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Messages - KingMike

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ROM Hacking Discussion / Re: Translator looking for projects
« on: August 23, 2016, 12:39:56 pm »
Or submitting a Help Wanted Ad (left sidebar) is probably alright too.

Personal Projects / Re: SNES-CD / Playstation BIOS
« on: August 22, 2016, 12:15:26 pm »
I remember Ben Heck's analysis was that the CD drive might have been deliberately disabled for some reason, way back in the day.

Newcomer's Board / Re: translating Pokemon Ruby to Hebrew
« on: August 22, 2016, 12:12:15 pm »
Pokemon FRLG has some distinction for the speaker (in the Japanese version, males and females speak in different fonts, changed to different colors in the western versions) but I don't think RSE does.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: August 21, 2016, 01:16:54 pm »
It is still the same ending song. But sesame street? I'm not familiar with that show. Is it because it sounds silly or is it similar to something from sesame street?

I have managed to cram an ending image and modify the text, but it is still far from what I wanted to do. There is a bug when I load a big nametable and I have no idea what causes it.

Super Pitfall ending music:

As to the Sesame Street song, well it's been remixed many times in its run, but here's about the closest contemporary version I can find on a quick youtube search.
(a more late '80s clip would be nostalgic for me)

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: August 21, 2016, 11:00:56 am »
That's actually pretty normal.
Before they invest time in translating the text, translators might want to see if someone is capable of the technical work.

Programming / Re: Snes division
« on: August 20, 2016, 11:27:29 pm »
I've never had to do SNES division myself in my programming, but on Google results I'm also seeing $4204-4205 = Dividend and $4206 = Divisor.

I think Yoshi's docs are some of the oldest on the Internet, so they may not be the best reference. :)

I have what might be that same document jonk, and right below it kind of contradicts itself by saying $4205 is the high bit of the dividend and $4206 is the divisor. :P

Yugi, have you tried 16 NOPs, just to see if it's an issue?
If NOP is 2 cycles, odd that code I've seen for multiplication in some commercial games has used 8 NOPs (and multiply should take half as long as division, according to docs)? (though I've seen some use push/pull and XBA as dummy code)

Gaming Discussion / Re: Does anyone know what game this is?
« on: August 20, 2016, 01:31:14 pm »
The only SNK side-scroller beat-em-up I know of is Sengoku.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: August 19, 2016, 01:34:16 am »
Now that we're starting to see GameCube hacks, I'm going to guess these are going to require downloading "scene" ISOs (which were hacked to massively reduce the size. Pure GameCube (and Wii) ISOs, such as dumped through a Wii with homebrew are a constant huge size (though at least untouched GC ISOs can compress somewhat, Wii cannot it seems).

Personal Projects / Re: SPACE WEED [Section- Z rom hack]
« on: August 18, 2016, 03:35:22 pm »
Yes, discussion of the repro part is not permitted.

Reading back from VRAM? Could that cause slowdown/noticeable loading time?

ROM Hacking Discussion / Re: Tilt and Solar Hacks
« on: August 18, 2016, 02:15:12 am »
I was certain that we don't encourage patches that simply work around emulator flaws (like EarthBound Zero: Nesticle had bad emulation, so Demi made a hack that bypassed the error, but caused the anti-piracy check later in the game to fail).

Though I do admit these particular hacks are of an unusual case. Rather exotic features. But I guess the reason behind excluding patches would be to encourage those features to be added to emulators themselves. Do any emulators have special buttons to control the tilt or solar sensor?

I just quickly did an experiment with FF1's graphics, and it should be able to compress them and save 31% of space using the LZ77 algorithm. Huffman saves only 27%, which is still good but not as good. FF1's graphics use 84kb of the 256kb which makes the rom, after being compressed, they'd use only about 57kb, saving up 26kb for text, more than an entiere bank.

I still didn't manage to do a demo romhack which plays FF1 unaltered but with compressed graphics, but I'll work on it. FF3 uses basiscally FF1's engine with improvements, so it'll work out the same. I suspect FF3's compress ratio will be similar - after compressing the graphics you could also compress text, and then it'll almost surely fir in 512kb.

Don't you need for a fairly large amount of RAM to use LZ encodings? (I know the traditional is a 4KB window but that's a ton of space an NES game is not likely to have). (FF1 used only a small part of the SRAM for actually saving a game but it still used most of the rest of that space for other stuff I think.)

ROM Hacking Discussion / Re: NES Development Problems, with NMI
« on: August 17, 2016, 02:50:46 pm »
The few games I've looked at NMI, have had flags for certain VRAM operations (such as drawing tiles, updating the palette, etc.) and update as requested. (usually data will have been pre-loaded to RAM for the all-important fast copying speed)

Newcomer's Board / Re: .sfc files won't load--any of them--AT ALL?
« on: August 15, 2016, 12:11:03 pm »
BSNES/Higan should DEFINITELY read them (although it might have an "Import Game" option or something you have to go through first) as byuu has been pushing for a single format (SFC, no header, additionally in his "Game Folder" format, which is what the Import option is for).
But yes, SNES9x should read SFC files as well just fine.
Don't know why you'd try an SNES game in an NES emulator, though (Nestopia and FCEUX). :P

ROM Hacking Discussion / Re: Screenshots
« on: August 15, 2016, 12:56:23 am »
Conker even ends up in an EA Sports hockey land? ;D

Programming / Re: VRAM question...
« on: August 15, 2016, 12:41:27 am »
$2116 is an important register (it is the VRAM address register). However, note that it addresses in WORDS, unlike all other addresses which are in BYTES. So you will want to search for a value written to $2116 which is HALF of the desired address.
(or maybe the value will always be half because I hear the SNES physically stores its VRAM on two chips)

If you edit Japanese text and then apply an English patch it's probably going to just out as garbage English text, since NES games don't (most of the time) have room for fonts for both languages.

ROM Hacking Discussion / Re: NES Development Problems, with NMI
« on: August 14, 2016, 11:46:43 am »
Also, the PPU has a certain warm-up time when the console is started.
So games should have code at the start to have a long delay for the PPU to start.

Yes, if people don't follow the "be nice to each other" rule, then yes, it's due for a lock.

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