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Post Posted: Thu Apr 27, 2017 10:46 pm
Hello gorgyrip, I made a different conversion about Sonic Triple Trouble, with automatic palette conversion activated, more stable hacking and with demo mode active, maybe it fix it, but I don't publicate it because already exists a conversion done without garbage title screen and life icons moved.

Then I can't upgrade actual version.

Maybe It can only for now for testing, then if all ok polish those 2 things

Revo if I publicate it, would you remove garbage at title and points screens? Thankyou

Maybe publicate it as Sonic Triple Trouble Testing00 ???
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Post Posted: Fri Apr 28, 2017 1:46 pm
Presumably since it's all just binary hacks, you can reverse engineer them.
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Post Posted: Mon May 01, 2017 6:34 pm
Defenders of Oasis V1.2 GG2SMS:

- Before versions was writting to fast VDP registers and makes game has graphical and palette conversion issues in Master System real hardware, not in Megadrive. (Thanks Calindro ;) )

- Redone palette conversion and restoring some necessary old code

- Now game works 100% in MASTER SYSTEM real hardware

- Start is now, with master system pad, push twice button "2", with megadrive pad, push Start button. (GREAT GAMEPLAY!!!!)

- Removed Start mapped to Pause Button, worst gameplay

- Swap Stereo effects port to PSG

Conversion by BcnAbel76

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Post Posted: Mon May 01, 2017 7:24 pm
BcnAbel76 wrote
Defenders of Oasis V1.2 GG2SMS:

- Before versions was writting to fast VDP registers and makes game has graphical and palette conversion issues in Master System real hardware, not in Megadrive. (Thanks Calindro ;) )

- Redone palette conversion and restoring some necessary old code

- Now game works 100% in MASTER SYSTEM real hardware

- Start is now, with master system pad, push twice button "2", with megadrive pad, push Start button. (GREAT GAMEPLAY!!!!)

- Removed Start mapped to Pause Button, worst gameplay

- Swap Stereo effects port to PSG

Conversion by BcnAbel76


Hey BcnAbel76,

I did a quick test in fusion emu, when button 2 is pressed, it works to talk as first function and pause button as second function.

Thanks for the hack!
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Post Posted: Mon May 01, 2017 8:39 pm
Hello law81, this is the idea with master system pad ;)

You can plug megadrive pad or master system pad.

And do game working ok in master system console, not only in megadrive console, (remember need flash cart for save data)

Enjoy!
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Post Posted: Thu May 04, 2017 9:30 pm
Hello, last games are not updated in hack main page.

If possible update, thankyou ;)
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Post Posted: Wed May 10, 2017 9:18 pm
Magical Puzzle Popils V1.1 GG2SMS:

- Fixed bad palette conversion in transitions, demo and intro game
- Restored START button in "Down" 2Player (Editing levels and Options need it to menu-store data)
- Swap Stereo to PSG port, added lost audio effects

Conversion by BcnAbel76
Popils104.png (1.39 KB)
Popils104.png

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Post Posted: Mon May 15, 2017 6:34 pm
Royal Stone V1.2 GG2SMS

- Added Master System pad support.
(Now you can plug MS pad, button "2" is in this order, Action/Select and second Start.
For example: In map "2" is Start, if you choose a Character then "2" is Select/Action, or plug Megadrive Controller then Start is Start, long press is Select so) YEAAAAAAAH !!!
- Japanese or English patch
- Use before version if any bug occurs, (Developer Version)

Conversion by BcnAbel76

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Post Posted: Tue May 23, 2017 10:44 pm
Sonic Triple Trouble bad graphics in Good Ending

I've fixed in my personal version but need to disable blue bars, they are flickering a lot, it looks better out

Maybe more errors are fixed, emeralds color at Bonus Stages...

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Post Posted: Wed May 24, 2017 4:24 pm
BcnAbel76 wrote
Sonic Triple Trouble bad graphics in Good Ending

I've fixed in my personal version but need to disable blue bars, they are flickering a lot, it looks better out

Maybe more errors are fixed, emeralds color at Bonus Stages...


That's great! It would be nice if you can fix the emerald colors. Also, I don't know if it's just me, but in the Bonus levels with the airplane, the character seems to move to slow. And the intro for Tidal Plant has garbage outside screen border.
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Post Posted: Sun May 28, 2017 6:30 pm
Hello!

