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Messages - Gideon Zhi

Pages: [1] 2 3 4 5 6 ... 75
1
Gaming Discussion / Re: How do you emulate?
« on: October 06, 2020, 01:24:58 pm »
Nice. How are you handling the syncing? I wrote a really crappy SFTP program that syncs between my desktop and HTPC but that only really works in my house. Do you use Dropbox/etc?

Are you running newer versions of Kodi? I built a different setup for Linux years ago using Jarvis for it, but I'm sure it's changed a lot since. Did that Retroarch integration actually turn out to work well that they put in a few versions back?

Also, what do you use for inputs these days?

For the syncing, I installed a tool called SyncThing. For Windows there's an implementation, "SyncTrayzor," that lives in the systray and handles everything. Added a single directory (d:\emulation_saves) to it, putting everything in there. You can set up exclusions for it too, which is handy for Dolphin's stuff - syncing saves is great, syncing platform-specific settings is *not*, especially when some of those settings are geared towards a high-end graphics card on one device and towards Intel Iris on another. Not sure if SyncThing works outside the house, but honestly I don't really need it to work remotely. It can be kinda flaky with recognizing shares, but it usually works okay most of the time. Note that it's *just* saves I have syncing, not games or any other part of the setup.

I'm running Leia on at least a few of my devices, but honestly the setup hasn't changed appreciably since Gotham. Whoever develops Aeon Nox keeps pushing out new versions for each new version of Kodi and my setup just moves with it. (But I do have Kodi set up to make backups every evening, so if something does go wrong I can revert pretty easily.) There's even a Netflix plugin for newer Kodi versions.

Advanced Launcher is long dead unfortunately and it's a bit unwieldy to use - since it's so old none of the scrapers work anymore and adding anything to it is a heavily manual process - but I don't add things to it very often, and never in bulk. With AL you define file collections and the program that runs them, and it just submits a command-line request to the emulator. In my case it's *usually* retroarch - never played much with direct Kodi integration there - but Dolphin for GC/Wii, PCSX2 for PS2, etc. I might look into redoing it with one of the newer launchers (Advanced Emulator Launcher and Rom Collection Browser are the ones that currently seem to still be active) but I'm in no real hurry to head down that path. The submenu buttons link to AL paths, and I'm not sure I can do that with RCB or AEL.

Inputs are still the wireless 360 controllers with the transformable dpads. MS controllers Just Work with directinput and x-input, so there's very little fiddling that needs to happen to get them behaving correctly. I did add a few shortcuts using joy2key: clicking the right stick in (R3) calls a modifier. R3+dpad down minimizes, R3+dpad right does alt-tab, R3+dpad left does alt-shift-tab, and R3+L3 does alt-F4. There are a few custom J2K profiles that I've put together - PCSX2 terminates with esc, not alt-f4, and a handful of games actually bind things to R3+L3, but for the most part it works pretty well. I keep a wireless KBM setup around in the event I need to actually get into Windows to do something - this is the bit of the setup that I'm least happy with, but the need is fairly infrequent, thankfully.

2
Gaming Discussion / Re: How do you emulate?
« on: October 05, 2020, 06:56:41 pm »
Your work on these was actually an inspiration like ten years ago, and I've been building mini-ITX systems with similar goals ever since. Got Steam Big Picture added on though, of course, and these get used as TV/movie boxes as much as they get used for games! I've just placed an order for a Sliger sm560 case which I'm going to transplant my current main gaming setup (codenamed COPERNICUS) into. It's a beast, running a Ryzen 5 3600x CPU and a GTX 1070 - I'm angling for an RTX 3080 FE to put into the new case, but we all know how the availability for *those* is working out.

I can get my setup running on a device pretty quickly. I've put it on five machines, and I've got emulator saves synchronizing between four of them (two HTPCs, a GPD Win 2 portable, and a GPD Win Max portable - the odd one out is a tiny Skylake NUC that I only ever use outside the home. Deliberately transportable.)

I've got an old shakycam video showing off the interface; it hasn't substantially changed since, but it'd still be nice to have a better version of the video. The biggest change is that while highlighting a category still shows all the wallpapers for all the consoles in the category, but when you arrow-down and highlight a specific console in the submenu group, it only shows wallpapers for that console. It's pretty nifty.
https://www.youtube.com/watch?v=_XmwJGczBQY
Emulator functionality starts at about 2:15 in. Front-end is Kodi, customized Aeon Nox skin, Advanced Launcher to manage emulators.

