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Topics - darkmoon2321

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ROM Hacking Discussion / Wizardry V Switch Screen Opinion
« on: January 08, 2017, 04:20:20 pm »
I'm working on a little hack to make the Japanese version of Wizardry V more friendly to English players.  There is an existing English only version of the game, but it is highly censored, both in the graphics and text.  The Japanese version already contains both English and Japanese versions of almost all text, but the switch/options menu was mostly untranslated:

http://imgur.com/ce8KVCs

I've replaced this menu with a much simpler text only interface:

http://imgur.com/RAUZz8a

The first five options in the original Japanese menu each changed different parts of the game's text from English to Japanese.  I've simplified this into a single option that converts all the text.  The existing English version of the game, while still containing much of the original Japanese text in the ROM, does not have the option to display the Japanese text:

http://imgur.com/hq8Ez95

The menu looks better than mine, but is missing the English/Japanese option.  I could have just copied over the menu from the English game, but it just feels weird to remove functionality from a game.  Would it be better just to go this route?  Japanese players already have an uncensored version of the game designed for them, so it wouldn't really prevent anybody from experiencing the game.  I also looked at porting the uncensored content to the existing English version, but moving the graphics to make everything fit would result in a huge patch size.  The final option would be to mimic the English menu but add the additional language option.  This would probably look a little strange, as the font size would either have to be very small to fit within the boxes, or I would have to abbreviate "English" to "Eng." and "Japanese" to "Jap."

Note: I'm not removing the ability to change the background color, I just haven't added the text back in for it yet.

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ROM Hacking Discussion / SNES Scripting and Code Compression
« on: April 22, 2016, 09:56:14 am »
I'm currently working on a fork of bsnes-plus that outputs a text file with a full disassembly of all executed SNES code, as well as descriptions for game script.  I designed it to work with Romance of the Three Kingdoms II, but I'm trying to modify it to make it more game independent.  It works nearly flawlessly with Rotk2, and I'm testing on Secret of Evermore now, but I have some questions.

First off, I've heard talk of both scripting and compressed code.  Is there really a difference?  I would imagine that the compression procedures used for graphics and such would be pretty terrible at compressing code.  Logically scripting would be the most effective way to reduce the size of code.  By scripting, I'm referring to using a series of sequential ROM values that are used to determine the destinations of one of the indirect jmp/jsr opcodes.  So kind of like reading a series of indexes to a function pointer array, in the SNES way.  As far as I can tell, there isn't really very clear terminology for discussing the subject.  Games that use scripting run a lot like emulators, where each "opcode" is part of a totally new instruction set.  I've been referring to them as "script commands" to differentiate, although I'd love to know if there is better existing terminology to use.

Second, does anybody know of any examples of games that use scripting OR otherwise compressed code?  I know Rotk2, SoE, and some more Koei games use scripting, but I'm sure there are more.  Is there any game that uses a compression procedure other than scripting for code?

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