http://www.nintendoage.com/forum/messageview.cfm?StartRow=1&catid=22&threadid=63445The above is a hack to turn Bugs Bunny Crazy Castle on the NES into Roger Rabbit that was on the FDS. Was hoping someone could add the part where Roger Rabbit rescues Jessica prior to the "The End" screen. Added the tiles but that was bout it that I could figure out.
The hack is complete otherwise.
Thanks for any help.
If you have enough free PRG-ROM space it shouldn't be too hard. What exactly is the problem? You just need someone to do it?
There is some free space, but at work and don't remember exactly what part they are in. I would either need A LOT of help or someone to do it because I have no earthly idea how to.
The sprites were easy for the most part but I spent many hours on the title screen and the "The End" screen getting them right. They were some what tough for me if that helps see where my skills are at.
So all of the sprites for the ending scene actually exist in the CHR-ROM now? Roger walking, Jessica tied up and then falling and all that? If all the graphics exist, it's just a matter of making whats like a small intro, so as I said before, if there is room in PRG-ROM somewhere, it probably can be done. Is music supposed to play during this scene? Sound effects? Though it shouldn't be a big deal to play those if they are in the sound program already.
Yes all the sprites are there and in the correct bank. Copied them from the Roger Rabbit.fds into the Bugs Bunny Crazy Castle.nes hack. I will check when I get home and see exactly where there is room available. I believe the music for the rescue is the same as the "The End" screen. It just continues from the rescue scene into the "The End Screen. Thanks so much and I will get all the info when I get home today.
The in game code for the last level, 60, is YTKX, and invincibility game genie code is GXETZZEI.
3C10-400F 400 bytes
7C10-800F 400 bytes
95B9-9E0F 857 bytes
B132-B38F 25E bytes
EB81-EC0F 8F bytes
Large FF free space in PRG
The easiest thing to do would be to use the free space in the fixed bank to jump to a routine in a new bank (expand the prgrom properly) and then you'd have plenty of space to do the ending. You'd have room to store the background nametable and you could either program a routine to draw the "meta sprites" and moving them around as desired or I suppose you could just store the sprite positions for every single frame since you'd have plenty of memory to store that. It'd be more efficient to use metasprites and a drawing routine for them.
If you can't do it, I might look into it if you can find exactly where in the program that you could insert a hook to the ending sequence. Shouldn't be terrible hard.
Yeah if you could look into it, that would be great.