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TSRP2R! [v2.2 released]

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Originally posted by Missingno255
I went on the assumption that this had to be patched to a clean ROM, not headered one

A headered ROM is what we call a clean ROM. If it had a .smc extension from the start, and not a .sfc, then it was already headered.

Next, you also never told us which version of SNES9x it works on. Versions that aren't the most recent one are inaccurate IIRC. If it's not 1.53, then upgrade and see if it works.

Finally, what country is your SNES from?
Originally posted by MercuryPenny
Originally posted by Missingno255
I went on the assumption that this had to be patched to a clean ROM, not headered one

A headered ROM is what we call a clean ROM. If it had a .smc extension from the start, and not a .sfc, then it was already headered.

Next, you also never told us which version of SNES9x it works on. Versions that aren't the most recent one are inaccurate IIRC. If it's not 1.53, then upgrade and see if it works.

Finally, what country is your SNES from?
Yeah, I neglected to say what version. It was latest version v1.53. Ironically, the ROM I have is verified as clean and is in .smc format (No joke, it really is), Then I backed that up and then added a blank header to the ROM so it would patch and execute properly. My SNES is US/North American, and I only use USA/JPN ROMs. SMW ROM I'm using is US. #tb{:)}


WHAT IS THIS I DON'T EVEN

Originally posted by AWMonopolyMan
ZMZ, (which has an SNES9X version 1.53 core with a ZSNES interface). ZMZ is one of 4 emulators to test for compatibility (which are ZMZ, SNES9X ver. 1.53

Unless I'm just missing something what's the point of testing a hack on both ZMZ and SNES9x 1.53 if they use the same emulation core?
Originally posted by Alice3173
Unless I'm just missing something what's the point of testing a hack on both ZMZ and SNES9x 1.53 if they use the same emulation core?


I mentioned them as choices people can make (because simply put some people like the interface of the ZSNES but want the compatibility of the SNES9x in other words the ZMZ), while others just go for the SNES9x, & could care less if the interface isn't that friendly.
Originally posted by Alice3173
Originally posted by AWMonopolyMan
ZMZ, (which has an SNES9X version 1.53 core with a ZSNES interface). ZMZ is one of 4 emulators to test for compatibility (which are ZMZ, SNES9X ver. 1.53

Unless I'm just missing something what's the point of testing a hack on both ZMZ and SNES9x 1.53 if they use the same emulation core?

None at all; there is no such rule. The major emulators are latest ZSNES, latest Snes9X, latest bsnes, and no others. ZMZ (and RetroArch and other alternate frontends) count as their core and nothing else.

Originally posted by AWMonopolyMan
which are ZMZ, SNES9X ver. 1.53, BSNES & Higan

Higan is a collection of emulators, one of which is bsnes.

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to the point that it doesn't work on them, it's most likely not going to work on a real Super Nintendo

A real Super Nintendo acts like bsnes. If it works there, it works on real hardware. The other emulators have nothing to do with whether real hardware can run it; they're supported because some people have computers too slow to run bsnes comfortably.

Originally posted by MercuryPenny
Originally posted by Missingno255
I went on the assumption that this had to be patched to a clean ROM, not headered one

A headered ROM is what we call a clean ROM. If it had a .smc extension from the start, and not a .sfc, then it was already headered.

Extensions can lie. Yes, they shouldn't, but I've seen plenty of unheadered smc on ROM sites. File size is the most reliable indicator.
<blm> zsnes users are the flatearthers of emulation
Oookayyy... I'm a little confused, because it seems hard to me to see what are facts and what are assumptions.

First, do I take it that Missigno255's patch that doesn't work with that Super Everdive-thingy works on "normal" emulators instead? If Higan in Accuracy Mode is really like the "real thing" that would mean that his patch would crash there, too. Missingno255, I'm wondering if you could check that out?

In any case the whole hack has been tested on Higan in Accuracy-mode and the whole thing worked just fine on my end. If it doesn't work on the SNES, that would mean we still haven't an entirely "trustworthy" emulator for romhacking yet, but...

...from what I understand, that Super Everdrive isn't exactly the real thing either, it just looks like a real cartridge, right? I'm no expert, but if this hack doesn't work with Super Everdrive I don't know if that would neccessarily mean that it wouldn't work if you get it on a cartridge for real (in which case however you have to take into consideration that this hack uses 1024kb SRAM).

Originally posted by FPI
Oookayyy... I'm a little confused, because it seems hard to me to see what are facts and what are assumptions.

First, do I take it that Missigno255's patch that doesn't work with that Super Everdive-thingy works on "normal" emulators instead? If Higan in Accuracy Mode is really like the "real thing" that would mean that his patch would crash there, too. Missingno255, I'm wondering if you could check that out?

In any case the whole hack has been tested on Higan in Accuracy-mode and the whole thing worked just fine on my end. If it doesn't work on the SNES, that would mean we still haven't an entirely "trustworthy" emulator for romhacking yet, but...

