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Supercharger conversion hacks...


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#176 Nukey Shay OFFLINE  

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Posted Mon Aug 31, 2009 12:35 PM

Dunno about repositioning...but emulators don't like the collision detection.

Try this tho...the latest edit works in emulators (dunno about real hardware):

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#177 Mark Wolfe OFFLINE  

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Posted Mon Aug 31, 2009 4:25 PM

View PostOmegamatrix, on Sun Aug 30, 2009 7:05 PM, said:

You're almost there (finished them all), Nukey. IIRC didn't Kool Aid Man do some funky repositioning that some Atari Jr's didn't like?


Anyhow keep up the good work. You should also consider putting all the latest versions of the roms into one zip file, and then attaching it to the first post of the thread. It would be very convenient. ;)


I will convert all these to WAV once they're finished and I'll post them as Volume II... and yes, please DO put them all in one zip file so I can make the set complete from the first volume.

#178 Nukey Shay OFFLINE  

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Posted Tue Sep 1, 2009 10:03 AM

I still have a ways to go (to check all non-hack/pirate 4k roms)...but I can do that once finished.

Oink!
Due to the palette color change when making a PAL60 version, I dicovered that the wolf's line of breath became the same color as the background...which makes it look better IMO (i.e. less like a tongue shooting out when destroying bricks). So I hacked a change for the NTSC version as well.
Not much I can do about the sunset, tho (this is subtracted values to create the shifting color...which runs in order for NTSC but not for PAL). I just shifted it from blue to green instead.

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#179 Nukey Shay OFFLINE  

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Posted Tue Sep 1, 2009 1:01 PM

Spider Fighter
This game doesn't really need a seperate PAL build (it's abstract enough anyway)...but I made one that has corrected fruit colors.

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#180 Nukey Shay OFFLINE  

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Posted Thu Sep 3, 2009 10:47 PM

Shark Attack (no PAL version made)

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#181 Nukey Shay OFFLINE  

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Posted Fri Sep 4, 2009 2:07 AM

Mangia (no PAL version)

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#182 Nukey Shay OFFLINE  

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Posted Fri Sep 4, 2009 3:33 AM

Nightmare:

Original game uses 272 visible scanlines. Timer reduction bumped that down to 264, and I cut the score font down 2 points to get it down to 262. An audio data table (called indirectly) exists on the last page extending all the way to the end of rom...which crashed the Supercharger. A sprite repositioning subroutine was placed just before it (between the font data and audio). Moving the subroutine elsewhere solves that problem.

No PAL version made.

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#183 Nukey Shay OFFLINE  

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Posted Fri Sep 4, 2009 7:19 PM

Scuba Diver
Original game ran at 270 or 271 scanlines (fluctuating when turtles moved to the far right or when the player is inside the sunken ship). Timers were reduced to correct to a steady 262.

NTSC and PAL versions here:

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#184 Nukey Shay OFFLINE  

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Posted Sat Sep 5, 2009 7:47 PM

Strategy X

Another jumpy game...displaying 266 scanlines when the logo is up, and losing 2 scanlines when it switches to the score. Pressing reset also messed up the timers (since it reinitialized all ram). All of these issues corrected for a steady 262 scanline display...but the lower portion of the screen still bumps around a bit.

NTSC and PAL60 versions:

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#185 Nukey Shay OFFLINE  

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Posted Sun Sep 6, 2009 11:25 AM

Harbor Escape-
The last pirate game that I needed to do (only because it appears on the Stella CDs). NTSC, PAL and PAL60:

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#186 Nukey Shay OFFLINE  

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Posted Sun Sep 6, 2009 12:29 PM

G.I.Joe

Original game uses near-identical repositioning routines near the end of ROM. 9 bytes were saved just by using a branch to jump from one to the other following those differences.

NTSC only


BTW from what I can see...Missile Control, Video Reflex, and Zoo Fun off the Stella CD should not crash the Supercharger...correct?

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Edited by Nukey Shay, Sun Sep 6, 2009 12:30 PM.


#187 Nukey Shay OFFLINE  

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Posted Sun Sep 6, 2009 4:57 PM

Marauder:
Timers adjusted for scanline correction (jitter between levels also removed). A duplicate data table existed at the end of rom, removed to clear the the hotspots.

NTSC & PAL60

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#188 Nukey Shay OFFLINE  

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Posted Tue Sep 8, 2009 9:04 AM

Frankenstein's Monster & Fire Fighter
Some graphic glitches cleaned up in both. PAL is a little discolored (due to invalid values being used in NTSC), but the games play the same.

NTSC & PAL60

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#189 Nukey Shay OFFLINE  

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Posted Wed Sep 9, 2009 12:51 AM

Enduro...NTSC, PAL, and PAL60 versions

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#190 Nukey Shay OFFLINE  

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Posted Wed Sep 9, 2009 2:27 AM

Seaquest...NTSC, PAL, and PAL60 versions

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#191 Nukey Shay OFFLINE  

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Posted Wed Sep 9, 2009 3:57 AM

Cosmic Commuter...NTSC, PAL, and PAL60 versions

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#192 Nukey Shay OFFLINE  

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Posted Wed Sep 9, 2009 5:49 AM

Kabobber...NTSC only

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#193 Nukey Shay OFFLINE  

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Posted Thu Sep 10, 2009 5:31 AM

Mega Force and Fast Eddie. The latter has the B&W pause switch made 7800-compatable too.

NTSC and PAL60

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#194 Nukey Shay OFFLINE  

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Posted Sat Sep 12, 2009 7:52 AM

A couple of quick hacks of Fox prototypes Meltdown and The Entity. NTSC only.

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#195 Nukey Shay OFFLINE  

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Posted Wed Sep 16, 2009 6:16 PM

Guardian and Final Approach...NTSC and PAL60

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#196 Nukey Shay OFFLINE  

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Posted Tue May 24, 2011 9:32 PM

I lost track of this one:

Raft Rider - NTSC/PAL/PAL60

Scanlines have been corrected to 262/312..however, the ground may shift when crashing into stuff. I don't know how to fix that...but this should not garble the display (the scanline count remains constant).

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#197 Nukey Shay OFFLINE  

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Posted Sun May 29, 2011 2:08 AM

Stronghold...all 3 flavors:

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#198 israelg OFFLINE  

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Posted Mon Feb 6, 2012 5:12 AM

Great work shay...!

I was thinking buying a Harmony card then I found this thread, It looks that with ALL the great work from shay It covers 99 percent of my favorite games...

I am using an old iRiver mp3 player (128 MB) as a source I have already about 120 games converted with lame to 320 bit rate (can I use lower ?)

where can I find a complete compatibility list for not modded supercharger ?

Thanks,

I.G

#199 Nukey Shay OFFLINE  

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Posted Fri Feb 10, 2012 3:59 AM

All of them are here IIRC ("all" meaning non-hack, pirate, or homebrew). I only did a few pirates, since they were on the SGANB CD. I can't recall if I missed any originals that are non-compatable. But I no longer have any free time to do them if there are.

#200 israelg OFFLINE  

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Posted Thu Feb 16, 2012 3:56 AM

OK,

Thanks again...!

I.G




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