![]() ![]() ![]() The game more or less works now, though there's still the usual missing texture issues in one stage. Now, when you run the YotP Demo after running both scripts (I've only posted the second one here, the first is rather lengthy), this is the result: REM ^^ Just a black screen when booting, if this is missing Reversing these two blocks in the YotP Demo also allowed it to run. When comparing the differences, it looks like there's huge amount of changes, but it really all broke down into a few "blocks" of varying sizes:ġ - 3 small clusters at $D4716, $D476A and $D4786ĥ - Several thousand lines, starting at $3E00000Ī bit of trial and error later, it seemed that only blocks 1 and 2 needed to be changed back in order for the ROM at stage 5 to run. Then I compared a ROM at stage 4 (Music volume bug fix) which worked, and a ROM at stage 5 (Additional music settings and sequences) which didn't work, and I noted the differences. If anyone has better ideas, please help me here.īack in December/January, I basically went through the same process as queueRAM, and also identified the "Additional music settings and sequences" modification as causing issues. As I find time, I'll individually apply some of these changes to help narrow down which is the problem one, but they are mostly dependent on each other. After pressing 'start' to try to get to the main menu, screen glitches and system locks up. Title screen shows, but the audio sounds very wrong. Last edited on 08:11:57 PM by queueRAM mosky2000 Note that this must be done before any of the alignment fixes are applied, otherwise all the MIO0 data pointers get set wrong. Level importing works, but the imported textures don't always show. ![]() This is done by changing one byte at ROM offset 0xd48b7 from 0x3D to 0x7B. Using 0x807B0000 instead allows it to run on the console. Can't even reset, need to power cycle.Įdit: Turns out 0x803D0000 is not a good choice for sound allocation. ![]()
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