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Topics - RedScorpion

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1
Help Wanted Ads / [Technical] Add Dash Button to Breath of fire 1 SNES
« on: August 01, 2019, 03:29:00 am »
Hi guys,

we are actually work on the german translation of Breath of fire 1 and ask us, is there a way to add a dash button to the game?

In my oppinion the chars move very slow and this makes the complete game a little bit slow. SO the idea was to increase the speed or add a dash function to the Game via A button or something like that.

To find the movement speed i have no idea which i should trance via geiger. Could someone give me a hint how i can find it?!

This idea was already realize with lufia fortress of doom ;)

Thanks

red

2
Help Wanted Ads / Try to understand some M68k OpCoded
« on: December 13, 2018, 07:20:59 am »
Hi Guys,

we are currently working on a new german translation for genesis and have some problems to move date from a block to another to get more free space for menu and so on.

In SNES ASM there are some values which store and save a pointer or base pointer in the ram/vram/cram and so on.

In my oppinion for genesis there are also these functions available but i cant understand it completly.


00:7AC0  61 00  BSR     #$050C [00:7FCE]       
00:7FCE  72 04  MOVEQ   #$04,D1                  D1=000001A0
00:7FD0  76 08  MOVEQ   #$08,D3                  D3=0000FFFF
00:7FD2  41 FA  LEA     $0CAE(PC),A0             A0=00000004
00:7FD6  61 00  BSR     #$004C [00:8024]         A0=00008C82

The menu here start at BC82 and load from this location some hex value to ram and vram to create the menutiles.

00:7FD2  41 FA  LEA     $0CAE(PC),A0             -> Found the explanation :7FD2 + 2bytes + 0CAE = 8C82

Thanks

red

3
ROM Hacking Discussion / Sega Genesis Mode1 hack
« on: December 02, 2018, 06:25:37 pm »
Hi guys,

some guys from different sega Communities had create a sonic 1 cd version in 2011 which is compatible with the mega CD drive. That means if you have a MD1 + Sega CD, the old cartdridge works with a cd soundtrack via sega CD. If i understand it right this function was official included but never used in commercial games. Only the Game Pier Solar used the Mode1 function and some hacks like top gear.

In the last 2 years we create a german version of wonder boy 4 and in the last steps we saw the sonic 1 hack. I tried to understand the function and want trace it with a debugger like gens r57shell but via emulator the mode1 is only compatible with kega fusion. So its hard to understand how it works and how we could use it to built it in our mw4 version.

I already implemented MSU hacks in some snes games. The mode1 hack runs a subroutine and if the sega cd is available he check for a valid tracktable (TOC).

There is also a mode 1 player at the sega source but so far my knowledge about the MD cpu is not very good.

Did anyone a hack with mode1 for his games and when yes, how could you debug the source?!

Thanks

red


4
ROM Hacking Discussion / Terranigma MSU-1 - PAL and NTSC
« on: July 28, 2017, 02:22:51 am »
After quite some time on this project, I am proud to finally introduce the MSU-1 version of Terranigma/Tenchi Souzou to the community! It features a completely rearranged soundtrack by Martin Denk for your listening pleasure while playing the game. Only the save jingle and baby cry sound are left untouched.

Special thanks go to Conn, who helped me a lot with the progress on this patch. The hack should work on all PAL versions as well as the the Japanese NTSC version of the game.

Please leave me feedback if you should encounter any bugs!

For those not familiar with MSU-1, these patches work on BSNES/Higan emulators and on sd2snes flashcards on real hardware.

PCM Pack
https://mega.nz/#!WuIQBCDZ!VoNndRLV0ZUTHmzRT9MPj3TW5aWTOIfVf1crNsNSOEg

Track 56 fix

https://mega.nz/#!y7Rx1YyR!pnW2VjKebSWp79DKeSzYcZivXweLaNkaWqMBUmGlt40

Terrangima_Arranged Soundfiles from OST Pack:
https://mega.nz/#!m34gnIqK!7ln06u8qVlVT3OAUT8iNWwCf4tXB0l21n7q4lB_DPTA

(This package contains 6 pcm:s, just replace the ones from the main pack above with these new tracks)

Patch for PAL Englisch, German und Japan NTSC Version. Work fine with both the NTSC and font-fix patches applied

Download:
http://bszelda.zeldalegends.net/stuff/Con/Terranigma_msu1.zip
(Patch for PAL Englisch, German, French and Japan NTSC Version)

Have fun,

thanks

red

5
ROM Hacking Discussion / Cartographer dumping issue
« on: September 05, 2016, 09:57:28 am »
Hi guys,

i have a problem with the tool Cartographer. I want dump the script from FF4 retranslation.