Current differences betwen Emeralds colors and Points Stage.

I also found and activated "3D STAGE" option in main menu.
I must say you can practice a lot because collect 80 rings is not easy for begginers ;)

Garbage in menu is loaded because original game is mixing tile with tilemap address, if you only press Start or no init game no garbage appears.

- Why does not appear garbage in before version?
- "It loads in "PRESS START" tile new option, then not always you select and press start is loading it really, then I prefer little garbage but 100% real select working. I think in japanese version it's ok because tile is not mixing tilemap data"

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Post Posted: Sun May 28, 2017 8:33 pm
HUD Ring animation corrected in TIME ATTACK mode

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Post Posted: Tue May 30, 2017 2:38 pm
Corrected palette at final stage, after winning Dr. Eggman

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Post Posted: Tue May 30, 2017 3:32 pm
Great job.
Would be nice to change tilemap at the end of some levels (when Sonic is running on a kind of wall).
 
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Post Posted: Tue May 30, 2017 8:55 pm
Garbage in menu deleted !

New "3D STAGE" option !

Some colors adjusted manually ;)

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Post Posted: Tue May 30, 2017 9:28 pm
Revo, I think this wall is the end in tilemap update routine.
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Post Posted: Tue May 30, 2017 11:02 pm
With all your work, I think that Sonic TT GG2SMS conversion need his proper topic now (like Tails Adventure).
 
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Post Posted: Sun Jun 04, 2017 9:27 am
Yes Revo, I think it ;)

In 3D stage and good ending, restored sea effect. ( For color density differences GG vs Master System, it must be 1 color )

Engine is sharing info betwen 3D stage and good ending, for now it is the best I can do it, looks very very well ;)

Good ending you get sundown until night effect ok

I am getting ill with left blank active, it must write another value in those stages, if not you get off tiles or blinking graphics, I wrote new code for fix it ;)

Added "SMSPOWER" to credits

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Post Posted: Sun Jun 04, 2017 7:42 pm
I'm surprised no one still didn't even how to do Button 1 to Start the Game like on a Ligit SMS Game
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Post Posted: Sun Jun 04, 2017 7:47 pm
It requires writing code, a lot of these are done without​ code, just hacking in a hex editor.
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Post Posted: Sun Jun 04, 2017 8:04 pm
So I heard

But, Can you just copy the code from a Master System Game?
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Post Posted: Sun Jun 04, 2017 8:23 pm
Current version you need press "Pause" to Start/Pause game

In my version "1" is START/PAUSE and "2" is JUMP
You can press "1" to skip demo mode
"PAUSE" button is no needed

It is already done
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Post Posted: Mon Jun 05, 2017 8:41 pm
All hacks need to coding

Only with Hex Editor you can do:

-Remap START to 2Player "Down"
-Delete access to Ports 00-06

No more

You need coding for rest
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Post Posted: Mon Jun 05, 2017 9:53 pm
Ben - Can you use any of the Master System Games for the Start/1 Code

Or you need to write it your self?
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Post Posted: Mon Jun 05, 2017 10:36 pm
It is harder than copy code from an existing master system game

Every game is different

Start should be :

IN A, ( PORT 00 )

After game looks into "a" register, and compare with data, maybe reverse all byte data, because it is "011111111" when you press, then if it reverse you get "10000000" , continue maybe with:

CPL
AND $80
...

Then you must find empty space in rom $0000-$7FFF and replace doing a subroutine call or goto

CALL $XXXX (You need 3 bytes)
AND $80
...


$XXXX:

IN A ( PORT1 ) (You need 7 bytes)
RLA (Rotating "a" register left)
RLA
RLA
CPL (Before you need to overwrite data for CALL and now need to write again)
RETURN

Then you get GG START mapped to MASTER SYSTEM PAD1 button"1". But if game uses it for gaming and only is reading 1 time in all code, you can not use "1" for play, but if game reads more code lines START maybe yes.

Every game is a new world because programmers are not the same and coding different.

If rom is full you only can remmap START to 2P "Down"

And this is only for easy way for reading START, other games use more complex coding, then, really you need to code, and remmap to "1" or "PAUSE" or Megadrive Pad "START" or 2P "Down"

Game as Sonic Series you can use "1" for START/PAUSE, games as Megaman best is Megadrive Pad, others maybe "PAUSE"

With this I do not saying it is not impossible but you are getting hard work reading assembler with no technical info about creators did game 30 years before
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Post Posted: Wed Jun 07, 2017 12:42 am
Gracias me amigo ;) You're magnifique!
 
