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Messages - KingMike

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Site Talk / Re: Spoiler Tags unreadable if using Blue Monkey theme
« on: July 27, 2015, 03:18:00 pm »
I thought there was one theme Nightcrawler had sort of hijacked as a forum mods testbed. Whatever was the least popular one. Can't remember which one it was though.

ROM Hacking Discussion / Re: Translating DDS2 Famicom Rom - Help
« on: July 26, 2015, 12:15:32 pm »
Shounin yo, Taishi o Idake!!

There are about 7 similar board games for the SNES that have never been translated. At the moment I believe only one is being worked on (Sugoro Quest). I'll probably take on one of them after I'm done with ChaCha.

I've been working on Monster Maker Kids, and I has a start on Super Uno.

Newcomer's Board / Re: Difference between tiles, sprites and fonts?
« on: July 25, 2015, 12:15:04 pm »
Bascially they're all graphics, fonts a specific usage of background tiles.
(except for TurboGrafx which for some reason stores sprites differently than "background" tiles :P )

Ah--I only speak English, so I obviously only played Ryusei's translation.  I didn't know it was essentially a translation of a different translation--some of the opening stuff Germanic references, and credits make a bit more sense now!
Ryusui translated the game from Japanese but used the German patch as a hacking base.
Though if I remember, by the end of the project he would've rather used a patch with less "enhancements".
The 3D overworld had to be nuked because it caused crashes during the few (one in particular) cutscenes that happen on it. The translucent windows cause a few sprites to suddenly appear during a few cutscenes (they were placed there as the game had originally expected the solid color dialogue window to hide NPCs until they "suddenly" appear. Such as when Jokers appear to take Nina to Mt. Rocko during the Magic School cutscene)
And I think a few of the testers wanted the original character introduction cutscenes (which d4s removed for his own opening). But the closest they got was when Ryusui made a patch to restore the original title screen music, over that Japanese commercial music or some rock song from Guitar Hero or something (I was never into those games) (I think it was called "Through the Fire and Flames". All I know it as is "I get up in the morning in the time before the light" because that is as much as I had to hear before it could be skipped each time I started the game :D )

ROM Hacking Discussion / Re: snes writing to VRAM
« on: July 24, 2015, 09:41:12 pm »
I'm guessing if you solved your problem, I don't need to mention on the SNES you always need to divide VRAM addresses by 2 (so as a result you can only write starting at even addresses). For technical reason.

ROM Hacking Discussion / Re: The Guardian Legend Bank Switching UNROM
« on: July 24, 2015, 02:52:41 pm »
You know UNROM (possibly? I might be mixing up UN and UO) has "bus-conflicts" which means you need to bankswap by writing to a ROM address that has the same value as the value you wish to write.
Which is why most games store a series of bank numbers (0, 1,2, 3, etc.) cosecutively (at say $C000)
so then swap with
Code: [Select]
;assume a is the bank to swap in
sta $C000,x

One of the things that would need to be done with the existing RS3 Eng patch (assuming nothing gets one with using that Spanish? patch as a hacking base) would be to make a proper font hack (as I realize the 16x16 disguising itself as an 8x16 might require script extraction and reinsertion) so we can wean it of that tool to hack ZSNES savestates to get non-T E R R A N I G M A names.

As to your trouble loading a table in WindHex, if it's a Japanese table are, are you saving in Shift-JIS?
Despite WindHex' option "Display as Unicode" it actually only supports SJIS.

clean a rom header by blanking out bytes 7 - 15
If it's blanking out the entirety of byte 7, that's your problem.
The high bits of byte 7 are the high bits of the mapper number.
(mapper 64 = 40 in hex, so this program would be wiping out the 4 in 40, causing it to be changed to 0)
Use a hex editor to change that byte back to 40)

The smarter cleaning is to problem check for certain header corruption patterns as most corruption is one of a few specific strings (like "DiskDude!")
(I'd say detect iNES 2.0, but I haven't yet seen it actually used)

ROM Hacking Discussion / Re: Screenshots
« on: July 21, 2015, 01:11:57 pm »
Presenting: "Metroid Fusion: Shut The Hell Up Edition"
Look, ma! No text!

There goes your reward for having 1337 Shinespark skillz in that one part of the underwater sector! :D

That is kind of  :o that one person could translate so many Pokemon games so quickly.

