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Messages - KingMike

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The thing is that SMW hacks are almost always for the US version WITH a header.

That is because Lunar Magic is the only SMW level editor and it only works with the US (and Japanese, but I think even they rarely use it) version, and ONLY with a header.

So if the ROM does not have a header (easiest way to tell in Windows is if it reports the unzipped ROM size as 512KB. It should report a headered ROM as 513KB), then add a header using a program like TUSH, downloadable from this site. Then apply the patch.

It's not hard.
Download the patch in the previous post.
Download beat
Run beat and follow the instructions to apply it to a headerless Japanese ROM.

Newcomer's Board / Re: ASM: What did I do wrong?
« on: July 21, 2016, 01:32:10 am »
For instruction size, I think you want .b, .w or .l for Byte (8 bits), Word (16 bits), or Longword (32 bits).

Newcomer's Board / Re: ASM: What did I do wrong?
« on: July 20, 2016, 03:16:47 pm »
Does 68k code need to be at least word-aligned (start at even addresses)?

Front Page News / Re: Other: BS Zelda no Densetsu English Dub
« on: July 19, 2016, 06:02:19 pm »
We're talking about something that was broadcast over telecom with no interaction right?
From what I understand, it was effectively a live radio broadcast.

Site Talk / Re: What's up with all the noncompliants right now?
« on: July 19, 2016, 12:53:08 pm »
Indeed the RHDN history above forgot about The Whirlpool.
It was a site focuses solely on English translation hacks. But during its last couple years, updates became sparse, perhaps as staff had real-life stuff or burnout from writing all the updates. So Nightcrawler proposed a system with mostly user-written content.

Whirlpool's message board was infamous for rampant flaming that was a major turnoff for newcomers (so much that it became unofficially known as the "Attitude Barn").

In the late '90s and early 2000s there was another English translation hacks site known as rpgd, but that pretty much died out as I think even the updaters on that site moved to Whirlpool.

Newcomer's Board / Re: Super Street Fighter II Genesis basics
« on: July 18, 2016, 01:06:53 pm »
You'll need to make cheat codes for the player/opponent's health (using usual cheat code making techniques).
Once you know the addresses of player/enemy health in RAM (FFxxxx) then you can use a debugger to find out how they're changed.
(like use 2-player mode to test out damage. Set a Breakpoint on writes to P2 health, so the debugger will show the code once you hit the guy with an attack. Then you'd have to read through that and work back to find where its getting the damage info from. Like it would read his health, subtract damage from that somehow, and then write it back.)

ROM Hacking Discussion / Re: Overclocking the SNES ROM?
« on: July 18, 2016, 12:58:55 pm »
I heard someone overclocked Super Mario World ... by changing it to HiRom so the game could handle a bunch of pokies at once.
If you mean converting to HiROM, that was already discussed before I believe.
It involves a TON of code modes for what was estimated at best 20%, I think.

I hacked Maka-maka's graphics loading routines and saw a boost. But that was because the original routine was complete shit. The original programmer probably had a backwards understanding of what DMA is. :P

Personal Projects / Re: Super Pitfall NES (improvements)
« on: July 18, 2016, 08:44:23 am »
Oh yeah, I never thought he'd do an AVGN episode. I think he only does those for old official releases, not hacks.
About sending him a cartridge maybe I will in the future. Living in Brazil the costs are kind of prohibite, but I might get there hehe
He did Hong Kong '97. The origin of the game seems like a mystery, though I've assumed it was some random demo-scene homebrew. I've seen a discussion, of something complete else, on Tomato's Legends of Localization divert into HK97 and who "HappySoft" was. (they've assumed it was either a Japanese or Chinese "company" but couldn't decide which)
And he also did a series of short reviews one Christmas (wasn't it 2014?), which I guess he each counts as an episode. That included Crazy Bus, a homebrew ripoff of Desert Bus for the Genesis. I've heard it was originally just some kind of compiler test demo. Someone still reproed it and mailed it to him.

Personal Projects / Re: Final Fantasy II: Refurbished
« on: July 17, 2016, 05:36:13 pm »
Doesn't PowerPak also not fully support some Famicom mappers?

