Project-Nested
Zeldix :: General :: General Discussion
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Re: Project-Nested
GBC games: use a Super Game Boy.Brutapode89 wrote:A development during two years?
________________________________
By the way, I know it's stupid like idea but I said to myself, there may be others projects.
Example:
- Project Colored: Game Boy Color games on SNES.
- Project Advanced: Game Boy Advance games on SNES.
But I think it's not possible at all.
GBA games: not possible. Despite the similarities to the end-user between SNES and GBA, there are considerable changes under the hood, and parts of the GBA have considerably more power than those parts on the SNES, not even counting the architecture changes.
edale- Since : 2017-10-03
Re: Project-Nested
Here's where I'm at with Zelda 2. There's a wall of garbage tiles and it isn't a graphical issue, these are solid so it's something with CPU emulation.
I had a thought today that it may be a page crossing issue and indeed it was!
Hopefully it fixes villages as well. Link falls through the ground and the waterfall cutscene plays before being brought back to the world map.
I had a thought today that it may be a page crossing issue and indeed it was!
- Code:
STA $5FFF,Y
Hopefully it fixes villages as well. Link falls through the ground and the waterfall cutscene plays before being brought back to the world map.
- Attachments
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
Thats a beginning thanks for sharing.
Currently I try to figure out with qwerty the cherry on top how to make a clean mute for msu.
https://streamable.com/vyoh08
0:25 small NES music kicks in till it's muted by the later irq call.
It's not much disturbing, but yeah - the wish for perfection
I hope I have time left to get it done soon, also time for zelda2 in case it works with your next pnn release. Work eats my time up
Edit: with qwerty's help I know how to fix it and make it perfect mute, but I need to wait for the more stable pnn 1.4. the current Gameprofile in 1.3 hooks and places the code where the track is stored to $0609 to a different place.
Currently I try to figure out with qwerty the cherry on top how to make a clean mute for msu.
https://streamable.com/vyoh08
0:25 small NES music kicks in till it's muted by the later irq call.
It's not much disturbing, but yeah - the wish for perfection
I hope I have time left to get it done soon, also time for zelda2 in case it works with your next pnn release. Work eats my time up
Edit: with qwerty's help I know how to fix it and make it perfect mute, but I need to wait for the more stable pnn 1.4. the current Gameprofile in 1.3 hooks and places the code where the track is stored to $0609 to a different place.
Conn- Since : 2013-06-30
Re: Project-Nested
Do you hook code generated by the exe? This isn't the best practice for forward compatibility. I've been telling you about placing opcode $22 in the NES code to call SNES code. It'll work no matter what version or profile of Project Nested you're using (v1.1+?). It could even work with the randomizer without too much effort.Conn wrote:Edit: with qwerty's help I know how to fix it and make it perfect mute, but I need to wait for the more stable pnn 1.4. the current Gameprofile in 1.3 hooks and places the code where the track is stored to $0609 to a different place.
While running SNES code, you no longer have perfect access to NES ROM data nor NES I/O. PRG RAM will be at $B06000-$B07FFF. Place your SNES code in range $FF0000-$FF7FFF and decrement banks as you need more. WRAM pages 08 and 09 are reserved for ROM hacks which you can access with SNES code only. There may be an option in later releases for leaving certain banks untouched.
v1.4 won't be released for another week or 2.
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
I will make a complete revision as soon 1.4 is released (no rush, take your time), and will hook the nes code completely then like you suggest.Do you hook code generated by the exe? This isn't the best practice for forward compatibility. I've been telling you about placing opcode $22 in the NES code to call SNES code. It'll work no matter what version or profile of Project Nested you're using (v1.1+?). It could even work with the randomizer without too much effort.
For now, with all the crashes I am using the SRM iteration steps, and it re-locates the nes $0609 write somewhere else, so it's not a stable hook with the code replacements (I hope I was wording it correctly). As soon it runs stable I am able to hijack the nes code the way you suggest
Conn- Since : 2013-06-30
Re: Project-Nested
I don't understand.Conn wrote:it re-locates the nes $0609 write somewhere else, so it's not a stable hook with the code replacements (I hope I was wording it correctly).