One of this pointer is located at:

#POINTER TABLE START:   $100000
#POINTER TABLE STOP:   $1002ff

Termination byte is hex 00.

/00=<ED>\n (ED = EndDialog)
01=<NL>\n (NL = NewLine)

If i want dumpt the first Pointer. I got this one:

[Cecil] of the Red Wings!<NL>
The Village of Mist is beyond<NL>
the cave to th e northwest.<ED>

Cartographer recognized the hex 00 as terminator byte. Its okay, but the dialog has several 00 in the dialog.

Could i handle this on another way?

This would the full dialog for this pointer:

#W16($100000)
[Cecil] of the Red Wings!<NL>
The Village of Mist is beyond<NL>
the cave to th e northwest.<ED>
The king is acting more<NL>
and more erratic!<NL>
And all thos e who oppose him<NL>
end up like [Cid]...<ED>
Lord [Cecil]!<NL>
Please avenge t he king!<ED>
Why did the king teach the<NL>
Dark Sword to his men?<ED>
The King has hurt us so<NL>
much... He was never<NL>
like this before.<NL>
Why has he c hanged?<ED>
You were that Dark Knight!<NL>
How splendid you look now!<ED>
I hav e a bad feeling about<NL>
Mist...<ED>
A foreign Monk was put in<NL>
charge of t he guards.<NL>
I hear he's searching<NL>
for someone.<NL>
I think he's at the i nn...<ED>
I hear the king was killed<NL>
and replaced by a monster.<NL>
And he has no heir either...<ED>
Whoa, it's a Dark Knight!<NL>
Scary! But kinda cool. ..<ED>
I wonder if that Dark Knight<NL>
really did die..<NL>
I kinda liked him! <ED>
Lord [Cecil]!<NL>
Kill [Golbez]e!!<ED>
The door to the building in<NL>
the west of town?<NL>
That's an underground waterwaythat leads to the castle.<NL>
 But it's sealed now.<ED>
This is the first time since<NL>
Baron was founded th at we've<NL>
been without a King...<ED>
The Dark Knight!<NL>
No...s-s-sir, I ha ven't been<NL>
speaking against the King!<NL>
<NL>
I..I'll dance for you.<NL>
Ho w's that sound?<ED>
The King's been really strict<NL>
recently, and I'm not al lowed<NL>
to dance.<ED>
You were that Dark Knight!<NL>
You look so much better<NL>
 without all that gloomy,<NL>
sweaty armor on!<NL>
Come on, let's dance!<ED>

Here my current settings:

#GAME NAME:      FF2
#BLOCK NAME:         Bank2   
#TYPE:               NORMAL
#METHOD:            POINTER
#POINTER ENDIAN:      LITTLE
#POINTER TABLE START:   $100000
#POINTER TABLE STOP:   $1002ff
#POINTER SIZE:      $02
#POINTER SPACE:      $00
#ATLAS PTRS:      Yes
#BASE POINTER:         $100300
#TABLE:               FF4-Dialoge.tbl
#COMMENTS:            No
#END BLOCK


Thanks

red


6
Hi guys,

I have some trouble with my script and hope you could help me.

Work on BOF2 script to change some mistakes in the script.


Got this to Parts: Both Pointer has the same target in the rom, but if i insert with Atlas tool he writes the text two times?!

Use Autowrite: Seems this could the problem?

