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Donkey Kong Original Edition
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Gil-Galad



Joined: 04 May 2008
Posts: 39

PostPosted: Sun Dec 05, 2010 10:25 pm    Post subject: Reply with quote

I'm working on a disassembly of the game using a modified version of NESrev to disassemble 32KB PRG-ROM games and ASM6. The newer code also doesn't use too much Zero Page addressing. Instead, it uses absolute addressing. Here is an example;

Code:

$83B1> AD 5300:   LDA $0053   ; Should be A5 53
$83B4> C9 02:   CMP #$02   ;
$83B6> D0 05:   BNE $83BD      ;
$83B8> A9 01:   LDA #$01   ;
$83BA> 8D AD00:   STA $00AD   ; 85 AD
$83BD> A9 01:   LDA #$01   ;
$83BF> 8D 5900:   STA $0059   ; 85 59


There are a lot of other places in the new code that uses absolute addressing instead of using zero page. That suggests to me that whoever coded it was inexperienced, possibly.

After assembling the code, I was short many bytes and the code was out of alignment. Working on adjusting the code to the original form and also so that it works with ASM6. ASM6 doesn't currently use absolute addressing for anything that it considers zero page. I did message the author about this situation.
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Tongueman



Joined: 27 Feb 2004
Posts: 631
Location: Japan

PostPosted: Mon Dec 06, 2010 12:43 am    Post subject: Reply with quote

Or another possibility: do you think some of these Wii VC hacks were programmed in a medium-high-level language of some sort?
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Xkeeper



Joined: 04 Nov 2005
Posts: 327
Location: Henderson, NV

PostPosted: Mon Dec 06, 2010 6:55 am    Post subject: Reply with quote

Tongueman wrote:
Or another possibility: do you think some of these Wii VC hacks were programmed in a medium-high-level language of some sort?


At least some of them are patched in real time. We have a dump of a few of the VC ROMs and, for example, SMB2's waterfalls show up as black... though they appear blue in-game.
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Blitzwing
Staff
Staff


Joined: 01 Nov 2003
Posts: 288
Location: las vegas

PostPosted: Thu Dec 09, 2010 1:16 am    Post subject: Reply with quote

I played with it on real hardware and by about the 4th loop the pies become almost invisible due to all the flicker, only glitch i saw is sometimes when flipping from round 4 back to round 1 theres a "3" in the upper right corner of the screen.
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Blitzwing
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Joined: 01 Nov 2003
Posts: 288
Location: las vegas

PostPosted: Thu Dec 09, 2010 10:15 am    Post subject: Reply with quote

I was bored playing around and found a game genie code that works on this version and the original:

sueisa: can't pick up hammers
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Smeg
Staff
Staff


Joined: 26 Aug 2003
Posts: 1600
Location: beneath enemy scrotum

PostPosted: Thu Dec 09, 2010 1:14 pm    Post subject: Reply with quote

SUEISA was much more fun on SMB.
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Blitzwing
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Joined: 01 Nov 2003
Posts: 288
Location: las vegas

PostPosted: Thu Dec 09, 2010 10:39 pm    Post subject: Reply with quote

oh I agree, but its a code I always try on every game so....
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rbudrick
not rubrdick


Joined: 09 Oct 2006
Posts: 549

PostPosted: Sun Dec 12, 2010 7:52 am    Post subject: Reply with quote

Can someone explain this SUEISA GG code? Was it something common to try in games or something?

Sounds like the beginning of an insult, "Sue is a --------."

-Rob
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Tongueman



Joined: 27 Feb 2004
Posts: 631
Location: Japan

PostPosted: Sun Dec 12, 2010 2:24 pm    Post subject: Reply with quote

My fave Game Genie code back in the day was NOTINE.
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Sun Dec 12, 2010 3:38 pm    Post subject: Reply with quote

I don't see how it would have a consistent effect. It decodes to Address $D885, value $B5.
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Jurai



Joined: 07 Jun 2006
Posts: 118

PostPosted: Tue Dec 14, 2010 2:31 am    Post subject: Reply with quote

if anyones wondering it makes hitting enemies in SMB act as if you picked up mushrooms / fire flowers
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Smeg
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Joined: 26 Aug 2003
Posts: 1600
Location: beneath enemy scrotum

PostPosted: Tue Dec 14, 2010 4:06 am    Post subject: Reply with quote

Jurai wrote:
if anyones wondering it makes hitting enemies in SMB act as if you picked up mushrooms / fire flowers


To be specific, enemies are made equivalent to the last power up you grabbed. Pick up a 1-up and then just run into a crapload of enemies. It was a great "fuck you" to Lakitu.
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Asaki



Joined: 19 Apr 2009
Posts: 52

PostPosted: Tue Dec 14, 2010 9:16 pm    Post subject: Reply with quote

This might be slightly off-topic, but since we're talking about VC title revisions...does anyone know anything about the Super Mario All-Stars Wii release?

I'm guessing it's just the unaltered SNES ROM + emulator on a great big waste of DVD space?

I was hoping they would've at least fixed the brick breaking bug in SMB1 and Lost Levels, but from the YouTube videos it doesn't look like they bothered Crying or Very sad
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Pemdawg



Joined: 25 Oct 2006
Posts: 255
Location: Neenah, WI

PostPosted: Thu Dec 16, 2010 3:56 am    Post subject: Reply with quote

I read something on the GBATemp forums about "samples." I think the emulator might play some Martinet voice samples somewhere, perhaps on the menus, but I couldn't find any details. Seems like Nintendo is using the VC emulators for some mild revisionism in some games.
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marioxb



Joined: 16 Dec 2010
Posts: 2

PostPosted: Thu Dec 16, 2010 4:47 am    Post subject: Reply with quote

The only thing added was the ability to play with the wii remote on its side. Normal virtual console snes games have to use the gamecube or classic controller only.
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Thu Dec 16, 2010 4:02 pm    Post subject: Reply with quote

Is it required to play with the remote?
Nintendo has disappointed me by not adding Classic Controller support in New SMB Wii and DKC Returns (instead using gimmicky shaking for stuff that could've used a button on Classic).

I pre-ordered the game, I just have to wait for it because I used amazon's free and slow shipping. :)
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marioxb



Joined: 16 Dec 2010
Posts: 2

PostPosted: Thu Dec 16, 2010 8:26 pm    Post subject: Reply with quote

No, you can use Wii Remote sideways, Classic or GameCube controller. The games only use two buttons, so there is no shaking or motion control of any sort involved.
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Asaki



Joined: 19 Apr 2009
Posts: 52

PostPosted: Fri Dec 17, 2010 12:51 pm    Post subject: Reply with quote

marioxb wrote:
The only thing added was the ability to play with the wii remote on its side.


How unfortunate. The brick bug has always made half of that collection unplayable for me.
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Lupin



Joined: 29 Nov 2010
Posts: 6

PostPosted: Sat Dec 18, 2010 5:15 pm    Post subject: Reply with quote

Are you referring to when you break bricks, instead of bouncing down from them, it kind of boosts you up through them or at least doesn't seem to provide "resistance" when you hit them? I noticed that when I played as a kid; I always thought of it as a minor improvement; made the game a little more fun in a way...
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Asaki



Joined: 19 Apr 2009
Posts: 52

PostPosted: Mon Dec 20, 2010 1:01 pm    Post subject: Reply with quote

Yes, that's what I'm referring to. There's a fix for it here: http://www.romhacking.net/hacks/167/

I never liked it as a kid, it always felt too mushy to me.
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