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Messages by N.

    

Re: ClayFighter voices

 August 02, 2019, 08:21:23 am View in topic context
avatar  Posted by N.  in ClayFighter voices (Started by Tiny-kun August 02, 2019, 04:37:16 am
 Board: Development Resources

Octo/Jack
Tiny/Butch

I don't remember if Tiny has any more sounds in C1 or C1:TE.  Don't know where to start with 63 1/3.
    

Re: Last blade and last blade 2 hitbox viewer and camera position cheat

 April 28, 2019, 11:22:06 pm View in topic context
avatar  Posted by N.  in Last blade and last blade 2 hitbox viewer and camera position cheat (Started by Violin Ken April 25, 2019, 05:00:12 pm
 Board: Development Resources

??  The explanation's for if someone wants to find the addresses for the dipswitches to make a MAME cheat because they're not working in Kawaks (they didn't work for me, or I'd have just told you to use Kawaks to view the hitboxes).

I don't know if you can access the character test using the dipswitches, assuming there is one.
    

Re: Last blade and last blade 2 hitbox viewer and camera position cheat

 April 28, 2019, 04:20:53 am View in topic context
avatar  Posted by N.  in Last blade and last blade 2 hitbox viewer and camera position cheat (Started by Violin Ken April 25, 2019, 05:00:12 pm
 Board: Development Resources

From TCRF:
Quote
Debug Dips (AES)
The home console version of the Neo Geo has two pairs of eight DIPs each, which are called Debug Dip-switches. Unlike the software DIPs, they often have debug-related options, like job meters, invincibility, and sprite and sound tests, among other things.

These are disabled by default, and there is no way to modify them other than modding the console to use a special BIOS to make them available, like the Debug BIOS and Universe BIOS. Some emulators, like Kawaks, have options to enable these Debug DIPs.

Forgot to mention this:
Here's an easy way to find them using Kawaks:
- Pause the emulator, press Numlock on your keyboard
- Go to Game/NeoGeo Settings.../Debug dipswitches, click All ON.  Click Ok
- Press * on your Numpad.  You should get 2 results.
    

Re: Last blade and last blade 2 hitbox viewer and camera position cheat

 April 25, 2019, 07:37:01 pm View in topic context
avatar  Posted by N.  in Last blade and last blade 2 hitbox viewer and camera position cheat (Started by Violin Ken April 25, 2019, 05:00:12 pm
 Board: Development Resources

I found the address for the debug dipswitches (they both use 10EC00/10EC01), but I wasn't able to view the hitboxes in LB1.  The camera mods don't prevent zooming out, and the players will always be onscreen when you mod the camera's X position.

Spoiler: Last Blade 2 (click to see content)
Spoiler: Last Blade 1 (click to see content)
    

Re: Sprites from ClayFighter 2

 March 14, 2019, 04:05:23 am View in topic context
avatar  Posted by N.  in Sprites from ClayFighter 2 (Started by Tiny-kun March 13, 2019, 03:13:44 am
 Board: Development Resources

No problem.

I don't know if it'd help, but if either of you use Bizhawk, you could use this .lua script to toggle off the BG layers (through the emulator's layer disable options) and recolor the black BG color (been trying to figure out how use .lua to do stuff in Bizhawk).  Ice has 0000 for one of his colors, so this would help with that (if it's an issue).

Code:
memory.usememorydomain("CGRAM")

