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  • Joined: 28 Feb 2016
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Post Posted: Fri Dec 09, 2016 11:49 pm
Kenyuu Densetsu Yaiba V1.0 GG2SMS

- "Down Arrrow" 2nd controller is Start
- Full palette conversion
- Garbage around screen
- Fixed checksum, master system rom
- Playable

Conversion by BcnAbel76
YaibaSMS-2.png (3.29 KB)
YaibaSMS-2.png
YaibaSMS.png (2.84 KB)
YaibaSMS.png
YaibaSMS-1.png (3.44 KB)
YaibaSMS-1.png

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Post Posted: Sat Dec 10, 2016 8:16 am
Last edited by Revo on Sun Dec 11, 2016 5:20 am; edited 2 times in total
All game have now proper tittle screen with at least one screen in-game.


Kishin Douji Zenki v0.1 WIP

-Garbage screen.
-Start on down player 2.

 
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Post Posted: Sat Dec 10, 2016 9:16 am
Followed a batch of update.

Doraemon Nora No Suke No Yabou v1.1

-Less garbage screen.
-Left column blank active.


Dunk Kid's WIP v0.2

-Less garbage screen.
-Probably don't work on real hardware.


Fatal Fury Special v1.1

-No more garbage screen on introduction.
-Left column blank active.
All credits for this version go to Supper.


GG Shinobi II v1.1

-Less garbage screen.
-Left column blank active.


Ninku 2 WIP v0.3

-Less garbage screen.
-Left column blank active.


Ristar the Shooting Star v1.1

-Left column blank active.
update GG2SMS.zip (1.36 MB)

 
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Post Posted: Sat Dec 10, 2016 9:24 am
Revo wrote
I still don't get how to create a new page on the GG2SMS hack section...

1. Go to the game page of the GG game, e.g. http://www.smspower.org/Games/RistarTheShootingStar-GG
2. Edit the URL with Games -> Hacks and add the suffix -GG2SMS, e.g. http://www.smspower.org/Hacks/RistarTheShootingStar-GG-GG2SMS
3. On the page that appears, click "Template - Hack"

On existing pages, you can click Edit to edit the page, and once you save with a new version number, upload links appear. You can also click Attach to see the existing files and replace them.
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Post Posted: Sat Dec 10, 2016 9:57 am
edit: got it.
 
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Post Posted: Sat Dec 10, 2016 2:22 pm
Don't forget to change the date on the hacks page to the date of the current hack. Each previous date should be listed in the description. If not, I must have forgot, so please add it :)

I'll go back through and clean up as many of my previous additions as possible. Some of them are really messy...sorry about that.
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Post Posted: Sun Dec 11, 2016 4:48 am
Last edited by Revo on Mon Dec 12, 2016 3:03 am; edited 1 time in total
Updates of the day:

Arena Maze Of Death WIP v0.2

- Better conversion.
- No more garbage screen on menu (except for the D of Get Ready).
- Start is now configured on 1 in the menu.
- Pause in-game working, configured on down player 2.


Captain America and the Avengers WIP v0.2

- Left Blank Column active.
- Less garbage screen on title screen.


Kaitou Saint Tail WIP v0.2


- Better conversion.
- Palette adjustment.


Samurai Shodown v1.01

-Title screen adjustment.


Sonic Labyrinth v1.1

- Left blank column active.
- Color update on title screen
GG2SMS update#2.zip (1.21 MB)

 
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Post Posted: Sun Dec 11, 2016 5:04 am
Last edited by Revo on Sun Dec 11, 2016 12:57 pm; edited 1 time in total
Donald no Magical World WIP v0.1

- Japanese title screen by default.
- The game crash during introduction (you just have to press start within 10sec after the Sega screen).
- Start is configured on down player 2.

 
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Post Posted: Sun Dec 11, 2016 11:22 am
AWESOME REVO !

