Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KingMike

Pages: [1] 2 3 4 5 6 ... 112
Gaming Discussion / Re: Help me find the NES game!
« on: October 03, 2015, 10:18:43 pm »
There was a NES game where you were a superhero and a green lady with a green planet in the background talks.
The first level; you are in a space ship and you must shoot enemies. You can change bullets from rocks, fire, water, if I remember correctly. The boss from first level is a base that shoots you. You must destry it and land on the pod to finish the level.
The second level; you enter in that base and to pass some enemies and obstacles you have to transform in water, air or fire. The level 2 boss is not really a boss, but obstacles, two claws more exactly.
And level 3; you are a chopper and you have to stop three trucks by droping rocks in front of them.

Thats all I remeber.

I really need to find that game!
That isn't Captain Planet, is it?

Personal Projects / Re: Hanjuku Hero (SFC/SNES) English translation
« on: October 03, 2015, 08:21:33 pm »
I heard it's a very PUNNY series.
(which is why perhaps while the DS version was first revealed with English screens, it didn't make it out (in English) )

Yes, Justin, you might want to recheck that.
We have multiple sources saying that CRC FA0FE671 is the good US MM3X ROM.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: October 01, 2015, 11:23:58 am »
Those addresses are probably the address without header (you were right about the ROM bank). Undo those changes are re-enter $10 bytes (due to the header size) later (start at $3FAB6)

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 30, 2015, 09:26:37 pm »
It looks like my memory of a patch is correct.

Gaming Discussion / Re: Does anyone know what game this is?
« on: September 30, 2015, 07:00:06 pm »
Yep, indeed it was in Kingdom Hearts 1 and 2.
As much of KH2 as I actually played, I was getting more enjoyment out of the Gummi stages than the real game. :)

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 30, 2015, 06:54:49 pm »
I thought DTE was not programmed into the battle text routine? (or was that FF2?)
I thought someone made a patch to fix that though.

Gaming Discussion / Re: Suggestions for PS2 RPGs
« on: September 29, 2015, 12:13:36 pm »

I also think the PS1 version's enhanced graphics, expanded voice acting, and cut scenes are a worthwhile upgrade.

Next RPG translation I'm doing in all-caps just for NC.  ;D

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 29, 2015, 12:09:04 pm »
That is because of NES' Attribute Tales (the part of VRAM that defines which palette each 16x16 pixel block of the screen uses. (that basically means every 2 tile x 2 tile square on the screen must use the same colors due to hardware limitation)
That is the green that is used in the Gold box.
You can either find where the AT for the Gold menu is (it is stored in PPU RAM at $23C0-23FF, most likely, or $27C0-27FF. You'd have to trace back to find it, or I'm sure Disch will reply soon with a disassembly answer. :) ).

Gaming Discussion / Re: Weirdest Video Games You've Ever Played
« on: September 27, 2015, 11:08:06 am »
It was basically a sequel to the Terminator 2 arcade game.
I do remember the SNES version of Revolution-X being almost unplayable. No mouse support and despite having cursor speed options, they don't seem to work and all of them move way too fast.
I think (and maybe Genesis?) were kind of famous as bad console ports.

Newcomer's Board / Re: Hacking Dr. Mario (NES) - title and Mario
« on: September 26, 2015, 05:58:54 pm »
I don't remember exactly what the solution is, but I do know Dr. Mario has some kind of anti-hacking code that intentionally freezes the games if the title screen is changed in certain ways.

Personal Projects / Re: (WIP) Final Fantasy II: Refurbished
« on: September 25, 2015, 09:54:51 pm »
From looking at the screenshot of your progress, I wonder if the game is writing text to a window buffer that is however many 8x8 tiles wide by however many tiles tall.
Though games that do usually do it for scrolling windows (like text boxes, so it can move the old text up a line, and scroll out old text if needed, then write a new line of text).
I've had to modify that for a few games to allow wider text boxes (though in part by taking advantage of that English doesn't need the dakuten lines of text boxes, so they can be repurposed for longer printed text. Like if a game was using 16 x2 bytes in Japanese for character+dakuten, I could have up to 32 character lines in English with a lot of ASM hacking.)
It can be quite frustrating but ROM hacking is filled with doing stuff that may seem like it will take forever. If it something that interests you, don't give up. Take a break from it if you need to, but the payoff can be worth it in the end.

I've been working on a translation of RPG Maker for the SFC.
One of the things I needed to modify was the dialogue input to support DTE input. I worked it out, but there wasn't enough screen space in the event preview window to print expanded lines that could now be potentially twice as long, unless I made the event screen print an extra line of text each time I scrolled past a dialogue event.
I think I spent a couple days just trying to figure out how the game calculated the number of lines just so I could make it always print one more line. I was frustrated but once I got it figured out, I knew enough about how the game handles windows to make hacking windows much faster (it's still a frustrating process that leaves me with a billion window-related events to track down, but at least individual events are easier to track.)
Worst though was when I disassembled practically all of Momotarou Densetsu's non-sound code through the opening sequence, to learn how window draw functions worked just so I could split the screen position of the item menu, I think it was, between battle and field. Also learned enough that I was able to fix a fatal game-stopping bug on the final boss (causing an endless fight against glitch enemies) easily (otherwise I'd have panicked and probably hid my head in the sand).

