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Messages - shinichi999

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Personal Projects / Re: DBZ Legacy of Goku II
« on: June 17, 2020, 11:29:21 pm »
Taking advantage of the fact that the anime is remastered, I have been changing the cutscenes to improve their quality a bit. The image of dead Goku I have decided to change it simply for agreement.

It has also continued to modify characters and portraits, correcting colors and even remaking all the sprites of certain characters, such as the Snake Queen, which will have better movement sprites. The spirit enemy has also been exchanged for the enemy ghost of Buu's Fury.

It's really awesome how much love you put into it! Can't wait to play them, especially Buu's Fury and GT Transformation in Spanish  :laugh:

Personal Projects / Re: DBZ Legacy of Goku II
« on: June 06, 2020, 07:39:59 pm »
Today I come to explain what I have made in DBZ Buu's Fury.In addition to translating it into Spanish, in the graphic section, as usual, I have changed the title, some posters of the scenarios, I have added portraits to characters that did not have it, modified the appearance of some characters such as Ox, Yamcha, A18, etc.

As for the game mechanics, I have modified, among other things, the following:

-Unlocked the Grand Saiyaman's clock. When Bulma gives us the watch, this ability will replace the SSJ transformation until we compete in the Tournament. This implies that I had to modify the code so that Gohan did not automatically transform into GS in the scenes that were programmed for it in the event that we arrived at the event already transformed.

-Modified the results in the punching machine. This minigame was really absurd, so now, to be able to overcome it, you have to get a low score, as it happens in the series, so if we obey a high score, the referee will order the replay of the test alleging a failure in the machine, just like A18.

- Certain characters will appear transformed in the moments of the corresponding story. Some examples are that Goten and Trunks will arrive alongside Vegeta transformed into SSJ, Vegeta will sacrifice himself to try to defeat Buu in SSJ, Gohan will cast the Kame to the transformed Buu egg, etc.

Lastly, it should be noted that thanks to the fact that I learned new things by modifying the LoGII, there are things that I may possibly change again and others that I did not know how to do, I will finally do, although I will inform you about this.
This is astonishing! Can't believe how far you can modify these games now.

I have just one comment, don't you think that in Spanish is better to say "Café Satán" instead of "Satán Café"?

And I have another question: Since you can modify these games so deep, would it be possible to change the battle system of LoG 1 for the one used in LoG 2 or 3? Maybe this is kind of more advanced but I really hate the way that first game handles the battles, it's really frustrating.

I'm looking forward to play all of your hacks, dude!  :laugh:

Personal Projects / Re: DBZ Legacy of Goku II
« on: May 31, 2020, 11:11:32 am »
Wow, man, I'm really impressed! I have been waiting for years for something like this!

As I said before, if you need help just let me know. I'm really looking forward to play your hacks! :laugh:

Personal Projects / Re: DBZ Legacy of Goku II
« on: May 29, 2020, 08:25:11 pm »
Wow, man, I waited YEARS for something like this! Your project looks awesome! Keep doing the good work!   :laugh:

PD: I sent you a PM  ;)

If this is still relevant - the game uses the JCALG1 compression algorithm. I made a table on this game's DataCrystal pointing to all the offsets where you can find the text. Once you find it just decompress it, edit what you want and compress it back.

Awesome! Yep, it is still relevant! Could you please share it with me?

ROM Hacking Discussion / Re: [GBA] DBZ Buu's Fury - Help with translation?
« on: November 20, 2019, 08:11:08 am »
Some years ago, I remember trying to find any texts in both DBZ Legacy of Goku 2 and 3. On LoG2, I could find some texts, but not others. I heard somewhere the scripts are partly compressed somehow, so you gotta uncompress them before trying to edit them. On LoG3 (Buu's Fury) it's the same, except there's the possibility that there's more text compressed than uncompressed.

Anyway, you're trying to translate Buu's Fury to spanish, right? What about the european version of those games? I know that at least LoG2 has an official spanish translation, and probably the same applies to LoG3. Try the european rom instead of the US one (assuming you're in fact using the US version). If there's already an official translation, then I guess there's no need to retranslate it.

This game didn't have an EUR version (only Legacy of Goku 1 and 2), so of course there is no Spanish translation (if there were one, I wouldn't do this  ;D)

I'm still stuck  :(

ROM Hacking Discussion / Re: [GBA] DBZ Buu's Fury - Help with translation?
« on: November 13, 2019, 09:50:16 pm »
Did you manage to solve these problems after all this time? I'm trying to translate this game into Spanish and I'm having the EXACT issues and problems... this game is crazy!

