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Messages - KingMike

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Personal Projects / Re: KingMike's Translation projects.
« on: Today at 02:22:30 am »
Took a look again at City Adventure Touch for the Famicom, seeing my old notes.
Hopefully it shouldn't be too difficult to work.

I'm sure it's based on something, but it was an early Famicom action-adventure-beat-em-up by Compile.
I remember feeling a bit of a burnout trying to map as much as I could without being able to find progress.

Look at the script, it's about 10K (though it looks like fairly simple text, at least what I can read) if there's anyone interested?

Roman character are there, so no hack needed to insert them.
While not the current problem, it'd probably still be good to hack it to change the font size. 16x16 is very ugly for English text as well as impractical. You wouldn't be able to fit much English text.

Unfortunately, the only debugging option I know of is one of Guest's tracers (they work but aren't the most user-friendly). WS/WSC uses some X86 clone CPU.

Gaming Discussion / Re: Lame movie, great game!
« on: June 28, 2015, 10:57:12 am »
By that point Acclaim and LJN were actually one and the same. ;)

THQ was the name I avoided like the plague.

I don't think that was a necessary necropost.
Since it's such an old topic, might as well lock it.

No wonder you can't do a CPU trace.
This game is weird and is storing the text IN CHR-ROM. As in, that is EXTREMELY unusual and I have NEVER seen it done before.
(when I was looking for an answer for you, I unknowingly looked at a prototype version. Which did store text in PRG-ROM like games NORMALLY do! :P )

Which means it has to read it into RAM. Okay, CHR-ROM bank size is 4KB (1KB) so that requires a read breakpoint on $073A or $173A (trial and error results in a hit on the former).
Which means it has to read the text from VROM into RAM.

The text starts at $3574A in the Rom. Strangely I can't find it in RAM.
Beside, $3574A is beyond $FFFF, how could the Cpu read from this address?
You have to understand what a mapper is.
It breaks the ROM into (usually) 16KB "banks". Most mappers "hardwire" (or permanently fix) the last 16KB of PRG-ROM to CPU $C000-FFFF (meaning if the PRG-ROM was $40000 bytes (excluding header), then $3C000-3FFFF of the ROM would equate to CPU $C000-FFFF.
(going again by what is typical of NES mappers) For the rest of the ROM, they would choose one 16KB ROM bank and map that into $8000-BFFF.
So if bank 3 was selected, ROM $C000-FFFF would be mapped to CPU $8000-BFFF.

Assuming a 16KB mapper (I haven't looked at which mapper your game uses. Look in FCEUX' Message Log window, then lookup the mapper info on nesdev.com)...
then take your address $3574A. Subtract $10 for the header. That gives $3573A.
Take the nearest lower multiple of $4000 to find the start of the ROM bank. That gives ROM $34000-37FFF. That means your text is $3573A-$34000 = $173A bytes into the ROM bank. So the CPU address would be $8000+$173A = $973A.

Nothing is ever perfect. If you were to account for every possible situation with your engine, whether or not your game actually uses it, you could be working on your game engine forever.

I still doubt CE was ever a real C&D and not just a publicity stunt.

I do remember that one Bahamut Lagoon translation (not the DeJap one. I think it was a poorly edited translation of a French translation, released shortly before DeJap's). Though the "C&D" on that might have just been a Whirlpool April Fools' joke.

I believe we have a couple copy-paste from official translation patches, though I guess because those were released on dead consoles, it wasn't a concern for Square.
Final Fantasy I+II for NES (official FF1 translation plus Demi's FF2 translation stitched together) and I thought RPGOne's was (I don't recall if they finished it but said the plan was to copypaste the NES translation for development purposes and then replace with a fan translation). Though WSC was current at the time, I suppose Square wouldn't have cared since the console itself was not released in the west.

Site Talk / Re: People Signing Up Just For Advertising
« on: June 27, 2015, 10:19:03 am »
Depends on what the advertisement is.
If it's something relevant we'd probably give them a warning.
If it's an obvious spambot (like selling stolen credit card numbers), then it's ban+delete on the spot.