Remembering on Pat the NES Punk's NES charity marathon, someone donated to watch him play Dragon Buster, and was unsupported.
(understandable since it was just one guy working on it, he had to prioritize. And something like a Namco mapper used only by one relatively obscure game was probably low on that list.)

Gaming Discussion / Re: The HD Mini-NES is a thing.
« on: July 17, 2016, 05:21:05 pm »
Just mod an old xbox and load it with all the retro systems!


If we go back to 2006 when the Virtual Console was first announced, people were probably saying the same thing.
Yet 10 years later, obviously there's been enough of a market to make it worth Nintendo's while.

Having to test stuff is probably they didn't include Castlevania III with the first two.
(I realize it includes the two one-off mappers MMC2 and MMC6. But I'd imagine MMC2 was simple enough for them, and it sounds like MMC6 is mostly similar to the already included MMC3. Is the PRG-RAM stuff the only difference?)

Personal Projects / Re: Final Fantasy II: Refurbished
« on: July 17, 2016, 02:11:38 pm »
  • Final Fantasy (Famicom version and NES version): 148 Kb
  • Final Fantasy II (Famicom version and USA English prototype version): 172 Kb
  • Final Fantasy III (Famicom version): 332 Kb
  • Final Fantasy I*II (Famicom version): 316 Kb
Where are you pulling those numbers from? ZIPped ROM size?
Are you suggesting putting zipped ROMs on a cart? Because NES doesn't have room to unzip them.

The ACTUAL (unzipped) sizes are 256KB for FF1 and FF2 (1+2 is 512KB since it uses a mapper that allowed Square to pretty much just glue the FF1 and FF2 ROMs together, with a little modification, which I think someone even made a doc on). (I mean, they needed to add that game select menu SOMEWHERE within the two ROMs)

PS1 sound? :o
I only remember from Chrono Trigger, but wasn't Square's SPC emulation on the PS1 on par with ZSNES 0.9xx or whatever (extremely terrible. I mean, seriously like some of the SAME deficiencies?)

Gaming Discussion / Re: List of untranslated Famicom games
« on: July 15, 2016, 11:03:06 am »
("Released on Wii Virtual Console" is also confusing. Did Nintendo do anything to localize Bio Miracle Bokutte Upa and Ninja Jajamaru-kun? If not, and both games still have Japanese text or title screens, why are they listed as officially translated?)
I'd guess it just means "official" release is available.

At the least, they had to write a localized Operations Guide (digital manual).
There was Puyo-Puyo 2 for Mega Drive as well. Menus translated through OG only.


CHR-RAM with MMC5 is just as much "illegal" as a 1MB MMC3. Neither is technically impossible, but neither was ever made by Nintendo.
I think Flash carts use 512+512 to emulate the PRG+CHR of the largest official game, Metal Slader Glory.
If that's what this question was...?

From what I read, the major NES flash carts can only support up to 512KB PRG + 512KB CHR (that's all the RAM they physically contain).

Gaming Discussion / Re: List of untranslated Famicom games
« on: July 13, 2016, 09:56:38 pm »
I see you've done a Super Famicom list as well.
Would Cosmo Gang: The Puzzle and Pac-Attack count as the same game?
Genocide 2 was a port of a computer game. I don't know if it was a western game or not though.
Wasn't one of the Super Power League games localized as Sporting News Baseball?

Newcomer's Board / Re: 68k asm: Breakpoints/Debugging Genesis/MD
« on: July 13, 2016, 09:14:09 pm »
If that version of Gens is using the savestate format as the version I've been using, I recall RAM should start at $478 in the savestate file.

That format was uncompressed and should contain emulator/register stuff, and then $10000 bytes WRAM, $10000 VRAM and then I don't know what other kind of RAM you have in the Genesis.

Programming / Re: Tracking Where to Write Tiles In VRAM
« on: July 12, 2016, 10:13:35 pm »
and some of the visual effects in Air Strike Patrol, which is commonly cited as one of the games that made a per-pixel renderer necessary.
Why use a sprite for the plane's shadow when we can do something much more complicated? ;D

Personal Projects / Re: Konami Wai Wai World
« on: July 12, 2016, 01:21:19 am »
Second about King Kong being changed to DK. It shouldn't be (especially, since the lawsuit that distinguished them).

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