News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Fire-WSP

Pages: [1]
Help Wanted Ads / [Technical][SNES] Wolfenstein 3D Uncut Hack
« on: March 23, 2018, 05:55:56 pm »
The uncensored Sprites from the Beta 2 of Wolfenstein 3D need to be copied over to the the final US version of the game.
The GFX in the game is not compressed but stored in a unusual way.
A description for this can be found here:
Also because of this script, we know the exact location of each sprite in both roms.
The offset information can be found here:

With the provided offsets I was able to copy a bit GFX over for the brown soldier and got this:

Unfortunately after this it crashed.

Now I am searching for somebody who is interested in looking into it and write a little tool
or script to swap assets into the final version.

The uncut project is already going on here:


ROM Hacking Discussion / Wolfenstein3D - SNES Uncut hack
« on: March 19, 2018, 10:19:14 pm »
I am working on a uncut hack for Wolfenstein3D on the SNES.
The goal is to restore the stuff which was censored because of Nintendo's guidelines back then.
Somebody else did somesthing similar for the wall textures already but there he just scaled the GFX down to 32x32.

In the original Game and in that hack, lots of the wall textures are poorly scaled.
Since they are just 32x32 they need some optimazion too.
I reworked the sprites and cleaned the pixels.
Here is a example:

Replacing the wall textures in the game is no problem. I use TileMolester.
They can be found at offset 0x020000 8Bit linear 2Dimensional
For the Palette I am using a zsnes save state.

The walls are already in the game.
Titlescreen and other ingame screns are also no problem.
The problem are the Sprites for the enemies and some other stuff.
I want to replace them with the sprites from the beta version because they are completely uncut
in there except for the dog/rat.

Sprites start at Offset 0x030000
With Tilemolester I can recognize them and see parts of them clearly
when set to 8Bit linear 2Dimensional. I dont think there is any compression.
But I can not get a clear picture. 8bit linear is propably the wrong format.
I tried others but that did not work either.
Can anybody point me in the right direction?


In 2003 I did a German translation for Ganbare Goemon! Karakuri Dōchū
The text was translated from japanese to german. The overall progress is at 98%
I also changed the title screen and other GFX in the game.
Most stuff was done with the tool SNESEdit by SinaP.


I never released the patch because I knew that there was still a bit of text not translated.
I just was not able to find it in the game.
Also the Map was not translated and there is a slight problem in the titlescreen.
The map and the issue at the title screen are propably things to fix with ASM.
At some point I saw that the english patch was updated and they were able to translate the map and they also found the last text.

A few days ago I found this project on my backups and decided to check it out again.
Since it is almost finished I now look for a few interested people to help me taking care of the rest, so that it can finally be released.

Please let me know who is interested to help me finsih it.
I am looking forward to hear from you guys.

Pages: [1]