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Post Posted: Fri Jun 16, 2017 2:56 pm
BcnAbel76 wrote
Hello:

skins4thewin, what hardware did you use? I think the only way to play is a Master System Console and Master Everdrive


Well, if I say I am playing on a real Master System, then naturally i would be using a Master Everdrive :) So yes, I am using a genuine Master Everdrive on a genuine American Master Syetem. I figured out the black screen issue though. It appears the ROM in the Smokemonster pack was patched incorrectly, was patched to the wrong ROM. This should definitely be fixed in a future update to his pack. RetroRGB, if you're reading this, please let him know about this bug for me. Anyway, I patched it to the correct ROM and now it is working, no more black screen :)

However, I have ran into another issue. The save backup is not working... every time I turn the system off, when I go to turn it back on I get a message on the screen that says "settings reset to default, press any key", and the sram file gets erased and the save file has disappeared. I cannot get my saves to stay without getting erased like this for some reason.

I also noticed that this also happens when using a genuine Game Gear along with a genuine Everdrive GG, while using the original Shining Force 2 Sword of Hajya ROM, so it is likely an issue from the original game itself, probably something to do with the way it saves for that specific game.

I have actually spoken with Krikzz about this, and he does not seem to know what the issue is, although he did mention that the game might write to the memory area which is used for OS configs, but he wasn't really sure. Perhaps the game needs patched, as there is some sort of SRAM issue going on here with the Everdrives.... any ideas? It kind of sucks as I have been yearning to play this on my Master System for some time, but can't since it won't save :(
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Post Posted: Wed Jun 21, 2017 7:20 pm
Hello skins4thewin:

Recently I get my Master Everdrive.

What OS version are you using?

I stay in 0S V4, very old I see, but you need to load or save manually SRAM then data is not erased and SAVE DATA is working OK

I think you are using V7 or V8 with autosave and maybe it is causing this error

Hello Revo:

Jajaja nice, thankyou! ;)

Hello World:

In a few days I'll share my Sonic Triple Trouble patch
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Post Posted: Fri Jun 23, 2017 11:50 am
HELLO!

This is my port conversion from Game Gear to Master System
I need to say current version did a great job, I take some ideas
I redone hack from "0"

SONIC THE HEDGEHOG TRIPLE TROUBLE V1.0 GG2SMS:

- Automatic palette conversion implemented ( For example: Emeralds now is showing correct )
- "1" Button is Start/Pause and "2" Button is Jump
- Blank routines to delete most garbage
- Swap Stereo effects port to PSG
- Left Column Blank active, must to detect game stage to run ok
- HUD moved top left and HUD Ring animation corrected in TIME ATTACK mode
- Activated "3D STAGE" option in main menu ( You can practice to collect 80 rings )
- Some colors adjusted manually
- Corrected Demo Mode
- Corrected Good Ending bad graphics
- Added "SMSPOWER" to credits

Not working or not 100% (hardware differences):

- Good Ending colors does not match with game gear version, but engine is sharing info betwen 3D stage and good ending, for now it is the best I can do it, looks very very well ;)
- Low garbage in some Title Stages
- Stage Select is not working for Start Button hack, really I think it is no problem because you need to collect all emeralds to complete game, using this option you never complete it
- Rest is all ok!

Conversion by BcnAbel76

I hope you appreciate all my work

I share some captures and art, if you want to flash it into a cartridge 512kb rom
triple_trouble_v2.jpg (201.87 KB)
triple_trouble_v2.jpg

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Post Posted: Fri Jun 23, 2017 5:25 pm
Great work as usual! Thank you! I will play it soon.
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Post Posted: Thu Jun 29, 2017 10:49 am
Shining Force II - The Sword of Hajya V1.1 GG2SMS

- Master Everdrive compatible
- START mapped to Megadrive pad "Start" button OR Master System pads Player 2 "Down"
- Deleted upper garbage in animations, really this game is getting very very low garbage

Conversion by BcnAbel76


For save game with Master Everdrive:
(THIS IS NOT A BUG GAME, for now Everdrive OS7 or OS8 is not correctly autosaving and delete file)


