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WhoaMan
03-21-2006, 09:19 AM
the strangest... stupidest.. and only gyromite hack! it isnt done yet... and i dont think anyone besides me will ever play it.

what i have done so far:
* converted the game to mapper 3
* removed R.O.B. support so it could be played with one controller (or two for second player)
* removed game B to make room for more levels
* added different themes for levels (Original theme, pacman theme, and dunno yet them) (un finished pac-man theme shown in attactment)

i should be releasing a patch soon, if anyone has any suggestions or features they would like to see in gyromite please let me know here :)
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C:Serverxampphtdocszopharoldwwwthreadsattachmentsf ile0005.png

Dark Knight Kain
03-21-2006, 03:18 PM
I've never played Gyromite, I had the cart but it never worked. Hack sounds great <img src=smilies/thumb.gif>
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Disch
03-21-2006, 04:58 PM
> * converted the game to mapper 3

Remember that mapper 3 has bus conflicts! Even though most/all emus ignore that.

This is very interesting... I wish I could have more of an idea of what it's like, as I've never played Gyromite and emulating it is somewhat difficult due to ROB. Pretty rad, regardless, though <img src=smilies/thumb.gif>
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WhoaMan
03-21-2006, 09:08 PM
here is the patch to remove ROB... it is an old patch from when it still had quite a few glitches (from feburary 15th). this is from rite after i got the disassembly re-assembleable

the hack still has a long way to go, i plan on adding 60 new levels with different themes (one of professor hectors machines are malfunctioning and doing this?). i would also like to replace the back ground drawing and level loading routines to make it scroll vertical and horizontal for the levels.

here are some screenshots.. not much visialy has changed :)

http://myscratch.com/personal/eric/gyromite/file0006.png
intro screen

http://myscratch.com/personal/eric/gyromite/file0007.png
status screen

http://myscratch.com/personal/eric/gyromite/file0008.png
regular mode

http://myscratch.com/personal/eric/gyromite/file0009.png
super mario mode
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KingMike
03-23-2006, 05:39 PM
> Remember that mapper 3 has bus conflicts! Even though
> most/all emus ignore that.
>
Is that where you have to write to an address ending in the value you want swapped in?
I'm working on a translation of Famicom Board Game - Tetsudou-Oh. Got the text all translated and inserted, but I still have to fix some random palette/text glitches (occassionally the PRG bankswap fails (I changed the mapper to 66 to allow 32KB PRG swapping, since map 3 has no PRG swapping), resulting in garbage text (but this is only occassionally)).
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Disch
03-23-2006, 07:18 PM
> Is that where you have to write to an address ending in the
> value you want swapped in?

Close -- you must write to an address which contains the same byte which you are writing. IE. if you write $23 to $9000 ... $23 is what must be read from $9000

> (occassionally the PRG bankswap fails (I changed the mapper
> to 66 to allow 32KB PRG swapping, since map 3 has no PRG
> swapping), resulting in garbage text (but this is only occassionally)).

I don't know if that's the cause of your symptoms, since most emus don't pay attention to bus conflicts and just take the value as written. Does this problem occur in every emulator? or just some?
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Reaper man
03-24-2006, 01:09 AM
> Close -- you must write to an address which contains the
> same byte which you are writing. IE. if you write $23 to
> $9000 ... $23 is what must be read from $9000

whaaa? why would you want to write a value that's already there?<img src=smilies/eek13.gif>
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WhoaMan
03-24-2006, 09:14 AM
> whaaa? why would you want to write a value that's already
> there?
when you write to ROM, it pus the data from that address on the data bus. if you write %10101010 to a location that containts %01010101.... it mad show up on the bus as %11111111 instead of %10101010 thereby writing the wrong bank data to the mapper hardware. this is what you need to write the same data
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