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Messages - KingMike

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Probably just one reason the FDS was abandoned. From what I read, piracy was an issue as well as Nintendo wanting shared copyright as well as pricing control (such as for the Disk Writers) which left many third-parties saying "no...".

Newcomer's Board / Re: Akumajou Dracula (Famicom) - Menu Text Alteration
« on: February 18, 2018, 11:47:53 am »
Almost certainly Konami checksum-protected the files on this game as they have been found to do on other games.
Need to find the ASM code which JMP to the BIOS' Reset routine and disable it.

Just looking for 4C 24 EE (JMP $EE24), I find this hex
A9 00 20 87 CC F0 08 A9 00 8D 03 01 4C 24 EE
One way to disable it would be to find that and then put EA for all the bytes in the sequence AFTER the F0 08. I haven't checked but that should work.

I do remember Sink or Swim being one of byuu's examples in his "why accuracy matters" article thing about common emulation problems.

Gaming Discussion / Re: one handed games?
« on: February 14, 2018, 06:22:12 pm »
I think the combats in Lennus were playable with only one hand. Don't know if the sequel plays the same because I played just once quite some years ago, and I have yet to replay it (it was a really nice game, as I remember).

It still allows you to Mash A To Win like every other RPG, though. :D (while the D-Pad is used to select menu options, it still allows to press A for selecting the menu options to "attack", "weapon" and "yes" for confirming turn selection)

You are joking, aren't you?
There was certainly a lot of work put into that hack but I'm not so sure how correct translation. From what I understand of the original thread, it sounded like the hack assumed every misleading line of text in the game was due to a bad translation and turned it around into a "correct" translation, whereas many misleading lines of text in the original game were wrong on purpose. (though there were reportedly still a few legitimate errors in the official translation, such as the hint about the tornado)
I'm not saying this to be mean to the people who worked on it as it sounds like a very good ROM hack of the game, I'm just not sure if it was looking to correct "translation mistakes" which weren't.

ROM Hacking Discussion / Re: Super Mario Bros Famicom Hack? (Problem)
« on: February 13, 2018, 11:54:43 am »
FDS games can optionally have a header (it is 16 bytes: "FDS", a 1A character, and the number of disk sides, then the rest are zeroes).
You would need to use a hex editor with cut and paste functions to add or remove it.
(a 1-side FDS ROM will be 65,500 bytes without a header or 65,516 bytes with it)

A Metal Slug NES/GBC homebrew/port using the Neo Geo Pocket version as a base.
Doesn't it already exist in the form of the bootleg Terrifying 9.11? Just revert the offensive content and there you have it?

I'd love to see a hack of Umihara Kawase for the SNES that moves the HUD into the upper and lower parts of the screen.

I've never seen any other game that has the HUD so close to the center like that and it looks awful, the game is fantastic, but I really want a fix for the HUD.

I know, it's like the HUD was designed for Game Gear (being that GG is like a SMS screen with only the center visible). :D

From what I read, the Sega CD is technically an MSU-1 for Genesis. ;)

Programming / Re: C++: array indexing issues
« on: February 07, 2018, 10:10:17 pm »
That is only a snippet of code, LZIterations is a counter value that is set in the full code before it used with a value no bigger than like 35, I usually used unsigned when I am making loop variables (though true, using an actual loop is probably better. Habits from dealing in ROM hex data so much.)
"Write" is an index counter that I initialized with a value of 0x24. (was a duplicate of the long WriteIndex when I wanted to see if WriteIndex being long was the problem, even though I suspected it wasn't and I was missing another real problem.)

Programming / Re: C++: array indexing issues
« on: February 07, 2018, 04:07:39 pm »
Well, it seemed to have been fixed. I was sure I had initialized WriteIndex before.

I remember now the problem was that before between two writes to DataBuffer, TypeKey (a bitfield which holds the state of whether 8 iterations are raw or LZ data) would somehow get corrupted to 0, making incorrect read from undefined areas in the buffer.
(the original code only defined the 0x24 leading bytes to zero and the data did not expect to read data it had not already written)

I had checked that the ripped data matches up to a savestate.

