Jump to content

Photo

Supercharger conversion hacks...


206 replies to this topic

#1 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 1:22 AM

Edited this one to swap the joysticks. Also should work on unmodded Superchargers.
I wanted to fix the scanline jitter...but no luck yet ;)

Attached Files


Edited by Nukey Shay, Tue Mar 28, 2006 7:18 PM.


#2 StanJr OFFLINE  

StanJr

    Web-slinger

  • 14,388 posts
  • fun or bust
  • Location:Louisville KY

Posted Mon Mar 7, 2005 1:45 AM

oooo. Do Wizard of Wor next! Then Tac-scan! :D :D :D

#3 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 4:14 AM

No need to swap the sticks in Wizard Of Wor...you can just begin a 2-player game ;) But here is a hack of it to load on unmodded Superchargers.

TacScan is kind of hard to figure out...any hacking whatsoever seems to mess up the control :?

Attached Files



#4 SpiceWare OFFLINE  

SpiceWare

    Quadrunner

  • 8,256 posts
  • Medieval Mayhem
  • Location:Planet Houston

Posted Mon Mar 7, 2005 12:04 PM

oooo.  Do Wizard of Wor next!

But then it's no longer authentic to the arcade version. :ponder:

#5 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 12:24 PM

TacScan...
This game has an odd scanline count. 267 on the title screen and 270 in-game. There's also a jitter when starting a new game (probably due to the countdown timer running out too quick).

First things first:
I switched the controls from using paddle(2) to paddle(0). Then, I increased the blank scanline count on the title screen by 3 (to make both screens match), killed off a few WSYNC's during the VBLANK period (saving 10 bytes at the start of the binary). Grabbed the 2 tables (10 bytes) at the end of the rom and moved them up top. That left it at @265 scanlines + Supercharger compatability. The Score font was 9 points, so I reduced it to 6 to come up with the remaining 3 scanlines.

Both screens now @262 :) The jitter still needs to be fixed tho.

Attached Files



#6 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 1:05 PM

BTW here's the 3 sources I'd made if anyone wants to try hacking colors, etc.

Attached Files



#7 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 1:14 PM

Correction:
TacScan had the wrong trigger hacked in :P

 IF ORIGCONT

       AND    #$04                   ;2 trigger(3)

  ELSE

       AND    #$40                   ;2 trigger(0)

  ENDIF


That #$40 should have been #$80 instead

Attached Files



#8 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Mar 7, 2005 2:32 PM

Demons To Diamonds:
Paddles swapped, Supercharger-compatable

Attached Files



#9 StanJr OFFLINE  

StanJr

    Web-slinger

  • 14,388 posts
  • fun or bust
  • Location:Louisville KY

Posted Mon Mar 7, 2005 5:37 PM

dude, I was only kidding. :D :D :D :D

Wow, Nukey you are a hacking machine. Crazy.

Nice work!

#10 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Mon Oct 31, 2005 4:43 PM

By request:
Smurfs: RIGC

NOTE: this game is not relivant to Superchargers...it's 8k in size

Attached Files


Edited by Nukey Shay, Thu May 22, 2008 1:50 AM.


#11 Vic George 2K3 OFFLINE  

Vic George 2K3

    Quadrunner

  • 5,535 posts
  • I was corn this way.
  • Location:Westfield, MA, USA

Posted Mon Oct 31, 2005 5:10 PM

Anything particularly new about the Smurfs: RIGC hack?

#12 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Sat Nov 5, 2005 4:30 PM

Not in that one. It's just a straight disassembly.

This one includes sunset gfx for the first 2 screens, and also includes the Colecovision's "no dress" glitch (tho it currently happens at the wrong time). By sharing data tables and trimming out redundancy, I was able to save over a page of romspace in each bank for possible later additions.

However, there's a slight glitch present in the hillside kernal (one column of pixels are erratic when you are on the lowest spot).

Edited by Nukey Shay, Sat Nov 26, 2005 3:04 PM.


#13 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Sat Nov 19, 2005 10:50 AM

Trying this again :P


NOTE: this game is not relivant to Superchargers...it's 8k in size

Attached Files


Edited by Nukey Shay, Thu May 22, 2008 1:51 AM.