I made a table but I can only see the main text of the menus and nothing else:

And the table is:

Code: [Select]

Does anybody have any idea about how the compressed text works? I'm really into translating this videogame into Spanish! I want it so bad!

I'm begging for any useful information  :'(

If I remember correctly snes use 256x224 screen or 32x28 tiles

Setup your tile editor on 32x28 tile window to see the graphics correctly.

Where and which program? I can't find those options with the programs I'm using (SNES Sprite Editor and Graphic Editor)

You can do a relative search and get the table. One you find the hex code for # just add one byte because is next to him.

The same when you find ! But this time less one byte.

Haha I was going to write you, dude, but I didn't want to bother you (again lol). Thanks, that is solved.

Normally you would just open the ROM in the tile editor (CrystalTile2) and scroll down until you find the alphabet characters and modify them as you wish, but Mega Man 7 stores those characters compressed. You will need to use this tool to decompress the graphics so that you can edit the characters and (re)compress them once you've finished.

I have just one more question related to this: I checked all of the 184 decompressed files but I couldn't find the graphics letters for the intro (specifically "In the year 20XXAD", "BUT" and "BEGIN SEARCHING FOR THEIR MASTER"). Does anybody know the file where they are?

EDIT: I compared both folders with the English and Portuguese translation of the game and I discovered that only these files changed:


So the graphic letters that I want to change must be in one of those files... but the problem is that I can't see them:

Any other graphics editor (or configuration) for Megaman 7 that you guys recommend me?

Thank you all! I managed to create the new characters  ;D

Silly question... Now how can I know the HEX Address for these new characters?

For example:

The circled ones are new (they were empty before and there are more below with accents). How do I know the right value of each one to insert them in the table?


I have been looking for tutorials about how to add or create special or foreign characters for SNES games (such as á, é, í, ó, ú, ¿, ¡), since I'm a Spanish native speaker and I'd like to translate Megaman 7 into Spanish including all the special characters (and editing the letters with graphics too), but I couldn't find any tutorial for it.

I found this topic but nothing really useful:

I read there that I can use CrystalTile2 for that purpose but I don't really know how to start.

Does anybody have a tutorial or piece of advice about how to do this?

Thank you very much in advance!  :)

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 07, 2019, 12:28:15 pm »
Then you will release the patch? I can wait to complete my old Pokedex Save with that missing event!

I don't get it... as I said in my main post, the patch already exists (for the English ROM), and if you want it for the Spanish version, you can change the values by yourself, it's all explained right here.

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 05, 2019, 11:29:00 pm »
FYI, I'm not sure what sort of testing you did, but when it comes to checksums, often emulators are much more tolerant than real hardware.  But if you're never going to run this on a flashcart, I don't suppose it matters.

I didn't change the checksums values, just the ones I told you. As for the game, I'm testing it on both emulator and real cartridge (I like to have my hackroms stored on real cartridges), and everything works fine  :laugh:

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 05, 2019, 02:21:32 pm »
Oh! I guessed something correctly for once. Yay! :woot!:

Considering the first value is near the start of the ROM, I would expect that it is some kind of checksum that depends on the value of every other byte in the ROM – but it would be unusual if the checksum is only a single byte.

There's got to be more information about the function of that byte out there somewhere.  I tried doing Google searches for "PM_crystal.byte" and "PM_crystal.byts" but nothing obvious came up.

I tested the whole ROM and everything works fine. Thanks a bunch, dude!  :laugh:

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 03, 2019, 04:41:12 pm »
I should add that since you know what addresses in the ROM the game should be reading in order to trigger the Celibi event, you could conceivably set up some sort of breakpoint for when the program reads those addresses and see which values it compares them to.  But it might not be that simple.

Alternatively, since there is apparently a disassembly for the game, you could try to look at that and see how the game triggers the Celibi event.

Just to rule out simple possibilities, have you tried changing
95 4F 00 00 00 07 04 00 DA 4F 00 00 00 05 37 05
9F 4F 00 00 00 07 04 00 E4 4F 00 00 00 05 37 05

Since the starting values are all off by 1 compared to the English version, perhaps the values that need to be changed also need to be off by 1.  The first value would be trickier, but you can try changing it to 08. (E6-D2=14h and F4+14h=108.)

