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Messages - EricThaDead

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1
To create a table file, for most NES games, you'd want to load up the ROM in FCEUX, and get to a point in the game featuring the type of text you want to change. Then from the Debug menu, open the PPU viewer. This should show you the tiles currently being displayed (although this isn't always the case with every ROM). Hover your mouse over a tile representing a text character and the hex value will be displayed below. So, in Blades of Steel, for example, E6=A, and you'd save that in your table file.

As far as adding characters new characters that don't exist in the ROM, you'd have to use a tile editor and add them yourself, being careful not to overwrite anything important.

2
B7=0
B8=1
B9=2
BA=3
BB=4
BC=5
BD=6
BE=7
BF=8
C0=9
C1=A
C2=B
C3=C
C4=D
C5=E
C7=G
C8=H
C9=I
CA=J
CC=L
CD=M
CE=N
CF=O
D0=P
D1=Q
D2=R
D3=S
D4=T
D5=U
D7=W
D9=Y
DB=:
DC=!!
FF=K

Just copy all of that into a text file, change the file extension to .tbl and you've got yourself a table file!

3
Newcomer's Board / Re: "String not found."
« on: September 27, 2014, 01:40:32 am »
Sometimes things are split up in the games code for whatever reason, and don't appear in your hex editor exactly as you would think. For example, a palette I was recently searching for was something like 00 0F 16 05, but actually never appeared like that in the hex editor. It was just 0F 16 05. So, ya kind of just have to try different things to find exactly what you are searching for.

As far as finding the hex value but it doesn't actually change it, just because you find the combination you were searching for, doesn't mean that is actually the code that represents the palette (or whatever else) you may have been searching for. It just happens that the hex you were searching for is the same as some other data in the game.

Trial and error. If you change some hex values and it doesn't do what you thought it would, change it back and try to find the next occurrence of those values in your hex editor.

4
Open up the ROM in FCEUX, use the PPU viewer and find the 4 colors in Mario's palette. Then, search for the color hex values in your hex editor of choice and change the red to green's hex value.

5
Newcomer's Board / Re: Itadaki Street
« on: April 13, 2014, 05:52:31 pm »
I'll keep that in mind! But at this point, as I'm still very much a novice at this, I wouldn't want to waste your time and then I hit a roadblock that is beyond my ability. lol

6
Newcomer's Board / Re: Itadaki Street
« on: April 13, 2014, 05:28:56 pm »
I started on the original Famicom game about a year or so ago, but, since I can't read Japanese, and just being busy in general, I haven't gotten terribly far. (Mostly just menus)


7
Newcomer's Board / Re: Fonts
« on: December 09, 2011, 01:16:04 pm »
There's a ton of fonts at the Namco '70-'80's Arcade Font Museum.

8
According to my (painstaking) research, the top text on the title screen, 闘魂倶楽部, means "Fighting Spirit Club." Which makes sense as "Fighting Spirit" is a common phrase in regards to Japanese Pro Wrestling, especially when related to video games.

The subtext, とうこんくらぶ, apparently means "tou kon kurabu," or tou kon club.

I guess I was just keeping it as "Toukon Club" because that's how I've seen this game refered to.

I really like the "Fighting Spirit" though...

Maybe I'll do the multicolor top text as "Fighting Spirit," and have the subtext "Toukon Club." Or "Wrestling Club." Thoughts?

9
I'm really nearly done. I think all that's left for me to do is see if I can figure out how to fit full wrestler names in the allotted space (I don't like abbreviating them), go back and clean up all my fonts so they look uniform and clean, and mess with the title screen some more, as I'm not satisfied with it.

If you'd like to take a look at some screenshots, I'd love to have a second opinion on some of the things I've done. I've posted a few here:)

10
Much appreciated!  :)

Unfortunately, I can't think of a way for the tiles used in the 分け characters to apply to both the match length and the tiles used when a tie/draw/no contest occurs  :-\

Something has to go, and those tiles seem the least valuable.

Edit:
Aha! I figured it out!

For anyone else who runs into this problem in the future, you can also get tile values by opening FCEUX's Name Table Viewer and hovering your mouse over the tiles in question.  :)



(And I might change "Time Expired" to "Time Limit Draw" to account for "a tie," as pointed out by DarknessSavior  :))

11
Newcomer's Board / My first "translation"... Almost done... I'm stuck...
« on: November 01, 2011, 09:40:37 am »
Hello all! I am VERY new to ROM hacking, but I've been working on a "translation" of the little known, but awesome, Famicom wrestling game "Toukon Club." I can't read Kana at all, but I know my wrestling. And there isn't a ton of text anyway, so I haven't had much problem in that aspect. I'd say I'm about 85% from completion of this project, which surprises me because I've only been working on it for about a week lol. However, I've run in to a problem that I don't know how to deal with...

I'm trying to finish up the match result screens. They just tell you the length of the match, and in what manner the match ended (ie. pinfall, countout, time limit draw, etc.). I've replaced the 16x16 Kana characters with the appropriate English translations, and I was planning to just remove a couple of tiles via a hex editor that were repeated in Kana, but have no use in English... I don't think I'm explaining this too well, so here's some screenshots.



(The bottom right screen shows the extra tiles I'm attempting to remove, the other show where they came from lol)

My problem is this... Up to this point, I've been using FCEUX's PPU Viewer to find the correct values for the tiles. But, on ALL of these match result screens, the tiles don't show up in the PPU Viewer. It for some reason shows mostly the title screen tiles, and some wrestler tiles.

I've tried searching through the "Documents" section here, but everything I find says use Nesticle to get the tile values. And Unfortunately, Nesticle won't run this game...

So my question is this: Where do I go from here? All I want to do is set those extra few tiles tacked on at the end to blank tiles. Is there an alternate way to find the tile values in question? Or am I using the entirely wrong software to go about this in the first place?

Thanks in advance for any help you may be able to provide. I really hate having to bother anyone else with this, especially since it's a game that, most likely, not too many people give a damn about.  :laugh:

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