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Topics - tryphon

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Gaming Discussion / Super Mario World disassembly
« on: April 09, 2016, 11:35:23 am »
I was wondering if a disassembly of the original SMW have been made ?

For the moment, I didn't find it, it seems some WIP was available at smwcentral but the link was removed.

An open-source reimplementation of the game (provided it's really faithfull) would interest me too.

ROM Hacking Discussion / Maldita Castilla
« on: January 31, 2016, 06:47:17 pm »
I wanted to rip sprites from the free indie game Maldita Castilla, by locomalito (a very good clone of Ghouls'n Ghosts). i didn't find a good way to do it :

The game ressources are probably in a file named (around 48 Mb, maybe I can post it since the game is free, but you can dl it from the link above). I opened it with an hex editor, it's an archive, some tags can be found. Among them one is SPRT (but also FORM, BB8, OPTNX, EXTN, SOND, AGRP,...).  I opened it with tile molester, found some gfx but not in the SPRT area (and the one I found are not sprites).

I tried to capture them with CamStudio Recorder but can't achieve 60 fps with my PC which cause some frames to be very difficult to capture.

Some ideas ? Either on the .win format (is it known ?) or on a way to capture ?

ROM Hacking Discussion / Random crashes on a modded Playstation 2
« on: November 07, 2015, 05:59:52 pm »
Concerning our beta-version of the English translation of Phantasy Star Generation: 2, people have reported random crashes (impossible to reproduce).

But they only occur with a burnt CD played on a modded PS2. Up to now, here are the different scenarii :

1) translation played with PCSX2 : no crash

2) translation played with a Playstation 2, on a USB key with software mod : no crash

3) translation played with a hardmodded Playstation 2, on a burnt disc : random crash

4) original game with a hardmodded Playstation 2, burnt disc : no crash

Scenarii 1, 2 and 3 share the same ISO file.

I'm still waiting for more data, but these results shows there's no problem with the game code (scenario 2), but there seems to be a problem with the translated ISO or the mod used.

So :

* are the mods used on Playstation 2 known to have some incompatibilities ?

* or are there particular specifications on how the ISO is generated for the result to be playable ?

* and if you don't know, do you know a board where specialists of the Playstation 2 could have an idea ?

ROM Hacking Discussion / Tool for generating outlined bitmap fonts
« on: October 31, 2015, 09:44:51 am »
I need to generate small (around 24 px height) outlined text, using 4 predefined shades.

How would you do that ?

I use, which has an outline tool, not useful here (it smoothes the edges).

I coded an outliner script in Python (it dilates the bitmap) but it doesn't work well with shades, so I drawed a 48 px version, resized (bilinear) to half to have some kind of antialiasis, but it's a little blurred so I'm not satisfied.

You can see the results in the lower right menu (STATUS / ITEM / etc.)

Also, I don't have Photoshop.


I'd need help for the translation to English of those Japanese messages :


Thanks in advance :)

October 20, 2015, 10:57:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Some more :


Script Help and Language Discussion / Need some kanji recognition
« on: October 09, 2015, 11:51:22 pm »
Could someone type those kanji for me ?

Thanks in advance :)

October 09, 2015, 11:59:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found them  ;D

Personal Projects / [MD] The Hybrid Front
« on: May 25, 2015, 04:35:37 am »
When I asked Sega community which MD game they'd like to see translated, this game I wasn't aware of came first. It's a SF strategic game, the kind of game that didn't go outside japan at the time, with 1st class realization.

I hacked the game so to make a script insertion easy (and try to cope with extra space limitations) and I think I'm up to the point where a translator is needed.

I made a help request here where you can see some of the work and download what I dumped up to now (likely an almost complete script).

I'll handle entirely the hacking side of the project, and try to make the life the easiest possible for the translator(s) :)

Thanks for any help :)

Script Help and Language Discussion / The Hybrid Front Intro text
« on: March 22, 2015, 06:20:23 pm »
This is the intro text of "The Hybrid Front"

It's stored as pictures, not text. I'd need someone to translate them, so I can make reinsertion tests, and have an idea what this game is about :)

If you just type the kanjis so I can give it to Google Translate, it's sufficient to start with. I'd have done it myself if it had been stored as simple text, but since they are pictures and I don't know kanjis, I can't.

The big picture contains all 30 screens of text. Each screen is 320x224, they must be read from left to right, top to bottom. It seems that some credits are interleaved between story text.

Thanks for any help

Thanks in advance.

Script Help and Language Discussion / I need help for fixing a table
« on: March 19, 2015, 07:58:52 am »

I dumped the font of a game (The Hybrid Front, a seemingly good tactical on Megadrive) and it's huge and full of kanjis.