I remember when I was in grade school I always dreamed of a device that you could plug an NES, SNES, Sega Genesis, etc cartridge into and it would just work. This is sort of the realization of that dream - it plays freaking *everything* whether retro or modern, and mostly Just Works with a controller. At some point I want to retool the one in the living room with an NZXT H1 case (or something similarly flashy) for showing off :)

3
Wow, what a let-down  :( I remember reading you on one of Celeste's threads saying something similar, but I hoped that was only a misunderstanding between you two. I also read that the script for Gokinjo Boukentai was almost translated and the main thing left to do was inserting it, but if what you say is true, then who knows how much of that statement is true. I recall Matatabimitsu was translating the whole script but he stopped doing it by who knows what reasons (he's with the first Popolocrois now, I think).

FWIW 730 made a fair bit of progress on what I'd extracted from Gokinjo, but having a translated script and "just reinserting it" isn't anywhere close to the full nine yards you'd need for a proper translation patch. I was brought on with the understanding that 730 and I were not going to be the only ones contributing, and when that fizzled (and when Celeste started demanding further work from me despite not actually meeting any contribution obligations, then tried looking for someone else when I wasn't working fast enough) we both bailed. I still have the work and intend to finish it at some point but haven't publicly talked about it or announced anything because it isn't a focus and there's a *lot* of work that needs to be done.

Anyway. This thread isn't about Gokinjo drama. Grats to Avi on Goemon :)

4
If you don't mind, I'd like to ask you a thing. With all that happened with DDS and all, I don't know if you'll be willing to work again with other people, but I remember reading in this site, around a year ago, that a user called Celeste was looking for someone with knowledge of snes asm hacking who could help in some projects she's involved ("Idea no Hi" and "Gokinjo Boukentai"). I'm unsure whether she already found someone or not, but in case you'd be willing to look at it, I think those projects were near finished translation-wise and only needed some asm hacks.

They weren't anywhere near finished. Celeste was the standard "project-manager" archetype, over-hyping progress when there wasn't any along with her own ability to contribute. She used her over-stated skills and falsely-stated progress to attract people who actually *could* do the work while otherwise functionally contributing nothing, then threw several massive wobblers when called out on her lack of contribution. Stay far, far away; that's a drama bomb waiting to go off.

5
Gaming Discussion / Re: Playstation 2 Game Recommendations
« on: August 03, 2020, 04:33:17 pm »
Ys - The Ark of Napishtim

Steam version is absolutely the definitive way to play Ark of Napishtim and is discounted frequently enough, though the PS2 version does have a few exclusive bonus areas.

For myself, I'm going to recommend King's Field: The Ancient City, Everblue 2, and Metal Saga. If you enjoy GUST's stuff, Atelier Iris and Mana Khemia are good and are more RPG-y than modern Atelier titles.

6
Gaming Discussion / Re: Panzer Dragoon Saga looks like it didn't suck
« on: August 03, 2020, 04:27:12 pm »
I played through PDS on YabaSanshiro (yabause fork) earlier this year.

7
If you are making an emulator, does the ROM's machine code reference it's own addresses? Does it refer to locations that it gets mapped to in SNES memory?

This. ROM, WRAM, VRAM, SRAM, stack, OAM, hardware registers, *everything* gets mapped somewhere within the SNES's address space and is referenced by its location within that address space.

8
For what it's worth, the Harebrained Schemes Shadowrun games are... not modeled after, but are definitely closer to the SNES version of the game than they are the Genesis version. They're 3/4 perspective like the SNES game, though they're tactical and not action/rpgs, and at least a few of the SNES characters make cameos in them. They're also pretty good and are probably closest to the original PnP model than any of the other titles.

9
Newcomer's Board / Re: JP>EN translator with 0 technical knowledge
« on: May 05, 2020, 01:26:36 pm »
Hello everyone! I've been doing miscellaneous JP>EN fan translations since 2013, and I've been itching to take on a bigger project lately.

Mind if I DM you? I have something in mind that's already been *mostly* translated, but what's there is really kinda rough and it needs a once-over. It's a fairly large project too.

10
I think you misunderstood my goal. I'm trying to find someone who actually enjoys dealing with this stuff to help us out for the long term. I posted the A-K list simply as an example of what I'm dealing with. Do I think someone here would know better? IDK, but I figure it's worth asking. Thanks

Generally speaking, if there's a [T-Eng] and a [T-Eng v1.01] you probably want to go with the 1.01. [T-Eng] is usually the original release. In the event that there are multiple versions of a patch by the same group, always go with the higher version number. They tend to be bugfixes and/or improvements.

