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Yoshifanatic's ASM Showoff: Part 11 (Day 4)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Yoshifanatic's ASM Showoff: Part 11 (Day 4)
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Pages: « 1 2 3 » Link
Originally posted by yoshifanatic
the SNES Ms. Pac-Man port, which is a 256 KB

Super Nintendo games could go that low? I thought 512 KB was the minimum size for SNES games.

Also, you said that Frogger is 512 KB, but how much of that is actually used?

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by KungFuFurby
Fun fact: Frogger actually uses Ren and Stimpy: Buckeroo$'s sound data.


I know. I mentioned that in the technical text for Frogger. It's probably one of the few interesting things about this port to be honest. XD

Originally posted by DPBOX
Super Nintendo games could go that low? I thought 512 KB was the minimum size for SNES games.

Also, you said that Frogger is 512 KB, but how much of that is actually used?


Yes. 256 KB is the lowest size I'm aware of that SNES games can be. That said, my ROM framework allows you to go as low as 32 KB (64 KB if using a HiROM memory map) just in the off chance some game happens to be smaller.

Also, of the 524,288 bytes that make up the Frogger ROM, 219,256 bytes are used. That's 41% of the total ROM. That's counting only the amount of non-freespace bytes. If I also ignore junk data, the duplicated sprites, and some of the bigger blocks of unused data, that percent is quite a bit lower. I'd estimate maybe 30%-35% in that case.

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Wow, oh man. They could have saved a little bit of money and used a 256 KB ROM chip then.

And I can't believe the game has no music.

Also, I think a Sega Genesis and PlayStation 1 version of Frogger were released alongside the Super Nintendo version. I think they were trying to push the PlayStation version and the SNES was a dying system in 1998, which is probably why the game is so poorly made.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by yoshifanatic
EarthBound Disassembly

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH!!!
*slightly-louder-than-average-screaming*

You finally managed to make a disassembly of one of the greatest SNES RPGs ever made! This makes me so proud!!!
Reporting for you for this year’s E3. Catch it on 6:00 PM PHT.
And so the Courier who had cheated death in the cemetery outside Goodsprings cheated death once again, and the Mojave wasteland was forever changed.
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
Fanatical like a Demon


Seriously tho, amazing work. I can't fathom the time it took to do these in the format you have them in, not just all.log. We could probably rip some other game's SPC engine and make a new addmusic tool with these lol (looking at you Jurassic Park). Actually, if I may ask (should you know), how does Jurassic Park's spc engine go about its "random pans" as well as its sophisticated GAIN enveloping? Is the panning really RNG? Or is there a table it pulls panning values from? How does GAIN work? With SMW you have set ADSR? Does Jurassic Park have GAIN preset "instruments"?
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Do you happen to know anything about how Yoshi's Island does its Mode 2 levels? In particular, I'm wondering how it handles levels like the first room of 6-4, where there are discrete moving objects that can be partly offscreen.

Also, can we request disassemblies? I can think of a couple games that I'm curious about.
A quick heads up, but nobody has solved my puzzle yet. So, if any of you want to decide on my next disassembly, you'll still be able to.

Originally posted by DPBOX
Wow, oh man. They could have saved a little bit of money and used a 256 KB ROM chip then.

And I can't believe the game has no music.

Also, I think a Sega Genesis and PlayStation 1 version of Frogger were released alongside the Super Nintendo version. I think they were trying to push the PlayStation version and the SNES was a dying system in 1998, which is probably why the game is so poorly made.


Maybe. by 1998, I imagine it didn't cost much extra to make 512 KB carts over 256 KB. Alternatively, 256 KB carts were out of production, so 512 KB ones were used instead.

And yeah, considering this game came out 2 years after the next gen systems, there wasn't much incentive for the devs to make a masterpiece. XD

Originally posted by Klug

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH!!!

You finally managed to make a disassembly of one of the greatest SNES RPGs ever made! This makes me so proud!!!


You're welcome! Technically, this disassembly has been around for a year, but it was less complete than it is now.

Originally posted by LadiesMan217
Seriously tho, amazing work. I can't fathom the time it took to do these in the format you have them in, not just all.log. We could probably rip some other game's SPC engine and make a new addmusic tool with these lol (looking at you Jurassic Park). Actually, if I may ask (should you know), how does Jurassic Park's spc engine go about its "random pans" as well as its sophisticated GAIN enveloping? Is the panning really RNG? Or is there a table it pulls panning values from? How does GAIN work? With SMW you have set ADSR? Does Jurassic Park have GAIN preset "instruments"?


You might be surprised by how quickly I was able to do most of these disassemblies. If you look at the hints for my puzzle, I have the dates of the posts listed, and you can see I was completing disassemblies within a week or two, sometimes even within a couple days (although the first date is wrong, I completed that disassembly about a week before I announced the secret project). I'm really glad I made those disassembly scripts though, since I definitely wouldn't have been able to do these as quick without them.

Also, I didn't look very deep at most of the SPC700 engines for any of these games, because the SPC700 is the thing I understand the least of all the SNES's components (I don't even know what "GAIN enveloping" even is. XD). You should ask KungFuFurby.

Originally posted by imamelia
Do you happen to know anything about how Yoshi's Island does its Mode 2 levels? In particular, I'm wondering how it handles levels like the first room of 6-4, where there are discrete moving objects that can be partly offscreen.

Also, can we request disassemblies? I can think of a couple games that I'm curious about.


YI was actually the game I looked at the least (ironic, I know, considering my username), so I wouldn't be able to tell you much about anything it does, including how it uses mode 2. Disassembling it proved to be really annoying and I kind of just wanted to move onto the next game by the time I finished it. XD

Also, you can request disassemblies. Right now, the next disassembly I do will be determined by who can solve the puzzle I gave at the start of the Day 4 post. If you solve it, then you can pick a game for me to disassemble next. After this next disassembly though, whether I do another will depend on if I'm in the mood to make one.

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
A quick heads up, but I've decided to put a time limit on the puzzle. If no one solves it by Thursday, then whoever got the most correct answers will be the winner. For those that submitted multiple guesses, I'll use the guess that had the most amount of correct answers, so a later, worse guess won't screw you over.

This puzzle turned out to be quite a bit harder than I thought it'd be. I'll be giving the logic behind the hints when I announce the winner, so you guys can see my train of thought when I wrote the hints.

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 / Latest Test Build (Mario & Yoshi's Strange Quests)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Pages: « 1 2 3 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - Yoshifanatic's ASM Showoff: Part 11 (Day 4)

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