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Messages - KingMike

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If I'm not mistaken, most GBC only games were programmed to display an error message when booting on incompatible hardware (either GB, Super GB or an emulated GB). In addition to that there was the physical impossibility to insert GBC only games in a GB because some plastic thing that prevented to insert the cart in a regular GB.
They were only physically impossible to insert on an original Game Boy, not impossible to insert any other variation of the original GB (SGB1/2, Pocket, Lite).

Yes, as said, games contained an error message to stop the user from experiencing a buggy game if they played on a wrong console. The game might play, but as soon as they hit a part of the game that tries to use a feature unsupported by the original Game Boy (such as using the extra RAM or higher-speed CPU mode), it will crash.

How to bypass the check and experience the glitchy mess that results is possibly a game-specific hack.
It could be checking a few things:

all GB/GBC systems have a boot ROM (which checks if the cart has a proper Nintendo header). The important thing is the last instruction, which writes something to a CPU register that disables the boot ROM. The boot ROM on different GB systems will write a different value to that register to give a secondary effect of allowing the game to identify which GB system is used (but the game will need to immediately copy that value to RAM, like in one of the first instructions executed, since it cannot be directly read again).
Example, Donkey Kong GB: Dinky & Dixie:
Code: [Select]
All GB code (after the boot ROM) will start executing at ROM address $0100). Typically that code is
jp $0150
DKGB is no exception.

At $0150 is:
ld sp,DFFF
cp a,11           ;a holds the value left by the GBC boot ROM, identifying the hardware as GBC.
                      ;this instruction sets a flag in the CPU if a=11 or not
ld a, 23           ;these two instructions swap in ROM bank $23. This is going to be the ROM bank with the error screen.
ld (2000),a
jp nz,6c47      ;here is where the flag, previously written by the GBC detection check is checked. It will branch to the error screen.
                    ;I'd guess you could nullify the check by writing nop ($00) over the 3 bytes in this instruction (C2 47 6C at address $015A) in the ROM
That last line seems to do it. Game "playable" in GB mode with all graphics replaced by a glitchy mess.

Ocarina of Time is lame. If you want the real deal, play A Link to the Past on the SNES. And if you want to play a cool N64 game play Castlevania: Legacy of Darkness.
That's not the point of the thread. :P

As a side note is that really how you save in Zelda? How convoluted is that! What if you don't have a second controller!?
Certainly it was designed with the original RF Famicom in mind, with the controllers permanently attached.

If we're talking about being to save and restart at the same point, on a console game, I'm sure the Famicom version of Ys did that (unless you want to exclude that because it lets you save everywhere EXCEPT boss battles. Since that could also be an unwinnable situation since it is one of the games that makes bosses invincible if you haven't reached a certain Experience Level.), and wow is it needed, thanks to lack of knockback or invincibility frames anything can drain your life bar in one hit unless you have the reaction time of a ninja.

Newcomer's Board / Re: PSN Policenauts
« on: February 08, 2016, 11:28:21 am »
I thought I recall the translation patch authors mentioning about how to extract the ISO from the PSN release and being able to use the patch on it (as one method of obtaining the game).

because, I wanna test that it is playable or something.
Also, I know that I can active Panel de Pon GB on Poémon Puzzle League.
That's a secret code. I think it lets you just play a single game.
And Donkey Kong Dixie & Dinky was an original Game Boy game in the west (Donkey Kong Land III). I don't know if the Japanese version added any content besides the color. Otherwise it might be more feasible to make a translation (although there might be an issue with not enough font space. Would require replicating an ASM hack from the Japanese version: in the English version, the font is always loaded into VRAM, but the Japanese version writes each character into VRAM. Otherwise I don't know if translating the English version into Romanji would be acceptable without being able to do that hack.)

