"NES-patches" for VS-games?
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"NES-patches" for VS-games?
Retrozone are selling a few VS-repro's in his store. I guess they have been palette- and coin-fixed to work with a real NES(?). I am just curious, anyone knows if these patches has been released anywhere? I've seen patches for one game I think in this forum, but haven't seen the rest.
EDIT:
Here are my own palette/coinpatches for VS-ROMs. Archives contain .ips + readme.
EDIT2:
I've setup a page for my patches:
http://www.goondocks.se/nespatches/
EDIT:
Here are my own palette/coinpatches for VS-ROMs. Archives contain .ips + readme.
EDIT2:
I've setup a page for my patches:
http://www.goondocks.se/nespatches/
Last edited by oRBIT2002 on Mon Mar 04, 2013 12:24 pm, edited 9 times in total.
I made one for VS Super Mario Bros. myself, but I used the palette hack someone else already did for the game. So I basically only had to get the coins working. I'm sure there's another one of VS. Super Mario Bros., but if not I'll put mine up.
I once tried to do Balloon Fight, but it was damn difficult and I doubt I could do any others.
I once tried to do Balloon Fight, but it was damn difficult and I doubt I could do any others.
- infiniteneslives
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Theres a patch for SMB up on raphnet.net
http://raphnet.net/electronique/nes_vs/ ... tion_id=10
http://raphnet.net/electronique/nes_vs/ ... tion_id=10
Indeed, that's the palette fix I mentioned in my post. It's still not playable on a standard NES without a coin hack, though, unless something changed since I did it.
That whole article is about modding an NES to be compatible with VS Dip Switches etc., so he didn't need such a fix.
edit: http://www.mediafire.com/?m26mpxqfb74fh8r
There's an IPS. It includes the palette fix from the article infiniteneslives linked, as well as three changed bytes from me. Since it always assumes coins are inserted, it skips the title screen entirely, which I guess is pretty lazy. My first try constantly triggered the coin switch, so you heard the insert coin noise CONSTANTLY! I settled for this, but if I was feeling really clever I would have rigged coins to select or something.
That whole article is about modding an NES to be compatible with VS Dip Switches etc., so he didn't need such a fix.
edit: http://www.mediafire.com/?m26mpxqfb74fh8r
There's an IPS. It includes the palette fix from the article infiniteneslives linked, as well as three changed bytes from me. Since it always assumes coins are inserted, it skips the title screen entirely, which I guess is pretty lazy. My first try constantly triggered the coin switch, so you heard the insert coin noise CONSTANTLY! I settled for this, but if I was feeling really clever I would have rigged coins to select or something.
I now have a fully working patch for IceClimber(VS). Palette is fixed and coins can be inserted by pressing A. 
The price for this is however, a batterybackup-file. There's simply no space in the ROM for modifications so I've added a battery-file that contains code.
I'll share an .ips later after I've done some code-cleaning..
It was along time ago I worked with this kind of stuff, it's still fun as hell!
The price for this is however, a batterybackup-file. There's simply no space in the ROM for modifications so I've added a battery-file that contains code.
I'll share an .ips later after I've done some code-cleaning..
It was along time ago I worked with this kind of stuff, it's still fun as hell!
I am not sure if distributing VS-fixes using custom-batteryfiles is the way to do it properly (imagine the trouble if someone would like to make a cart and the battery-RAM gets wiped for some reason).
The battery-way is perhaps more suitable for emulators/PowerPak. But since my fix has a proper palette already, how would emulators deal with this since palette-conversion isn't needed anymore?
Ideas are appreciated.
The battery-way is perhaps more suitable for emulators/PowerPak. But since my fix has a proper palette already, how would emulators deal with this since palette-conversion isn't needed anymore?
Ideas are appreciated.
It's done, I think. Here it is for anyone that's interested. A "NES hack" for Ice Climber (VS). This archive contains an .ips-file and a .sav file that's required for the game to work.
http://dl.dropbox.com/u/2590713/Nintend ... 1.0%5D.zip
Haven't tried it on a real NES yet, but there's no reason it wouldn't work.
Features are:
* Coins are inserted by pressing "A"
* Palette is converted to "NES-standard" on-the-fly.
The game uses palette-tables so the palette could in theory be altered in advance using a hex-editor. But the game bypasses them every now and then so this won't work (without more work anyway).
http://dl.dropbox.com/u/2590713/Nintend ... 1.0%5D.zip
Haven't tried it on a real NES yet, but there's no reason it wouldn't work.
Features are:
* Coins are inserted by pressing "A"
* Palette is converted to "NES-standard" on-the-fly.
The game uses palette-tables so the palette could in theory be altered in advance using a hex-editor. But the game bypasses them every now and then so this won't work (without more work anyway).
I can see three ways to solve this:oRBIT2002 wrote:I am not sure if distributing VS-fixes using custom-batteryfiles is the way to do it properly (imagine the trouble if someone would like to make a cart and the battery-RAM gets wiped for some reason).
- The little-used "trainer" section in iNES. It's placed before the PRG ROM and contains 512 bytes of mapper support code loaded into $7000-$71FF before power on. I wouldn't recommend this because the "trainer" section is associated with mapper hacks for old copiers, and it doesn't work on a cart.
- Mapper hack to a mapper that can put ROM into $6000-$7FFF.
- Mapper hack to CNROM (#3), put the extra code destined for $6000-$7FFF at the end of CHR ROM, and copy that to PRG RAM on reset. Two additional chips (a 6264 and a 74HC20) are needed for adding PRG RAM and bus conflict avoidance to CNROM.
NES 2.0 has a PPU type field. I was under the impression that Vs. games with unrecognized CRC and no NES 2.0 header were emulated as if they were Duck Hunt or Tennis, whose 2C03 PPU was the same as that of the PlayChoice.The battery-way is perhaps more suitable for emulators/PowerPak. But since my fix has a proper palette already, how would emulators deal with this since palette-conversion isn't needed anymore?