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Messages - USC

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You probably need to sync up the palette in TLP with the bitmap you're importing. Figure out the RGB values for each color you're using in the spritesheet, then change the TLP palette to that value (so make the blue in TLP match the aqua green you're using for the tunic, etc).

Right now it's having to "guess" which color in the Bitmap corresponds to which color you want in the ROM, which is why the yellow is being assigned to the same color as the skin. Hope that helps.

Personal Projects / Re: Kaeru no Tame ni Kane wa Naru Color Hack
« on: May 10, 2016, 12:51:27 pm »
Hey Ziko. As toruzz said at the beginning of the topic...

No, as I want to insert a VWF hack. Hopefully the translator will grant me permission to use his script.
If it doesn't I'll release what I have so anyone else can finish it  :)

Gameboy games are more popular and somewhat easier to hack (and better documented), that would be my guess. :)

I imagine they meant that it's better to use hex editors to figure out the script location and format, then write something that will export the entire thing out for you in plain text.

From there, you can easily edit/proofread the dialogue, then re-insert it back into the game. Manually editing the script in a hex editor would be overkill.

Kind of curious what the "Pro-bono website design?" part of the announcement is for. I've got a little bit of free time coming up, so I might be able to contribute in that regard.

Mirby: Are you referring to South California or South Carolina? :)
Either way, thanks!
(My handle actually comes from my days making Sonic fan games - that's what the 'S' stands for! Well, that or Hope.)

Raccoon Sam: You should reply to everything I do - it apparently helps me solve problems.
I tried adding extra dialog again after reading your post, and this time it worked. Perhaps I accidentally missed a control character when I was testing it before? Oh well, after today I'll have time to devote to finishing this project.

Thanks guys! I've had to put this on hold due to my work load, but I should be reasonably free to continue later this week.

I did figure out the pointer system, which is a little more complicated than I'm use to, haha.
If you're curious, this game uses the starting address of the pointer table itself as a base. The subsequent hex value pairs are then reversed and added to the base address to give you the location of the start of the dialogue. Once you find the pointer table it's easy enough to do the math - but finding it was the trick.

Unfortunately, it seems the length of the cut-scenes are hard-coded in as well. I tried to expand one of Mega Man's speeches to be three textboxes long, but after advancing through two lines of dialogue the game just faded out and moved on to the next level. :(
(Which I guess is good error handling, so kudos for that Bandai).

Gaming Discussion / Re: Namco NES games
« on: April 24, 2016, 08:17:41 am »
I'm not sure what you mean by mysterious tiles and sounds, but here's some information on the data integrity test for Sky Kid:

Gaming Discussion / Re: Comparing game localizations
« on: April 20, 2016, 08:00:50 am »
It's probably referring to apple cider, which is not alcoholic. It seems to be an American thing - everyone else immediately thinks of "hard" cider.

Newcomer's Board / Re: Dragon Ball AA, How and Where To Start
« on: April 17, 2016, 11:21:52 pm »
I've been told that YY-CHAR is pretty good for graphics editing. Dig through the ROM, find what you want to edit, and make the changes.

Thanks for the outline, zonk47 - I'll look into it when I have time to learn the necessary skills, haha.

Thanks to Raccoon Sam's artistic talents, I've got the title screen and CompassMan graphics inserted:

So everything's translated now! All that remains is script clean-up, which may take a little longer than anticipated. What I thought was the pointer table... was not actually the pointer table, haha. I think I found where it actually is now though, so hopefully this won't be a significant hold-up.

Unfortunately, coloring the game is beyond my current skill set, Kallisto. I may learn how to do it one day, but my main goal is finishing this in its black and white state. :)

As it turns out, the game actually does let you get nine lives - it just displays them in a weird way. When you're actually in the level, your life counter has a value of 0 through 8. However, if you go to the item store and look at your lives counter there, it'll display the same value as 1 through 9. Bizarre, but it shouldn't be hard to standardize it between the two.

Also, the current drawing system doesn't let you draw the boss name graphics on the last tile of the screen, so I managed to cram CompassMan into 16x2 tiles...

...Only to realize I'd miscounted and had an extra four tiles. *Sigh* I'll fix it in the morning. XD

Thanks everyone! Yep, the background does move, which makes it easier to read - kind of bizarre.

Update: Bass's script is finished, which means all the text in the game (minus the title screen graphic) is now translated! As far as I know, this is all I have left to do:

1) Finish adding in Raccoon Sam's title screen (I've got the Challenge from the Future part thus far)
2) Redrew CompasMan's name so I can fit another 'S' in: Looking back at StoveMan's graphics that may not be necessary; it looks like I can just change the tile's X/Y coordinates to cover half a tile so it can stay balanced

(I'm a little worried that I can't find his entry with the other bosses - they might have doubled up with ClockMen for his graphic, which would be a pain)

3) Touch up the script, taking advantage of extra space if needed.