Newcomer's Board / Re: Link to the Past Co-Op?
« on: February 07, 2016, 03:18:18 am »
Does the game have free VRAM to hold sprites? Does it have a palette to spare? Free space in sprite RAM? Can the game engine handle the extra sprites needed for two players? Did you know old consoles can only show a limited number of sprites before they bug out? You'd need to update ALL the game's collision-detection to handle the extra player. Also, bugs. Stuff will break. Game mechanics need to be redefined. What if one player dies, what happens to the other? (I'm just giving one example.) What about things that alter the level design (like the swamp dungeon that changes between flooded and empty.) That sort of situation would need to be defined and programmed into the game engine.
That's the sort of deep thinking you need to think about before deciding how feasible it would be to add such a feature.

It be more feasible if someone has already done a good disassembly on A Link to the Past, but I don't know if it's been done. I know the Super Mario World community has done extensive work on the game.
I mean, didn't justin take a few years to finish his Mega Man X3 Full Zero patch? I'm not too familiar with that game but it sounds like half of that was already in the game. That time was figuring out technical issues with resulting game situations the original game designers didn't intend to happen.
Trying to add a feature that didn't exist AT ALL would be even more work.
People are only going to go through such work if they want to see it done.

The megadrive/genesis. I guess because it invokes less of a sense nostalgia in the US and though ROM hacking and homebrew is hardly an English speakers only affair the potential pool of people is not the highest.
Graphics compression. In the developing years of the translation scene, that was enough to kill interest. Few knew how to do ASM hacking, and I don't think there was as much development in debugging emulators as NES/SNES.
Though some members of the scene cracked what seem to be standardized Genesis compression formats, and they sound like they'd be a bit of a pain to have to figure out manually (moreso than the LZ variations common on SNES).

Even Game Boy didn't get nearly as much attention as the NES and SNES (probably people were like "why would I use a PC to play portable games?" :( )

If I remember, I had to enter my phone number to get a code to enable uploading long youtube videos (over the default 15-minute mark, which itself is BS because I'm sure I had qualified before).
I guess I didn't care since I did it anyways (probably because I had already given them my information for Google Checkout, which was another mistake as I don't think that has ANY buyer-protection, unlike Paypal. But yeah, damage had already been done.)
Anyways, if you want Google, is it possible to get a disposable prepaid phone and give them that number? (I mean, do those usually let you receive texts, because that is all you need.)

Site Talk / Re: Old hacks/translations deleted?
« on: February 04, 2016, 10:49:53 am »
I was unaware someone else completing a game was grounds for any work someone else did on the same game to be completely eradicated from the site?  Seems a bit revisionist, and if that's the case, there's a lot of other things that should be deleted here.
Normally we wouldn't remove one translation because of another person working on the same game, but in this case, it seems someone interpreted these translations as being one and the same.
(we normally don't keep multiple versions of the SAME person's translation)

Site Talk / Re: Old hacks/translations deleted?
« on: February 04, 2016, 02:36:47 am »
Wasn't Gideon's Dark Half patch a completion of your project?
That could be why, if your patch was considered an "old" version of the same project.

I'm not familiar with how extensive your DK hack was.
At least we used to have some kind of minimum standard on how much of a game should be hacked (small graphics hacks were not permitted). But I don't know that anymore.
I think when DataCrystal and RHDN merged, there was some purging done in regards to the above, but I'm not certain.

ROM Hacking Discussion / Re: Saiyuuki World translation project
« on: February 01, 2016, 02:17:09 am »
I'm trying out the game.. does the game have this inherent scrolling issues? I tried it on virtuaNES and FCEUX.

That looks like maybe your ROM header has the Mirroring bit set wrong. It should be Vertical.

Newcomer's Board / Re: Interested in translating Love Quest (SFC)
« on: January 30, 2016, 04:10:29 pm »
I asked Eien Ni Hen about it, and she said LostTemplar was working on it.
Though he hasn't been seen in a long time (he was also working on FEoEZ) so I have no idea about the current state.