Settings:
#VAR(dialogue, TABLE)
#ADDTBL("BOF2.tbl", dialogue)
#ACTIVETBL(dialogue)

#VAR(Ptr2000, CUSTOMPOINTER)
#CREATEPTR(Ptr2000, "LINEAR", $150000, 16)

#VAR(PtrTbl, POINTERTABLE)
#PTRTBL(PtrTbl, $22FC86, 2, Ptr2000)

#AUTOWRITE(PtrTbl, "<ED>")

#HDR($200)
#JMP($370000)


#W16($22FCD2)
[Ja genau, das ist der Pilz! Jetzt gebe<NL1>
ich euch den Rest der Ausrüstung.<ED>
//POINTER #39 @ $22FCD4 - STRING #39 @ $370CEE

#W16($22FCD4)
[Ja genau, das ist der Pilz! Jetzt gebe<NL1>
ich euch den Rest der Ausrüstung.<ED>
//POINTER #40 @ $22FCD6 - STRING #40 @ $370D2A


Thanks

red

7
Hi Guys,

a member of my page want to translate the english nes version of the game to german.

bailli translate the script to german for the GB version. Check the topic below and could create a table with MTE/DTE Dictonary.

http://www.romhacking.net/forum/index.php/topic,15178.0.html

I wonder if the nes version has no pointer and i have no idea how the pointer works for nes roms. Could anyone said something about this? Does it work in the same way like in snes games?

I would create a dump from the nes version and want insert the german script back, but without any pointer i see a lot of problems.

I hope someone could help with it.

thanks

red

July 07, 2015, 05:53:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Find some more informations about pointer handling and little endian.

The text

"Strangers have been wandering around here recently. You need to become a true warrior as soon as possible, Firebrand."

is stored in rom hx1FC81 pc / So if i understand it i have to substract 10 for the header,

-> 1FC71

next step : Remove the Thousand byte:

-> FC 71 -> Change the values = 71 FC.

So the pointer should be 71 FC. But i dont find anything in rom? Where is problem?

thanks

red

8
ROM Hacking Discussion / Dragon Quest 1+2 Pointerdebug...
« on: November 04, 2014, 10:37:18 am »
Hi guys,

iam currently investigate the pointer system of DQ1+2 and have some problems to understand the script and the pointer.

One of the first dialogs on DQ2 is "Cabinet Minister: Prince... It looks like the time for your leave has come!..."

Each dialog start with a FD als Scrollingcomand and there are some bytes before the FD value occurs. I have debugged the dialog and find a pointer on pc 0e2f37 (headerless)

It is a 3 byte pointer: 91 8D 14 (DQ is lorom).

I dont know for what are the command in the most cases of the dialogs.

Further: Next after each pointer there are 10 bytes and then the next pointer occurs. What does this bytes in the game? I change someone and i thing this bytes are responsible for events and so on.

Quote
$06/8305 9D A6 15    STA $15A6,x[$1C:15D2]   A:0060 X:002C Y:AF42 P:envmxdizc
$06/8308 B9 02 00    LDA $0002,y[$1C:AF44]   A:0060 X:002C Y:AF42 P:envmxdizc -> PC 0E2F44
$06/830B 9D A1 15    STA $15A1,x[$1C:15CD]   A:8D91 X:002C Y:AF42 P:eNvmxdizc
$06/830E A9 00 00    LDA #$0000              A:8D91 X:002C Y:AF42 P:eNvmxdizc
$06/8311 E2 20       SEP #$20                A:0000 X:002C Y:AF42 P:envmxdiZc
$06/8313 B9 04 00    LDA $0004,y[$1C:AF46]   A:0000 X:002C Y:AF42 P:envMxdiZc
$06/8316 9D A3 15    STA $15A3,x[$1C:15CF]   A:0014 X:002C Y:AF42 P:envMxdizc
$06/8319 B9 05 00    LDA $0005,y[$1C:AF47]   A:0014 X:002C Y:AF42 P:envMxdizc

Hope anyone could anwer how the pointersystem works...


Have a nice day.

red


9
Newcomer's Board / How works Menus in rpgs (other games)
« on: July 28, 2014, 10:48:10 am »
Hi guys,

i would like to know is there any document or source where i can study how a menu routine works in rpg or other games.

I would like change the menu from breath of fire 1 and looking for more informations...

Thanks

red

10
Programming / Problems with menu/battle function in Bahamut Lagoon
« on: April 27, 2014, 02:06:32 pm »
Iam currently try to fix the last issues with BL, I could fix the tile screen and the font issue which occurs on emulation.

Further i have to set to complet menu/battle and dialog font to a extended area of the game, because there was no more space available.

Now, all Battledislogs and Item descrption will not display correctly.