...from what I understand, that Super Everdrive isn't exactly the real thing either, it just looks like a real cartridge, right? I'm no expert, but if this hack doesn't work with Super Everdrive I don't know if that would neccessarily mean that it wouldn't work if you get it on a cartridge for real (in which case however you have to take into consideration that this hack uses 1024kb SRAM).
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Oookayyy... I'm a little confused, because it seems hard to me to see what are facts and what are assumptions.
I'll try to explain what I was talking about as best as I can, so bear with me. #tb{:)} I basically assumed that I needed to use a clean ROM to patch. That didn't work, so I tried to expand it to see if that would work. That was a no go. Then someone told me that needed a headered ROM, so I added a blank header from NSRT and patched it. It worked! But then a soon as Zycloboo talked to Mario on the second screen, the game locked up when it tried to make a message box appear.
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First, do I take it that Missigno255's patch that doesn't work with that Super Everdive-thingy works on "normal" emulators instead? If Higan in Accuracy Mode is really like the "real thing" that would mean that his patch would crash there, too. Missingno255, I'm wondering if you could check that out?
Yeah, I'll have a look Higan and see what it does.
Quote
...from what I understand, that Super Everdrive isn't exactly the real thing either, it just looks like a real cartridge, right? I'm no expert, but if this hack doesn't work with Super Everdrive I don't know if that would neccessarily mean that it wouldn't work if you get it on a cartridge for real (in which case however you have to take into consideration that this hack uses 1024kb SRAM)
Super Everdrive is a flash cart that takes ROM's (Released, pirates, hacks, etc.) from an SD card and flashes them to an FRAM chip, similar to USB flash memory, except WAYYY more higher grade quality on the cartridge. There is absolutely NO emulation involved. A normal ROM of E.G. Super Mario World, will run exactly as it does from the real cartridge, on the Everdrive. Although I hadn't considered the fact that it uses 1024KB of SRAM. I'll report back if I get an answer on how much SRAM is installed for Super Everdrive. #tb{:p}

EDIT: It has only a mere 128KB installed.


WHAT IS THIS I DON'T EVEN

It works on my Super Everdrive.
EDIT: Actually, it crashes at the boo scene. Seems to be whatever cutscene patch you used for the boo's conversation. Could you tell me what it is? I want to look into it.
It is Romi's VWF cutscene tool, from the looks of it.
No the one that apparently does the crashing is RPG Hacker's one, v1.01 to be exact which is Vitor's bugfix that fixes a few issues.

As for the SRAM, it came with that patch:

Originally posted by patch
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;SRAM Expand v2.0 - one player only version ;
;made by Deflaktor, MarioLegendary ;
; ;
;bug reports and questions go to [email protected] or MarioLegendary;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;This is the one player only version! You MUST use the one player only patch! ;
;Save and load additional RAM addresses. Easy customizeable. ;
;Currently it saves Mario's lives, coins, powerup, Yoshi, item box, score, bonus stars. ;
;You can add new addresses, erase save files ingame and change the starting values for a new game.;
;When you pick "continue" on the overworld, it will load the last saved values. ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


Basically I wanted to have the possibility to save Mario's status, mostly because of the Fake Game Overs, which otheriwse would rip you off your archievements. If there's a way to do this in another manner, I'm all ears. :)

Perhaps switching to a different SRAM patch would do. Like the SRAM Plus patch. There's an update of this in the moderation section. And perhaps you should inform Vitor about this problem.
I think you're confused.
The Super Everdrive has 128KB of SRAM. This hack uses 1024Kb of SRAM. That's the same thing.
I'm convinced it's actually the vwf cutscene patch.
It is indeed the VWF Cutscene Tool (which is actually a custom sprite). It's never been compatible with the SNES; I've tested it before myself, multiple times, with multiple hacks.
Originally posted by HackerOfTheLegend
It is indeed the VWF Cutscene Tool (which is actually a custom sprite). It's never been compatible with the SNES; I've tested it before myself, multiple times, with multiple hacks.

This reminds me of the original release topic of the tool:

Originally posted by Golden Yoshi
Thirdly, the tool is not 100% complete yet. Romi still has to implement a static text feature, and possibly more things if he has the time.

I've never kept up with the development of the tool, so I don't know if anything more was added.
Your layout has been removed.
Dude, fucking read.
Alright, just wanted to point out that if you copy this to your SPED\SAVE folder on your Super Everdrive you can play the game further from the first save point.
The hack does work, RPG Hacker's VWF Dialogues Patch just breaks it.
About the soundtrack, was there any particular reason why the original sampled version of Cursed Fountain wasn't in the bonus tracks folder? I always thought it could fit there since it was composed for TSRP2R.


Vanilla Twist!
While we're on the subject of missing bonus tracks, why aren't the original versions of the ported songs (the Super Mario Land 2 theme, Kirby's Block Ball Stage 1, etc.) included like in the TSRPR soundtrack?
Your layout has been removed.
Originally posted by Hailcrash
About the soundtrack, was there any particular reason why the original sampled version of Cursed Fountain wasn't in the bonus tracks folder? I always thought it could fit there since it was composed for TSRP2R.

I wrote it in a hurry without asking FPI if he wanted sampled music (he didn't).
Check out my music!
One big + for digital releases like that is the fact that you guys can do quite a lot of things you couldn't do with a physical release, like switching tracks around, deleting the ones you don't care for and you can also... add tracks. So, please add the tracks to your playlist, place them wherever you see them fitting - whatever improves your listening experience, I'd say go for it. #tb{:]}

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