- You need OS V5 version!!!
- Load manually SRAM, first time you can for example create SRAM file in Emulicious, only entering your name, then save it into SD folder SAVES
- Load game and continue in menu your data progress
- For save, remember you need EGRESS magic to enter save data and advance a bit in game history. When you see "Your adventure has been saved" then switch off system, if you continue your data will be corrupted !!!
- Init system and go to Tools/Save SRAM, select your backup file to SAVE your progress
- Next time you can continue without problems
sf2eng11.png (2.9 KB)
sf2eng11.png
sf2eng11-1.png (4.09 KB)
sf2eng11-1.png
sf2eng11-3.png (706 B)
sf2eng11-3.png

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Post Posted: Fri Jun 30, 2017 12:46 pm
Defenders Of Oasis V1.21 GG2SMS

- Fixed Master Everdrive compability. (Credits go to Calindro, he detected checksum is generating everdrive error)

Conversion by BcnAbel76

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Post Posted: Sun Jul 02, 2017 4:27 am
BcnAbel76 wrote
HELLO!

This is my port conversion from Game Gear to Master System
I need to say current version did a great job, I take some ideas
I redone hack from "0"


Hi, I noticed that the palettes in a few places wind up using duplicated colors. This is something that was at least discussed with the previous version, and some more contrasting palettes were chosen to deal with those situations. I'd like to help but I don't know much about the palette locations in the game.
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Sonic Triple Trouble
Post Posted: Mon Jul 03, 2017 1:41 am
I am looking to do some work on Sonic Triple Trouble. There likely is not much work I can do besides palette and some art editing (improving Knuckles' sprites, an improvement to Great Turquoise, and maybe later some other graphical things).

I may edit levels a bit so that the edges of the levels don't look so strange, and maybe edit the title screen a bit too. Much of this much would be done in Aspect Edit. As for editing camera boundaries, maybe editing boss behaviours, and other things? I would have no idea.

If anyone has a disassembly for the GG2SMS port they would allow me to mess with, I would fully be willing.
sonic_triple_trouble__knuckles_revised_wip_by_truebluemichael-db4tvcg.png (14.53 KB)
Knuckles' walking sprites fixed, and some extra sprites for a hopeful Knuckles hack someday.
sonic_triple_trouble__knuckles_revised_wip_by_truebluemichael-db4tvcg.png

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Post Posted: Mon Jul 03, 2017 4:33 pm
So the Streets of Rage hacks don't support 2 players?

What's the point of the gg2sms hacks for these then? Since the games were already released on SMS as 1 player games.

2 player SMS versions of these games is definitely one of my 'dream' hacks.
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Post Posted: Mon Jul 03, 2017 9:13 pm
Logic doesn't necessarily come into it. Nearly all these hacks are quite superficial and rarely change the game code.
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Post Posted: Tue Jul 04, 2017 6:14 pm
Hello.

2 Player games in game gear is getting a lot of more complex to made it run than you think.

Technically is possible, but console is opening some ports and reciving data from GEAR to GEAR cable then you need to emulate this data and make it changes when 2P is pushing DPad or buttons and send it as a byte to determinate by game ram address
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Post Posted: Tue Jul 04, 2017 7:35 pm
Hello again

gorgyrip let me a little issue with Tidal Plant Acts 1-2, water-no water transitions, and some colors are missing

It is remaining because Game Gear does not active Left Column Blank and this port to Master System it is almost time activated

For now I can not delete bit garbage around Titles Screen, but I am working on it so

I think now it is all ok, now testing for a few days
SONICTT.png (3.33 KB)
SONICTT.png
SONICTT-1.png (3.2 KB)
SONICTT-1.png
SONICTT-2.png (3.24 KB)
SONICTT-2.png
SONICTT-3.png (3.92 KB)
SONICTT-3.png

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Post Posted: Tue Jul 04, 2017 9:39 pm
BcnAbel76 wrote
Hello.

2 Player games in game gear is getting a lot of more complex to made it run than you think.

Technically is possible, but console is opening some ports and reciving data from GEAR to GEAR cable then you need to emulate this data and make it changes when 2P is pushing DPad or buttons and send it as a byte to determinate by game ram address

Yep, that's what I'm hoping someone figures out. Seems do-able eventually.
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Post Posted: Tue Jul 04, 2017 10:05 pm
muteKi:
Quote
Hi, I noticed that the palettes in a few places wind up using duplicated colors. This is something that was at least discussed with the previous version, and some more contrasting palettes were chosen to deal with those situations. I'd like to help but I don't know much about the palette locations in the game.