11
I'd actually be interested in knowing which games you're looking at that have multiple translations for them? I only know of a handful (Dragon Quest 5, Mystic Ark, Bahamut Lagoon, Tales of Phantasia PS1) of games that have multiple *finished* patches.

12
Newcomer's Board / Re: Help With Japanese-English Translation (SNES)
« on: February 13, 2020, 02:59:00 pm »
I'm not sure how you got the values for your table file, but even assuming that they're correct, you're also assuming that the game's text is going to be at the very start of the binary. This is not an impossible thing, but the likelihood that the *very* first thing in the ROM is the text is extraordinarily slim. When you open the ROM in a hex editor you get *everything* - the machine code, the graphics, the text, the data, everything, all mashed up together, generally without much (if any) logical order to it. So again, even if your table file is correct (it might not be) you're almost certainly not actually looking at the text.

13
Congratulations! Looks like you've done an outstanding job of it! I'll be sure to give it a go when it's ready.

14
King's Field (US) and King's Field 2 (US) are phenomenal. Precursors to the Souls series. (These are KF2 and KF3J. KF1J has been translated, but it's even more dense than its sequels.) Also Shadow Tower is tangentially related; same dev, same style.

Vandal Hearts is a favorite too.

15
ROM Hacking Discussion / Re: A Couple of Atlas Questions
« on: January 28, 2020, 11:27:07 am »
Other than removing the pointers from the script and doing this manually, is there a way to have Atlas recognise duplicate text strings and reuse pointers? For example, where the original may read

A1A1, A1A1
(Text A1A1 points to) HELLO

Reinserting with Atlas will give you
A1A1, B1B1
(Text A1A1 points to) HELLO
Text B1B1 points to) HELLO

You'll have to tweak the text file, but it should be something as simple as changing
//[$1268D9]
#EMBWRITE($0000D6)
//Gクルーザー<end>
G-Cruiser<end>

//[$1268E0]
#EMBWRITE($0000DC)
//Gクルーザー<end>
G-Cruiser<end>


to

//[$1268D9]
#EMBWRITE($0000D6)
#EMBWRITE($0000DC)
//Gクルーザー<end>
G-Cruiser<end>


Quote
Secondly, the debug files that Atlas dumps are very useful...except for some reason, mine always duplicate the first text entry I've inserted. They will insert correctly into the game, but the debug file makes it look like it's reinserted the same string over and over, like such:

22 W16       ScriptPos $DC38 PointerPos $D989 PointerValue $9C27
IT'S RINA'S<LINE>TURN![textheart]<END>
    30 W16       ScriptPos $DC48 PointerPos $D98B PointerValue $9C37
IT'S RINA'S<LINE>TURN![textheart]<END>
    38 W16       ScriptPos $DC59 PointerPos $D98D PointerValue $9C48
IT'S RINA'S<LINE>TURN![textheart]<END>

Any ideas on how I can get the debug files to correctly display the text that's been inserted?

Thank you very much for your help!

Not sure about this; it does look like you're inserting the same thing three times? The script pos, pointer pos, pointer value are all changing consistently.

16
Newcomer's Board / Re: Tool to translate SNES roms
« on: January 28, 2020, 11:19:13 am »
No such tool exists. If it did, every game ever would be translated.

There are *several* tools that, when used in conjunction with knowledge of reverse-engineering, debugging, the Japanese language, 65816 assembly, and frequently programming knowledge in other high-level languages to fill in any gaps, will help get the job done. But they all require a skilled operator at the helm and even a simple game like a beatemup typically requires dozens of hours of work.

The Newbie Package of REQUIRED Material
Here's the standard beginnger's guide stuff:
ROMHacking.net FAQ: You ask, we answer!
ROMHacking.net Getting Started Section: Newbies Go HERE!
ROMHacking.net Documents Section!
How to ask questions the smart way.
On the Essence of ROM Hacking
Talk with experienced people in our IRC chat and ask specific questions there.

Additionally, for SNES specifically, you'll need, at minimum:
A tile editor (I use yy-chr and Tile Layer Pro for most things but they don't cover every use case)
A hex editor (I use Windhex32)
A debugging-enabled emulator (I use Mesen S and Geiger's SNES9X)
A script extractor (I write my own, but you might have some luck with Cartographer)
A script inserter (I use Atlas)
A cross assembler (I use xkas)
A savestate viewer (VSNES)

17
Although, I will say that I've heard some rumors on reddit and a few other sites a while back about AGTP selling repro carts and such. I certainly hope that these rumors aren't true... Maybe someone were just using your name?