   while true do
     local keys= input.get()
     if keys.W then
memory.write_u32_le(0x0160,0x7C1F7C1F)
memory.write_u32_le(0x0164,0x7C1F7C1F)
memory.write_u32_le(0x0168,0x7C1F7C1F)
memory.write_u32_le(0x016C,0x7C1F7C1F)
memory.write_u32_le(0x0170,0x7C1F7C1F)
memory.write_u32_le(0x0174,0x7C1F7C1F)
memory.write_u32_le(0x0178,0x7C1F7C1F)
memory.write_u32_le(0x017C,0x7C1F7C1F)
memory.write_u32_le(0x0180,0x7C1F7C1F)
memory.write_u32_le(0x0184,0x7C1F7C1F)
memory.write_u32_le(0x0188,0x7C1F7C1F)
memory.write_u32_le(0x018C,0x7C1F7C1F)
memory.write_u32_le(0x0190,0x7C1F7C1F)
memory.write_u32_le(0x0194,0x7C1F7C1F)
memory.write_u32_le(0x0198,0x7C1F7C1F)
memory.write_u32_le(0x019C,0x7C1F7C1F)
memory.write_u32_le(0x01A0,0x7C1F7C1F)
memory.write_u32_le(0x01A4,0x7C1F7C1F)
memory.write_u32_le(0x01A8,0x7C1F7C1F)
memory.write_u32_le(0x01AC,0x7C1F7C1F)
memory.write_u32_le(0x01B0,0x7C1F7C1F)
memory.write_u32_le(0x01B4,0x7C1F7C1F)
memory.write_u32_le(0x01B8,0x7C1F7C1F)
memory.write_u32_le(0x01BC,0x7C1F7C1F)
memory.write_u16_le(0x0000,0x7C1F)
snes.setlayer_bg_1(false)
snes.setlayer_bg_2(false)
snes.setlayer_bg_3(false)
snes.setlayer_obj_4(false)
     end
     if keys.E then
memory.write_u16_le(0x0000,0x0000)
snes.setlayer_bg_1(true)
snes.setlayer_bg_2(true)
snes.setlayer_bg_3(true)
snes.setlayer_obj_4(true)
     end
   emu.frameadvance()
end

Save that as a .lua file, open it in Bizhawk through the lua console, and then press W (E to reset the BG layers, because they'll stay hidden).

Edit:  Actually, I have more thing (besides adding a color mod for P2 to the previous one):

Code:
memory.usememorydomain("WRAM")

local C1
local C2


 while true do
C1=memory.readbyte(0x001697)
gui.text(0,10,"001697 State: " .. (C1))
C2=memory.readbyte(0x001698)
gui.text(0,25,"001698 State: " .. (C2))
   emu.frameadvance()
end

I don't know how to combine this with the other one (I made it it's own .lua file and opened it that way), but that'll tell you the values for P1's states (so you don't have to go hunting through the hex editor).  You'd then enter those as cheats, and P1 will keep playing the animation to their states without having velocity changes applied to them (at least it didn't when I tried it with snowball).  You may have to do this 2 or 3 times for a state (snowball has values for start, midddle, and end).  I haven't looked into position mods.  At least, not ones that'd work as I intended.
    

Re: Sprites and sounds from ClayFighter 2

 March 13, 2019, 08:46:12 am View in topic context
avatar  Posted by N.  in Sprites from ClayFighter 2 (Started by Tiny-kun March 13, 2019, 03:13:44 am
 Board: Development Resources

Sounds.

For anyone else who wants to get sounds from C2: There's 2 addresses in the WRAM (7E3211, 7E3213) that can be used to replay previous sounds.  The values increment by 4 (00,04,08,0C) and go up to 7C.
What you'll want to do is set 7E3213 -4 below what 7E3211 currently is (never above it.  It'll try to loop back around and replay every stored value in the process).  If the sound's what you want to record, great.  If not, pause the emulator, increase/decrease both of them to a multiple of 4, and try again.  I set both to 00 before I played a new sound to keep track of things easier.

You can also use this to make the game not play the music:
After the announcer says the 2nd character's name on the vs screen, pause the emulator and set the value for those 2 addresses to 0.  Set 7E3225 to 00 and don't unfreeze these addresses until after the round starts. 
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 27, 2018, 08:21:22 am View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

Tools/RAM Watch, Files/Open (RAM Watch window), and then open MEGAMAN8.wch (which should be put in BizHawk\Tools).
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 25, 2018, 03:01:30 am View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

1: You'd have to look at X Position and Y Position in the RAM watch for that.  I probably should've set the values of those to not display as hexadecimal (right-click on them, set the Display Type to Unsigned, and then save it.  If the game gives you an error, open MEGAMAN8.wch in a text editor, look for the column that only has h,s, or u in it and change the h's to u and save it). 

2: P1 Animation Time will tell you that.  The value has to reach 0 before the animation will change to the next frame.

