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Messages - Malias

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1
ROM Hacking Discussion / Re: Sega Genesis Exodus Emulator Question
« on: January 31, 2021, 05:46:16 pm »
@Malias I currently know how to use/see:

Registers
Status Registers of 68000
Memory Readers of various kinds

But this is the first time I've ever heard of setting breakpoints elsewhere BESIDES the 68000 or Z80.

Where do I set a breakpoint that checks to see what address/address groups has changed?

Upon reviewing Exodus and what I wrote, my suggestion is bad, sorry. It doesn't look like Exodus has a direct way to break on access to VDP. If you knew where in RAM your byte was coming from, you could break on read of that. Otherwise, you can monitor the VDP registers and it has a port monitor which looks interesting; It also has a VRAM memory editor. Perhaps one of those would help.


2
ROM Hacking Discussion / Re: Sega Genesis Exodus Emulator Question
« on: January 29, 2021, 08:20:50 pm »
Have you tried creating a breakpoint on the Main 68000 with the VRAM address you're interested in? That's where I would start. The emulator has a lot of features which you can best learn by messing around with them.

If you're unsure of how something in it works or how to configure something, feel free to keep asking here, but the emulator also has a dedicated forum here you can go to: http://gendev.spritesmind.net/forum/viewforum.php?f=18

3
Yes, I only use emulators these days. I use Redream's recent development build.

If it's an emulation problem, then you really should be reporting to the people in charge of Redream, not the people who did the translation.

4
More recently, there's been Child of Light and Indivisible.

5
Have you heard of TCRF?  They have a whole bunch of stuff like this.  Looks like they even have the code you found:

https://tcrf.net/The_Death_and_Return_of_Superman_(Genesis)

Check out the site for other interesting finds.

6
Awesome! I always wondered if someone would attempt this.  Looks good so far.

For the compression, have you tried any of the compression tools on this site?  Who knows, you might get lucky.  I might take a look at it myself to see if I can make sense of it.

7
Awesome work.  One small thing I noticed though: in the Character catalog, you've mislabeled Archdemon as Imp

8
For game boy games, honestly any graphics editor will do.  I personally recommend yy-chr though for general purpose graphics editing.

9
Here are a few things you can do to find what you're looking for:
  • Find somewhere in the game's script where the symbols are used.
  • Open the ROM in a graphics editor and look for the font. Usually, the relative position of the characters corresponds to the character values in the ROM.
  • Replace characters in the script with different values and see what shows up on screen.

10
Gaming Discussion / Re: RPG Guidance
« on: February 04, 2020, 06:00:36 pm »
Check out Grandia 2 as well.

11
I just finished the game and I really enjoyed the translation.  I did notice a couple of things that were distracting.
  • After I check Porch's Memo once and check it again, all the text disappears.
  • None of the text in the Pamera Room was translated
Otherwise, this was a pretty quality translation.

12
Is there a reason you can't play the original game?  We have a patch that does exactly what you want to the Mega CD version.

13
Programming / Re: Sega 68K Branch on not equal question
« on: June 10, 2019, 12:58:43 pm »
What kind of command did the Sega use to identify what items correspond to the bit number?  Some details of the weapons (Name, inventory picture, ammo count, damage, armor piercing ability, etc) are all defined in specific addresses in the ROM.  Each item has about two full ROM addresses dedicated to it.  So somewhere in the code it has to say "these two ROM addresses correspond to gun 1, these two to gun 2, etc. 

First off, I'm assuming you mean byte, not bit.  Have you tried searching the ROM for the content of RAM at that address?  It could be that the data's being directly read from ROM.  The surest way to find out where the weapon data is coming from and how it's put into memory is to either get a code trace or to set a write breakpoint on the memory address being read in you emulator of choice.  In this case, that would be whatever address is at A0 + 0x87 (I'm assuming the offset is in hex).

Quote
Second question would be how to I read the branch command?  Where is it telling the game to go look for additional directions above?  I do not understand what 0x0000002a or 0x00000127 means.