Thankyou for sharing your job
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Post Posted: Sun Dec 11, 2016 4:09 pm
Why can't you use first pad to start? It shouldn't be a terrible work to hack that... at least on those games not requiring the use of START key in-game...
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Post Posted: Sun Dec 11, 2016 5:31 pm
Revo wrote
Updates of the day


No ROMs attached?
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Post Posted: Sun Dec 11, 2016 5:32 pm
They're all on their respective pages: http://www.smspower.org/Hacks/GameGearToMasterSystem
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Post Posted: Sun Dec 11, 2016 11:10 pm
Please try this games:

The Adventures of Batman & Robin
Beavis and Butt-Head
Chakan
Greendog - The Beached Surfer Dude!
Mighty Morphin Power Rangers
Mighty Morphin Power Rangers: The Movie
NBA Jam T.E
Primal Rage
Side Pocket
Sonic Drift
TaleSpin
True Lies
VR Troopers

Please! =)
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Post Posted: Mon Dec 12, 2016 1:29 am
RetroRGB wrote
They're all on their respective pages: http://www.smspower.org/Hacks/GameGearToMasterSystem


Those are .ips patches.

Revo usually attaches already patched ROMs to his messages (in fact, the Donald no Magical World conversion posted after does have it attached) so that's why I asked.
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Post Posted: Mon Dec 12, 2016 3:14 am
sverx wrote
Why can't you use first pad to start? It shouldn't be a terrible work to hack that... at least on those games not requiring the use of START key in-game...


Well I'm already doing it for games without start use in-game.
For other games, the only times someone tried to teach me, it was you with Star Wars but your method was not working^^


Wesker wrote
No ROMs attached?


Now they are ;)


Updates of the day:


Cutthroat Island WIP v0.2

- Color improvement on the Title screen.
- Garbage screen up and down in-game deleted.



Iron Man XO Manowar WIP v0.2


- No more garbage screen on Title Screen.


Super Return of the Jedi WIP v0.2

- No more garbage screen on Title Screen.


Sylvan Tale v1.01

- Small palette update.
GG2SMS update#3.zip (1.17 MB)

 
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Post Posted: Mon Dec 12, 2016 3:37 am
Sonic Drift WIP v0.1

- Start is down controller 2.
- Garbage screen in-game.


edit: oops, v0.1a have GG ports deleted, should now work on real hardware.

 
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Post Posted: Mon Dec 12, 2016 9:27 am
Revo wrote
the only times someone tried to teach me, it was you with Star Wars but your method was not working^^


LOL - I never had a method. On GG you read port $00 and check bit #7 to see if START is pressed or not. If you simply change the port value to $DC you'll be reading the 'down' key on controller 2, which is the bit #7 on that port... you should instead read port $DC and test the bit #4.
I wouldn't call this a method, as I'm not telling you specifically how to achieve this... but I'm telling you what to achieve. :)
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Post Posted: Mon Dec 12, 2016 10:26 am
I already know that. The stuff I need to learn is (for a game using the same interrupt as start for the menu and pause in-game) how to separate the start on menu (and configure it to button 1) and the start for pause in-game (and configure it to pause button).

You already teach me some stuff with Star Wars but I was not able to reproduce it on other games...
 
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Post Posted: Mon Dec 12, 2016 10:45 am
Most games will save the value to RAM just after reading it. You can probably make the pause button handler operate on this location. You can then check when it's read back (set a read breakpoint or watchpoint, or just search the disassembly) and consider changing each case to look at the 1 button if appropriate.
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Post Posted: Mon Dec 12, 2016 11:30 am
All garbage screen need to die!!!

Ninja Gaiden v1.1
Ninja Gaiden v1.1.zip (63.68 KB)

 
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Post Posted: Mon Dec 12, 2016 12:49 pm
Does anyone know if button 1 is used in-game on Sonic Drift?

edit: Btw, I'm uploading some video of GG2SMS gameplay on my youtube channel, check it out and subscribe if you like it ;)

https://www.youtube.com/user/MmmRevolution
 
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Post Posted: Mon Dec 12, 2016 4:44 pm
Hello

Revo, for many games you may intercept, it remaps GG START to Megadrive / Genesis START Button

...
in a, ($00)
...
and &80

remove in a, ($00) then do a subroutine call

..
cd &XXXX
and $80
...