The original BL Font centered the description after a big amount of functions. After this, the game transfer the description from RAM to VRAM and displayed during battles and in menu list.

See the image to understand the issue.

$E6/3DD2 8F 03 42 00 STA $004203 -> I think this could be the problem. I think the original calculate the lengh of the available chars and set the aligment for the description.



I hope anyone could help me to fix the problem

BL Original function:
Code: [Select]
$E6/3DC8 E2 21       SEP #$21                A:0052 X:0000 Y:0001 P:envMxdizC
$E6/3DCA E9 20       SBC #$20                A:0052 X:0000 Y:0001 P:envMxdizC
$E6/3DCC 8F 02 42 00 STA $004202[$00:4202]   A:0032 X:0000 Y:0001 P:envMxdizC
$E6/3DD0 A9 0E       LDA #$0E                A:0032 X:0000 Y:0001 P:envMxdizC
$E6/3DD2 8F 03 42 00 STA $004203[$00:4203]   A:000E X:0000 Y:0001 P:envMxdizC
$E6/3DD6 C2 39       REP #$39                A:000E X:0000 Y:0001 P:envMxdizC
$E6/3DD8 EA          NOP                     A:000E X:0000 Y:0001 P:envmxdizc
$E6/3DD9 AF 16 42 00 LDA $004216[$00:4216]   A:000E X:0000 Y:0001 P:envmxdizc
$E6/3DDD AA          TAX                     A:02BC X:0000 Y:0001 P:envmxdizc
$E6/3DDE E0 33 05    CPX #$0533              A:02BC X:02BC Y:0001 P:envmxdizc
$E6/3DE1 90 03       BCC $03    [$3DE6]      A:02BC X:02BC Y:0001 P:eNvmxdizc
$E6/3DE6 60          RTS                     A:02BC X:02BC Y:0001 P:eNvmxdizc

Code: [Select]
$E6/3DC8 E2 21       SEP #$21                A:0672 X:001F Y:0020 P:envMxdizC
$E6/3DCA 5C 00 00 F8 JMP $F80000[$F8:0000]   A:0672 X:001F Y:0020 P:envMxdizC
$F8/0000 8F DE FF 7F STA $7FFFDE[$7F:FFDE]   A:0672 X:001F Y:0020 P:envMxdizC
$F8/0004 8F 02 42 00 STA $004202[$00:4202]   A:0672 X:001F Y:0020 P:envMxdizC
$F8/0008 A9 10       LDA #$10                A:0672 X:001F Y:0020 P:envMxdizC
$F8/000A 8F 03 42 00 STA $004203[$00:4203]   A:0610 X:001F Y:0020 P:envMxdizC
$F8/000E 5C D6 3D E6 JMP $E63DD6[$E6:3DD6]   A:0610 X:001F Y:0020 P:envMxdizC
$E6/3DD6 C2 39       REP #$39                A:0610 X:001F Y:0020 P:envMxdizC
$E6/3DD8 EA          NOP                     A:0610 X:001F Y:0020 P:envmxdizc
$E6/3DD9 AF 16 42 00 LDA $004216[$00:4216]   A:0610 X:001F Y:0020 P:envmxdizc
$E6/3DDD AA          TAX                     A:0720 X:001F Y:0020 P:envmxdizc
$E6/3DDE E0 00 20    CPX #$2000              A:0720 X:0720 Y:0020 P:envmxdizc
$E6/3DE1 90 03       BCC $03    [$3DE6]      A:0720 X:0720 Y:0020 P:eNvmxdizc
$E6/3DE6 60          RTS                     A:0720 X:0720 Y:0020 P:eNvmxdizc

Please sent me an PM if you want help. I could sent you the ROM

Thanks in advance

red

P.S. This is not a pointer issue!

11
ROM Hacking Discussion / Bahamut Lagoon SNES/Emu differents in bytes?!
« on: March 20, 2014, 05:17:41 am »
Hi guys,

iam currently translate and debug bahamut lagoon and start my work together with mopoz.

Mopoz change a lot of things and we expand the rom to 4MB.

Unfortunately we have used the emu version of this rom to start the translation and this version has some buggy fontset on realhardware.

I tried check the IPS file after i create a IPS file of snes and emu version of the English translation. But there are a lot of other changes. Complete chapterposition in rom and startinginstructions are completely different.