I'm also contemplating a possible fix for the life counter. There's sprites for 0 through 9 lives (like most Mega Man games), but the game won't let you get more than 8. I might try to fix that, although I'd have to learn more about how Cygnetrc's debugging and step feature works since all I've been using it for is memory dumps.

Front Page News / Re: ROM Hacks: Roll-chan 3 Improvement RELEASED!
« on: April 10, 2016, 09:20:56 am »
It's suppose to be Mega Man 8's Roll.

I imagine you can choose which patch you want, so feel free to choose Classic Roll instead. :)

Well, we could call him "PriestMan", but I think we'll leave that in since it loses too much meaning.
Anyway, I'm proud to present the newly translated BulletMan and StoveMan!

...wait, that's not right. Let me try again...

There we go. Oddly enough, the "ET" on BulletMan's title had two layers, with the same letters overlaying themselves. I'm not sure what purpose it served since the tiles used were identical.

Well, like I said, Visual Studios Express have a GUI/Form Editor built into the IDE. You mentioned Windows and C# as a potential language, so I'm assuming you've used it before.

Create the layout that your level designer wants to use by dragging and dropping form elements (or by doing it all in code, whichever you prefer), then hooking up your existing console code to the form elements.

For example, I made a very primitive level editor for a GameBoy game a while back - each level could be represented by two 2D Arrays (one held the tile's hex value and it's palette, the other held it's type - solid versus walkable versus hazardous, etc).

I made a little drop down menu that contained all the level names. When you chose one, it'd read in the data from the ROM, then match each hex value with a PNG with the same filename (E.g.: 6A01.png) I had stored locally and displayed it in a table on the form. This let me see the level itself (no enemy data or anything, but you could use the same principle to add that in). I also had a side table that had all the tiles for that particular level. I could then click on a tile in the level map, then click on another tile on the side table to change the one in the level map to the one in the side table. You also implement drag and drop if you wanted.

Without knowing anything else about your project, that's not a lot we can advise you on. If you could give us a wireframe/picture of the layout you think your designer wants to use, we might be able to provide more information on how to make it in C# or whatever language you're interested in.

Hey! I guess the first question is... do you already know enough about the level format to read it in and then write it back out?

If so, I would start by writing the console code to do that - given a level pointer, read in the value(s) for each tile from the ROM, store it in a data structure, make it changeable, then export in back into the ROM at the same location.

Once you have that code, open up Visual Studios and use their Form Editor to make that console code work with a GUI.
You could load the graphics either by pre-creating tiles as PNGs/BMP and storing them in a logical way (E.g.: the level 1 folder contains all the tiles for that level named 0000.png through FFFF.png or whatever), or read them in from the ROM itself if you've already got the graphic format/compression cracked.

However you choose, you can write code to iterate through your data structure and show the appropriate tile (E.g. If the first hex  value in the data structure is '20FE', draw 20FE.png). You can create a separate area on the screen with all the tiles in the level, and create a drag and drop function so your designer can move tiles across the 'level' - when they drop one, have it overwrite that tile's hex value in the data structure.

That's a really simple overview, and among other things assumes that your levels will be exactly the same size as the original - if not, you'll have to factor that in. If you could give more details about the level format, we could probably be more helpful.

Haha, honestly, I was expecting certain people to get on my case for using Mega Man and Bass instead of Rockman and Forte. :)

Yep, the really nice thing is that each level intro uses global graphics for "STAGE BO(SS)", so it's mostly a matter of changing some hex values with very little redrawing.

Fair enough, Raccoon Sam. The vertical part for the weapon select menu was just a separate, rotated font - it matched up with the hex values for the regular one. Unless you're referring to the rotation warning on AirConMan's stage:

In which case yeah, that's a separate alphabet and hex values entirely. Par for the course with this game - don't get me started on the system messages. What a mess! :)

After I finish inserting Bass's last bit of text, all that's really left is copying over your title screen and some touch-ups. There are some parts of Mega Man's script that I tried to cram into the original lines, but I've since figured out the pointer structure and found empty space.


Magma Dragoon, I was thinking about it (at the very least, fixing "CompasMan" to "CompassMan"), but I wanted to get some feedback from people first. Is it going too far on the whole "erasing any Japanese references" path, or does it help match the on-the-nose nature of most classic Mega Man robot names?


GHANMI, are you referring to the font used for the "NEW GAME, CONTINUE, OPTION" screen, or the dialog boxes? The dialog boxes use 8-Bit Operator, and I'd planned on swapping the other million instances of the original font with the bold version of 8-Bit Operator at the end.

Thanks for the feedback Zynk Oxhyde! I struggle with the visual design aspect of things, so I don't notice stuff like that as well.

Wow Raccoon Sam, it looks like you were pretty far along yourself. If I may ask, what made you lose interest?
But yeah, those title screens look pretty good - I'll definitely give credit if you're okay with me using them.

Nearly done adding in Bass's text - he's a bit angrier than Mega Man, haha.

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