(1581 to 1590) of 1679 Results
Super Mario 64 Expander
26 March 2006 8:42AM EST - Update by Neil
VL Tone Writes
This program is used to make an editable version of Super Mario 64, to be used with my level editor, which should be released later this year. It’s a beta, use at your own risks.
Please don’t mind the BinaryIO demo dialog that appear when you start the program, just click OK to continue.
You don’t have to pay or register anything to use this program.
It’s released for testing purposes, and while it’s built to be eventually used in the editor, it can be very usefull to anyone wanting to edit textures, as some programs already can view and edit the n64 texture format. (You’ll have to find the texture offsets and sizes for now, but I’ll provide a list soon.). With the extended ROM, you don’t have to worry about compression size anymore, you can just save changes and open the ROM in an editor.
What this program will do:
- Swap bytes if a .v64 version is provided. The output file is in .z64 format (ABCD byte order)
- Extend the ROM to 24 megs, by adding 16 megs of “FF”.
- Decompress all the MIO0 files in a directory named “MIO0files”.
- Copy the uncompressed data in the upper 16 megs of the extended ROM, leaving 32k gaps between data segments.
- Change pointers to match the decompressed data.
- Recalculate the checksums.
What this program won’t do.
- It doesn’t work with European and Japanese versions.
- It won’t work with ROMs that have a byte ordering other than ABCD or BADC.
- It doesn’t make Luigi a playable character.
- The extended ROM won’t run on an iPod.
To sum it up, the graphics in SM64 are compressed, this program expands the rom, decompresses them, and tacks them at the end of the rom enabling you to edit textures with TileMolester or any other graphics editing program that supports the format. The author of this program is also working on a level editor, screenshots of which can be found in this thread over on Acmlm’s message board. You can download a version for Windows or Mac from our site, or from rapidshare links included in the following messageboard thread:
25 March 2006 5:09AM EST - Update by Rhys Cox
A fair deal of progress has already been made into translating this Korean MMORPG for the PC. All of the Digimon attacks have been translated, except for a couple which have recently been inserted into the game, all of the items in the game have been translated and are currently being inserted, and all of the menu descriptions have been inserted, along with a few less major things.
Since this game is updated every Wednesday it automatically overwrites the file which stores all of the Korean text, so I’ve had to create a patcher which will repeat the process of overwriting the Korean text with English text every week. I’ve also included language support for German and Netherlands which are currently in redevelopment.
In a week I’ll be releasing a new version of the patcher which inserts the second block of items bringing the total phrases inserted count up to 602. I’ve also changed the file format it reads to know what to search for and what to replace it with from the INI file format to the XML format, this should improve efficiency a great deal, bringing down the total amount of time required to complete the patching process.
However, despite this good news I still feel that having more than one translator would greatly improve my chances of getting most of the text finished this year, as there is still over 600kb worth of it left. I also think that the patcher would be much faster if it was coded in C++ rather than Visual Basic 6, however since I only know Visual Basic this is all I can do. If anyone would be able to help me with either of these problems I’d be very greatful.
I would estimate that a good 22% of the text is already translated, and despite how long it takes to copy and paste the search and replace hex values I think I’m making pretty good progress so far.
No screenshots as of yet, but since only the text can be edited then screenshots don’t really serve much of a purpose anyway.
Light Script update
24 March 2006 2:59AM EST - Update by KingMike
I uploaded a new version of my script dump tool for DOS. This has been developed as a general template to my custom script dumpers. So, it’s probaly lacking a lot of useful stuff yet (like pointer calculation for substring entries), but hey, I feel like sharing.
Notables: Added support for a custom TBL entry for substrings. Right now, I support only fixed-length strings, with the least significant byte first. And table swapping. Source code included, but you will never understand it. :D
Die Bahnwelt Announced!
23 March 2006 5:19PM EST - Update by Radical R
Radical R has been working on this project for a little under a year and he feels that there is enough done for a patch. He has finished the following:
- - The Introduction (OPEN.XDF)
- - The System Menu and Messages (SYSTEM.XDF)
- - The Music Mode (END.XDF)
- - The Story up to the Shrine. (DATA.XDF)
What is Die Bahnwelt? It is a Sci-Fi action story made by Glodia for the X68000.