ROM Hacking Discussion / Re: Archiving Large romhacks via torrents:
« on: February 07, 2018, 03:41:30 pm »
With that Xenogears patch, it probably would've been better to split the undub stuff into a separate patch. The rest of the stuff sounds like it would've fit easily into a patch that can be hosted.

If you wanted to rewrite the entire game yourself.
But after AM2T I don't think anyone want to spend years of their life doing it.

Programming / C++: array indexing issues
« on: February 06, 2018, 09:06:04 pm »
I can't have a long int as the index into an array of chars?
Just curious about a graphics decompressor I had previously written.
Code: [Select]
unsigned char readbyte, readbyte2, TypeKey, LZIterations, IterationKey;
unsigned long int romoff, WriteIndex;
unsigned short int DecompIterations, LZKey, LZReadIndex, Write=0x24;
unsigned char DataBuffer[0x10024];
(the odd size is because the original game code deliberately underflowed the decompression scratchpad position with 0x24 zeroed bytes to set the read position behind the write position.)
Example usage
Code: [Select]
LZReadIndex++; Write++;
LZReadIndex++; Write++;
I was using the long WriteIndex as the array index and it would crash/return corrupt data, replacing it with the short int Write made it work, but I don't know if that is correct.
I suppose I don't really NEED a 64KB decompression window (for SNES, probably even 32KB is overkill)

Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.12]
« on: February 06, 2018, 07:58:43 pm »
The border itself looks great though I question the value of putting a SGB border into a GBC-exclusive game which will only work on emulators supporting the non-existent-in-reality hardware combination.

ROM Hacking Discussion / Re: Journey to Silius Utilities?
« on: February 06, 2018, 07:54:31 pm »
If nobody has posted one to the main site, then it likely doesn't exist, or it does but nobody has informed the site about it.
Unless the graphics are compressed, any tile editor should work.
As for text editor, the same. You would need to read documents about text editing. As long as the text is stored in the ROM as is typical, it would work.

As for level editing, that is much harder to do. It requires studying the ROM to determine the level format as well as writing an editor. Both are tasks that require quite a lot of effort so will likely only be done if there is someone deeply interested in writing one for the game.

I've heard the homebrew game Pier Solar supported that, by allowing the user to burn a soundtrack CD and play it while running the game.

I remember reading long ago the graphics (which are most of those things listed) are compressed. Someone wrote a tutorial long ago for using a program (zcompress, was it?) to de-compress and the re-compress.
You would have to decompress, use a tile editor which supports its graphics format (I think it was 16 or 24 bit color?) then recompress.

News Submissions / Re: ROM Hacks: Switchblade II - First Atari Lynx Hack
« on: January 31, 2018, 07:57:06 pm »
There was an NES version of the game developed at one point but it was never released, no prototype ROMs have surfaced. And I thought I read someone in the preservation scene contacted Kemco or Gremlin about it and was told they have nothing on it, no ROM or source.
(at least I think it was Kemco who would've published it, they did quite a number of computer to console ports at the time. But it sounds like some kind of corporate politics happened and this one got dropped.)

I did not finish playing the game in Japanese due to the chained-encounters making you fight overwhelming numbers of enemies.
(what I mean is that when you beat one enemy party, another instantly spawns, and you only get money and EXP for winning ALL encounters) It happens sometimes in early dungeons but becomes pretty much every battle by about the third region.
I got annoyed at it enough to dig and figure what ROM address to change to make all battles only one encounter.

Perhaps it was to balance the scarcity of encounters (encounters seemed to rarely happen outside of walking through doors) but I'd rather have more encounters with small groups than a low encounter rate with huge mobs.

Also, finding the fourth boss seemed kind of ridiculous, though it's very possible my poor Japanese skills made me miss a hint that would've let me find it without an FAQ.
So you're supposed to use Mapper in a suspicious room after putting away all your minions before entering the floor, or something like that, to unlock a secret door.
I wondered why the dungeon seemed insanely long but it seems I had actually wandered into the fifth dungeon (Hell? :D ) before beating the prior boss.

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