As I was told for a previous work, I added space between glyphes and gave it to an OCR (nhocr). It did an correct work, but far from perfect. I fixed some obvious mistakes (latin glyphs, kanas,...) and I put in red in the listing below the kanjis that seemed wrong to me.

Could a kind person knowing japanese fix them ? And have a look to other kanjis too (because I may be mistakenly take bad recognitions for good ones) ?

For the moment, I checked only the 11 first lines I'll update this thread.

01:  0123456789ABCDEFGHIJKLMN
02: OPQR5TUVWXYZabcdefghijklm
03: nopqrstuvwxyzヽ。,.:;・‐+‐/=
04: )」(「"?!ⅠⅡⅢⅣⅤⅥαβ&姉御玄之のダンナ
05: がすぐ近くにいるそうであっシオトリなて航宙を引き
06: 付けヤから…間やつ離しだせェバゆぅんじゃヨッー分
07: ともよ達末ろ適り設計奪還要は轄ず灰行おゥ合た
08: れぷ手こさピ一タふ助構わ逃げび下ち事ョ完全
09: キレメ以上ワィま退万窮止めぞ囲マャ長ょクソ
10: 危仲儀牲ムゾツ突不鷹ど遠部再成急出振切
11: ラ大丈夫杯運屋カ及ばアイむえァズね情報正街A他連


I identified 2 fonts (the other contains only latin / kanas so I made the tbl myself), and the 2 drawing routines, so I'm pretty confident in the fact I'll be able to insert a trnslation, but i'll make a request for translators only when i'll have developped tools. But for that, I need this table :P

Thanks in advance for any help !


I know that Surging Aura has been translated in French, I remember someone telling a german script was ready, but nnot reinserted, and I don't know about english translation.

Can someone tell me what's the exact status of these translations, what is downloadable (roms, scripts), and what exactly is missing and cause problems ?

I'm willing to give a try to this hacking.

Script Help and Language Discussion / kanji recognition
« on: December 25, 2014, 10:06:38 am »

I've dumped this bitmap and would like to get an ordered list of the kanji listed inside :

Thanks in advance to anyone who can help

ROM Hacking Discussion / Sega System-16 hacking
« on: December 24, 2014, 01:28:07 pm »
Do you know where I can find ressources about System-16 arcade system ?

I'd like to have at least informations about graphics specifications (tile size, color depth, palettes).

Are there emulators with debug features ?

Personal Projects / [MD] Moving Adventure Psy-O-Blade
« on: November 04, 2014, 08:28:08 am »
Hi folks,

this is a complete fan-translation of "Moving Adventure Psy-O-Blade", one of the very first graphic adventure game launched on the Japanese Megadrive (19xx). It's a partial port of an MSX game that should have had some popularity, considering the number of ports.

Back in the days, I had a french magazine in which it was very badly marked, though the writer said "it must have some interest if you understand Japanese" (which now makes me think : "Why on Earth did you give a mark to a game you can't play ?")

At the time, I felt in love with the (old) japanese chara-design and the futuristic atmosphere and heavily regretted not being able to play it.

So when I considered hacking some MD games, I remembered this game and took it as an exercise. All I needed was a translator :)

And I had great luck with Eien Ni Hen's willing to take a look at it. She did an awesome job, though I sent her every two weeks some hundreds of dialogues I didn't notice in my previous dumps. I dare to say that this English version is likely better than the original Japanese !

The game itself may not be the best game ever produced on the Megadrive, but the adventure is fun, easy, and quite quick. It's a testimony of the Sci-Fi / Horror movies of the 80's, such as Alien of course (Eien Ni Hen has even dropped some allusions to it), or Blade Runner.

This patch is still a beta version : neither me nor Eien Ni Hen have time to play it extensively, so here's what I'm asking for :

* play the game, try to unlock every dialogues, and report typos
* report game-breaking bugs. For that, I'd ask you to play with the Regen emulator, and post savestates just before the bug occurs, describing what to do to make it happen

I ask you to use Regen because it's the debugger I'm used to (I know there are others, but for the moment I prefer this one). Though Regen's savestates are in classical gsx format, for some reason they are not always compatible between emulators. So please, stay with this one.

I played the game up to the end without any bug, but since I've modified a little my tool chain to produce this version, some new bugs may occur (though they should be very easy to fix).

The game features, at some moment, a shoot'em up sequence (à la Space Harrier). For testing purposes, I modified the number of ennemies to destroy in order to proceed. I'll remove it in the final version.

New version (25/11/2014) : download it here

You can use it with the ROM : Psy-O-Blade Moving Adventure (J) [!]

ROM Hacking Discussion / Which version of a ROM to work with
« on: November 03, 2014, 11:22:04 am »
I'm working on some Genesis games and for the moment, I didn't bother about identifying precisely the original ROM.