Edit: You'd make note of the highest value from it.  Otherwise, you could use frame advance and count how many times you press the hotkey for it before the animation changes to the next frame.
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 25, 2018, 02:39:19 am View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

There's an address in the RAM Watch that'll tell you, but it's 1, and 2 for walking, 3, 4, and 5 for jumping.
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 25, 2018, 12:26:06 am View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

Does it say anything in the Resolved With and Location columns?  If you don't have or it doesn't recognize the bios, those will be empty.
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 24, 2018, 11:14:36 pm View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

Ok, try going to Config/Firmwares, and see if the bios show up there.  If they don't, first click scan to see if that'll add them, then click Import and try to manually add them.
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 23, 2018, 03:51:53 pm View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

One of the issues you said you were having was sprite alignment.  The object viewers to those games display most, if not all of Megaman's sprites.

Anyways, I did something for Megaman 8 for Bizhawk.


https://www.sendspace.com/file/peahwi
Spoiler, click to toggle visibilty
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 21, 2018, 10:14:26 pm View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

I don't know what games you're trying to get content from, but Bizhawk should also work for SNES and PSX (you may not want to use it on Rockman & Forte and Megaman 7 if you want to use their object viewers).

I also don't know what would be required to view all of the player/enemy sprites.  I've never messed with those games beyond some assorted cheats and stage/checkpoint/color mods.

Edit: Scratch that.  I figured out how to get the PAR codes working for Bizhawk.
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 21, 2018, 08:42:51 am View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

If you want cheats to make it easier for you to get these things, I can do that.  Bizhawk's hex editor would probably work best for the GBA sprites.  I could send you a cheat file, and tell you how the cheats should be used to get what you need (it's easier than you think).
    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 20, 2018, 11:46:22 pm View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

    

Re: Omega sounds, earthquake sounds, and Dark Elf sprites

 December 20, 2018, 07:39:56 pm View in topic context
avatar  Posted by N.  in Omega sounds, earthquake sounds, and Dark Elf sprites (Started by RedDragonCats17 December 20, 2018, 10:41:42 am
 Board: Development Resources

    

Re: How to Rip Sega Saturn Sprite with Yabause Emulator

 November 19, 2018, 09:15:56 am View in topic context
avatar  Posted by N.  in How to Rip Sega Saturn Sprite with Yabause Emulator (Started by OldGamer November 06, 2018, 08:23:00 pm
 Board: Tips, Tricks, Tutorials

Since I've had to look into it recently, I've got something minor to add.

Spoiler: Color modding: (click to see content)

Also, you can use Debug VDP1 to get the x/y position to whatever sprites are listed.  The values are displayed as decimal though.
If you're feeling lucky, you could even poke around the x/y position addresses and see if you can find anything to modify/rescale sprites (I've had to do this for 2 games because I couldn't color mod the black BG, and it's less codes you have to add).
    

Re: Need Dan From Street Fighter Alpha Sprites :???:

 June 17, 2018, 02:24:05 pm View in topic context
avatar  Posted by N.  in Need Dan From Street Fighter Alpha Sprites :???: (Started by Ouji-chama June 12, 2011, 06:26:51 pm
 Board: Development Resources

You'd turn on the cheats when you're on the normal Test Menu (F2 gets you there for MAME, F11 for Kawaks).  There might be a bit of setup for it if you use MAME, but with Kawaks, you put the .dat file in the cheats folder.
    

Re: BG issues

 June 04, 2018, 06:30:40 am View in topic context
avatar  Posted by N.  in BG issues (Started by N. May 29, 2018, 06:27:05 am
 Board: M.U.G.E.N Development Help

Odb718:  TBH, I'm not entirely confident in the math.  It works, but not perfectly.  I think I'm missing something I shoudl've done to get it all to work.

KAINE:  :gonk: 0.871875 × 320 + 320 = 599..........oh, I see what happened.  I must've changed the deltas to those 4 at some point, forgot to update the notes, and just assumed they were the correct widths.  But yeah, the floor would be shifted over and look ok on the left side, but not the right (at SD.  I didn't look at 320x240).  I would not be ok with this, because then I would have to try and fix that too (one way I tried resulted in the rest of the stage having the problem instead of the floor).  How it currently is isn't perfect, but I'm cool with it if there's no other way.
    

Re: BG issues

 June 03, 2018, 11:16:25 pm View in topic context
avatar  Posted by N.  in BG issues (Started by N. May 29, 2018, 06:27:05 am
 Board: M.U.G.E.N Development Help

Sprites 0-7, 0-16, 0-25, and 0-34 wouldn't also be "half a pixel" off if that were the case (because they have even pixel widths).

That's also not an option.  I wouldn't be comfortable with the floor being off in both resolutions.