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Messages - Pickle

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1
bug report: the conversation with the Murphy character on the second floor is garbage text.

2
So i think ive got it working with the original xdelta program. I used this command:

xdelta3-3.0.11-x86_64.exe -9 -S djw -B 536870912 -e -vfs "SaGa3_dump.nds" "Saga3_patched.nds" "D0C79AE7_to_7AB925CE.xdelta3"

Testing the patch produced a matching binary.
Its also 2400 kb

I could put the patch on location if someone wants to take a look.

3
So the patches for the SaGa 3 remake were made a on a bad dump. This type of thing is frustrating to users like myself that actually get the legit cart.

http://www.romhacking.net/translations/1705/

So ive done a comparison between the bad dump and the good and the delta is minimal. There are 2 sections that are 0'd out on the bad dump which contain some data in the good.
Other good news is that the bad patched game does not modify these 2 section.

So i took the patched bad rom and copied over the 2 small sections.
This should result in what a patched good rom should result in.

So then i ran the xdelta program that came with the rom to create a patch.
I was hoping that the result would be the same and maybe a couple bytes would change for something like crc.
But no i ended up with 63 mb file vs a 2300 kb file.

Edit:
The xdelta that comes with Saga 2 patch gave a 3500 kb file
The xdelta on the utilities gave a 64 mb (assuming this is what came with Saga 3)

Any suggestions?

4
The code was done that badly? I was always under the impression that this was one of those games that was coded incredibly well and efficiently due to how much people loved the intro and how much space it had to have taken up. You said that just cleaning things up could cut things down to 5MB. Just how large is the ROM size originally?

possibly they had one function in the source code and had it marked as inline, which would result in each obj getting its own copy.

5
appears this project was made to work with a bad rom (bad header?):

bad md5 : C16E3EED65635A3CAA56F12F8462A100

good md5 : 8EDB0033AA3B0F5E02F3D1424F2663DC 

I have the good. Heres hoping for an update to support the good md5.

http://datomatic.no-intro.org/?page=show_record&s=28&n=5450

6
Many versions of snes9x and some versions of Higan don't emulate the rtc properly. One guy playing on the mini with retroarch and snes9x core said on twitter that the real time clock doesn't work in the mini, even though it does on his PC.

It's not easy to tell which versions of snes9x run the rtc properly, but some run it without issue. Can't say which ones, though. I use bsnes.

Your probably right on the rtc, i dont think the mini has a battery to keep the time.

7
No it will not, because the classic's games in any region have no reason for it.  Did TMZ even get released on the Virtual Console in Japan?

I think the fuller answer is that the official snes classic emulator can not at all. But if you soft moded your console to run the retroarch core it could. Im pretty sure I saw the core on github get updated with recent snes9x which would have the changes.
I have a console so i could try tomorrow and see the results.

8
Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 20, 2017, 09:06:31 pm »
can we get the snes9x patch early?
Id intend to play the game on a portable device, but i need the code changes to make to my build of snes9x.

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Personal Projects / Re: Tengai Makyou Zero translation project
« on: August 31, 2017, 06:49:41 pm »
Thank you, Tom, DougRPG, and everyone else who's putting so much hard work into this game! I just bought a cart of the game to work on dumping it, and I'm jumping on the hype train here.

Would it be possible to get the patched game to run on an SNES9x emulator on PSP? Or is this a PC-emulator-only affair?

Ive dumped the game with my arduino cart dumper

https://forum.arduino.cc/index.php?topic=158974.0

10
Personal Projects / Re: Tengai Makyou Zero translation project
« on: March 24, 2017, 02:20:08 pm »
I don't mind that people don't even know the name of the series in the west. That's no surprise. But when even a fan of the series shrugs it off, that's depressing to me.

Dont get too down about. In my case i never heard of this series but im looking to get a cart now based on the work you and your team have shown.
So even though some may not have time for it, there are others like myself waiting to experience it.

11
Personal Projects / Re: Snes9x MSU-1 Support
« on: February 22, 2017, 09:26:52 pm »
sorry i should have said that i tried both the unix and the gtk. Im getting the sound effects so that is working. But nothing for music.

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Personal Projects / Re: Snes9x MSU-1 Support
« on: February 22, 2017, 05:24:10 pm »
I tried to get this to work off the git with unix builds and I get no music at all. I built with all defaults. I did get the MSU-1 in the rom info.
I used the same setup for Secret of Mana from windows machine with the binaries from the first post and that worked.

13
Newcomer's Board / Re: Finding specific revisions of carts
« on: July 14, 2016, 02:03:20 pm »
I know how to tell what the cart is once I have it, but that requires buying carts until the right one comes up. Im really looking for a way without guessing.
I also realize the outside of the cart really doesnt change from revision to revision.

14
Newcomer's Board / Finding specific revisions of carts
« on: July 14, 2016, 01:15:41 pm »
As everyone probably knows hackers/translators usually use the most recent game/cart revision to modify.
Ive had 3 cases where the cart was the older revision. Im struggling to find a way to confirm a cart actual revision level.

I dont want to randomly buy carts hoping to land the right one (gets expensive).
Asking the seller usually ends up with 'I dont know' and 'I cant find out'
Are there any Japan residents that have the ability to identify specific carts for others?
Anyone has had a method/idea that produced good results?

15
hope you don't mean a repro cart, we don't really care for those around here

no i meant an original game cartridge.

16
thanks for another translation, ordered myself a cart.

where are you guys with wizardry gaiden iv, seemed like it was almost there based on your previous comments.

17
anyone solved the store district quest? I think ive hit every square and the only one im not able to get past is the coded door.
The only items i dont think ive used is the cprmedal from the temple boss and the well key.
im not looking for the outright answer but maybe a hint. im just afraid there might be a game killing bug.
the hint from the store keep (mia) seems to suggest that you find his store goods, but i dont see them anywhere. Through is would be in the upper level of the inn or boltac store.

Edit: just as a i post this and i had the right idea in mind. So i found the clue for the code door and im onto the next floor. Hope this is part of the quest and there nothing else missed.

18
Personal Projects / Re: Romancing Saga 1 translation
« on: April 22, 2015, 08:36:58 pm »
no problem  :thumbsup:, youve done quite a good job on this its been a pleasure playing.

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Personal Projects / Re: Romancing Saga 1 translation
« on: April 21, 2015, 10:12:37 am »
Found another glitch when the first dialog with the king at crystal city is triggered with albert some of the kings text ended up in alberts
text bubble.


Edit: Jamil's recruit dialog (using albert still) is messed up, the first line goes real fast and then the second section has a large gap in it.

Edit: Dialog with Ahmad, He says 'daughter has been kidnapped'. The line in the k starts on the second line and then the rest on the third line. The same thing happens on the next segment with the word 'but'

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Personal Projects / Re: Romancing Saga 1 translation
« on: April 20, 2015, 08:01:15 pm »
Theres graphical corruption for a shorty bit if you select the third option 'Save yourself' when Albert and his sister are fleeing the castle. Doesnt seem to be game breaking.

Edit:
Talking to Sif when she asks who you are the selected answer does not have the highlight

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