_Subroutine: (&XXXX)

ld b, a
nop
ld a, $0D
out ($3F), a
in a, ($DC)
bit 5, a
jr nz, NoPushStart
ld b, $80

_NoPushStart:

ld a, $2D
out ($3F), a
in a, ($DC)
retn

(This is I think a Vingazole idea)
I may change some data to work
It load b=$80 if Start pressed, not continue

This is hex data

47 00 3E 0D D3 3F DB DC CB 6F 20 02 06 80 3E 2D D3 3F C9

If you need more space you can add data before "retn"

;)
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Post Posted: Mon Dec 12, 2016 4:49 pm
GG Aleste V1.02 GG2SMS

- Moved lives icon
- Remaped START to Megadrive/Genesis Controller, no needed 2nd controller anymore

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Post Posted: Mon Dec 12, 2016 5:05 pm
It's absolutely awesome that you can map Start to a Genesis controller on some games!!!
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Post Posted: Mon Dec 12, 2016 7:02 pm
Thank you BcnAbel for the explanation but I will probably never use this function as I don't see the point of playing with a Megadrive controller on SMS, or worst, playing SMS games on Megadrive.

For GG Aleste, I don't think button 2 is used in-game... So I configured Start on it.
 
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Post Posted: Mon Dec 12, 2016 8:54 pm
Revo wrote
Does anyone know if button 1 is used in-game on Sonic Drift?


If I'm remembering right, "1" brakes, "2" accelerates and with "up" you use objects. Same as Sonic Drift 2.

By the way, I got this while discussing with someone on Youtube who's also a user of this board I believe. It's regarding Streets of Rage.

Quote
Does the master system version support 2 players mode ?


Quote
No, but if hacked yes. The Game Gear does support 2p link mode.


Quote
I think Chris already did it with the GG version. But the real deal would be adding the missing parts to the SMS binary and see how the SMS would handle the sprite count and the way it would flash the sprites to go above the sprite limit.


Quote
A couple of years ago someone (I think it was Chris Covell, because I remember seen him on the forum thread) released a patch file within a forums thread. It was the GG version hacked to SMS with 2p support. Very glitchy on real hardware, but playable (less gfx glitchs) under emulators. Sorry don't recall the forum name, but as a start try smspower's. Note: The patch could've been for Streets of Rage 2 and not the first one I just don't remember the full "story", sorry.


Is this true? I can't remember ever seeing here or anywhere else a GG2SMs conversion of any of the Streets of Rage games, and with hacked 2 players support no less. Does this ring a bell to anybody?
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Post Posted: Mon Dec 12, 2016 9:28 pm
Hello

I tried to hack 2players games, for now not working.

Technical is possible but i try to diassemble gear link data to work on player 2 input and for now not working

Fatal Fury Special, Samurai Shodown, Streets of Rage 2 ... maybe later, we need to hack all gg exclusives games before it
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Post Posted: Mon Dec 12, 2016 9:53 pm
Yeah, I know it's no easy task. I mentioned it because this Youtube user said it's supposed to exist already and I certainly don't know nothing about that supposed GG2SMS conversion of either Streets of Rage I or II with hacked 2 players support. Especially considering nothing like that has ever surfaced in these forums (if it has been the case it in some other, then I don't know)
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Post Posted: Tue Dec 13, 2016 8:16 am
It really depends on the game, if the view is the same on both consoles and the link is used only to sync player inputs, it will be relatively simple to mod. If it's syncing more complex game state, it'll be much harder.
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Post Posted: Tue Dec 13, 2016 10:02 am
Hello

I see there is an original comercial GG2SMS hack.

It is Taz in Escape from Mars, it was a TecToy exclusive SMS game, but really is a total hack from gg version.

It is really perfect to find background routine adaptation and try to copy to many games are showing incorrect background when walking.