Personal Projects / Re: (WIP) Final Fantasy II: Refurbished
« on: September 25, 2015, 04:03:08 pm »
I have finished the NES version without cheating (that is, without using cheat codes), including without intentional abuse of the cancel glitch, so it's doable. It was frustrating and indeed I have to grind (of course by grinding, you have to do it balance of what you want your characters to be). I think MP gain is also caused by losing MP, so as you use spells it increases the chain of gaining MP.
The worst part I remember being one island with enemies that (seemed?) they could only be damaged with magic, so I had to grind magic EXP for everyone. But that made me strong enough to finish the rest of the game.

I think Ultima was confirmed broken. We had a discussion about that quite some time ago, about a rumor the programmer Nasir left it broken and when director Sakaguchi asked him to fix it or at least give him the code, it's said he refused and made up a logic explanation for why it should stay unfixed. Something like because it's been sealed and forgotten so long no person could recall how to incite it at its full power.

Again, Esuna/Basuna not really broken as much as badly designed (unless I am missing something). I recall from reading the manuals to the remakes, you have to grind them to about level 6 for them to unlock the full effect (all possible statuses can be cured). At least you can still use them in battle to get the magic EXP even if they don't do anything. I suppose if one wanted to improve that, they could find the code and hack it so they don't require higher levels to heal more status. Another thing is the Exit spell. Though it does what it's supposed to, it also takes away the caster's HP for no real reason. They expect you to grind it so the HP penalty is reduced.

Maybe information was in the manual on that, but maybe it wasn't explained so good in earlier versions.

But if Bregalad needs to use cheat codes to be able to finish the game and is not able to enjoy the game without them, then that's fine for him. If he doesn't find fun in the game as it was designed, then he shouldn't have to play it that way.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 25, 2015, 12:14:29 pm »
It isn't possible to fit all the NES Mega Man games into one cart, is it? That would be my dream hack, Mega Man 1-6 in one cart with SRAM.
Minus the SRAM part, Chinese pirates have already done that.

Personal Projects / Re: (WIP) Final Fantasy II: Refurbished
« on: September 25, 2015, 10:55:27 am »
Well, the most famous glitch is that you can farm weapon/magic EXP by simply inputting commands and then cancel.
You can also attack your own team to grind HP-up, but that's a bit more debatable whether that's a glitch. I've not played the GBA version but I heard that one had its stat gains modified a bit, including giving your team periodic HP increases to prevent a team member (particularly Maria, in my experience) from getting too far dangerously behind in max HP.
(It's happened before that I've gotten through that waterfall cave with Firion and Guy at 100-200 HP but Maria still behind at 30)

Esuna definitely works and I presume Basuna does as well, but they each only heal one status and you have to grind them to make them heal more. Could that be why people say it doesn't work?
Did they do anything to address that in the remakes? Because that's pretty dumb you have to grind it just to make it properly functional. :P

Script Help and Language Discussion / Re: EVO: The Search for a Translation
« on: September 25, 2015, 10:50:08 am »
Yeah, I'm probably in over my head right now. As much as I'd like to see, there is text but it's all mixed in with other stuff and I admit I don't think I'm getting X86 (PC-98 uses some clone of that) as much as I do the other CPUs I've looked at.

General Discussion / Re: Question
« on: September 24, 2015, 11:28:45 pm »
The hashes listed on the project page are actually for the "Rev 1" English (US/Europe) ROM.
Chances are if you find any ROM site (which you will need to find on your own, no help here) they'll have all the versions of the ROM, so you should download them and try them all.

Does it matter?  Does FCEUX compute it incorrectly or something?

FCEUX ignores the header when it calculates the hashes.

Actually, CRC validation could create another annoyance with NES patches: header garbage.
Back in the Nesticle days, some people (such as whoever/whatever "DiskDude!" was) would insert garbage in the headers (including byte 0x7, which is the high bits of the mapper number, since apparently the last Windows version, the most widespread, of Nesticle didn't support beyond mapper 15). Unfortunately while Nesticle died, that crap got into the "GoodNES" database as "good" ROMs where it lived on forever, as the most commonly distributed ROMs on the Internet as GoodNES became the defacto standard in NES ROM sets. Can only imagine how many ROM hackers made hacks out of those ROMs and were unaware of the issue.
I think I may even once deliberately made a patch with a cleaned header against one with a dirty header as, in IPS format, that would wipe that crap out as a bonus to ensure no complaints of "it doesn't work" because of a corrupted header.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 22, 2015, 12:12:31 pm »
The first Mega Man game had no save at all, the rest had a password that was a grid of dots that had to be filled in.
Unless you dug deep enough into a disassembly (I think someone did one for MM1 but I don't think so on the rest), you probably wouldn't be able to just delete the password screen entirely, so the best route you could go (again, with ASM hacking) would be to have the password data stored to SRAM when it is given to you (after game over or finishing a level), then at the time the player loads the password input screen, load the SRAM to make the password auto-entered (so the player just has to press Start to confirm, same effect as if they had entered it manually).
This "auto-entry" method is pretty much what Classic NES Metroid for the GBA (the US/EU standalone release as well as the unlockable in Zero Mission for all regions) did.

ROM Hacking Discussion / Re: How do you make an SRAM hack?
« on: September 22, 2015, 09:48:22 am »
Learn ASM. (that's the hard part)
Learn how Mega Man's passwords are represented in RAM. (usually not so hard once you know the above)
And then it should be easy.

Pages: [1] 2 3 4 5 6 ... 112