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All Posts (thunderstruck)




#1
Re: WTB: Virtual Fall for the Aftermarket Collection
Posted on: 1/13 12:48
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Quote:

Ferris Bueller wrote:
Hello there!

You may not know me, but in many circles I'm know as the Aftermarket Archivist. My goal is to collect all Nintendo aftermarket games with the focus of creating a library for research and historical purposes. I know, it's an odd calling, but I love this stuff.

My aftermarket VB collection is complete, with the exception of one game: Virtual Fall. I finally managed to find a FlashBoy CIB (first edition), leaving just one game left. I totally missed the ebay auction in the fall due to it being international and eBay being dumb and not showing it to me for some reason.

Want to fund another project? Need money for life changes? I'm your guy. I pay fair and it will go to a good home. Ask around, I never sell and I cherish my games. I'm also the guy who has the two-player VB display at the Let's Play Gaming Expo each year, with the AV modded out VB so people can watch the Hyper Fighting tournament.

WTB: Virtual Fall


Hey Ferris,

The Virtual Fall cart has actually never been sold. Every participant in the coding competition got a copy. So there are like 10 copies in existence. Making it pretty rare now that I think about it.
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#2
Re: Bound High official ROM differences
Posted on: 2018/12/26 19:51
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Quote:

HorvatM wrote:
I had a quick look at the ROM. The main debug menu function (which prints the "round select" string at 40140 by calling 2E2C) seems to be at FF6 (F20 in "Kitaro's" ROM), but it is indeed not called from anywhere.

If you set the PC to 7000FF6 in Mednafen's debugger, you will get there, but the text won't be visible because the worlds/charsets are not set up. From there, you can press L or use the left D-pad to get to the round selection mode (which seems to be buggy), or A to go to some other menu (function AA4), which will play one sound and then freeze.

At 12AA is the sound test function. You can access it by first setting the PC to 7000FF6, then to 70012AA (but not directly or it will freeze). You can use the left D-pad and A to choose and play sounds. Again, nothing of use will be visible on the screen.

To summarize, the important addresses are:
5CC: vbReadPad equivalent, never called directly but only from 7F4
AA4: Function that references the "another stage" string
7F4: Wrapper for 5CC, also resets the game on L+R+B+A+Select+Start
8BE: Called from within FF6, indirectly calls 5CC
FF6: Main debug menu function, references the "round select" string
12AA: Sound test mode function, references the "sound test mode" string
2E2C: Text printing function?
40000: "another stage"
40140: "round select"
4014D: "sound test mode"

I don't have the source code (what are the rules regarding its usage anyway?), so this is just a stab in the dark. You might already know all this.


The "round select" and "sound test" methods are still in the code. That's most likely what you found at FF6 and 12AA. They do exactly what their name implies. There is another one checking for certain button combinations.

There is some code that is excluded by a define statement. This code calls the above methods. It can select the round, do the sound test, enable auto move, change the rank and activate something called nishume. The last one I'm not sure about what it does.
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#3
Bound High official ROM differences
Posted on: 2018/12/24 13:18
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Hey everyone,

a while ago someone named Cpt. F. posted pictures of an 1995 prototype cartridge of Bound High. He dumped the ROM and sent it to me so I could check if there are differences.

Quote:

Hello, I have attached the Bound High proto cart ROM. I wasnt sure what to label it to discern it from the other versions out there.

Do with it what you will. I suppose my work is now done.

Please share what differences you can discern. I suppose I have no problem with you sharing it with HorvatM, Krisse or Joergche as you mentioned. And then at some point I guess everyone!


The ROMs themselves are actually very different. It seems like they have been compiled with a different compiler or different optimization settings. You can see that it's the same code in general but that it's rearranged leading to jumps going to different positions, different registers being used and the like. You can also see that the code functions a little different here and there to eventually archive the same goal.

The area that stores the data like images is almost identical. The only difference is, that some 0x00 are actually 0xFF in the ROM I got. This is most likely just empty data that has been filled with a different default value.

