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Messages - Ballz

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News Submissions / Re: ROM Hacks: Photo-Sensitive Epilepsy Safe Hacks
« on: October 04, 2020, 07:12:52 pm »
We appreciate it, Ballz. You could simply note that you've attempted to make the patch epilepsy-safe.

Yeah, maybe I could update the readme to mention it, if RHDN allows me to.

News Submissions / Re: ROM Hacks: Photo-Sensitive Epilepsy Safe Hacks
« on: October 02, 2020, 12:27:39 am »
I think/hope my EarthBound: MSU-1 Hip Hop Journey hack is epileptic-safe.  I used the code for it that was found in MaternalBound Redux's source, but I didn't openly advertise it as such because I worry I screwed something up and I didn't want to risk hurting someone who went in thinking the game was safe.

Now if someone who isn't epileptic wants to check and can verify if it works or not, I'd appreciate it.  I never quite knew what to check for, myself. :thumbsup:

The project is abandoned? We still need to fix the auction for the Hero Ring and some other issues. Can't play this version without a fix.

About retranslations: there is still only ONE Final Fantasy VI retranslation for Super Famicom — well-known old English translation by RPGONE. Not without problems but at now it is the only translation of the original Japanese ROM. Other projects for some reason used American ROM. Why don't use the original ROM, if you translate from the Japanese language? It will be true retranslation, not questionable relocalization of already localized game with hundreds patches and restorations.

Sorry for bad English. It is not my native language.

For the most part it's easier to work with the US rom instead of the Japanese rom. I wouldn't say retranslating something wholly from scratch automatically makes it superior to any of these other projects. Some of these relocalization projects are very good in their own right (this one is my personal favorite) and while nothing is stopping anybody from doing a brand new translation from only the original Japanese script, we're kind of at the point where it's not really necessary because there are so many other options out there. 

Newcomer's Board / Re: How to know when a hack requires a headered ROM
« on: December 03, 2019, 03:54:02 pm »
You might just have to rely on trial and error.  Try it one way and if the game doesn't work or is super glitchy, add/remove the header and try it the other way.

TUSH is a simple little program that painlessly adds and removes headers from SNES roms.

I've been doing a replay of the game using this hack, and overall have enjoyed it quite a bit!  There are a few old Woolsey-isms that I miss, but I get why they were changed and overall this is a great, polished hack.

I wasn't sure if you were looking for any bug/script issues, but one thing I found was that if you win the auction for the Hero Ring, it will appear in your inventory as Brave Ring instead.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: August 24, 2019, 09:27:25 pm »
I don't think it's worth its own news post, but I do hope you all enjoy my EarthBound MSU-1 Hip Hop Journey project.  It was a labor of love over the past 10 months or so, and am pretty happy with the end results.

Thanks, I'm starting to put the pieces together here. The hex value at 09 appears to be the order the NPC appears on the pointer table.  So for example if the value is "01" then its the second pointer in the table (in this case, the NPC "an old woman").  But if it's like you said and we need to look at the four bytes from 09 to OC, then I need to make sense of the following three values.

One example is an NPC for a tulip.  There are multiple tulips to revive, but the four bytes are not identical for each of them.  The first tulip you revive is "0B 00 05 1F" while the second is "0B 00 06 08." 

The "0B" matches, showing it's the 12th entry on the pointer table. The second value at 0A is also identical; the values in this column seems to slowly increase the further you go down the table (generally from 00 up to 06). This might correspond with where the pointer is located beginning at 0x154E6, although the values don't seem to entirely match up.

Then that leaves the values at 0B and 0C, which are completely different between these two tulips. Any idea what these two do?

Hey all, I've been working on a little something for the SNES game Soul Blazer. It's my first attempt at a rom hack in about 15+ years so I'm a tad rusty on some things.

The data crystal entry for the game has been immensely helpful, but there is one section I am trying to make sense of: the game's lair data.

Basically if you're not familiar with the game, most enemies come out of these portals and once you kill them all, you can step on the portal and revive a NPC. The table I linked to above supposedly indicates what enemies come out of the portal, how many come out, and what NPC gets revived from it. But I've spent a few hours playing around with it and have had trouble making heads or tails of it. 

Basically I want to change one entry for one NPC to point to a different NPC. The table states the following:

09: Name of the NPC to revive. (0x154E6 + 2n = Pointer to text.)

I'm assuming "09" is the column 09 on the table, but it doesn't make it clear how the data in that column chooses which pointer at 0x154E6 to go to.

Hopefully that makes sense.  If you want to take a look at all this in the rom yourself, just a heads up that the offsets in the above link are for a rom that has a header added to it.

ROM Hacking Discussion / Re: Quintet compiler/decompiler
« on: January 09, 2018, 04:35:39 pm »
Much appreciated to the both of you!  I'll let y'all know if I any further issues.

ROM Hacking Discussion / Quintet compiler/decompiler
« on: January 08, 2018, 05:47:57 pm »
Right now I'm doing a lil' something with a Quintet game and searching around I saw that many years ago there was a thread here that linked to a compiler and decompiler for the LZSS compression used in many of their games:

Robotrek uses Quintet's standard LZSS implementation (also used by both ActRaisers, Soul Blazer and Illusion of Gaia - but not Terranigma, sadly).

Quintet LZSS decompressor
Quintet LZSS compressor

As for the location of compressed graphics, the Robotrek ROM map on Data Crystal may prove useful.

