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Messages - KingMike

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Newcomer's Board / Re: Noob Question about SNES hi-res font
« on: Today at 12:55:39 pm »
Sounds like Nintendo made a bug in their emulator (or didn't add HiRes mode as I don't believe any officially released games have yet used it).

I think there is like 20 or so games.. BUT the EXCLUSIVES that never had a retail release are very few. I think there is like 3 or 4.
Super Famicom Wars
The Japanese version of Super Punch-Out!! (I wonder if it was meant to be released at the same time as the western versions, as the western version has a Japanese naming screen, accessible with a code. Which would be a strange thing to put in otherwise.)
Dokyusei(?) 2 (is that a hentai dating game? Or was it, as I would imagine, censored?)
The NP Picross series
Not sure if Metal Slader Glory was NP-only. I know there was a retail release, but was that a MaskROM cart or a pre-loaded NP cart with a special label?
Ogre Battle seems to have gotten an NP-only update. I don't know what the difference is but the NP ROM is 512KB (one NP "block") larger.

I don't think it matters which as the point is still there. :)

I mean, aren't they the same engine, even including the items that are only used in one of the two games?

As someone that spent years doing everything by hex editor, I say inserting text by hand into hex editors is not good.

When I insert text, I use a custom tool (basically I have template dumper and inserter programs I wrote that I modify for each translation). I have it modify the text, and modify the pointers, and I tell it how much space I have available. If the limit is exceeded, the program tells me I ran out of room and it won't insert any more. No need to count the length of individual strings and pointer editing takes care of that.

You know that with manually typing text into a hex editor, if you make a typo (or decide to change text) needing even ONE more character, you have to retype ALL the other text?
Unless you're suggesting always sticking to the original string length which is just... no. :P

Gaming Discussion / Re: Comparing game localizations
« on: April 30, 2016, 10:30:33 pm »
It's not a game but I'm remembering "hell" on Rugrats once (the original 1991-1993 series). I want to say it was a line "It's raining like hell out there." But it's been a long time since I watched the show.

Pretty sure Lufia: The Legend Returns (2001, GBC) had "damn" near the beginning when Gades first appears (I think it was like Gades introuduces himself as Gades, Sinistral of Destruction and the hero replies "Damn... have you destroyed your own mind?"). But that is my memory from playing a short bit of the game in 2002. And that game got E.

But Dragon Warrior III for GBC (also released in 2001) was rated T, possibly for various "hell" enemies, like Hellhound.


So ever since I heard the news that they will finally release an official English translation of the game, I was thinking, that once the game comes out, I wish that someone would buy the game (from either the iOS' App Store or Android's Play Store), look at the translation of the game, choose one of the Romancing Saga 2's unfinished translation hacks, and finish the translation that was started in the first place.

Are you suggesting someone just rip off Square-Enix' translation?
I think that's going into warez territory, and a good chance of getting a real C&D (especially since its something they're currently selling).

Site Talk / Re: Request - Add Philips CD-i to Platforms category
« on: April 29, 2016, 05:51:37 pm »
You can upload files to The Scratchpad for submission purposes only.

Site Talk / Re: Request - Add Philips CD-i to Platforms category
« on: April 28, 2016, 01:10:32 am »
It's not listed because nobody has submitted anything for it (I assume).

If Staff doesn't list it after seeing this, then just click Contact Staff on the left (though it's preferred to do that before asking such questions here, I think :) ).

Newcomer's Board / Re: Game boy repointering - Beginner help needed.
« on: April 27, 2016, 03:44:13 pm »
Pointers are not going to be within the text. Otherwise how would it find the pointer in the first place?
You need to find WHICH byte is the start of the text.
Access breakpoints can help with that. Set it to break on all the possible addresses within a test string that could be the start of text (my guess is either the 06 or the first byte. See which breaks first (makes the emulator switch to the debug window, showing the ASM instruction accessing the string. Most likely the actual pointer will be in the HL register.)
Then calculate the pointer based on that.

and the GBA was rushed to the market
I'm sure I read rumors of "Project Atlantis" in a magazine in 1996-1997 which sure sounded like the GBA (32-bit, 4 buttons).
I think Nintendo mostly indirectly confirmed it a few years ago when they released photos of a GBA SP prototype from "the mid 90s".
My guess is the GBA was the real successor and the GBC was a stopgap to keep the WS/NGP mono/color down.