;)
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Post Posted: Tue Dec 13, 2016 10:42 am
Crystal Warriors v1

-Start is on down controller 2.
-Most of the time during combat sprites will have wrong colors, this is due to the fact that the game is able to display different colors on the same palette and this is something I don't understand (I only saw that on this game and Codemasters games).

 
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Post Posted: Tue Dec 13, 2016 10:46 am
Revo wrote
[...] due to the fact that the game is able to display different colors on the same palette and this is something I don't understand


care to explain a little more about this? you mean the game it's changing the palette mid-frame?
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Post Posted: Tue Dec 13, 2016 10:53 am
Well like I don't understand the problem it will be hard to explain...

For every character there is a small palette I think updating the main one.
 
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Post Posted: Tue Dec 13, 2016 11:02 am
Many games have palette effects, but the way they do it can differ - some might update a palette in RAM, and you can alter the RAM upload code to dynamically map it to the SMS. Others might just patch over colours at certain times, and for these you need to alter the data and also the address written because the SMS palette is half the size.
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Post Posted: Tue Dec 13, 2016 12:58 pm
Maxim wrote
It really depends on the game, if the view is the same on both consoles and the link is used only to sync player inputs, it will be relatively simple to mod. If it's syncing more complex game state, it'll be much harder.


Yup, that's the case with the Streets of Rage games.

So I have to assume there's really no previously released GG2SMS hack of any Streets of Rage done by Chris Covell or anyone unlike that Youtube user is actually stating in his messages.

BcnAbel76 wrote
Hello

I see there is an original comercial GG2SMS hack.

It is Taz in Escape from Mars, it was a TecToy exclusive SMS game, but really is a total hack from gg version.

It is really perfect to find background routine adaptation and try to copy to many games are showing incorrect background when walking.

;)


I don't think that's the only "original commercial GG2SMS hack" coming from TecToy. Most exclusive Master System games released by TecToy are straight Game Gear conversions, except those games which were unreleased Master System games aimed to Europe (Battletoads in Battlemaniacs, Dynamite Headdy and Fire 'n Ice) and the ones which were actually developed by them (either original creations like Castelo Rá-Tim-Bum, Férias Frustradas do Pica Pau, Sítio do Picapau Amarelo and Street Fighter II', or reskins to games previously released elsewhere).

I have always been bugged by that lazy "original commercial GG2SMS hack" that is Earthworm Jim, which has half of the levels cut and very little levels actually remain in the game (only four). Maybe in that particular case it would be possible to have a better GG2SMS conversion taking the basis of the code of the TecToy released version and trying to restore the missing levels.
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Post Posted: Tue Dec 13, 2016 11:11 pm
Probably better to start with the GG version...
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Post Posted: Wed Dec 14, 2016 12:30 am
Wesker wrote
So I have to assume there's really no previously released GG2SMS hack of any Streets of Rage done by Chris Covell

I never did any 2P hacking or made any mention of it.
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Post Posted: Wed Dec 14, 2016 3:51 am
ccovell wrote
Wesker wrote
So I have to assume there's really no previously released GG2SMS hack of any Streets of Rage done by Chris Covell

I never did any 2P hacking or made any mention of it.


That I assumed and actually told him though he seemed very convinced of it. Thanks for confirming anyway.
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Post Posted: Wed Dec 14, 2016 7:17 am
J League Soccer Dream Eleven v1

-Start configured on 1 for the menu and on down controller 2 for pause in-game.
-Fullscreen in-game.
Dream Eleven v1.zip (220.25 KB)

 
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Post Posted: Thu Dec 15, 2016 3:48 am
J.League GG Pro Striker '94 v1

-Start configured on 1 for the menu and on down controller 2 for pause in-game.
-Fullscreen in-game.