Any photo about this??

Game is automatically calculating palette from GG 2bytes to MS 1byte depth.

Original palettes are stored in rom

Bluestreak, you've got a private ;)

Neo-Alec Yes it is possible.
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Post Posted: Wed Jul 05, 2017 9:18 am
BcnAbel76 wrote
Magical Puzzle Popils V1.1 GG2SMS:

- Fixed bad palette conversion in transitions, demo and intro game
- Restored START button in "Down" 2Player (Editing levels and Options need it to menu-store data)
- Swap Stereo to PSG port, added lost audio effects

Conversion by BcnAbel76

Hi!

This 1.1 patch is not listed in the database, so I found it by chance.

Is it possible you could add support for Start with only one player? I am playing on an emulator on GBA SP.

This would only be worthwhile if it supports saving/EEPROM?

It is used as follows:

1. to save&exit options screen
2. to pause to see play stats
3. in edit mode

1+2 is used to "give up" on a level, if you get stuck, so the Start button combo would have to be 1+2+direction, or something like that

Thanks in Advance!

ps: here's the US English manual https://segaretro.org/images/e/e1/Magical_Puzzle_Popils_GG_US_Manual.pdf

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Post Posted: Sun Jul 09, 2017 7:48 pm
Hello, maybe "Up"+1+2 is much similar to 1+2
If possible can remap to "Pause"
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Post Posted: Mon Jul 10, 2017 10:02 am
Last edited by matt on Thu Jul 13, 2017 12:36 am; edited 1 time in total
BcnAbel76 wrote
Hello, maybe "Up"+1+2 is much similar to 1+2
If possible can remap to "Pause"


On reflection, I will probably not use this as I just checked and the emulator on GBA SP does not support save for GG2SMS roms.

So I am playing now on Ni****do 3DS.

But thanks for your consideration!
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Post Posted: Tue Jul 11, 2017 6:26 pm
Sonic The Hedgehog - Triple Trouble V1.1 GG2SMS

- Fixed Tidal Plant Acts 1-2 missing colors
- Fixed transition "no water"-"water"
- Fixed Left Column Blank mixing "no water"-"water"
- Fixed Stage Select Cheat:

( When Knuckles appears to steal the emeralds during the opening demo, hold "Up" and press 2Player "Down" when he is over the third emerald (taking it or not). A ring sound will confirm the code. Start the game and the Stage Select screen will appears )

Conversion by BcnAbel76
SONICTT103.png (1.87 KB)
SONICTT103.png

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Post Posted: Fri Jul 21, 2017 5:49 pm
SONIC The Hedgehog Triple Trouble V1.2 GG2SMS

- Adapted best transition "water"-"no water" effects
- Centered to MS resolution and disable scrolling in Stage Cheat Menu

Conversion by BcnAbel76
SONICTT106.png (1.85 KB)
SONICTT106.png

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Post Posted: Sun Jul 23, 2017 11:08 am
BcnAbel76 Thanks for the Sonic Hack, it was excellent.

But, the cheat menu would not look better on control 1 with the pause button 1?
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Post Posted: Sun Jul 23, 2017 1:42 pm
Shiningstar, what are you referering, to enter in cheat mode menu or to launch selected stage ????

- For enter in cheat menu a lot of complexing code is needed to store data and comparision before you select Sonic or Tails, for now 2Player "Down" is only option I found it, if we need to hack button 1 Start/Pause on Player1.
( 2Player pad is only needed if you want to enter in cheat menu, really ingame is not needed)

- For launch selected stage game in cheat menu, it is mapped to 1Player "2", maybe I can swap it to "1" but really I don't know it works
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Post Posted: Sun Jul 23, 2017 10:29 pm
Off the Wall [Proto] v0.1a

Quick conversion of the new proto posted today by Bock.

Later this summer I will try to delete garbage screen and to adapt some colors manually.

Start button configured on down arrow controller 2.

 
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Post Posted: Mon Jul 24, 2017 2:35 am
Revo wrote
Later this summer I will try to delete garbage screen and to adapt some colors manually.

I am a little confused as to why you are rushing to get patchs/roms instead of getting them 90-100% right :)
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Post Posted: Mon Jul 24, 2017 3:58 am
Hi BcnAbel76 - very nice work with Sonic Triple Trouble!! :D
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