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Messages - KingMike

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Newcomer's Board / Re: unchained blades exxiv , scripts
« on: August 28, 2015, 10:43:54 pm »
OP didn't even say if it was PSP or 3DS.
(if it's 3DS, I THINK discussion is permitted, at least as the publisher of the original game doesn't indicate any intent to officially release this sequel. but we won't host a patch until a successor console is released.)

I believe that's exactly what this project is: finishing that incomplete translation.

General Discussion / Re: AEPOZXLU GKISTVYN
« on: August 22, 2015, 10:42:01 pm »
I'm guessing as well letters were used likely to make the obfuscation of codes more pleasant looking.

Game Genie for SNES and GB, and probably GG as well, did use hexadecimal characters but the address (and compare on GB/GG) were encrypted. Though the data value was not encrypted, the 16 hex digits were stored in a re-arranged order (that order was printed in the manual).

I was sure I already knew the answer but had to check again to be sure, but yes ALttP definitely does have VWF in the western releases.

Newcomer's Board / Re: Translating BS Golf Daisuki - Newb
« on: August 21, 2015, 11:54:27 pm »
That's just the file address, in his VRAM file. It tells nothing about the ROM.
It could be useful for tracing if he knew ASM to trace its location and probably compression, but otherwise probably not useful at this point.

The one that is just a sprite hack of Speedy Gonzalez (and with awful hacked "music" for some reason :P )?

ROM Hacking Discussion / Re: How to find a few pointers Mega games
« on: August 20, 2015, 03:05:22 pm »
You were probably reading a SNES doc. You don't subtract for headers on Mega Drive/Genesis (and if you're using a headered SNES ROM, you should delete that header instead of subtracting 200 :) ), and don't reverse the bytes either.
(I'd say make you're hacking a non-interleaved, aka "bin" file, but since you can read the text in the ROM, you already have it in the right format)

From what I've read it's very common for MD games to store pointers as the full 4-byte value. (pointer is the same as the ROM address, add zeros at the beginning to make it 4 bytes if needed).

Newcomer's Board / Re: Need help with a NES translation
« on: August 20, 2015, 09:26:12 am »
Wasn't there a proper US release?
Not familiar with this game, I guess.
Getting the Japanese proto dumped was a big deal because it was known, from old magazine screenshots of the Japanese version, the US version (the only official release) was significantly censored.

The best way to do this is someone should hack a English translated patched Bare Knuckle III and replace the title screen with the Streets of Rage 3 title screen and change Sammy's name to his American name, Skate.

That would be a cool hack to see and play.

Didn't RedComet release his Bare Knuckle III translation patch years ago?

ROM Hacking Discussion / Re: Mapper Converter Question
« on: August 16, 2015, 09:31:52 pm »
I thought USB CopyNES was only for if you wanted to dump your actual NES carts (and I assume backup saves as well)?

I just notified Gideon, but his patch is made for a 2MB base ROM (which Sliver has) but the game is actually only 512KB.
If you have the 2MB you can get the good ROM by just removing the first 1.5MB. (or conversely add 1.5MB worth of FF to the beginning of the good ROM to make the bad one, but I'll wait and see if Gideon has anything to reply).

Personal Projects / Re: KingMike's Translation projects.
« on: August 15, 2015, 03:33:56 pm »
Lately pushing through with doing a heavily machine-assisted translation of Jungle Wars (don't intend to use that as a release translation, mostly a placeholder than anything).

Also, doing more time playing Space Hunter for Famicom to get the context of texts for translation. (once I have everything then it should be pretty quick to finish. Though I recall there being a bit of story in the manual I would probably make an effort at translation after that)
I remember what the problem was before: this game might have one of the worst default weapons ever. Time bombs that activate whenever the hell they feel like it.  >:( Often whenever it's inconvenient for you. :P
So, each weapon uses some amount of "Power" but can only be used  if you have a certain amount of Power (like the Heart Beam costs 3 Power for shot but only works if you have at least 120 remaining. And it overflows after 255, so I guess you have to then waste some when you get close.)
I'm thinking a bit of save-state abuse might be warranted (especially since the game lets you get a password at any time). Took me several tries to beat the second boss, and then after a boss it sets off a time-bomb for the planet and you have to escape quick, without even getting a life refill. So it's possible to beat the boss then die seconds later flying into an enemy. At which point it's back to the title screen for you (re-enter the password to play again. Remember AVGN's Frankenstein rant?  ;D )

Personal Projects / Re: Game Genie Guy!
« on: August 13, 2015, 09:39:17 pm »
U mad bro? :D

Let's see you make (not play) a ROM hack with your "emulators". :P

(okay, so I understand in the stone age they might have done that. Mostly anti-piracy cracks, though.)

