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Invité baby

Un FF7 sur nes cela vous tente ^^

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Invité baby

il avance il avance ^^ :

 

Right now, here's my current To-Do list for the maps:

(Done!)1. Kalm Inn

(Done!)2. Kalm House

(Done!)3. Kalm Weapon Shop

(Done!)4. Kalm Magic Shop

(Done!)5. Kalm Armor Shop

(Done!)6. Kalm Bar

(Done!)7. Chocobo Farm

(Done!)8. Chocobo Farmhouse

(Done!)9. Chocobo Forest

(Done!)10. Chocobo Farmhouse 2

(Done!)11. Mythril Mine

(Done!)12. Junon Town

(Done!)13. Junon House

(Done!)14. Junon House 2

(Done!)15. Junon House 3

(Done!)16. Junon Beach

(Done!)17. Junon Shinra area

(Done!)18. Junon dressing room

(Done!)19. Junon weapon shop

(Done!)20. Junon Inn

(Done!)21. Junon Armor shop

(Done!)22. Junon Magic Shop

(Done!)23. Junon Harbor

(Done!)24. Ship Lower deck

(Done!)25. Ship Upper Deck

(Done!)26. Costa Del Sol

(Done!)27. Costa Del Sol Inn

(Done!)28. Costa Del Sol Weapon Shop

(Done!)29. Costa Del Sol Armor Shop

(Done!)30. Costa Del Sol Magic Shop

(Done!)31. North Coral

(Done!)32. Room from Flashback

(Done!)33. Gold Saucer Rail Area

(Done!)34. Gold Saucer Main Area

(Done!)35. Gold Saucer Battle arena/Dio's museum

(Done!)36. Gold Saucer Theater area

(Done!)37. Gold Saucer Inn

(Done!)38. Gold Saucer where you meet Cait Sith

(Done!)39. Gold Saucer where you meet Dio

(Done!)40. Coral Prison

(Done!)41. Coral Prison House

(Done!)42. Coral Prison House from flashback

(Done!)43. Coral Prison where you fight Dyne

(Done!)44. Gongaga

(Done!)45. Gongaga Zack's house

(Done!)46. Gongaga Inn

(Done!)47. Gongaga Weapon shop

(Done!)48. Gongaga Armor Shop

(Done!)49. Gongaga Magic shop

(Done!)50. Cosmo Canyon

(Done!)51. Cosmo Canyon House

(Done!)52. Cosmo Canyon House 2

(Done!)53. Cosmo Canyon Inn

(Done!)54. Cosmo Canyon Red XIII's house

(Done!)55. Cosmo Canyon Cave

(Done!)56. Cosmo canyon Cave 2

(Done!)57. back of Cosmo Canyon (Release Next Patch When this map is done)

(Done!)58. Nibelheim House

(Done!)59. Nibelheim House 2

(Done!)60. Nibelheim Mansion

(Done!)61. Nibelheim Armor shop

(Done!)62. Nibelheim Magic Shop

(Done!)63. Nibelheim Weapon shop

(Done!)64. Nibelheim Inn

(Done!)65. Rocket Town

(Done!)66. Rocket town Cid's house

(Done!)67. Rocket town Rocket

(Done!)68. Rocket town Inn

(Done!)69. Rocket town Weapon shop

(Done!)70. Rocket town Armor shop

(Done!)71. Rocket town Magic shop

(Done!)72. There's a screen that looks like the world map for the dialogue part where you take the tiny bronco.

(Done!)73. House on world map

74. Temple of Ancients

75. In Temple of Ancients

76. In Temple of Ancients 2 (Next patch will be released when this map is done)

77. Bone Village

78. Bone Village House

79. Sleeping Forest

80. City of Ancients

81. City of Ancients house

82. Area where Aeris is killed

83. Icicle Inn

84. Icicle Inn House (Snowboard)

85. Icicle Inn House 2 (Map)

86. Icicle Inn Weapon Shop

87. Icicle Inn Armor Shop

88. Icicle Inn Magic Shop

89. Icicle Inn (Inn)

90. Snow Fields

91. House on North Continent

(Done!)92. Nibelheim (On Fire)

93. Gaea's Cliff

94. Area before life stream (Materia Tree)

95. Life Stream

(Done!)96. Black Screen (Check Character Sprites)

(Done!)97. White Screen (Fix Tifa's Sprite)

(DONE!!!)98. WORLD MAP

99. there are 2 extra screens, use one to make Wutai and the other to make mideel, and also redo the opening map.