Check the old page for a separate patch, but could found anything or only the complete patches of the game. 

Hope Tomato or some of the old ream see the thread and could answer or send me the old patch.

Further in the patch notes is this comment:

Quote
"Dark Force is currently working on a copier bugfix, at which point he will release a new patch with correctly translated item names as well. UPDATE [June 2007]: Seems this isn’t happening."

-> Regarding the item names. What was exactly wrong?

Thanks in advance.

red

12
hi guys,

iam currently translate a game and found some pointer for menu and weapons.

The game use for example 5 pointers - 16 bit- for the Attack. The script contains only one "Attack".

If i dump the pointer, cartographer dump on this way

Spoiler:
#W16($1E2400)
Defend<END1>
//POINTER #1 @ $1E2402 - STRING #1 @ $1E2607

#W16($1E2402)
Item<END1>
//POINTER #2 @ $1E2404 - STRING #2 @ $1E260C

#W16($1E2404)
Attack<END1>
//POINTER #3 @ $1E2406 - STRING #3 @ $1E260C

#W16($1E2406)
Attack<END1>
//POINTER #4 @ $1E2408 - STRING #4 @ $1E260C

#W16($1E2408)
Attack<END1>
//POINTER #5 @ $1E240A - STRING #5 @ $1E260C

#W16($1E240A)
Attack<END1>
//POINTER #6 @ $1E240C - STRING #6 @ $1E260C

#W16($1E240C)
Attack<END1>
//POINTER #7 @ $1E240E - STRING #7 @ $1E260C

The problem is the space in this game, and i cant expand the bank and use mor space.

In this way, i would like to know, can atlas insert one textpart with more as one pointer?!

Thanks

red

13
Script Help and Language Discussion / Cartographer and ClockTower (Hirom)
« on: January 25, 2014, 09:03:36 am »
hi guys,

i want to edit my current translation of Clocktower an want use cartographer for it.

I used the tool in past only with lorom games and it works perfect.

Now, the tool also works... but the output confuse me...

For tests i want only dump the first 5 pointer which start at x301000 and end at x301008.

The rom is headerless and uses a difference of 1000 bytes.

Quote
#GAME NAME:      CLOCK TOWER

#BLOCK NAME:      Dialogue Block (POINTER)
#TYPE:         NORMAL
#METHOD:      POINTER_RELATIVE
#POINTER ENDIAN:   LITTLE
#POINTER TABLE START:   $301000
#POINTER TABLE STOP:   $301008
#POINTER SIZE:      $02
#POINTER SPACE:      $00
#ATLAS PTRS:      Yes
#BASE POINTER:      $301000
#TABLE:         ct.tbl
#COMMENTS:      No
#END BLOCK

Cartographer have ti dump the first pointer from 301000 and this is "Perfume". located at x301400

Quote
//GAME NAME:      CLOCK TOWER

//BLOCK #000 NAME:      Dialogue Block (POINTER)

//POINTER #0 @ $301000 - STRING #0 @ $301400

#W16($301000)
<05><01>PerfumeLZ<END><05><01>HamLZ<END><05><01>Car keyLZ<END><05><01>InsecticideLZ<END>


The first pointer end at the first <END> and the secound Pointer is <05><01>HAMLZ<END>

Hope, anyone could give me advice for this problem!

Thanks

red

January 25, 2014, 10:14:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update:

I think i fix the issue.

Add / to FF=<END> -> /FF=<END>

Now it works perfect!

Thanks

red

14
Hi guys,

hope you could give me some advice about the compression in the outro area of the game.