I would recommend reading up on the instruction set of the 68k so you can better understand the instructions.  This site is a pretty convenient reference: http://68k.hax.com.  For the instruction in question, see this page

Quote
I know you cannot just insert directions into the ROM because it would throw the address off.  But a good portion of the ROM is not used in the addresses that the SEGA developer manual says is dedicated to game info. I was hoping to change the branch location to an unused part of the rom and then I could insert a few more iterations of compare bit to x and branch if equal and then bring it all back around. Would this possibly be a solution?

Unfortunately with branches, you're limited where you can jump to and I can almost guarantee the code you'll want to run will be out of range of a branch.  You might have to move this branch block to your code and change it to use jumps instead. The quick and dirty way to change code flow is to overwrite some of the code with a jump to the code you want to execute, move the code you overwrote to the beginning of your code block, run your code, then jump back into the code to resume normal execution. 

14
Newcomer's Board / Re: Problem uploading files...
« on: April 17, 2019, 11:37:43 am »
If you're trying to upload a file greater than 30 MB, you'll have to either host it yourself or use a file hosting service.  There are plenty of file hosting services out there, so just Google "file hosting" and pick one that suits your needs.

15
Gaming Discussion / Re: FF9 on the Nintendo Switch
« on: March 08, 2019, 12:12:52 pm »
Well having never played the original, I'm enjoying it so far.  The only issue I've noticed is the battle sound effects.  Most of it is fine, but the sound when Freya's Jump strikes is especially strident. Everything else seems fine.

16
Personal Projects / Re: Panorama Cotton In English
« on: March 03, 2019, 07:27:43 pm »
Thanks!  I just submitted a news release, so hopefully it'll be on the front page soon.

17
ROM Hacking Discussion / Re: Changing text speed
« on: December 16, 2018, 03:45:17 am »
Looking at Panorama Cotton, it prints characters every six frames. I tried doing a bit of debugging myself to see if I could pinpoint the exact thing the game was counting on. The only thing that looked somewhat similar was a counter at $8016 that counts down from 6, and the game printed a new character at 4, but when I changed the instruction to screw around with it, the text didn't change.

Yeah, I saw that and experienced the same thing you did.  It's probably a timer for controller input or something.  I'll keep in mind to think about frame timing though.

Does the game have a speed selector in the options anywhere?

If I am doing such things I will tend to look at one of those, either to figure out the timings or see if I can insert a greater number than the options might theoretically account for in there to boost it.

Same might also be said if part of the game does anything fancy with the text as far as speed to produce some kind of effect. This is considerably less common on the 16 bit and older consoles but far from unknown.

I assume if you had a skip command or a fill text by pressing a button command in the game you would have looked to see if there is anything to abuse there.

After that yeah you are probably left with figuring out the character drawing routine (or character reveal routine if it goes that way) and any delays it has, or if you can stuff a couple of characters in there at once. There have been games that go full bore into subtitle/caption/timed text but I would be rather surprised to see it for a megadrive game.

Unfortunately, this game doesn't let you control message speed so I can't take that route.  It does have sections of text that you can display all at once with a button press though.  I'll take a look at the input handling code and see what I can find out.  Thanks!

Edit:

Well, I found the print speed timer.  And go figure, it was being set right after the code to read in the text.  It looks like it only decrements every other frame which is why I couldn't find it right away. It's not granular enough to change permanently, but I can still use this.  Thanks again, everyone.

18
ROM Hacking Discussion / Re: Changing text speed
« on: December 14, 2018, 11:37:02 pm »
Of course I know assembly and I did use it in my project.  I've just never done anything with timing before and I don't know what I'm looking for.  And, the site doesn't really have any docs on the topic from what I could see.  So, I figured I'd ask and see if anyone has dealt with it before.

19
ROM Hacking Discussion / Changing text speed
« on: December 14, 2018, 07:17:00 pm »
I'd like to change the text speed of Panorama Cotton and I'm a little lost.  I got a trace between characters being printed and I see places where the same code is repeated multiple times.  But, I'm not sure if that's timing code and if it is I don't understand how the code exits.  Does anyone have any knowledge or docs about how these games timed things like text print speed and how I might go about finding and changing it?

20
Personal Projects / Re: Panorama Cotton In English
« on: October 16, 2018, 08:57:31 pm »
Wow, the man in person.  I didn't realize you hung out here.  PM sent!  I'd be more than happy to have your input.

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