Newcomer's Board / Re: Tracking down Magic Sword (SNES) timer in RAM
« on: April 26, 2016, 06:41:58 pm »
It's been a while since I've played Magic Sword. Was there a timer or graphic on screen that indicated the timer you are looking for? One of the things that made the timer easy to find in Castlevania was that the time values in RAM changed at the exact same time as the numbers on screen, so all I really had to do was have the play screen and the RAM viewer on screen and then just sort of focus on all of it rather than the details and it was easy to see what on screen was synced with the values in RAM. That was really handy when testing a bunch of the other values in RAM because once I started to run out of time in-game I could just throw some random numbers in and have all the time I needed.
It's not a visible timer. The player just suddenly loses health at periodic intervals. It's a bit of a sneaky thing, as its infrequent enough players may not notice apart from taking actual hits. But if you stand there for a couple minutes at the start and shoot whatever comes at you, you'll notice the health bar occasionally dropping on its own.
Then the process would be like:
1.) Start a new Relative/Comparative search.
2.) Wait a couple frames.
3.) Search for a smaller value.
4.) Repeat until only a few possible values remain.
5.) If no results found for a smaller value, try the whole process over looking for a higher value.

Newcomer's Board / Re: Interested in Translating Metal Max 3
« on: April 26, 2016, 06:29:40 pm »
Could you please give a small description of each link before posting?
Even just a line of text is polite to tell people why they should click it.

ROM Hacking Discussion / Re: Making a list of compressed games?
« on: April 25, 2016, 02:19:38 am »
FAST's idea sounds better. To document known compression schemes on games.

But having a list of NES games which are compressed to
not wasting time on starting projects on compressed games
to check if the graphics are compressed is like a couple minutes spent opening the prospect game in a tile editor.
If you know how to build tables easily, then finding if an NES game uses compressed text is like 10 minutes. (most often the table can be found by looking at the PPU Viewer in FCEUX, to find the tile numbers for characters in a test string. If that fails, fall back to the Relative Search method people used before.)

That's like 15 minutes spent researching potential games.
And rarely is NES text compressed because simple to decode things like dictionary.

To document simply compression or not seems like a lot of effort. And I'm concerned this sort of post (not to point at anyone in particular, I've seen several of them lately) is from people who may not be ready for the kind of patience needed to succeed in ROM hacking.
But maybe I'm just a cranky old guy in the scene.
When you make ROM hacks, it's practically guaranteed you're going to make mistakes that will leave you banging your head against the wall for hours, maybe days fixing them.
Not to mentioned deleting or losing files at some point or another that will force you to do stuff over again. I'm sure many of the best have done that once or more.

Site Talk / Re: What's 3rd Person Writing?
« on: April 25, 2016, 01:39:48 am »
I think he's got the answer.
First person = "I"/"me".
Second = "you".
Third person = names

So, lock it is.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: April 24, 2016, 10:24:35 pm »
Also, I have a question. What does the unrom to mmc3 patch does? Is it useful to me? http://www.romhacking.net/hacks/2665/
The thing about mapper hacks: if you don't know why a mapper hack would be helpful to you,
then it probably wouldn't be helpful to you. :thumbsup:

I think they should have been Bug and Error. At least then their names would've made more sense and have a logical, if silly, connection. (Didn't Bagu at some point refer the player to Error?)

I mean, hasn't Zelda always a little bit of silliness to it?

Newcomer's Board / Re: Tracking down Magic Sword (SNES) timer in RAM
« on: April 24, 2016, 10:10:27 pm »
I will give a third opinion that it is what RAM/Cheat search is for. Find a tutorial on that.
A counter is going to be a value either going up all the time or going down all the time. The cheat search option you're looking for is something like "unknown value", "relative value" or so on.
I'm sure I could find the value in a few minutes myself but I'm not going to, I'll leave it as an exercise for you.

Sorry, zonk, debuggers can help you find the data but they won't magically find it for you.
ROMhacking is not about having tools for EVERYTHING down to the tiniest, most mundane tasks.

Gaming Discussion / Re: Namco NES games
« on: April 24, 2016, 11:49:16 am »
If you're talking about strange tiles in the upper left corner, that's something common in NES games. It's called "Sprite 0 hit detection". It's a trick that allows games to do PPU timing. Probably to test when the PPU has begun drawing a frame. (SPRITE 0 means it sets a certain flag in the PPU registers when a non-transparent pixel of a specific sprite overlaps a non-transparent background tile.)

Looking up Pac-Land, I see a tile in the upper-RIGHT, if that's what you mean. That's definitely sprite 0. The game is pretty clearly using the position of that sprite to separate the HUD from the main game screen.
Those kind of sprites are often small (I think only one visible pixel is needed) and off to the very edge of the screen as an old CRT TV, like the games were designed to be played on, would hide the sprite because of overscan.
(similarly it is probably why games like SMB3 were released with color glitching, caused by scrolling limitations in the NES hardware, on the sides of the screen. On CRT TVs, little to none of it would have been visible.)

Doesn't StarTropics suffer from the emulator compatibility problem in that (some?) emulators can't tell MMC6 from MMC3 (due to iNES ambiguity) and resort to using checksum hashes to identify the three vanilla ROMs (ST1 NA, ST1 PAL, ST2 NA) specifically?

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: April 23, 2016, 01:23:58 am »
I don't think the Shadow bug is as well known, as it remains in the GBA version (though the GBA version removed a lot of the well-known SNES bugs). I do remember as that was something I just HAD to test after I bought the game when it was first released. :P

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