Find where the text is stored in the ROM.
Set a CPU breakpoint for when the text is read from the ROM.
There's probably a routine that checks if the text is a dakuten value (like if 09 is ka, ga will probably be a different value, say 89). The routine is probably doing a check like if the text byte is above 80 (or whatever the start point of the dakuten character range is), then it adds the symbols. You will probably need to expand the routine (probably more to free space if you can find some) to include more checks for your language.

Personal Projects / Re: Rockman 2 Everlast
« on: June 25, 2015, 05:19:48 pm »
Thanks, but what are the vanilla game's?
"vanilla" means the original game.

Gaming Discussion / ZSNES has been comprimised.
« on: June 24, 2015, 08:32:59 pm »
I'm sure some of us have joked about hiding malware in ROMs but apparently someone found a bug in ZSNES that could make it possible.
Supposedly Nach is working on a fix for that, but seeing as how it's already been eight years since it was last updated, I wouldn't get too excited.

Recommendation is to of course stop using ZSNES :P , but if you insist, hopefully your ROMs are from a trusted source.

What, are you kidding? The vast majority of repro makers are in this for a quick buck. I have no doubts that it's Tashi's old patch, and that they just don't care so long as they make a few dollars.
Worse in that there's probably not too many crap SA1 games with saving. Good games destroyed! >:(

Have you checked on the appropriate Earthbound forums as to whether someone attempted this already?  I can't imagine you're the first person to think of it.

You may be aware that the English release of Mother way back in the day was in theory held up due to the complexity of translating the lengthy Diary that was apparently included with the game.
The diary would've been an original creation of the English release. Mother's manual was a folded poster with the game instructions (including item, character, enemy and PSI information) on one side and a map on the other.

Front Page News / Re: Translations: King of Kings is now in English!
« on: June 23, 2015, 02:33:30 am »
No-Intro, as well as FCEUX' Message Log, both display hash information EXCLUDING the header.
What Mr. Richard posted is the hash of the ROM file (including header).
The files otherwise match.

The translation seems to work just fine for me in FCEUX. Maybe you're using a different version?
Or the ROM has a bad header. But if you use Hashtab and get the same file hashes as Mr. Richard, then it should be the same.

(the only time I had a problem with No-Intro verified ROM was Zynx' Quest of Ki translation because the ROM I had had the mirroring set wrong. Normally that wouldn't matter with MMC3, but Ki seems to actually be a Namco mapper similar to MMC3 but without mirroring control.
King of Kings however, seems to use a software-controlled mirroring so that shouldn't affect things.)

Header on my ROM, according to FCEUX
PRG ROM:    8 x 16KiB
 CHR ROM:   16 x  8KiB
 ROM CRC32:  0x369da42d
 ROM MD5:  0xb86da9fffe656105e34ce8df4cd5e9d9
 Mapper #:  19
 Mapper name: Namcot 106
 Mirroring: Vertical
 Battery-backed: Yes
 Trained: No

Gaming Discussion / Re: Lame movie, great game!
« on: June 22, 2015, 06:43:42 pm »
I would probably say the same about Lord of the Rings.
Can't mean the SNES game, too...? :P
Probably one of the very few LotR pre-Peter Jackson games.
I rented that once, so many things to not like about it. Graphics were bad, especially for a mid-era SNES game. Off-center hit detection. Does not seem to be a way of healing outside of items or DYING. Passwords! Multiplayer seems to require holding a button the entire time to indicate human player (would be a problem if I knew anyone to actually play the game with). Oh, and on the subject multiplayer, they lied when they said they were the first to do it, because Secret of Mana was released like 10 months earlier.

Newcomer's Board / Re: what kind of file is a snes rom?
« on: June 22, 2015, 11:56:49 am »
Official released SNES games had an official header format developed by Nintendo. Most of the time, emulators can use that information to tell how to run a game.
(though byuu has found that isn't accurate 100% of the time, which is why higan uses separate header files)

12 - A patch that puts the VRC6 music into the American Castlevania III.
Not possible. To use the VRC6 music, well, requires a VRC6. You could probably hack the Japanese version to contain the US content (script, difficulty changes, whatever).

I made a thread about this earlier
Then this one is unnecessary. :P
Continue the old one.

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