Unfortunately those two links no longer work and googling turns up nothing.  I was hoping someone here might have a copy sitting on their hard drive that they could re-upload.  :beer:

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 11, 2017, 02:04:23 pm »
Check the first post again. There's a free alternate audio pack now.

That said PCM files are freely interchangeable between MSU-1 mods, so you could put whatever music you want in the mod. (for example, when doing testing for FFVI's MSU mod, I converted a chunk of "We Are the Champions" to PCM and replaced the victory fanfare with it, for lols)

If you do pay and get that licensed soundtrack, it can actually be a lot of fun swapping out and testing which theme you prefer throughout the game.  I ended up doing that and additionally made two extra PCMs; one for Singing Mountain that I used in place of sections of the game where you only hear the wind blow (most notably the surface world when you first arrive at 12,000 BC) and then my own personal rip of Undersea Palace from the old Brink of Time arranged OST.

Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: April 03, 2017, 04:05:44 pm »
Oh cool, I found your SGB border update on page 9.  Looks great!

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: March 24, 2017, 08:36:08 pm »
Just wondering, when you've completed this patch
will we have to repatch it with a new rom or can the patched rom be updated to the final version?

New rom.  You shouldn't have to redownload the music files unless changes are made to those

Wasn't the Kajar Labs translation the one with that "Demon King-sama-chan-san-kun-pyon-hana-kuso" weeaboo nonsense?


Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: March 11, 2017, 12:21:21 pm »

How can I help you?
For the time being what I need the most is a good illustration of the Mille-feuille Kingdom map to make a Super GameBoy border similar to the one in Link's Awakening.

What's the source of that map image?  Did it come from the game's original manual, or was there a guide released in Japan that had this?

News Submissions / Re: sd2snes compatiblity?
« on: March 07, 2017, 06:14:21 pm »
If you mean that the voiceover is delayed a bit, that was intentional,  I synced it up so that the voice started reading a line approximately at the same time as the next line started displaying.  I tried syncing it to start reading at the same time the line was displayed, but sometimes he would get ahead, and would start reading things that weren't on the screen yet.  I felt this timing was the best compromise.

In my case it seems more extreme than that.  Like, the scroll begins and it's silent.  Then a few seconds after the scroll the John Williams score kicks in.  Haven't had any other msu1 audio issues on this game (or any other title), and since no one else seems to have encountered it, I'm kind of scratching my head on this one.

In the grand scheme of things, of course, it has zero impact on the actual game play. Just an unusual issue on my end.

News Submissions / Re: sd2snes compatiblity?
« on: March 06, 2017, 06:25:36 pm »
im using sd2snes firmware 1.7d and it works very well for until i open the first chest then the game hangs up, anyone got the same issue or know something i can do?
anyway the game looks real nice and i have to say thanks and respect for the good work, keep it on! 😊

I'm on 1.7d and had no issue with the treasure chest. Only noticeable issue I've seen so far is the audio on the Star Wars crawl is out of sync by about 5 seconds.  Everything else is going swimmingly.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 21, 2017, 10:00:46 pm »
Did you know there's no audio on the FMV cut scene for when you first get the Epoch?  Also when the cut scene ends, you hear a song start to play for a split second before it's abruptly cut off. I *think* it's the Epoch's theme but it goes by so fast it's hard to tell. 

Let me know if you need an SRM from right before the sequence (or for any previous bugs I PM'd you about a week or so back).  Overall it's been a stellar experience.  And for me anyways, a good part of the fun's been customizing the music between Chrono Symphony and Drac's covers.   :laugh:

I've seen this conversation go on for about 20 years and to date, I can think of only one time a rom hack was allegedly shut down by a Nintendo C&D, and that was for Pokemon Prism.  And in that case I'm not 100% convinced it was legit, as the rom hack was "leaked" anyways with no repercussions.

This page compiles a good number of projects C&D'd by the Big N.  Note that not a single project listed is a rom hack.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 09, 2017, 11:54:19 pm »
Cool, thanks for the explanation.

For anyone curious about the differences between the two arrangements, I think Dracula's can be best summed up as "enhanced" renditions that stay quite faithful to the original composition, but with higher quality sounding instrumentation.  Blake's goes for more of a symphonic orchestral vibe that has some arrangements sounding quite a bit different from the source material.

They're both really quite good and offer interesting interpretations.  I might spend an afternoon closely comparing the two track-by-track, and creating my own personal mashup MSU soundtrack featuring my preferred rendition for each song. Like I said, I'm kind of a weirdo when it comes to these things.

If you have the money, definitely consider purchasing Blake's soundtrack. Even if you choose not to use that version for the game, it's quite nice for casual listening. And while you're in no way obligated to pay for Dracula's version, you can always throw him a few bucks as gratitude on his bandcamp page. :)

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: February 09, 2017, 09:47:34 pm »
So I'm kind of a weirdo who likes trying as many different things as possible, so I went ahead and got the Chrono Symphony and was going to play the game using that for a bit to decide if I liked it more than Dracula9AntiChapel's version (I did something similar when I recently played A Link to the Past DX and kept swapping between the two Zelda arranged OSTs available). 

qwerty's script from the OP to convert the Chrono Symphony flacs worked like a charm, but I noticed there was one less PCM created, compared to Dracula's soundtrack.  Was it just an extra cutscene from the game that Chrono Symphony didn't cover, but Dracula's did? Or did the conversion script accidentally leave it off? The missing track is the last one, chrono_msu-85.pcm

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