#14 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Tue Mar 28, 2006 7:19 PM

Chopper Command...

Attached Files



#15 Lord Helmet OFFLINE  

Lord Helmet

    AtariAge Anomaly

  • 9,883 posts
  • Location:Denver, CO.

Posted Wed Mar 29, 2006 8:54 AM

Omega Race DC?....don't think it will work since it's RAM Plus huh?

#16 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Wed Mar 29, 2006 9:33 AM

Added ram isn't the main problem (since a program could -theoretically- be recoded to work with the Supercharger's method of ram storage instead).
Omega Race and it's DC hack are over 6k...the maximum segment size for a Supercharger game.
These hacks were made for the sole purpose of allowing 4k games to work with unmodded hardware (and maybe to fix additional bugs along the way...such as scanline count variances). The only addresses that are treated as ram are the native ram addresses within the 2600 console itself. They should work on all 2600 hardware/emulators whether the Supercharger is supported or not. This is easily fixed by removing any access to rom addresses $xFF8 and up...because that is the address that the Supercharger uses to signal a 2k ram swap.

#17 Lord Helmet OFFLINE  

Lord Helmet

    AtariAge Anomaly

  • 9,883 posts
  • Location:Denver, CO.

Posted Wed Mar 29, 2006 11:47 AM

Which is how you got SmurfRGC to work, since it's 8K...correct?

#18 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Fri Mar 31, 2006 2:41 PM

Nope...I renamed the title of the thread since all of them here (except that one) are SC conversions ;) Smurfs will not work on a Supercharger.


3 more conversions:
Beat'em & Eat'em (add'l color added as well) UPDATED -> click
Custer's Revenge (in-game NTSC/PAL palette select added as well)
X-man

NOTE: Original Mystique games use a checksum routine to determine if a rom's contents have been altered (if so, the program goes into an endless loop). This routine is removed in the hacks.

Attached Files


Edited by Nukey Shay, Mon Jun 2, 2008 3:52 PM.


#19 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Sat Apr 1, 2006 3:25 PM

Parker Brothers' Qbert...
In this one, I added color/shape for the reserve lives. Reserve lives clipping also corrected. All data tables moved to the end of the rom. Sound distortion for "Coily" may need correction?

EDIT...
Definately needs a correction. Also on the todo list is to correct the display if the player is hit on the lowest block (this glitch is present in the original as well)...and possibly scrape up enough space to add the missing flying enemy.

Attached Files


Edited by Nukey Shay, Wed Apr 5, 2006 10:21 AM.


#20 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Tue Apr 4, 2006 2:25 PM

Parker Brothers' Frogger...

(update on page 4)

Edited by Nukey Shay, Thu May 22, 2008 1:49 AM.


#21 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Wed Apr 5, 2006 10:28 AM

Qbert update...
I corrected the original display bounce when the player is killed on the rightmost block. This was done by just skipping the enemy sprite pointer bump when standing on that block (the enemy sprite is used for the "!#?" curse).

Additional hack:
I added a flicker routine when the player is standing near the top...so that the score is always shown. This seems to work OK...however a slight screen bounce happens when Coily is on-screen (however, this could be due to the iffy framecounter I had to add). This bug does not affect the scanline count, and I'm still trying to track it down...in addition the the sound distortion problem mentioned earlier.

Attached Files



#22 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Tue May 1, 2007 11:57 PM

Megamania
Also removed the game kill at 999,999 points.

Attached Files



#23 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Sat May 5, 2007 9:45 AM

Quickstep...1 jmp instruction changed to a triple-nop (so that the ending table can be moved into it's place).

Attached Files



#24 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • Topic Starter
  • 21,083 posts
  • Location:The land of Gorch

Posted Wed May 30, 2007 7:29 PM

Halloween...quarter-page of romspace free

Attached Files



#25 TFM OFFLINE  

TFM

    Space Invader

  • 22 posts
  • Location:Bavaria / Germany

Posted Mon Jun 4, 2007 5:39 AM

Thanks for all your efforts :) Got my Supercharger today and will try it after work with the results of your work :)

Regards,
TFM




0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users