I also compared data being loaded to the different memories when running the game. Again, charmem and bgmaps are identically from what I can say.

While looking through the ROM I found traces of an debug menu. Kri55e showed me the source code he compiled the ROM from. That version has it deactivated so that it is not compiled into the ROM (at least the code to access it). The ROM I received has the menu also deactivated. We didn't manage to compile the game with the menu activated yet.

If you read through the thread from 2010 where Kri55e an other discuss the ways to compile the ROM you will learn that the ROM originally couldn't be compiled without being glitchy. The code was actually changed by Kitaro to produce a glitch free version.

All of this leads me to the conclusion that the two ROMs indeed are the same game. However, the ROM I received has been compiled in a different way. This might lead to the game running smoother in certain places. However, content wise both should be the same.

I also think that the cartridge is indeed legit. In theory, someone could have received a copy of the sources Kri55e has, compiled them in a different way and flashed them onto a prototype card. However, I don't see the point in doing this.

Since Cpt.F. allowed me to share the ROM with everyone I decided to attach it to this post.

Merry Christmas Everyone

Attach file:


zip BoundHigh-cleanFullGame2018.zip Size: 325.37 KB; Hits: 107
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#4
Re: What should Team VUEngine work on next?
Posted on: 2018/12/17 8:24
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Hey,

if you end up making a tutorial series I would love to help. I had this idea of recording a stream in which I try to get something to work with your engine for a while.

Cheers
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#5
Re: VB debugging with Mednafen, but without the eyestrain.
Posted on: 2018/12/17 8:20
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I guess I might be one of the few who really appreciates this. Thanks allot!
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#6
Re: Bound High 1995 proto cartridge- Authentic
Posted on: 2018/11/30 9:51
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I can have a look if you like.
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#7
Re: VB Development Twitch Stream
Posted on: 2018/11/19 20:20
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Just wanted to let everyone know that I plan to continue these. I will most likely start over next year. Right now I'm in the middle of moving to a different house which takes up most of my time.
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#8
Re: Mellot Programmer
Posted on: 2018/10/30 20:12
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Quote:

astro187 wrote:
... I was planning to ask how difficult it would be to take a RAM dump and convert it into something that Mednafen can use since I know nothing of the details of that file format... but apparently it wasn't too difficult for Thunderstruck to tackle!


It's actually the same format. Both are simple binary dumps. Mednafen expects the files to be 64kb though. So I simply made the file bigger by appending zeros. You can flash your mednafen saves to your carts as well if you reduce them in size.
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#9
Re: Mellot Programmer
Posted on: 2018/10/27 14:18
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Hey everyone,

astro187 told me that the UI would stop working when dumping Wario Land directly to the PC. I could actually reproduce the problem. Turned out it was a known WPF problem when bombarding a TextBox with method calls. I fixed that by calling the UI update less often.

I also added a feature to receive the SRAM directly to mednavens sav format. So you can simply extract your savfiles from your games and continue playing in the emulator.

Someone remind me to setup a public git for this project.

Attach file:


zip MellotProgrammer.1.0.0.2.zip Size: 93.70 KB; Hits: 33
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#10
Re: VB Development Twitch Stream
Posted on: 2018/10/21 14:01
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Hey everyone,

I will doing some work on GameHero Legends today. I want to setup a system that should allow me load/unload images from charmem in a certain way. The ultimate goal is to have a simple system to allow the easy creation of animations. Till now it's just an idea an I have no idea if this works.

I will start of by showing the current state of the tools I developed. After that we will setup a test-screen and build a POC so that we can see if my idea actually works.

Start is around:
18:00 German Time
12:00 am EST
09:00 am PST

Quote:

VirtuousRage wrote:
I wont be able to tune in this weekend because of PRGE, but hopefully you get the VODs working!
I'd love to watch it after. :)


I can archive videos on twitch but I don't want to for different reasons. If I ever become a Twitch affiliate or partner I can do VOD for subscribers. However, I managed to record the last stream and will upload an edited version to Youtube.
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