I've worked on five pieces of translated software that were officially licensed from their IP holders by a reputable publisher:

Magical Drop 1 and 2 are available on the Data East Classics Collection. MD2 was translated by TheMajinZenki, who was paid for his work.
Dark Lord is available on the GoRetro Portable AIO device. Shih Tzu on translation; am in the process of paying.
Metal Storm was commissioned and was available for purchase from Limited Run Games, is still available for preorder at Castlemania Games, and is available through several European distributors. Translation by TheMajinZenki, reverse-engineering and script edit done by myself. No part of the existing translation was used. Zenki got paid for this too.
(unannounced) was also commissioned and is still WIP. Zenki translated this as well, and will be paid directly out of my cut when it arrives. I don't know if this has been announced officially yet so I'm not going to say much more about it.

All five were commissioned by Retro-Bit Entertainment, who acquired the rights to republish the games from Data East (Magical Drop and Dark Lord) and Irem (Metal Storm.) All legal and above board. I've also done some small modifications to half a dozen or so other titles for another retro publisher/IP holder. I have a portfolio website put together for the business which I'll share when I'm ready, but I'm still in the process of desiging a logo for it. This is a good reminder that I need to file its Q4 taxes.

Beyond those, any reproductions of AGTP's stuff are done strictly without my endorsement and against my expressed wishes. I don't make any money from those, nor would I want to. I love romhacking and would love to be able to make a living off of it, but I have and will always refuse to do so if the legality of a given venture is up to question.

Don't believe everything you read.

18
We work hard to release our translations without even asking for donations, unlike AGTP. This is because we have a little something called "honor".

Excuse me? The only time I ever actually *asked* for donations was when had been out of work for half a year, had $10 to my name, and was about to miss rent. The button's there because people kept asking for ways to donate, and even then, I make sure people know that any money that gets donated is treated *purely* as a gesture of gratitude, not as some kind of payment. The button is basically window dressing at this point - even in good years it doesn't bring in enough cover even one month's worth of my student loan payments. I bust my ass on a daily basis at the office, moonlight as a contractor during off hours, and spend my hour-long (each direction) bus commutes and sacrifice my lunches so I can continue to romhack in what passes for my very limited free time.

But all that's beside the point. I take extreme umbrage in the insinuation that I'm trying to profit off of piracy. I've been trying to pivot AGTP into a business for over a decade now, but through all the proper legal channels. If all I wanted to do was turn a quick buck I'd be selling repro carts like the rest of the scum. But no - I've sold exactly five translations in those ten years. Two of those were commissioned from scratch (you can now preorder Metal Storm from Castlemania; LRG has already gone through their production run) and where possible (four out of five) the translators got paid or are in the process of getting paid for their work. All were to folks who legitimately hold the legal rights to publish (or republish) the games.

"Get a real job?" I have two. And anyone with "honor" wouldn't insult me by insinuating that I didn't have any.

19
Personal Projects / Re: AGTP Translation Megathread
« on: January 17, 2020, 01:21:51 pm »
Super Robot Wars 4 progress:
The game is fully playable with only some very minor bugs... up until the point about 60% of the way in when MC gets an upgrade from the Gespenst to the Huckebein or Grungust, at which time the game crashes *hard.*

To-do list follows:
* Title Screen + Copyrights
* Stage Names
* Karaoke Mode
* Combat pop-ups ("CRITICAL" "BEAM COAT" etc)
* End credits
* Final tidy on name entry
* Script edit

Known bugs:
* Some rare minor graphical glitching when upgrading weapons
* Partner name entry not loading the right names
* Combine/Gattai menu option doesn't display right
* Robot creation dashboard (Huckebein/Grungust) hard-crashes the game

Unfortunately due to changes in sram handling for expanded names, saves aren't really compatible between the original Japanese version and this one, and this screen _still_ hard-crashes with the same save in the JP version. Going to be interesting to debug.



20
Gaming Discussion / Re: Worst games that hackers fixed
« on: January 14, 2020, 07:38:53 pm »
E.T.

E.T. has been fixed. http://www.neocomputer.org/projects/et/

Edit: Nevermind, I somehow misread this as games that _haven't_ been fixed.

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