CorTat-G Posted December 27, 2011 Share Posted December 27, 2011 (edited) I've been working on my first hack project for about a week now -- Hacking Sprintmaster into Mario Kart for the 2600! I still have a LOT of work to do. Right now I am working on the screen title and kart sprites, Maybe I'll find a way to hack the 'Traction' & 'Speed' cubes into mushrooms. So, Enjoy MARIO KAKTER! (I'll Get rid of the K & A, and change the T,E & R into A,R & T. To make: MARIO KART I might also change the movie car at the title screen. ENJOY. CORTAT G Mario Kart 2600.bin Edited December 27, 2011 by Cortat G 1 Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted December 27, 2011 Author Share Posted December 27, 2011 Now you can play MARIO KART. Mario Kart 2600.bin Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted December 27, 2011 Author Share Posted December 27, 2011 While Changing the kart sprites, I Tested them out and one some of the diagnol position the kart stretches out and you can't move. Does anybody know how to fix this? Mario Kart 2600.bin Quote Link to comment Share on other sites More sharing options...
Chuck D. Head Posted December 27, 2011 Share Posted December 27, 2011 cool hack! I will try it out tonight! Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted December 27, 2011 Share Posted December 27, 2011 The problem here is that your diagonal sprite located at 0x00003A86--0x00003A8E is crossing its boundary. I've attached a picture to show exactly where the issue is happening. You can actually shift that sprite up by one pixel so that it begins at 0x00003A87 and ends at 0x00003A8F and you'll be just fine. Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted December 27, 2011 Author Share Posted December 27, 2011 (edited) That Worked! Thanks a bunch KevinMos3! Mario Kart 2600.bin Edited December 28, 2011 by Cortat G 1 Quote Link to comment Share on other sites More sharing options...
bennybingo Posted December 28, 2011 Share Posted December 28, 2011 I would love a cartridge version of this if you decide to make them available! Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted December 28, 2011 Author Share Posted December 28, 2011 I Imagine the label looking like this: Would making a cart be legal? because mario kart has a nintendo trademark? 2 Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted December 28, 2011 Share Posted December 28, 2011 Very cool! Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted February 3, 2012 Author Share Posted February 3, 2012 Okay, Does anybody know how to change colors using hackomatic3? Quote Link to comment Share on other sites More sharing options...
+Omegamatrix Posted February 5, 2012 Share Posted February 5, 2012 It's easy to change them once you found the locations, so try playing the game in the Stella emulator and: - on the playing use the ~ key to enter the debugger - click the TIA tab - Pay attention to COLUP0 and COLUP1 on the TIA tab. Continually click the "SCAN" (scanline) button in the top right corner under you see either COLUP0 or COLUP1 change to the players color. Now hit the vertical arrow button (rewind) beside the "Scan" button to go back a scanline. Use "Step" to go instruction by instruction until you find the place the colors are loaded from. You can directly change them in Stella and save the rom, or use HOM3 now that you know where the location is. There are more ways to find the colors. One was is to use a "trapwrite". On the prompt tab in the debugger, type trapwrite 06 07 and this well stop the game and enter the debugger right after either COLUP0 or COLUP1 is being written too. Use the ~ key to exit the debugger, and it will break at the next tap write. type trapwrite 06 07 again in the prompt tab to clear the traps. Not to confuse you here, but I'm using one trapwrite statement her to trap both COLUP0 and COLUP1. I can do this because they lie one after the other in memory space, and I'm trapwriting as a range of registers. You can trapread as well (useful for rom space), and trap for both read and write. Also some games use 0x36 and 0x37 for COLUP0 and COLUP1 instead of 0x06 and 0x07. Quote Link to comment Share on other sites More sharing options...
GideonsDad Posted May 18, 2012 Share Posted May 18, 2012 Nice hack. You have done an awesome job. I've always enjoyed Sprintmaster ever since I discovered it on the original Flashback. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.