Is this a known compression typ? Couldn't find any informations ;/

Thanks in advance

red

Code: [Select]
80 16 81 01 2F 00 2F 00 2F 00 2F 00 2F 00 E2 00
CB E1 0C 2F 00 2F 00 87 00 2B 04 F3 00 F5 FF 00
F2 00 DD 00 F8 00 DC 2F 00 F7 00 EC C0 00 F1 0F
06 2F 00 00 2F 00 0F 06 2F 00 2F 00 2F 00 2F 00
2F 00 2F 00 E8 2F 00 0F 0C E4 09 DD 60 0E F5 00
DE 02 02 0F DE A0 0F 2F 02 2F 00 2F 00 2F 00 4B
00 07 DB 00 FC 6F 01 2F 00 2F 00 2F 00 A6 00 FF
9E 04 96 04 98 04 9D 04 FF 9E 04 9C 04 94 04 01
00 35 97 E0 00 B1 E0 00 B2 04 A1 00 0F 03 FF AE
04 A6 04 A8 04 AD 04 5F AE 04 AC 04 A4 00 03 A7
E0 00 8D C1 E0 00 C2 04 A1 00 0F 03 2F 00 DA 7C
E0 20 21 12 90 04 BD 04 9A 2F 03 7C 2F 00 C4 00
A0 04 CD 04 AA 04 03 00 ED 15 29 27 0F 18 0F 18
2F 00 2F 00 2F 00 0F 18 70 2F 00 2F 00 2F 00 69
00 91 04 90 E0 17 A9 93 60 00 E1 16 92 80 18 BD
60 18 9B E3 04 B3 40 01 A1 00 2D 00 A1 04 A0 D2
E0 17 A3 60 00 E1 16 A2 80 18 CD 04 5F CC 04 AB
04 C3 40 01 CD 0F 03 40 2F 00 2F 00 2F 00 2F 00
0F 30 EE 17 EA 60 3F 07 DA 00 F0 20 00 2F 18 2F
04 2F 00 2F 00 40 0F 18 0F 18 2F 00 2F 00 2F 00
2F 00 B3 60 2F 97 90 04 92 40 30 B8 6F 14 2F 00
00 5D C3 60 2F A0 04 A2 40 30 C8 0F 03 40 2F 00
2F 00 2F 00 2F 00 2F 00 08 18 01 00 47 95 FB 42
47 F8 62 56 F9 00 48 AD 30 F5 00 C6 02 2F 00 2F
00 2F 00 2F 00 2F 00 2F 00 2F 00 B8 2F 00 C3 00
81 47 91 04 B4 40 17 B4 54 C0 40 01 47 B3 02 31
90 A0 41 90 8F 15 5D 00 81 47 A1 04 C4 40 17 C4
C0 40 2A 01 47 C3 02 31 A0 A0 41 A0 0F 03 2F 00
C0 2F 00 2F 00 2F 00 0F 18 AF 47 A2 47 01 00 1D
F6 20 6F DA 00 DF 20 00 69 6E 2F 04 E4 2F 00 8B
11 BD 20 40 AF 10 01 00 9C 92 60 53 90 E0 59 61
43 B4 40 5B 63 12 AD 28 C0 51 AF 10 81 05 AC 60
53 A0 E0 59 61 43 C1 C4 40 5B 6F 12 2F 00 2F 00
C1 61 98 04 45 99 A2 62 BC A0 61 21 08 A1 62 9C
80 63 71 B3 C0 63 2D 03 C1 61 A8 04 A9 A2 62 28
41 62 21 08 A1 62 AC 80 63 C3 C0 63 2F 06 00 2F
00 2F 00 0F 18 0F 48 03 48 85 2F 0F 18 2F 00 A8
2F 00 EF 40 29 2B 98 60 6B 9A 00 73 B1 A8 68 0C
EF 40 27 2B A8 60 6B AA 00 73 C1 50 6F 0F 2F 00
2F 00 E2 00 9A C0 79 B5 82 7A AE CD 01 90 04 9B
80 7B B2 24 21 93 2E C2 7B 01 00 AA C0 79 C5 E4
17 6D 74 15 AB 80 7B C2 24 21 A3 C2 7B 0F 07 2F
00 54 0F 18 0B 90 DE A0 2F EC 40 60 F1 EF 17 08
0F 18 2F 00 4C 00 97 C0 81 AD 89 A7 01 A1 31 04
A1 2F 07 8A A7 C0 81 AD 89 A7 01 A1 31 A1 2F 44
07 8A C3 87 B4 C0 47 01 2C A9 46 9E E2 1D 44 8D
1F C3 87 C4 C0 47 01 2C 49 34 AE E2 1D 22 8D 1F
96 C0 8D C1 39 61 4C 91 E8 0B 05 3C 44 E1 25 E9
95 A6 C0 8D C1 39 61 4C A1 E8 0B 00 05 3C E1 25