Man... you are awesome! I managed to trigger the event by only changing 95 for 9F and DA for E4.

I changed the F4 for 08 as you suggested, but I don't see any difference. The event works flawlessy only with the first change. Would you recommend me leaving it that way?

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 02, 2019, 07:43:09 pm »
There is no step-by-step guide for this kind of thing because every program is different.  It is a tedious business involving a considerable amount of trial-and-error and requiring some knowledge of assembly language.

But considering the extreme popularity of Pokemon, someone out there has surely done something at least a little similar already.

What a pity. I couldn't contact the creator of the patch yet, but he said that he only expent 2 hours working on the patch. I have been analyzing the code for 3 days and trying multiple variables but it's still not working. I'm not having any luck with this  :'(

There are full disassemblies of Gen 1 and 2 English versions.

Use breakpoints to figure out what part of the game that data is changing and it should be easy to look up.

I think you mean what I already tried: looking and comparing the same strings and values, and changing them in the same order; however, this is not working with the Spanish version. It would be much easier if the full disassembly were in Spanish, but it's not the case.

I don't really know what you mean exactly with using breakpoints, if you can explain it I will really appreciate it.

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 02, 2019, 11:58:53 am »
You included the first change as well, right?

When you say "it didn't work", what exactly happened?  How were you testing it?
Most things are "possible".

I looked for the 3 corresponding values and changed the three of them. Then I started a New Game, but the event is not triggering when arriving to the Goldenroad's Pokémon Center. So it's very likely that in the Spanish version I need to change other values (I don't know which ones, of course).

Gameshark codes change values that have been loaded into memory.  To make corresponding changes to a ROM, you generally have to use a debugger to find out how the Game Boy loads that particular value into memory and where it reads that value from the ROM.

Could you please elaborate on this? What debugger do I need exactly and which steps must I follow?

Newcomer's Board / Re: Help with Celebi Event in Pokémon Crystal
« on: November 02, 2019, 09:28:48 am »
So, it looks like in the English version, the patch changes
94 4F 00 00 00 07 04 00 D9 4F 00 00 00 05 37 05
9E 4F 00 00 00 07 04 00 E3 4F 00 00 00 05 37 05

Do you not recognize a similar string in the Spanish ROM, near the bottom of the image?  It's
95 4F 00 00 00 07 04 00 DA 4F 00 00 00 05 37 05

You can try making the same change to that string, though it might not be that easy.

I did just after posting this thread but it didn't work  :(

Nintendo released the game in Spanish for 3DS Virtual Console. Maybe you can determine what values they changed.

They didn't touch the ROM itself, but just activated a patch (which of course, it's not compatible with the Gameboy ROM).

So for now my only chance it's "translating" the Gameshark code (010B3CBE) into a compatible IPS patch or something like that. Is it possible? Any other piece of advice?  :(

Newcomer's Board / Help with Celebi Event in Pokémon Crystal
« on: November 01, 2019, 05:49:30 pm »
I found an IPS patch to activate the Celebi event in Pokémon Crystal. The problem is that my hackrom uses the Spanish version of the game and the patch is not working for that language (only in English). I analyzed the changes with a Hex Editor and I discovered that the patch only changes 3 values to trigger the event:

UP= Original value
DOWN= Modified value (to activate the event)

First value:

Second value:

Third value:

However, when I look into the Spanish ROM for those values in the same address, they aren't there:

First value? (Spanish ROM):

Second value? (Spanish ROM)

Third value? (Spanish ROM)

So I'm wondering if it's possible to "port" that patch or values to the Spanish ROM in order to activate the hack. And if so, which values should I change?

This is the patch for the English ROM:

I'll really appreciate any help!  :thumbsup:


I realized that using the next Gameshark in an emulator I can trigger the event when exiting from the Pokémon Center in Goldenrod city in the Spanish ROM (as in the others):


How can I "port" or "transform" this Gameshark into an IPS Patch to use it with the Spanish ROM?

Newcomer's Board / Re: Finding Pointers in Pokémon Emerald
« on: October 29, 2019, 09:46:38 am »
Those strings are all 13 bytes long, so they're not using pointers. FF is used to mark the end of the string, and then 00s are placed to pad the data up to 13 bytes. The game then finds the string with a pointer to the start of the table and the index of the string it needs * 13.

If you can fit everything in the current restrictions, you won't need to change the pointer.

Haha gosh... I was so focused thinking on pointers that I didn't realize about the reality. Thank you all, and time to work!  ;D

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