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Messages - RedScorpion

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1
Sometimes its more helpful to explain it with some easy explantion instead of high known asm knowledge... But okay, explain it again!

Thanks

red

2
First off all you have to check what happen before he stores the 12 in the ram.

82/D5C4 AD 61 1B    LDA $1B61  [$80:1B61]   A:0004 X:0A96 Y:CE8C        -> Load position to find the value in the rom
$82/D5C7 18          CLC                     A:0070 X:0A96 Y:CE8C       -> Clear carry, okay what ever he is clearung
$82/D5C8 69 9B C1    ADC #$C19B              A:0070 X:0A96 Y:CE8C       -> ADC add C19B to the value of A:0070 (hex) open calc, set to programmer and enter hex 70+ hex C19B
$82/D5CB A8          TAY                     A:C20B X:0A96 Y:CE8C       -> Result A:0070 + C19B will transfer from A: to Y:
$82/D5CC B7 2D       LDA [$2D],y[$84:C20B]   A:C20B X:0A96 Y:C20B       -> Load from Register 2D + Y / 84:XXXX - XXXX is C20B or a value from another enemy
$82/D5CE 18          CLC                     A:D2E8 X:0A96 Y:C20B       -> Clear carry again
$82/D5CF 69 00 00    ADC #$0000              A:D2E8 X:0A96 Y:C20B       -> ADC add again 0000 - dont know why, it makes nothing with the value
$82/D5D2 A8          TAY                     A:D2E8 X:0A96 Y:C20B       -> Again Transfer A to Y
$82/D5D3 B7 27       LDA [$27],y[$83:D2E8]   A:D2E8 X:0A96 Y:D2E8       -> Load from Register 27 + Y / 83XXXX
$82/D5D5 95 3D       STA $3D,x  [$00:0AD3]   A:0012 X:0A96 Y:D2E8       -> Start Lundar Adress, Load the Rom and bellow enter 83D2E8 / you get the PC Adress / If you open the rom in a hex editor and goes to these adress you will find 12

$82/D5D5 95 3D       STA $3D,x  [$00:0AD3]   A:0012 X:0A96 Y:D2E8  -> Stores these value to Ram 00:0AD3 = 7E:0AD3

If you want change the 12, go to hex edit to these position and change it in the rom. You can also test it, when you open the "show hex" in Geiger. If you do that, please use the SNES adresse like 83D2E8- you will find a 12 (hex)

okay?

thanks

red

3
Did you try to find more informations about the rom on zeldix.net?

thanks

red

4
I can send a ips but the hack has some bugs on the map and with the engine... It happens that you stuck in tiles or the complete overworld goes crazy..

Cant find a fix for this sooo far!

thanks and sorry

red

5
why do you need the script?

Thanks

red

6
It looks like the routine which occurs after you beat the game in highest defficult...

You see also a special ending without health bar and so on...

red

7
Like i already said. We can create a patch for the game.

thanks

chris

8
WOHUU! ;)

Thanks

red

9
hi ryouga,

i could create a ips patch for you and send it via PM!?

Thanks

red

10
Hi Mopoz,

thanks for your feedback. I checked the code in game and it works very well. Could you maybe adjust the npc parts to run fast? its not urgent, but would nice to complete it for all.

thank you very much

red

11
WOW, thanks for that fast work!

Could you say which tool i should use to apply the asm? Is this for xkas, WLA or some other?

Thank

red

12
Help Wanted Ads / [Technical] Add Dash Button to Breath of fire 1 SNES
« on: August 01, 2019, 03:29:00 am »
Hi guys,

we are actually work on the german translation of Breath of fire 1 and ask us, is there a way to add a dash button to the game?

In my oppinion the chars move very slow and this makes the complete game a little bit slow. SO the idea was to increase the speed or add a dash function to the Game via A button or something like that.

To find the movement speed i have no idea which i should trance via geiger. Could someone give me a hint how i can find it?!

This idea was already realize with lufia fortress of doom ;)

Thanks

red

13
ROM Hacking Discussion / Re: Seiken Densetsu 3 text compression help
« on: June 17, 2019, 03:02:19 am »
Hi Guys,

the german sd3 team has already investigate the rom file and found some informations. It seems that the most of all used graphics, location text, intro logo small and bug are uncompressed in the rom.

If you set a break to 389800 pc / F89800 SNES the dialogs used some pointer to MTE/DTE Dictionary, but it seems the text is compressed.

So far one complete dialog used always the DTE/MTE Dictionary. Some chars like .,- are seperated.