E9 95 0F 18 0F 18 0F 18 2F 00 2F 00 04 C3 00 E3
9F 9D 82 46 81 12 0B 48 A1 49 01 5A 04 87 40 E3
9F AD 82 46 81 12 0B 48 A1 49 01 5A A0 87 40 01
5E 81 34 AF 43 21 4D B1 20 A9 9B A0 EA 2E 01 5E
81 34 CF 2A 21 4D C1 20 A9 AB 0A EA 2E 93 C0 AC
9D 02 4B 03 31 2F 00 4B 00 85 A3 C0 AC AD 02 4B
0F 31 2F 00 AB 5D F6 02 C0 CE F8 44 AD 89 18 0F
60 2F 00 2F 00 2F 00 00 2F 00 2F 00 2F 00 45 1A
A1 BD EF 01 2F 00 45 1A 00 A1 BD EF 01 2F 00 2F
00 2F 00 2F 00 2F 00 2F 00 88 2F 00 2F 00 ED 2D
DA 80 77 01 30 E3 77 F1 A0 60 E7 0F 60 2F 00 2F
00 69 76 B4 00 60 92 4A 6E D0 B8 A2 49 97 E6 43
67 76 C4 00 60 15 A2 6E D0 C8 A2 49 A7 E6 43 CF
06 2F 00 22 2F 00 94 06 45 C3 DA AB 52 B6 40 C4
E5 82 42 E3 46 A4 06 45 C3 DA 27 05 A1 52 C6 40
C4 00 E5 82 EB 46 2F 00 2F 00 0F 18 0F 18 0F 18
2F 00 5C 2F 00 2F 00 01 00 9F E0 E8 94 E0 D0 17
B8 04 BE 82 87 B8 C4 A1 41 0F EF 02 D7 01 00 AF
E0 E8 A4 E0 D0 C8 04 05 CE 02 47 C8 C4 A1 41 0F
EF 02 2F 00 2F 00 00 2F 00 85 4A 21 F3 EB 63 2F
00 89 4A 21 F3 EB 63 A0 2F 00 2F 00 2F 00 AB 45
4B 47 F2 C2 A7 EC 00 E4 A8 0F 18 2F 00 2F 00 2F
00 2F 00 2F 00 2F 00 C8 2F 00 2F 00 05 5B BF 40
F0 03 F0 B1 04 C9 9F AF EF 0E 5B CF 40 F0 03 F0
C1 04 01 AF AF EF 2F 00 2F 00 2F 00 2F 00 2F 00
C4 00 45 FE 02 E9 EC E0 D6 C1 EE 61 BF F8 60 D7
55 EC C0 D7 FF 40 C0 EB 00 D8 DE 02 31 A1 EB 40
A9 EF 03 2F 00 2D 00 DF 20 DC ED BA 20 7D 01 20
35 F9 00 42 80 35 F2 94 22 05 C1 36 F1 A0 7E F0
C0 AE 61 DF F2 40 62 1F 2F 00 2F 00 2F 00 87 0C
41 3B DD E0 B3 2E 01 07 81 00 89 20 00 82 CF 02
2F 00 00 2F 00 2F 00 2F 00 2F 00 2F 00 2F 00 2F
00 C6 7E 4A C1 BA 96 80 A2 9D C0 E4 01 B1 9B A0
24 51 B9 2F 21 C6 7E C1 BA A6 80 A2 AD C0 E4 0A
01 B1 AB A0 27 C9 0F 03 2F 00 2F 00 2F 00 00 2F
00 2F 00 2F 00 2F 00 2F 00 2C 61 61 E2 A1 8E 00
CF 01 2F 00 21 61 61 E2 A1 8E CF 01 2F 00 2F 00
00 2B 00 FF FF FF FF FF FF FF FF FF FF FF FF FF
E0 03 FF 00 00 05 6B 95 98 F1 74 5E 91 00 6A 77
6E 0B 10 01 01 94 01 7E 84 00 80 E0 FF F7 7F 3B
91 00 EF 20 44 AF F2 82 00 0F 0F 07 FE 02 01 0C
0F 06 00 00 FF FF EF FE FE FB FB 90 04 0B FC 04
FD 06 00 01 00 FB FD FD FE FE BE 90 05 08 FC 04
02 02 21 06 C0 77 FF 78 2F B2 06 C0 78 20 83 00
7B FF F0 29 08 1C FB FC FF B2 08 77 04 43 44 32
09 10 48 4C 05 01 FF 1C 21 20 21 1F 0F 00 00 87
07 1E 0F 71 00 D1 01 84 0B 83 00 FB FF 6F EF EF
FF F9 B4 FA 62 FF 9A 9A 98 16 17 6B 65 07 FF 1B
3B 39 70 70 60 60 06 FF 0A 0A 08 10 10 20 60 F3
FF C3 03 FF FF 7F 7E FF 0E FF 3E FE 7E BE DE DC
C0 FE FF FE FE 7E 02 02 05 00 02 FF 02 02 7E 3E