Personal Projects / Re: [NES] BattleToads (U) - bugfix
« on: August 09, 2015, 02:59:50 pm »
3)Oh,I almost forget, but there's a small little part in PINK in the Battletoads' Title Screen Logo that would be awesome if could be fixed.
Attribute table.
Easy to find the data is at $35633 (US ROM). The table starts at $35627. The problem is that it's compressed and not there's not room to fix without moving the data (changing that byte to $95 fixes that tile but causes a much more visible error on the next tile, part of the top Battletoads symbol), and I recall BT uses nearly all its ROM space. (compression is dead simple though, it's simple <data><repeat length>)
(finding the data is as simple as looking at the AT table in FCEUX: open the debugger, scroll to PPU memory $23C0. Often it's a direct match to the ROM, so we can find the data by looking for a match in ROM. Not so in BT, but that's simple to find by setting a write breakpoint just before the screen is loaded, then looking when the value ($A5 for the incorrect color data) is written to VRAM) and scrolling up a few lines to see where it's coming from)

Newcomer's Board / Re: Having some trouble applying an IPS patch
« on: August 07, 2015, 09:08:00 pm »
Is it still safe to assume that 99% of Super Mario World hacks require a US headered ROM?

Curious: Are you going to do anything about "Destroy the topmost boundary"? It's one of the few exceptions to the Japanese clues being less vague than the English ones. The best guess most people have is that it's talking about where to find the Red Ring...
I thought the line "GO TO THE NEXT ROOM" could've been translated as the NEARBY room instead (となりのへやへ ゆけ). (and that would've been your Red Ring hint)
(because while that hint room is next to it on the map, it is not sequentially accessible)

Newcomer's Board / Re: [SNES] Starfox Compressed Graphics Inquiry
« on: August 06, 2015, 07:36:34 pm »
Wouldn't SNES 8BPP be Mode 7 (it sounds like it, but I've never done mode 7 graphics hacking)?

The japanese rom is 2x bigger and has uncrompressed graphics, so I guess they butchered some things and compressed other stuff to fit in a smaller chip and make it cheaper.

It also used a Konami-developed mapper. From what I read, at least in their earlier days, Nintendo was strongly against third-party NES mappers/PCBs.
1988 was also the year of the reported "chip shortage" so I'd imagine Nintendo encouraged publishers to order smaller/fewer chips. (Nintendo stressed a limit release of Adventure of Link late that year. Sounds like it was real and not just Nintendo being its future-self of under-supplying hot products :P )
(I know there were third party NES PCBs eventually made as Konami did make some of their own NES carts but the only games I've seen using it were some prints of UNROM games like Castlevania.)

I tested and the maximum distance is $80 in 1-player mode.
So I made a trace log, walked far enough to make the screen scroll (at which point I know $0334 = #$80), and stopped trace.
I opened the FCEX log and looked for "@ $0334 = #$80".
Found the answer in a few minutes.

Code: [Select]
07:D959:BD 34 03  LDA $0334,X @ $0334 = #$00
 07:D95C:D9 96 D9  CMP $D996,Y @ $DA95 = #$85
I'm not sure if the Famicom mapper locks $C000-DFFF, but because it's ROM you can find the right bank by searching for the instruction hex codes (one result at $1D969, notice the last three digits match after subtracting $10 from the ROM address for the ROM header. You can safely rule out any hex matches where they DON'T match up). Since the CPU address of the data ($D996) is close to the address of the code ($D959), you know it's nearby. To find exactly, look at the last 3 digits of the data address ($D996 -> $996), add $10 for the NES header ($DA6) at the look at the nearby address ending in $DA6.
ROM $1D9A6. (I assume the 3 bytes there are 1 byte for 1P mode and 2 for 2P mode)

Newcomer's Board / Re: Decrypt 3ds japanese game without 3ds
« on: August 03, 2015, 03:50:50 pm »
Sounds kind of useless considering you'd need a 3DS capable of running homebrew to dump the ROM in the first place.
And I'm going to presume 3DS ROMs people have posted to the Internet are already decrypted.

(I'll say this topic is already on shaky ground for becoming a violation of one or more rules IMO)

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