Personal Projects / Re: BalloonFightGB Finally Fully Translated!
« on: January 29, 2016, 12:14:34 pm »
Weird that this patch never appeared in the front page news, or in Romhacking.net's database of translations.
Nobody must've submitted it.

Another thing that I notice its that in these scripts files (they are .bin extension) once some characters are written in the file, they will not appear again in the file, the previous example show some characters like the name  "Aikawa - 相川", but for the next following sentences that mention that name, it will not appear although the game show them.
Sounds like a fairly common compression technique called LZSS, where reused characters are replaced with a code to reuse the character the second time (which makes since for Japanese text, since a 2-kanji name would be 4 bytes vs. a LZSS code is 2-bytes.
I don't know if there's a standard encoding for that on PS1 (like there is on GBA).
I've done lots of that compression on SNES, but each one was a little different variant of the same technique. I'd imagine someone who knows PS1 ASM hacking wouldn't have much trouble debugging it if that was the case.

Gaming Discussion / Re: I don´t know why Green Hill is so famous
« on: January 27, 2016, 10:46:13 am »
Why does that video have artifacts and no title logo?
In the late '90s, the most common SMB ROM circulating was a bad dump/pirate dump with no title. But by 2008... either they downloaded their ROM from some random old Geocities site, or they went to a ROM site with the whole GoodNES set and a downloaded a SMB ROM and it turned out to be that (not knowing to look for the ! tag). Good thing I've seen sites replacing GoodTools with no-intro sets that only have good dumps.

Some old ROM hacks are even based that and I recall had trouble working with newer emulators (the issue was that that particular ROM didn't set the starting world number (also suggesting it was a rip from one of those 436456456343-in-1 multicart :P ). People didn't notice because Nesticle initialized the RAM to 0 so it still worked (although with the MISSING TITLE they probably just didn't care anyways), but in FCEUX (or some variant I last tried) it didn't because of the (ever-so-slight) "random" initialization (00 00 FF FF).

Newcomer's Board / Re: Satellaview Games Hacking/Translation
« on: January 27, 2016, 10:30:04 am »
Doesn't use the BSX BIOS?
I wonder if it was originally meant to be a standard retail game (like I suspect O.B. Club was, given that I recall EGM previewed it in 1994, before the BSX was released).

Script Help and Language Discussion / Re: Beginner's NES ROM Table Help
« on: January 24, 2016, 04:40:03 pm »
Did you save the TBL in the right format?
WindHex only supports Japanese tables if the Japanese characters are encoded in Shift-JIS format. (despite the "Unicode" text)

Gaming Discussion / Kaga Create (aka Naxat/Taxan) dead?
« on: January 24, 2016, 03:25:46 pm »
I'm late in hearing about this, but it sounds like earlier this month Kaga called it quits.

They kind of lost their relevance during the 32-bit era but in the 8 and 16-bit eras they were pretty amazing, if one of the lesser-discussed companies.
Several PCE shooters, the "Crush" pinball games, Recca, Spike McFang, Holy Umbrella

So download Recca on 3DS while you can!

RIP :(

Front Page News / Re: ROM Hacks: Super Mario Advance 4: eReader Version
« on: January 24, 2016, 03:16:03 pm »
I haven't paid attention. More than likely it's just the US ROM.
But I'm sure somebody out there has dumped it anyways.
But we shouldn't talk about that.

Newcomer's Board / Re: Where can I request for translation?
« on: January 24, 2016, 12:02:21 am »

Newcomer's Board / Re: vs. super mario bros.
« on: January 23, 2016, 11:56:26 pm »
Does the game have an actual SRAM feature? Many old games kept scores but didn't actually save them (because that would have made them cost more).
I think he's talking about this hack. VS. Super Mario Bros. was originally an arcade game (for Nintendo's arcade variant of the NES, the Vs. System.) This hack converts it to a standard console NES game.

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