Do you have discord?
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
Reading it a second time I think I know what you mean, patch the nes code before conversation?
Yes,
Conn#1114
Yes,
Conn#1114
Conn- Since : 2013-06-30
Re: Project-Nested
I really think they need to focus on making actual NES games run properly before trying to expand the functionality, don't you?Brutapode89 wrote:Is it possible to make FDS games into MSU-1?
That said, FDS does actually seem like something possible from a technical standpoint. The 2 main hurdles I'm aware of are processing the additional sound channels offered by the FDS, and replicating how the FDS handles saves and loads. Then again, I don't really understand the inner workings of any of this, so take my assessment with a grain of salt.
edale- Since : 2017-10-03
Re: Project-Nested
Brutapode89 wrote:Impossible to make FDS games into MSU-1?
there are FDS roms converted to NES roms
D2DEZEL- Fluteboy
- Since : 2018-10-30
Re: Project-Nested
https://github.com/Myself086/Project-Nested/releasesBrutapode89 wrote:Is the Project-Nested's update ready?
It'll show up there first.
And no, v1.4 is not out yet. We're likely looking at a month or two for it, not a week or two.
Nested is a 1-man project done for free in his spare time; don't expect speed in projects like that.
edale- Since : 2017-10-03
Re: Project-Nested
I'm just finishing some SRM updates and fixing Gleeok before releasing v1.4. I'd say about 2 weeks.
Zelda 2 won't be fixed for v1.4. The proper fix is part of a group of changes that I want to get into all at once for v1.5.
Zelda 2 won't be fixed for v1.4. The proper fix is part of a group of changes that I want to get into all at once for v1.5.
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
edale wrote:We're likely looking at a month or two for it, not a week or two.
Well... Excuse me while I go wipe this egg off my face...Myself086 wrote:I'd say about 2 weeks.
edale- Since : 2017-10-03
Re: Project-Nested
Do the 'calls' from loading an SRM during conversion need to be updated in a game's profile, or will those remain the same?Myself086 wrote:v1.4 is out. Have fun!
edale- Since : 2017-10-03
Re: Project-Nested
Loading the SRM into the exe will automatically save those "known calls" (aka: sub-routine pointers) into the profile.
Not exactly sure what you mean by "will those remain the same".
They will remain the same for every time you play.
They will remain the same if the same NES ROM is used.
The resulting SNES code won't be at the same address every time. I highly discourage editing it.
If you're exploring the game in small sessions, you can load them as you go and they add up.
Not exactly sure what you mean by "will those remain the same".
They will remain the same for every time you play.
They will remain the same if the same NES ROM is used.
The resulting SNES code won't be at the same address every time. I highly discourage editing it.
If you're exploring the game in small sessions, you can load them as you go and they add up.
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
I was basically asking if the calls saved in the profile from v1.3 will still be valid in v1.4. I don't know what kind of under-the-hood changes were made, nor if any of those would affect the call addressing.
edale- Since : 2017-10-03
Re: Project-Nested
Yes, if you created a profile with known calls in v1.3, they will be 100% compatible with v1.4 and every future version.
They are pointers to the NES code in a NES format.
They are pointers to the NES code in a NES format.
Myself086- Cucumber
- Since : 2021-07-29
Re: Project-Nested
Updating the compatibility list is a long process, usually Memblers from Nesdev does it. He did about 90% of the work on the sheet. Some entries on the list are for v1.4 already.
I test very few games because I'd rather focus on fixing them. The games I focus on are either requested or have potential to be fixed quick.
If you want to help with testing these games and edit the sheet directly, just let me know.
I test very few games because I'd rather focus on fixing them. The games I focus on are either requested or have potential to be fixed quick.
If you want to help with testing these games and edit the sheet directly, just let me know.
Myself086- Cucumber
- Since : 2021-07-29
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