(Done!) 100. Mt. Coral

(These map changes include the changes to character sprites, events, and dialogue)

78/100 Completed!
 

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Il avance grave, 95% !

J'ai testé et le résultat est vraiment sympas, quelqu'un a déjà essayé de le faire ?
NES Mapper Reader annonce ni PRG ni CHR, le resultat est different avec famiROM : prg size: 2048KB (16384kb)

 

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Je n'ai pas la rom :]

 

Baby l'aurais-tu dumpée ?

 

Sinon il me semble qu'avec le mapper 4, on peut aller jusqu'à 2mo théoriquement (par contre j'arrive pas à retrouver où j'avais lu l'info :/)

Ici, X-death, tu as une liste des jeux pirate qui ont cette taille, mais pas de précision sur le mapper utilisé.

 

Edit : j'ai retrouvé le lien !

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Apparamment ça serait du mapper 163:

http://wiki.nesdev.com/w/index.php/INES_Mapper_163

MrL voila la roms.

 

Et peut être une liste de donneurs compatible si tous les jeux de la société utilise le mapper 163 :

http://bootleggames.wikia.com/wiki/Shenzhen_Nanjing_Technology_Co.,_Ltd.

NJ063 - Final Fantasy VII (C).zip

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Invité baby

ha j'avais pas vu la réponse

 

 

access to the AP register ($5300)

Code:
//////////////////////////////////////////////////////////////////////////
//           Mapper163  NanJing Games (NES Chinese RPR game)            //
//////////////////////////////////////////////////////////////////////////

void   Mapper163::Reset()
{
   reg[1] = 0xFF;
   strobe = 1;
   security = trigger = reg[0] = 0x00;
   SetPROM_32K_Bank(15);
   SetCRAM_8K_Bank(0);
}

BYTE Mapper163::ReadLow( WORD addr )
{
   if((addr>=0x5000 && addr<0x6000))
   {
      switch (addr & 0x7700)
      {
         case 0x5100:
               return security;
               break;
         case 0x5500:
               if(trigger)
                  return security;
               else
                  return 0;
               break;
      }
      return 4;
   }
   else if( addr>=0x6000 ) {
      return   CPU_MEM_BANK[addr>>13][addr&0x1FFF];
   }
   return 0;
}

void Mapper163::WriteLow(WORD addr, BYTE data)
{
   if((addr>=0x4020 && addr<0x6000))
   {
      if(addr==0x5101){
         if(strobe && !data){
            trigger ^= 1;
         }
         strobe = data;
      }else if(addr==0x5100 && data==6){
         SetPROM_32K_Bank(3);
      }
      else{
         switch (addr & 0x7300)
         {
            case 0x5000:
                  reg[1]=data;
                  SetPROM_32K_Bank( (reg[1] & 0xF) | (reg[0] << 4) );
                  if(!(reg[1]&0x80)&&(nes->ppu->GetScanlineNo()<128))
                     SetCRAM_8K_Bank(0);
                  break;
            case 0x5200:
                  reg[0]=data;
                  SetPROM_32K_Bank( (reg[1] & 0xF) | (reg[0] << 4) );
                  break;
            case 0x5300:
                  security=data;
                  break;
         }
      }
   }
   else if( addr>=0x6000 ) {
      CPU_MEM_BANK[addr>>13][addr&0x1FFF] = data;
   }
}

void   Mapper163::HSync(int scanline)
{
   if( (reg[1]&0x80) && nes->ppu->IsDispON() ) {
      if(scanline==127){
         SetCRAM_4K_Bank(0, 1);
         SetCRAM_4K_Bank(4, 1);
      }
      if(scanline==239){
         SetCRAM_4K_Bank(0, 0);
         SetCRAM_4K_Bank(4, 0);
      }
   }
}

void   Mapper163::SaveState( LPBYTE p )
{
   p[0] = reg[0];
   p[1] = reg[1];
}

void   Mapper163::LoadState( LPBYTE p )
{

   reg[0] = p[0];
   reg[1] = p[1];
}

source:

 

http://forums.nesdev.com/viewtopic.php?t=8548

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