The best answer for this? I'll tell you what: Boycott Final Fantasy Type-0 HD. Boycott it until the sales have NO RELEVANCE and the game becomes a thing of the past. Go for torrents and cyberlockers, download the patch from there and play Team Doomtrain's translation on your PSP's. Lift the middle finger to Square Enix.
"Boycotting" an official translation only hurts the fans. Square-Enix will just not localize anything else related to it if it doesn't sell. (they'll stick to more money-makers like Kingdom Hearts)
I don't know if anyone ever mentioned that "top row glitch" in the early posts but... I don't know if it happens in the actual game but it is because the NES outputs 240 lines but often NTSC games were written to assume at least the top 8 and bottom 8 lines would never be seen on the CRT TVs they were originally designed to be played on (aka overscan). Emulators will thus typically hide those lines automatically in NTSC mode.
If I recall OoT actually stores its text in uncompressed ASCII, so assuming that's all you want, you can (probably) just simply open the N64 ROM in a hex editor, search for the text you want to replace and change it. (I say probably, assuming OoT doesn't have any sort of hack-protection on it, like I found out Custom Robo has on part of the ROM.)
I'm not sure unless Mr. Gimmick is a iNES 2.0 or Nestopia somehow detects it. When the PAL ROM is emulated as NTSC it should have a noticeable music speed-up as well as graphics glitches (such the HUD becoming completely unreadable).
Yes, it seems Nestopia is indeed somehow detecting Mr. Gimmick correctly as PAL while FCEUX does not (runs as NTSC without (E) in the file name).
Does manually setting PAL emulation in the emulator fix it?
Most often I've seen emulators will emulate NTSC by default, and only enable PAL if the filename contains "(E)" (or maybe other EU-langauge GoodTools region tags). (yeah, that's a pretty crappy way of detecting. But there doesn't seem to be much option. NES games don't have internal headers and while iNES 2.0 does allow PAL to be specified, most ROMs in circulation are iNES 1.0)
I've just found an awesome game called Knight Move for the Famicom Disk System. But... the thing is, I have NES emulators on a couple of consoles which won't read .fds roms. Is there anyone talented enough to turn it into an .nes rom? I've seen many .fds games converted to .nes, so all I know is that it's do-able... I don't know how simple or complex the process could be...
It depends on how the game is programmed. FDS used 32K PRG-RAM mapped to $6000-DFFF (program/data can be loaded anywhere in that address space). Carts used ROM mapped $8000-FFFF. Also because its RAM games could rewrite data within the program at runtime. I recall the guy who wrote a MMC5 hack of Doki-Doki Panic had a bit of trouble at one point because Nintendo chose to load some block at $BF00 instead of $C000 (where it would've been easier to bankswap in a cart-ROM hack). So I heard a lot of early FDS to NES ROM "conversions" (of black-box era games, which had no loading after the game starts, where simply a dump of $8000-DFFF portion of the FDS RAM+ the FDS BIOS, plus the $6000-7FFF part as a SRAM). And then of course there's the extra FM sound channel.
Pescatore A... rather uncommon Tetris-style game, which is recommendable mostly if you're a fan of puzzle games. There's a patch in here that'll fix some game-breaking bugs, which would make the game crash when you make chains.
It's actually an unreleased game.
Dr. Jekyll and Mr. Hyde Its Japanese version has different stages order and a healer NPC that was removed from the NTSC and PAL releases, but... why would you play this game anyway?
The Japanese version has six different stages. The US version has four stages but repeats two of them (so you still play a total of six levels). Despite that, if I remember right the US version actually has more ROM, for less content somehow.
The 3DS "3D Classics" version of Kid Icarus is based on the FDS version (it has saving and I recognized that FDS FM synth music the moment I started it up ), if that is an option.
Pac-Man actually was released on Genesis. It was inside Pac-Man 2. You either had to find a machine in the game or you could enter a password to play it directly. The Genesis version of PM2 also had Super Pac-Man as an unlockable, but on the SNES that was replaced with Ms. Pac-Man (as the Tengen version of Ms. had previously been released on Genesis but not until later on SNES).
If it's the once-popular emulator that has been out of date for over a decade, all it is is recording THE EMULATOR'S audio output to a WAV file. (so if the emulator's audio quality is poor, which it is, or the emulator lags, which is oddly enough seems to do MORE the FASTER your CPU is, you'll bad AND laggy audio that is not at all accurate to game) You're not actually taking anything FROM the ROM.
From what I understand, getting a proper SPC rip is not as simple as hitting a button in ZSNES. To get a PROPER rip, you'd have to actually know about the sound data and how to find it in the ROM (I don't).
What I've been unable to understand is the relation between the RAM and ROM for a value like 0482. The starting value for 0482 in ROM is "05" while in RAM it is "00". I'm guessing at the start of the game instructions are sent to change this value to "00". So let's say I want the starting value of "0482" in RAM to be "02", how do I go about changing this?
There isn't a relation between ROM (CPU 8000+) and RAM (0000-07FF for console RAM and 6000-7FFF cart RAM). Code in the former changes the latter. If you want to change RAM, you need to find the code that changes it. It can be found by using the Breakpoint feature in the debugger in FCEUX to show code when certain address is accessed/modified but it may have limited usefulness if you don't know 6502 ASM. Those "rules changes" would definitely need ASM knowledge (and probably a lot of time to disassemble and figure out significant amounts of game code).
The Famicom had many third-party designs. Awhile ago I had wrote up a page documenting licensed third-party FC cases. The only kind I can immediately recall missing are a couple one-offs: Family BASIC and Karaoke Studio. But I those are now fetching collector prices. Well, and one series of software by Konami (non-games like some chemical-safety training thing). No way I'm ever affording any of those. Those are INSANE collector fodder now. I'll just spoiler to avoid derailing.
Nintendo: standard, large (mostly MMC5 games) Sunsoft: standard, Nantattee(? can never spell that right) Baseball (though no expansion carts) Namco: early (usually black), late (blue, I think used for all games starting with Splatterhouse in 1989) Taito: first (used with games through 1988), first design with fake battery cover (despite the "door" being on the back, it seems the battery is actually on the front of the PCB), second (first used with Akira in 1989, released in both, through #45 Flintstones in 1992), last (#46-48 Captain Saver, Bubble Bobble 2, Jetsons) Jaleco: early (small, used through 1987?), later (big, all games 1988 and later?) Bandai: standard, big (only for Family Trainer and Famicom Jump?) Konami: early (with pre-1986 Konami logo molded on the back), standard (former Konami logo spot is a blank rectangle), big (only for VRC6 RPGs?) IREM: earlier w/LED (only six games?), earlier without LED (used through #15 4WD Ultra Battle in 1989?), later (first used in #8 Guardic Gaiden in 1988?)
Is it just me or are the blue Namco carts as well as Bandai difficult to remove from the console (I have an official AV FC) without extreme force?