 
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Post Posted: Thu Dec 15, 2016 11:59 pm
Spider-Man and the X-Men in Arcade's Revenge V1.0 GG2SMS:

- Full GG to MS pallete conversion
- Start is remapped to button 1 in title/presentation screens
- Pause in game is remapped to MS Pause
- Moved Lifebar top left screen
- Left column blank active
- Game looks as natural MS game
- Checksum fixed, works in real hardware

Conversion by BcnAbel76
SP-1.png (2.38 KB)
SP-1.png
SP.png (4.68 KB)
SP.png
SP-2.png (2.56 KB)
SP-2.png
SP-3.png (3.03 KB)
SP-3.png

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Post Posted: Fri Dec 16, 2016 2:38 am
Important to notice.

After the screen followed (after finishing first level), you will have a black screen, you can change character by pressing 2 (you will see your character for 1sec) then press 1 to select and start level.

Back in the day this game was developed for Master System and then ported to GG.
SpiderMan&Xmen.png (8.2 KB)
SpiderMan&Xmen.png

 
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Post Posted: Fri Dec 16, 2016 7:14 am
Super Momotarou Dentetsu III v1

- No Start needed.
- No garbage screen.
- Full Japanese.

 
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Post Posted: Fri Dec 16, 2016 11:35 pm
Griffin V1.0 GG2SMS

- Full palette conversion
- START is 2nd Controller "Down" Arrow, (for now)
- GG ports removed
- Checksum fixed, master system rom, work in real hardware

Conversion by BcnAbel76
griffin.png (4.43 KB)
griffin.png
griffin-1.png (5.77 KB)
griffin-1.png
griffin-2.png (6.23 KB)
griffin-2.png

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Post Posted: Sat Dec 17, 2016 6:08 am
Very nice, thank you. Here a gameplay of Griffin with Emulicious:

Eternal Legend v1

-Start on down player 2.
-No garbage screen.
-Scrolling a bit annoying.
-Japanese only.

edit: I just found out that colors are wrong during combat, I will look at it.
Eternal Legend v1.zip (144.21 KB)

 
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Post Posted: Sun Dec 18, 2016 6:48 am
Hyokkori Hyoutan Jima - Hyoutan Jima no Daikoukai v1

-Start on down controller 2.
-No garbage screen.
-Full Japanese.

 
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Post Posted: Sun Dec 18, 2016 6:34 pm
RetroRGB wrote
I couldn't get Gunstar Heroes working on real hardware. I tried both a Genesis and Japanese SMS
- The Genesis would freeze right after stage select and
- The SMS would start the stage for a second, then go back to the title screen...then freeze.


I think I found one of the factors that caused it to freeze on real hardware: there were 2 pesky copy protections in the code. To get rid of them, patch the ROM as follows:

0x29dd: 00 00
0x29ef: 00 00

It still freezes on the real SMS, but my guess is that it now might work on the Megadrive.

Could someone please confirm that now it works on the Megadrive? Then that would mean that the game writes data too fast in the VRAM for the SMS.

It would be nice if someone could also test if it still runs in the SMS mode of the GG.
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Post Posted: Sun Dec 18, 2016 10:58 pm
It's no use. I'm still getting all the same known problems.
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Post Posted: Mon Dec 19, 2016 1:41 am
What seem to be causing trouble are some very pesky software protections, done with a lot of code obfuscation.

It uploads some data to the VRAM at faster speed than allowed (it seems that the GG supports this), then use it afterwards to obtain other data.

Since the SMS seems to corrupt such data, the game freezes. It works fine on emulators because they won't corrupt the data.

Here's an enhanced version of the patch:

- The sky color was fixed
- Faster palette conversion routine
- Some nasty protections were removed. There are still many of them though
- Added infinite energy, to allow easier testing.

It still doesn't run in the real SMS, but at least is a progress. Others can check what was done here and try to find/remove the rest of the pesky software protections.

EDIT: the sprite problem was caused by a bug. Fixed and re-uploaded it.
Gunstar_Heroes.ips (202 B)
Gunstar Heroes Patch with enhancements

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Post Posted: Mon Dec 19, 2016 9:58 am
Could you share your disassembly? I've never come across any protection mechanisms like this. How would the VRAM one help against piracy?
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