Front Page News / Re: ROM Hacks: Stop Beating Yourself Up
« on: July 19, 2015, 02:38:03 pm »
Absorbing MP could allow you to spam other spells, as it makes MP practically infinite.
The one time I finished FF2, I do recall being able to use that on the final dungeon to easily refill MP as needed.
I do recall that, even at level 3, it was still enough to absorb all needed MP from an enemy in one shot.
(though perhaps having end-game stats contributed to that, whereas I'm guessing you tested with beginning-game stats?)

And that is why it was one of the most OP spells in FF6 for that (though it was nerfed considerably in the GBA version).

General Discussion / Re: Arguing on YouTube is fun
« on: July 19, 2015, 11:39:39 am »
If you are going to try youtube center then I suggest the developer version at this point in time

For a glorious few months youtube put their comments behind some kind of google plus type setup and all I had to do was disable that server in noscript (no other effects were observed) but it seems those days are now gone.

If you are slightly more optimistic then there is a plugin that does all sorts of comment places but runs the words against a word blacklist, spell checker and readability scoring and becomes a bit more selective. I forget what it is was called though.

Writing scripts to block youtube comments?! This isn't nicovideo, can't you just not scroll down the page? :P

Front Page News / Re: ROM Hacks: Stop Beating Yourself Up
« on: July 19, 2015, 11:27:41 am »
Is Aspil nerfed?
I recall in the original even by like level 3 it was OP so starting with 16 is  :o .

Someone would have to make an FM soundtrack for those games. (though if someone did, I'm sure SMS Power would be excited about it. Someone already has done it for Sonic 1, I think.)

The thing about Wonder Boy III is that the FM soundtrack exists in the code but was unused.
(due to WB3 being the only SMS game (I think) to do a region test before trying to enable the FM unit. Thus making it only compatible with Japanese consoles, for it which it was never released.)
Well, Phantasy Star, but that was different because the FM was actually removed from the western releases to make more room for the translation.

Gaming Discussion / Re: Good PS2 emulator
« on: July 17, 2015, 09:50:41 pm »
Last I knew, PCSX2 is literally the only PS2 emulator. (as much as Dolphin seems to be the only GameCube emulator. And I don't think there's been a major push for an original Xbox emulator, just to round out gen 6.)

pSX author was working on adding PS2 emulation to pSX, but then he disappeared off the face of the earth, it seems. :(

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 17, 2015, 08:33:18 pm »
Okay, for the faster weapon charging, this is the best method I could fine.

Code: [Select]
$00/B397 BF 1F E0 7E LDA $7EE01F,x[$7E:E01F] A:0000 X:0000 Y:0000 P:envMxdIZC
$00/B39B 3A          DEC A                   A:0000 X:0000 Y:0000 P:envMxdIZC

This is the main portion to look at.  A value is stored there and counts down until it hits the next level.  I had the BF 1F E0 7E moved to empty space and then I added ANOTHER 3A (DEC).  It cuts the weapon charge rate in half.

As for the MP.  It 'might' be possible to have the HP nudged up a block and then put the MP below it but then that's a little more wasted screen space.  Another idea I can think of is maybe cutting the weapon charge icon stuff in half.  Kind of a toss up.

I'd say replace the max HP with MP. But I realize that since maybe the point of showing max HP was to know how healthy your character is, can the HP maybe be printed in a different color when its low?

That's true. Once even Nintendo shifted to Chinese manufacturing their quality took a hit.
My SNES (aside from yellowing) and original GB still work as fine as ever. But my original DS is kind of sad. :(

ROM Hacking Discussion / Re: gameboy text routine
« on: July 17, 2015, 01:03:20 pm »
You can only edit a pointer to expand to other banks if you write an ASM hack to support it.

It's not extremely difficult but it's certainly not a trivial hack.
I did the hack Pennywise is talking about in one game (since real GB pointers are under $8000, I made a hack so that $8000-BFFF references one expanded bank, and $C000-FFFF is another. But if the game has more than one routine that reads the pointer, then it can get messy which is why it's not a simple hack.)
The other hack I'd write, if 2 extra banks isn't enough, is to use an invalid pointer as a bank+string number flag. That's probably way more space than you'd ever need in a GB game :D

Gaming Discussion / Re: What Are Some Good NES/Famicom RPGs?
« on: July 17, 2015, 10:54:55 am »
Doesn't get much more RPGy than Destiny of an Emperor. That game's basically Pokemon eight years early, with ancient Chinese warlords instead of critters.

Is it? I never played far into it but it felt like Dragon Quest but in China and with "infantry" instead of HP. :)

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