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Messages - CUE

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Front Page News / Re: Other: New Alttp forum opened
« on: April 13, 2014, 07:46:42 am »

Front Page News / Re: Other: New Alttp forum opened
« on: April 12, 2014, 05:16:34 am »
Whats wrong with the GBA version? You can use it to extract the script (GBA version is MULTI5) and use it in the SNES version to translate the game. So would the same dialogs in both versions.

Newcomer's Board / Re: Extract images/animations from a saturn game
« on: February 26, 2014, 09:26:54 am »
All Shining games use compression. I remember the "m*.mdx" files: scrpt files with your own font.

LoM uses a hidden LBA table in SKCDPOSE.DAT. I have a tiny tool to reinsert the files and update the image file: https://www.mediafire.com/?9q04a6p35h4dxro
Usage: chg isoname filename [filename [...]]

NOTE: Do not use CDMAGE to reinsert the files!!!

Programming / Re: Nihon Falcom PC Game File Compression
« on: February 04, 2014, 03:11:24 am »
That seems like a simple LZSS compression starting @ offset 9

ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 29, 2014, 04:08:13 am »
It's alright now as when I tried it later on in the day it worked fine, don't know why it didn't the first time around as I did the same thing.

ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 28, 2014, 03:32:22 am »
What game is it? Can you indicate what error message you get?

ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 27, 2014, 01:18:27 pm »
PSX-MODE2: http://www.romhacking.net/utilities/848/

Usage: PSX-MODE2 isoname \file_to_be_replaced new_file

As promised, a tiny tool to dump the "The Sword of Hope II" script  from an abandoned project:

Source code and script dumped included.

Sword of Hope II: I was playing this RPG from 3DS VC recently. Potential can be had for text editing, a change of scenery, portrait editing, shop/casino editing, etc. There is plenty to work with for a balance patch, such as the Fortify spell being too powerful.
I have a non public tool to extract the script. Tomorrow I search it.

Newcomer's Board / Re: Help for Translating Roms?
« on: January 13, 2014, 03:55:54 pm »
I have an old tool to translate the script, used with the spanish translation: http://www.romhacking.net/translations/1662/
It may take a few days to find the tools.

Programming / Re: Entropy coding
« on: January 12, 2014, 08:43:48 am »
KC, yours method is the same as used in the Saturn game "Shining Force", and it is quite efficient with text files. I call it Multi Huffman Coder.

I have my own updated version, never released, with source code included: https://www.mediafire.com/?3yq23nmafmvsij7

Programming / Re: 8 vs 16 bit addition in z80
« on: December 04, 2013, 03:30:44 am »
ADC = ADD + Carry_Flag, and you do not known the initial flag value, so the addition can be A=A+E+0 or A=A+E+1.
Replace your ADC by ADD to solve the problem.

Another version, without using reg A/carry flags/short jumps (7 bytes):
Code: [Select]
push hl
ld   hl,0040
add  hl,de
ex   de,hl
pop  hl

World of Spectrum is a decent place to find some primers and ask Z80 questions.  The introduction to Z80 gives a quick explanation on exactly this problem.
Yeah ;)

Programming / Re: 8 vs 16 bit addition in z80
« on: December 03, 2013, 10:27:26 am »
You can't put a 'XOR' before an 'ADC' because 'XOR' clear the C flag.

If HL is not used (5 bytes):
Code: [Select]
21 40 00 ld  hl,0040
19       add hl,de
EB       ex  de,hl

If HL is used you can use the first code, with the 'JR NC' (7 bytes)

If you want use only the 4 original bytes, you need add a 6-bytes routine:
Code: [Select]
7B -- --   ld   a,e
CD XX XX   call XXXX

C6 40 --   add  a,40
5F -- --   ld   e,a
D0 -- --   ret  nc
7A -- --   inc  d
C9 -- --   ret

Newcomer's Board / Re: [Help] Get the script
« on: November 26, 2013, 04:02:34 am »
The game is not ideal to start:
- VP uses a hidden encoded LBA table to store the files
- VP uses compressed files
- VP uses a differente font for each file
and more...

Newcomer's Board / Re: Looking for CJK fonts to translate an old game
« on: November 14, 2013, 03:37:19 am »
I have a lot of fonts of Nintendo DS games: http://www.mediafire.com/download/o45ydrddj8mk6ti/fonts.7z
I hope they serve you.

To create DropBox direct links:
- you need to create a folder named Public in your DropBox folder
- put the files in that folder
- now the url must be: https://dl.dropboxusercontent.com/.../FILENAME.EXT
- change https to http

Site Talk / Re: Credits Section
« on: October 17, 2013, 05:22:40 am »
I hate the credit section.

You can upload a translation, and when accepted, there are 1-2 guys editing the credits automatically (to increase their number of contributions?) by putting wrong information many times, without waiting for the true author put the correct information.

Please stop editing credits information. Not need to edit to always put "<NAME>" as a hacker.

Newcomer's Board / Re: How to report a broken upload properly?
« on: October 16, 2013, 03:18:03 am »
I checked the first file: is a html page to download a file from a dropbox account.
You must change the extension to .html, double click and you can download the file

Your position is clear.
In that case, I would like to learn more on the example of what it means:
Code: [Select]
- 011 + nnnnn ..................... copy 'nnnnn' more decoded bytes"
October 13, 2013, 12:33:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
That's interesting. By reducing the size of the font #1 to 4 bytes, managed to increase the space for the font #2 to 3502 bytes. It seems that a limitation is imposed only on the amount of all the blocks of compressed data that come one after another. But not on a separate block.
011 must be preceded by another 011 or 1nn code.
With code_1nn you can copy only 7 bytes maxim ('111'). To copy more bytes you need split the size in some parts, 7 bytes for code_1nn, 31 bytes maxim for each code_011.

An example: If you need copy 50 decoded bytes from offset actual - xxxxxyyyyyyyy:
111 xxxxx yyyyyyyy <-- copy 111 binary = 7 decoded bytes from offset actual - xxxxxyyyyyyyy
011 11111 <- copy 11111 binary = 31 more bytes
011 01100 <--- copy 01100 binary = 12 more bytes

You can check "decoded.log" to see more examples.

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