3E2F00 / 1x32@4bpp linear there is the font for the dialogs
440EC0 / 4BPPMenusymbols
4710C0 / 4BPP Complete Intro as grapic
45FEC0 / 4BPP TRIAL OF MANA grapics

Thanks

red

14
Help Wanted Ads / Try to understand some M68k OpCoded
« on: December 13, 2018, 07:20:59 am »
Hi Guys,

we are currently working on a new german translation for genesis and have some problems to move date from a block to another to get more free space for menu and so on.

In SNES ASM there are some values which store and save a pointer or base pointer in the ram/vram/cram and so on.

In my oppinion for genesis there are also these functions available but i cant understand it completly.


00:7AC0  61 00  BSR     #$050C [00:7FCE]       
00:7FCE  72 04  MOVEQ   #$04,D1                  D1=000001A0
00:7FD0  76 08  MOVEQ   #$08,D3                  D3=0000FFFF
00:7FD2  41 FA  LEA     $0CAE(PC),A0             A0=00000004
00:7FD6  61 00  BSR     #$004C [00:8024]         A0=00008C82

The menu here start at BC82 and load from this location some hex value to ram and vram to create the menutiles.

00:7FD2  41 FA  LEA     $0CAE(PC),A0             -> Found the explanation :7FD2 + 2bytes + 0CAE = 8C82

Thanks

red

15
ROM Hacking Discussion / Sega Genesis Mode1 hack
« on: December 02, 2018, 06:25:37 pm »
Hi guys,

some guys from different sega Communities had create a sonic 1 cd version in 2011 which is compatible with the mega CD drive. That means if you have a MD1 + Sega CD, the old cartdridge works with a cd soundtrack via sega CD. If i understand it right this function was official included but never used in commercial games. Only the Game Pier Solar used the Mode1 function and some hacks like top gear.

In the last 2 years we create a german version of wonder boy 4 and in the last steps we saw the sonic 1 hack. I tried to understand the function and want trace it with a debugger like gens r57shell but via emulator the mode1 is only compatible with kega fusion. So its hard to understand how it works and how we could use it to built it in our mw4 version.

I already implemented MSU hacks in some snes games. The mode1 hack runs a subroutine and if the sega cd is available he check for a valid tracktable (TOC).

There is also a mode 1 player at the sega source but so far my knowledge about the MD cpu is not very good.

Did anyone a hack with mode1 for his games and when yes, how could you debug the source?!

Thanks

red


16
Newcomer's Board / Re: Secret of Mana's intro?
« on: October 11, 2018, 04:51:22 am »
Hi guys,

regarding the IOS version of the som1, only the french and spanish version got a full new retranslation from SE. The english and german translation was almost the same "shit" like in the snes version with some changes/fixes in names for npcs, items and armor.

My plan was to use the german script for the retranslation of som1 with the vwf from magno. I was also in contact with Hiei, and he sent me his asm changes.

Last year, the som1 remastered was released, but i cant find any informations about the translation. Could anyone say something about the translation? Was it made from scratch or has SE used agian the same bullshit like in the ios for english and german?

I dumped the german script some days before from the remastered, but has until now no time to review.

Thanks

red

17
Newcomer's Board / Re: Secret of Mana's intro?
« on: October 08, 2018, 03:55:38 am »
Do note that FuSoYa encrypted the dialogue in his VWF patch and added a CRC check to prevent tampering with the code. It's actually a similar setup to his Sailor Moon Another Story patch. Anyway, I'm not sure any publicly available editor will be able to handle it. But I've actually cracked this encryption scheme for RedScorpion for his retranslation project. If you're serious about this, I could try to dig out my notes or something. But yeah, this is gonna be a bit more involved than your entry-level hack.

hi guys,

further mziab wrote a python xls to rom converter. I have a xls file with the japanese, english, vwf english and german version of the script and could easy compare the differents. If you want, i could share the files.

Thanks

red

18
You know I took a look at the APK for the mobile version to see if maybe the script could be easily extracted but sadly that isn't the case. Man I'd love to be able to play the official translations on a proper console/emulator.

what is the problem to dump the script?!

Thanks

red

19
ROM Hacking Discussion / Re: Breath of Fire 2 hex data discoveries
« on: July 02, 2018, 09:01:30 am »
Hi folks,

the msu in snes games works with a hook in the audio play/stop/trackselect routine! If you can find this, you can add a hook to the a free space in the rom and load the msu needed asm. Here you can load the tracknumber like 1C and the msu asm will check, is a msu track available in the root of the game.

you have to find the point, where the game load the track und control play and stop etc. command!

Thanks

red

20
ROM Hacking Discussion / Re: Terranigma MSU-1 - PAL and NTSC
« on: March 19, 2018, 09:22:49 am »
hi,

i will upload the files again, because google wrote a mail regarding copyright without any proof.

thanks

red

March 22, 2018, 05:12:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Update first post. update links. Have fun!

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