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Messages - KingMike

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ROM Hacking Discussion / Re: FF3usME class editing?
« on: August 20, 2014, 02:51:05 pm »
If that is not the case, then I don't know what you mean because Battle Power is not a stat that ever goes up either by leveling up or using Espers.
It doesn't? I'd have thought one of the base stats (like Strength) would've influenced it.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 20, 2014, 09:15:52 am »
So increasing rom size throws off mirroring because addresses no longer "wrap around" at the same point as before?
That about sums it up.

Even the ultra-rare HK version of Mahjong apparently translated the manual to English but left the game in Japanese.

ROM Hacking Discussion / Re: Getting "Skating Mario" into a ROM format.
« on: August 20, 2014, 09:10:41 am »
It could just as well be a Wii U game designed to look like an NES game.

ROM Hacking Discussion / Re: FF3usME class editing?
« on: August 20, 2014, 09:09:15 am »
None of the stats increase naturally at level-up except HP and MP. Stats only increase when you have Espers equipped at level-up.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 19, 2014, 03:15:36 pm »
Probably something to do with their being only so many pins on the cartridge board (thus number of bits) that a ROM uses, but when the CPU tries to read it's going to get SOMETHING back.

Code: [Select]
16 megabit = 2 MB = 2,097,152 bytes = max address 1FFFFF, so only 21 bits are used, the other 3 are not part of the ROM address.
01FFFF =
00011111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
80FFC0 =
10000000 00000000 11111111 11111111 11000000 00000000
   ----- -------- -------- -------- -------- --------
01000000 00000000 11111111 11111111 11000000 00000000
   ----- -------- -------- -------- -------- --------

00011111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
and 3FFFFF
00111111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
are the same number if you ignore the first 3 bits

But with 4MB, you have the maximum ROM address 3FFFFF, using 22 bits
00111111 11111111 11111111 11111111 11000000 00000000
Now only the first two bits are ignored, and they aren't the same number.

I know that's not EXACTLY correct, but hopefully it gives an idea of what mirroring is.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 19, 2014, 02:17:09 am »
Name and console are important information.

But from reading your other post, I see you are probably talking about Demon's Crest.
That game is known to have copy-protection activated by expanding the ROM.
I don't know the details exactly but it tries to detect mirroring. (that is, it tries to read the expanded ROM space not physically present on the cart, which on a real console with a real copy of the game would return data from another part of the ROM)

Saving was likely untested because the mapper uses EEPROM which few if any emulators support (I don't know if anyone ever figured it out, I know disch kind of guessed how it worked).
(this mapper is used by the DBZ games as well as the Gundam Gaiden series)

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 14, 2014, 12:31:34 am »
The game refers to them as Nakajima and Yumiko despite what be considered proper and consistent. I honestly don't think it's that big of a deal where it needs to be changed.

The thing I wonder is if they are referred that way in the novel.

A bit off topic but the other strange thing the FC version does is to only give the total EXP for Nakajima and amount needed for level-up for Yumiko. I wonder why?

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 13, 2014, 02:49:02 pm »
I thought Nakajima was the first name?
Indeed they are introduced as Nakajima Akemi and Shirasagi Yumiko in the KMT manual, though just known as Nakajima and Yumiko in the Famicom version (I only own a loose copy of that version, so I don't know what the manual says).

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 11, 2014, 02:01:09 pm »
I would generally repatch a translation from a clean ROM each time.

Newcomer's Board / Re: NESticle or something like that to work on...
« on: August 10, 2014, 01:19:38 pm »
Yes, using a tile editor is really preferred as it is the "proper" way to edit.
My guess is that there isn't much interest in supporting such a feature because it only worked on games using CHR-ROM (as opposed to CHR-RAM) which likely made such a feature more trouble than it was worth to implement and back in the day it made it too easy for people to churn out crappy "penis Mario" hacks. :P

As you can see, I still have it print the enemy names even when other menus are on top of the names in the game - I'd like to be able to hide the names when the names are obscured. I've tried messing with the VRAM stuff to check when tiles are covered up, but it doesn't work the way I expected it. Instead, it looks like some sort of literal layering is happening, although not on the normal BG1/BG2/BG3/BG4 type of level. I'm not sure how the battle menu display system works, and I've tried fiddling with the data in $8991 but it seems unrelated to what I'm going for. I would think the relevant data would be nearby though.

If anyone can help, I'd be super grateful! I also need to share some of my own RAM findings sometime.

Kind of a wonky workaround but maybe while the hand cursor sprite is present, assume menu open and names probably hidden.
The only case I think of that it might not be true is the Roulette spell.

General Discussion / Re: File association issue.
« on: August 09, 2014, 10:07:36 am »
I read about that, SNES9x says it doesn't try to associate itself but that the list is only used for possible extensions for the open dialog.
But it is clearly at least a bug, as I too have Windows 7 and have seen it happen. I manually deleted them from the registry, booted SNES9x and it's right back (downloaded from ipher's site, which I thought was a somewhat official mirror).
Hope they can fix it the next release, but it looks like it's going on three years since the last update.

Uncheck squelch. This is the most pointless option and I have no idea why it's enabled by default.

Maybe made on old PCs that would choke on large text files (but then I assume that's what the Split option was for).

ROM Hacking Discussion / Re: Screenshots
« on: August 05, 2014, 03:43:53 pm »
How playable is that? I never played the game (I might whenever it gets released on 3DS here) but I can only imagine that font giving me a headache if I tried to play the game on a real GBC. :P

Dark King, maybe? I think that's Disney enough.

Final Fantasy VI Ted-ition? I thought that was the first version I played! ;D

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 28, 2014, 03:01:43 pm »
Learn ASM.
Because you'll need it to change Breath of Fire 1's menus.
I know because I tried and failed.

I know some years ago Myria was looking into it (may or may not have been collaborating with Ryusui, the BoF2 guy, I can't remember) but I haven't heard anything on it lately. I know she wanted to get VWF on it but was having difficulty (and she hacked FF5 when ROM translation tools were probably almost non-existent!)

I take it Mr. Richard's not going to be taking on big RPGs judging by the stuff I've seen him submit lately? :)

Well, the NES stuff I have left is Space Hunter, Ginga no Sannin and I've forgotten I had Masked Ninja Hanamaru going (Japanese Yo Noid).
Galaxy Odyssey too.

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