Please play this and give feedback via email in the readme.
Final Fire Prowrestling
23 March 2006 7:39AM EST - Update by Fat Dave
Not much translating done this time, pretty much the same as the last patch. Just an experimental update for Final Fire Prowrestling to test some things out. I’ve personally had no problems with it, but you never know, as whenever I release something which I assume has no problems I always get an e-mail or IM pointing the obvious glitch/error which I missed.
The big addition to this one, which is the one I want thoroughly tested and any problems reported is that I inserted double ASCII characters over some of the Kanji, they are the same width as using 2 Shift-JIS roman characters and look just like them, but uses up half the space allowing for longer names for wrestlers, promotions and moves, which was always one of the big problems with this game. While it was an easy hack to do and probably not how it should’ve been done, it works well.
The other thing I did, which I probably shouldn’t have, is replaced the FMW ring logo with a Pro Wrestling WILD logo. This’ll be removed from the final version, but there’s a reason this is called experimental. (I know I messed up the colours, again, laziness kicked in)
Look out for any problems with these features and some constructive feedback would be nice.
2 final notes: I know about the broken move names, I kinda rushed recalcing the pointers and messed some of them up. I’ll clean them up for next time. I also need help with the compressed graphics.
New Project - Hexa Space 01: Seren
22 March 2006 1:59PM EST - Update by filler
I’ve started work on a short doujin game called Hexa Space 01: Seren. It is by a 3D CG artist I like. It turns out that the game is VERY easy to hack, not requiring any of the usual technical know-how other than how to use a hex editor. Consequently I’m working on this one by myself and progress has been really good so far. All of the battle menus, items, stats, characters, etc. have been translated and inserted. Some of the script has been dumped, translated, and inserted including the intro and the first bit of dialog. This game is for over 18 only. Check the linkage for more info.
Seiken Densetsu 3 - Spanish Release
22 March 2006 6:56AM EST - Update by KaOSoFt
Magno, from Traducciones Magno, has released a patch translating the legendary Seiken Densetsu 3 into spanish. The patch is based off Neill Corlett and Co. english translation (as this message based off Nightcrawler last message. Heh). This patch translates EVERYTHING that is in english: INN/PUB cartels, credits… and when I say everything, I mean it. Plus it fixes some bugs the original one (in english) had, like one in the inventory, where some letters appeared where they should NOT.
Read more about it on:
This project has been waiting to be released for almost 6 years already. Now I see it was well worth.
Dual Orb 2 PL - Polish Release
20 March 2006 4:08PM EST - Update by Nightcrawler
The Polish ROM hackin’ team, mteam, has released a patch translating Dual Orb 2 into Polish. This patch is based off TransCorp’s English translation. This patch translates 100% of the story dialog text and even fixes some bugs that were in the original English patch!
Read more about it on:
We’d like to take this time to say we encourage submissions of foreign translation news. We may not be set up yet to handle foreign patches, but we embrace our foreign ROM hacking communities and welcome news from them.
SNES palette tools / tutorial
19 March 2006 1:05PM EST - Update by FloBo
This is a set of some little commandline tools I wrote quite some time ago. They help you finding palettes within an SNES-rom and let you then extract them as a Tile Layer Pro compatible palettefile which can then be edited and reinserted into the rom.
No programming knowledge needed as well. Just follow the instructions of the tutorial I wrote for the tools enjoy :)
Eien no Filena teaser patch
19 March 2006 10:54AM EST - Update by satsu
I’ve released a teaser patch for Eien no Filena, a turgid, but graphically and phonically flaccid SNES RPG, which translates dialogue for the first couple hours of the game. Naturally, this includes time going around and talking to every single person instead of advancing the story.
This patch is the very latest that Disnesquick and I have in-house for the game. As such it’s got a couple bugs and typos, but it does its job of teasing well enough, I think. It’s enough to give you a quick introduction to the game, but it’s not a very significant amount of progress in terms of script translation.
- First couple hours of dialogue translated and reinserted
- Non-dialogue text nearly entirely translated
- Patch is 25.6% more good, with 17% less carbohydrates