You're reading the wrong number. You're putting the decimal number into the calculator, instead of the hexadecimal number. Hexadecimal numbers usually start with "0x" or "$". In your screenshot's example, the hex would be 0x31F9ED. Your calculator should then output ED F9 31 08.
I like seeing Fire Emblem hacks around, so I decided to give this one a play. I decided to take note of anything I felt was unusual or lacking.
Introduction and Ch0: Health and Safety screen intact Title screen looks ugly: remove the "The" instead of abbreviating "Freedom" Crudely edited difficulty selection Don't advertise Book 1 and Book 2 if they aren't Book 1 and Book 2 but Normal and Hard FE8 Sacred Stones intro not skipped Title cards severely glitched, crudely drawn instead of using the text title card hack Portraits just palette swaps: I'm assuming they're placeholders Dialogue throughout needs to be proofread FE8 essentials patch not installed, many quality of life hacks (eg: Danger Zone) absent Tactician class name spelt incorrectly Growth rates appear to be unchanged Green appears out of nowhere Top house gives actual rewards, bottom house cannot be visited: ideally all houses should be visitable, but without any reward given Lord learned Canto+ despite being on foot Prologue generally unremarkable: units can easily defeat bandits including boss without any issues Ch1: Civilian dialogue text skips before he's killed by boss Skipping cutscene means he lives with 0 HP Boss palette strange Enemies do not have descriptions Some also lack proper minimugs Multiple villages give unrecruitable generic green units: I see the idea, but it comes off as strange there's no lasting reward One village gives a gem, another gives direct money, be more consistent Inn near boss does absolutely nothing and can't be visited Boss quote is just Zonta's battle quote from vanilla Boss has an elixir that he can spam if rapier is not bought Summary: Large unnecessarly large map with barely any enemies to fight Most villages are pointless, boss unthreatening Can just charge up the middle without any consequences Ch1x: Even without recruiting the thief, the chapter is still reached Other units disappear, forcing a duel against the boss Except they don't really disappear and can be seen in the unit menu Boss weapon has large critical hit chance with no way to mitigate the risk Boss weak to rapier despite not being mounted Can talk to boss, but it has no effect Killing the boss requires the turn to end before the chapter completes Ending dialogue unchanged from FE8 Title card returns to prologue, Hayden scene plays Hayden scene means extra money Hack ends at this point: put in a proper end of demo message
In general, the hack was quite short and not very difficult. Unit positioning is a complete non-factor and your units face no threat at all from the enemies until the final boss is reached. Two of the three bosses, including the final one, can be cheesed with a rapier purchase in the prologue armoury, and there is no point in using any other weapon. I'll give you credit for including a custom animation for the Chapter 1x boss, though I have to ask one question. Did you make it, or did somebody else make it?
Anyway, good luck with the hack. It's a bumpy road to start out on, but with time, the hack will improve.
FEBuilder is a more up to date tool. It is much easier to edit the character events with it than doing it in Nightmare, especially if you want Myrrh to join in addition to the rest of the vanilla party. Open the Unit Placer, click the Extended List button, extend the list, and add your unit.
That patch does not translate the majority of the terminology. To quote its website, 10% of item names and 68% of enemy names are translated there. This patch translates 100% of both. Some of the menus are easier to understand as well; that patch just has up and down arrows in place of buy/sell prompts due to space limitations. This patch has those options written out as Buy and Sell. This patch also uses a lowercase font, as opposed to the ALLCAPS in the current patch.
On the other side of the coin, more of the story is translated in that patch, but it still doesn't translate too far into the game and missing dialogue is a common occurrence. What dialogue is there was most likely directly entered from a hex editor as none of the dialogue has been repointed.
In short, while this patch doesn't translate the story or conversations, it should translate most of the rest. That patch translates an amount of the story, and not that much else.
This is a translation patch for Megami Tensei 2 for the NES. All menus are translated, along with a good amount of miscellaneous text. Only the introduction is translated of the story. Most terminology is inspired from the SNES translation, including demon and item names. The main purpose of this release is to serve as a proof of concept. I do not speak Japanese myself, but I want to see the game translated. The translation quality itself is currently quite rough.
Please report any issues found to do with the menus. Translation help will be appreciated.
I'm considering adding a credits section to the hack Void's Blitzarre Adventure, since there is already a credits list in the readme. However, a large amount of the people credited are being credited for indirect contributions towards the hack, and did not actively participate in its development. (And before anyone asks, I know I can add people to the database.) The hack's readme is linked below. http://www.romhacking.net/hacks/gba/patches/3595readme.txt
The credits guidelines state "Only direct credits for actual work should be considered for inclusion. Beta Testers and Special Thanks like credits should be omitted." They also state "Every contributor should be listed, including the single ‘members’ of label-groups like Aeon Genesis." Basically, what I'm asking is what counts as a "direct credit" and whether people whose only contribution was creating a free-to-use resource the hack used which was not made explicitly for the hack count as contributors.
How NES pointers work depends on which mapper they use. English Dragon Warrior 1 uses MMC1, which judging by the pointers you've given has a swappable bank between 0x8000 and 0xC000 in the RAM. Pointer calculators don't always work very well, so learning how to convert them manually is helpful.
A pointer to 0x7C80 in the ROM would first have 0x10 subtracted to accommodate for the header, giving 0x7C70. In this case, the swappable bank lies between 0x8000 and 0xC000 in the ROM, so you need to adjust the address so it falls within that range. There's probably a more proper way, but I just simply replace the third digit with the corresponding equivalent;
0, 4, 8, C = 8 1, 5, 9, D = 9 2, 6, A, E = A 3, 7, B, F = B
7 falls in the B row, so convert it to a B. You'll have 0x7C B0 as bytes. Swap them, and you'll get 0x70BC.
The original hacks were in Japanese by members of the Japanese community. Later on, English speaking hackers made English translations of these hacks. In other words, they're translations of ROM hacks, and not vanilla games. To use another game as a point of comparison, think of them as a translation designed for Kaizo Mario World, not the vanilla Super Mario World. The translators were not the same people as the original creators.
Is the author of the hack different from the author of the translation? If so, they ought to be separated and the hack should be an addendum.
Judging by this, I should separate the original Japanese hack and the English translation.
There are an amount of Japanese Fire Emblem hacks with English translations I'd like to submit. What is the procedure for doing so? Should I include both Japanese and English patches in one submission, or should I separate them? I presume they should be kept together, but I figured I should ask first.
Hey, I'm Darrman, just another lurker who messes with Fire Emblem games every so often. (The reason the underscore is there is because I messed up registering the underscoreless version as I botched the email address...) *returns to lurking*