Newer emulators do things more correctly, which shows the true effects of the hacks.
Someone would need to make a game-specific mapper that operates the scanline counter differently, so it would act like an older emulator.
As for the game not booting, no clue why there would be any problems. Just pad out the CHR to the nearest power of 2 with blank space if you need to. Should just be the same cartridge as Kirby's Adventure.
Someone would need to make a game-specific mapper that operates the scanline counter differently, so it would act like an older emulator.
As for the game not booting, no clue why there would be any problems. Just pad out the CHR to the nearest power of 2 with blank space if you need to. Should just be the same cartridge as Kirby's Adventure.
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That's what we all thought, but somehow this guy manages to make repros of the game. I doubt he's making his own mapper...Dwedit wrote:Mario Adventure does some minor illegal stuff. It uses both sides of the pattern tables for 8x16 sprites, which breaks the MMC3 scanline counter and causes the status bar to move up and down during gameplay depending on which sprites are visible. Emulators weren't as good back then, so Dahrkdaiz didn't realize that it caused problems. Newer emulators do things more correctly, which shows the true effects of the hacks.
Someone would need to make a game-specific mapper that operates the scanline counter differently, so it would act like an older emulator.
As for the game not booting, no clue why there would be any problems. Just pad out the CHR to the nearest power of 2 with blank space if you need to. Should just be the same cartridge as Kirby's Adventure.
- infiniteneslives
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I've heard he's messed around with the code a bit perhaps this is why. I've got a dump of his repro I'll have to patch my own copy and compare to see if this is indeed the case.
EDIT: the only difference was in the header bytes 5 and 6.
My patch: 14 42
dumped copy: 20 43
Now I realize that wouldn't make a difference in the rom images if you were to make a repro, but it could affect how the power pak does things? I'll have to check some more with where I got it.
EDIT: the only difference was in the header bytes 5 and 6.
My patch: 14 42
dumped copy: 20 43
Now I realize that wouldn't make a difference in the rom images if you were to make a repro, but it could affect how the power pak does things? I'll have to check some more with where I got it.
- infiniteneslives
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Talking with @coinhaven at thenesdump.com apparently all you need to do is swap out the WRAM for the 150ns SRAM to get it working on a TSROM. No battery backing with that though, does the game actually make use of battery backed saves? It would seem it shouldn't in the spirit of the originals, but I've never played.
- marvelus10
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infiniteneslives wrote:Talking with @coinhaven at thenesdump.com apparently all you need to do is swap out the WRAM for the 150ns SRAM to get it working on a TSROM. No battery backing with that though, does the game actually make use of battery backed saves? It would seem it shouldn't in the spirit of the originals, but I've never played.
I can confirm this as I have a working cart I made myself.
Okay then that's all it is....would putting the sprite table inside WRAM make it need that? Although the SMB3 game engine puts it at $200-$2FF, and I doubt these hackers changed that...marvelus10 wrote:infiniteneslives wrote:Talking with @coinhaven at thenesdump.com apparently all you need to do is swap out the WRAM for the 150ns SRAM to get it working on a TSROM. No battery backing with that though, does the game actually make use of battery backed saves? It would seem it shouldn't in the spirit of the originals, but I've never played.
I can confirm this as I have a working cart I made myself.
Hackers did not change origin of sprite DMA. Still $02xx.
The game does save some things, like worlds completed and number of coins. I think it's about 3 bytes of save data.
The game does save some things, like worlds completed and number of coins. I think it's about 3 bytes of save data.
Last edited by Dwedit on Sun Aug 07, 2011 9:49 am, edited 1 time in total.
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- Hojo_Norem
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I just too a look at SMA's readme and it say this about saving:Dwedit wrote:Hackers did not change origin of sprite DMA. Still $02xx.
The game does save some things, like worlds completed and number of coins. I think it's about 3 bytes of save data.
Code: Select all
Saving:
The game will save some of your progress as you go along. The game saves the following statuses:
Coins
Score
Time
All Items
Item Box
Kuribo Shoe Storage
Worlds Completed
Keys Gotten
Locks Unlocked
- infiniteneslives
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- marvelus10
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I think and don't quote me on this, remember before changing out the WRAM that it did not work at all on a TKROM board. But worked with audio out of sync and accelerated then froze on a TSROM board. So when the WRAM swap was sugested I just planted it on a TSROM board and all was good. I never did go back and try the TKROM board. Maybe sometime this week I will try it out if I get a chance. It would make senseif you wanted to take advantage of the save feature.
Im currently using a NES-TSROM-03 board with MMC3A
Im currently using a NES-TSROM-03 board with MMC3A