1E 1C 00 1F 8B 12 10 41 09 07 84 00 E0 0C 22 00
F8 EE E5 11 FE 3F 1F 10 00 78 80 A1 FF 10 08 0E
08 08 00 00 A0 FF D2 E9 EF E9 E8 80 00 21 7E 04
01 C0 20 C0 30 C8 E4 F0 02 1F C0 00 C0 B0 18 24
13 52 0F 04 01 99 01 A0 06 22 15 01 01 95 15 E9
17 68 FF D6 61 20 3F FC C0 00 17 5F 2B FE FF EC
C0 0F 02 C0 D2 04 CC 44 05 1F 00 00 38 4C 03 3D
04 41 A6 FF 98 41 28 5F 37 02 00 41 E7 67 3E 1F
70 00 1F 06 3E 9F FD F7 F8 F1 14 60 1A 6C 52 D7
0E B6 01 20 0C 18 33 16 0C 10 B3 16 80 B6 04 20
00 80 03 20 00 80 03 20 00 B9 80 00 20 02 1A 4F
BE 1C 00 1A 1E E7 0E 00 47 80 20 0C 1A 67 9F 6F
FF 9E 1F 1F 3F 62 9A 66 9A FF 7B FB F7 EF 07 03
07 03 FF 03 03 05 09 06 1A 66 82 6F 02 03 07 0F
02 1A FF FE 01 1A C6 B0 19 FC 00 61 00 04 1A 02
01 10 28 FF 25 12 18 3D 1F 06 00 10 CF 18 0D 0F
17 F1 25 EB 2B 3C 10 37 1F FE F8 30 21 CF EF 72
00 EE 2D A3 7F 83 63 2E 74 00 D6 2D 03 E4 2F 0E
7F 3F 7F FF 9F 8F CF 9F 81 25 8F 60 70 39 70 87
31 81 26 B0 30 80 BF 43 FF FA AC 44 84 B1 14 51
F7 99 39 79 00 31 01 11 59 B9 BE 81 00 41 55 DB
BB 7B E0 2D FD F7 0F FD 71 41 33 C0 F8 06 9E AE
81 2F C0 F9 66 83 00 F8 81 00 C0 1F 20 F0 E8 10
E0 12 21 72 00 90 22 79 F0 82 00 E3 37 7C 60 87
BF 51 07 C7 23 0F 67 C8 07 41 30 D3 24 CC FD 5A
B3 31 B1 84 20 39 39 63 3B 3B 22 19 2F 00 00 67
FE B3 34 98 05 2B A4 35 00 85 00 FF FF FF FF FF

15
hi Gideon,

as you know iam a big fan of your translations and had used your english script of some games for german translations...

One fact would be interessting for me... In my oppinion the hacking, translation and asm stuff are the one thing, but the
second one are the beta test where you/the team check the spelling, lengh of dialogs and so on?!

How do you do this? How do you test the lengh of a dialogs to avoid to long sentences and so on?!

In past i have used some editor like notepad++ where you can see the used chars in a row. Or Kruptar which works on the same way...

Thanks for your feedback!

red

16
ROM Hacking Discussion / Fire Striker Fontproblem
« on: June 16, 2011, 06:33:22 am »
Hi @ all,

currently my team working on a german translation of firestriker.

I have try to find to Fontset to add the specific character like äöü and ß.
Unfortunatly i think the font is compressed.

I used VSNES to look inside the VRam and Rom. All other tiles are not compressed.
It is possible that someone check the rom for the font and give me some information?

greetz and thanks

red

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