Now that I try, I realize that several version of them exist.

For example, I work on Moving Adventure Psy-O-Blade and Rent-A-Hero, and I found those, all in Goodgens 3.0 :

Rent A Hero (J) [!]
Rent A Hero (J) [h1C]
Rent A Hero (J) [h2C]

Psy-O-Blade Moving Adventure (J) [!]
Psy-O-Blade Moving Adventure (J) [h1C]
Psy-O-Blade Moving Adventure (J) [o1]

The size are not the same : Psy-O-Blade Moving Adventure (J) [o1] is 1024 kB long whereas others are 640 Kb. I didn't try to analyze the extradata,but it's not zeros.

Could someone explain what the letters mean and which version is the more suitable as a base for a hack ?


there are two kinds of weapons in Phantasy Star Generations 2 that seem to share similar description : scales and canes/rods. The problem is : I haven't the slightiest idea about what kind of weapon a scale can be (I'm not english-speaking. For me and my dictionnaries, a scale can be several things, as something covering fishes' skin or a tool to paint your roof and break your neck, but not a weapon, not a convenient one to say the least).

Here are the names (in Japanese), followed by their respective decriptions (I think, they are not stored side to side but I guess they match) :


セラミック製の棒状打撃武器。  うろこ状の表面で強度が高い。

鋼鉄製の棒状打撃武器。     本来は工具の一種。

風の属性を持つ棒状武器。    ザンの効果を発揮する。

氷の属性を持つ棒状武器。    バータの効果を発揮する。

火の属性を持つ棒状武器。    フォイエの効果を発揮する。

雷の属性を持つ紐状武器。    ゾンデの効果を発揮する。

Newcomer's Board / Enhancing Phantasy Star III
« on: July 28, 2014, 04:20:57 am »

I'm studying Phantasy Star III code and I plan to hack it for enhancing several aspects of the game. I'd like to make it the game it was aimed to be, and not this multi-flawed thing, that succeed in killing almost every good ideas it had (and there were plenty of them).

Here's a proto-list of things that could be done the first that comes to mind) :

* Variable Width Font
* Enhancements in shops :
- displaying stats changes when selecting item
- adding item description
- select number of items to buy (to speed up monomate filling)

* Diagonal deplacements (done)
* Fast deplacement (almost done)

* Sprites of fighting PCs
* Reenabling parallax
* New battle system
* New magic system, or enhancing current (how ?)

* Many things

Please note this isn't yet a true project. I can decide it's too much a difficult task, or I can turn it into a true PC remake (in the spirit of Generations remakes).

But I'd like to gather ideas from the PS lovers, or confirmed RPG hackers. So don't hesitate to put some here. I'll accept, reject or postpone them (according to the difficulty of implementing them, or my own feelings about the game).

Programming / IDA : naming fields
« on: July 10, 2014, 12:12:34 pm »

I use a lot IDA for 68000 disassembling (Megadrive hacking) and I encounter regularly this (the example if fictive) :

from a certain RAM adress (say 0xFF0000), you find some C-style structs of, say, 128 bytes, each corresponding to one moving object (playable or non-playable characters in a RPG, or ennemies in an action game, or whatever), and for each 128-byte entry, data is sorted the same way, let's say :
* offset 00 : word, x coord
* offset 02 : word, y coord
* offset 04 : long, pointer to the moving routine
* etc.

So, in the code, you'll find sequence such as :

Code: [Select]
  move    #nbr_of_objects, d6
  lea     0xFF0000, a0
  jsr     check_one_object
  lea     0x80(a0), a0 ; offset to next_entry
  dbra    d6, next

and elsewhere :

Code: [Select]
  move.w  0(a0), d0
  move.w  2(a0), d1
; do something with coordinates
  move.l  4(a0), a2
  jsr     (a2) ; execute moving routine
; etc.

So my question :

Is there a way to show, in the disassembled output (in the comments for example), that :
*v0(a0) refers to the x coordinate
* 2(a0) to the y coordinate
* etc.


Hiei- and I worked on a translation of the Phantasy Star II remake on the Playstation 2.

So far, Hiei- translated the entire script, but some (very few) dialogues don't make sense.

We're stuck on this one :

// text, start = 31ec, size = 78

A little context : the Biosystem is a laboratory which is supposed to have prduced monsters, and you're asked to investigate it.

Thanks for any help

Newcomer's Board / Which emulattor to use for Playstation hacking?
« on: March 09, 2014, 12:20:47 pm »
I tried psx but it crashes a lot. epsxe had no debug features.

I'd like to study VRAM, and have breakpoints  / watchpoints and disassembly.

The question is in the title :)

It was a Playstation game. I've found nothing in the database or googling.

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