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Messages - Xenesis

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1
ROM Hacking Discussion / Re: Screenshots
« on: June 11, 2018, 12:15:46 am »
That was one of the first tools I coded in Visual Basic 6, and it shows. It was such a mess!

Did I even post the tool at www.warsworldnews.com? I can't remember.

The original version was posted, but your new one hasn't been.

2
ROM Hacking Discussion / Re: Screenshots
« on: May 05, 2018, 10:48:40 pm »
Oh nice, RadioShadow.

I still get asked questions about your previous version of the app every now and again, so it's good to see some QOL improvement. :D

3
Personal Projects / Re: Super Famicom Wars (translation project)
« on: November 01, 2017, 05:45:00 pm »
Looks lovely.

Glad to see progress on this game, it always seemed to be a...problem for hackers who would otherwise want to do a "simple" game.

But nothing's ever simple, eh? ;)

4
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: March 17, 2016, 11:22:38 pm »
On the earlier topic of image manipulation, a program that I've found is wonderful for editing tilemaps is GraphicsGale. The freeware version supports bmps and has customisable grid and gridsnap support, plus really good palette support, so anything you import/export is really easy to play around with.

It's basically designed for making sprite art. Only downside as it's an image editor rather than a tile editor you have to go through the image import/export steps, although I mostly work on GBA/DS so I have to do that regardless....

5
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 20, 2016, 10:16:11 pm »
It has nothing to do with professionalism.

Neither one is the official name of the series though (the "Wars" series). If we argue enough maybe he will call it "Super Difference of Opinion Wars". :P

Well of course. You seem to have a pathological hatred of localisation and I'm about as far from a purist as you can get.

still waiting for IS to ruin the series with crappy mechanics brought in from FE Fates and Awakening so badly the series gets called advance whores

But don't you want to pat Mr Yamamoto's glorious beard?

6
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 20, 2016, 09:42:30 pm »
I wonder if a localization is really necessary. Anyone who's ever been curious about this game and waiting for a trans knows it as Super Famicom Wars. If it were an official release from back in the day I could see where the suits would say "but the potential customers will say 'what's a famicom?'", but since marketing isn't an issue I personally see no need to change the title in cases like this.

Necessary? Localisation is never specifically necessary. But it can make for a nice bit of professionalism in the project. The series itself is also colloquially known as "Nintendo Wars" as well as "Advance Wars".

7
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 20, 2016, 08:36:18 pm »
Ooh, very nice. I guess some tile positioning needs to be worked out though?

I kinda think SNESWARS or SNES WARS might look nice as logo, if the idea is to try to keep the style of the original logo.
Or possibly "NESWARS" with a smaller SUPER above the NES bit.

There's always "Super Nintendo Wars"

8
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 11, 2016, 11:26:22 pm »
Honestly, I would prefer to keep the original title logo but simply add a subtitle near the bottom (why don't people ever do this?) but I may be in the minority here.

Honestly? Because Japanese games often have their name subtitled in English anyway (or vice versa where the name graphic is in English and subtitled in katakana/hiragana) and as such it looks untranslated/lazy. Unless you're one of the people who can read Japanese anyway, it's wasting a bunch of screen space for something you can't read.

But I do like that particular logo version anyway. Although a slightly less steep angle might look a bit better.

9
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 10, 2016, 07:08:02 am »
Glad to see things are happening.

Super Famicom Wars tends to be a hilarious translator's newbie-trap for whatever reason, it'd be nice to see an actual translation for once.

You going to match it to the Advance Wars translations for units/maps/names/etc?

10
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: January 10, 2016, 06:52:20 am »
I've been hard at work porting over the Advance Wars: Dual Strike bonus skills system over to Advance Wars 2.

Video

11
Gaming Discussion / Re: Moddable PC Games/PC Game Mods Thread
« on: October 28, 2015, 06:40:49 pm »
I know I talked to you on IRC about it a bit, IST, but what are some other important mods for Torchlight 2?

I personally liked the one that disabled Monsters getting critical hits...because crits in that game are just ridiculous from enemies :P

12
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: October 27, 2015, 11:47:23 pm »
Yeah , spikey tiger is hard to beat sometimes. He has a kind of random chance to go up on the sides and cast spells and is only vulnerable to ranged weapons when he does. When I tested hard mode, I leveled up a bit (1 level for each char IIRC) after dying and when I fought him again he stayed on the ground for most of the fight and I managed to beat him without using any CoW or chocolate. When he is on the sides the AI are bad at attacking him and he keeps using his flame spells which paralyzes you so its hard to deal good damage to him. So you got to have a bit of luck.. He is still beatable even if he keeps going up on the sides but its not gonna be easy. he always has been a tough boss, as a kid I used to level up alot before fighting him so I like how tough he is since its predictable because of the way the stats are changed by multipliers that its not gonna be an easy fight and it brings back memories.

Spiky Tiger is one who it might be worth making the battle routine of his a bit more predictable. Perhaps force him to do ground attacks/tower attacks every so often rather than always rolling random for next attacks so you don't get stuck on a horror match where he just constantly casts spells! :)

13
News Submissions / Re: ROM Hacks: What if... General Leo had lived?
« on: October 26, 2015, 12:19:19 am »
Considering how much of a pain data expansion can be when romhacking (especially with games like this that are filled with magic numbers and mystifying code!) I don't think anyone should really be admonishing a replacement strategy here.

14
Gaming Discussion / Re: What is the most disappointing game you played.
« on: September 10, 2015, 05:57:51 am »
Advance Wars Days of Ruin - It's not bad per se, but compared to the rest of the series it's a huge disappointment. It's like 25% as much content as the games that came before and there is not much left after that aside from an easy mode campaign. Coincidence that the series seems to be dead since?

It trimmed most of the excess gunk (stuff like Combat mode and Survival) in exchange for time spent making it the only title in the series with multiplayer worth playing, rock solid core mechanics and the absolute best incarnation of the map edit mode for the series.

It's a multiplayer title first and foremost, to be honest.

And no, the series is dead because Nintendo couldn't sell Advance Wars in Japan no matter how much the US and Europe liked it (DoR even sold the best of the localised releases, despite never being released in Japan apart from being a throwaway Club Nintendo Title there) because it's not an RPG with some semblance of "strategy" gameplay thrown on top *cough*3DSFireEmblem*cough*.

15
Personal Projects / Advance Wars Dual Strike - Super Force Ranks
« on: January 12, 2015, 10:54:28 pm »
Hi Everyone, I just finished an expansion to the original Handicap force ranks mod that I did a while back

I present, the new and improved Advance Wars: Dual Strike Super Force Ranks hack.

Requires a USA 1.0 AWDS, and the patch is in XDelta format (You can find a patcher on Romhacking.net or whever). As usual, tell me if there's any crashes or unexpected behaviour.

As a note, this currently only works on emulation, it currently hard locks on hardware (and I'm trying to figure out why, will update the patch when I do).

Download Link for XDELTA patch
Download Link For Source Code

Pretty Pictures:
Spoiler:



What it includes:
-An expanded list of equippable skills, including skills that apply handicaps
-Auto-unlock so that all COs and skills are available to use immediately
-A random skill select function that will pick from the pool of skills
-Bug Fix so that Sonja doesn't get her terrain star reductions when CO Powers are off

Skills can be equipped as per normal on the same menus, but a second menu and list can be accessed by pressing Y instead of X on the menu. Some values have been changed from AWDS standard, as well. The touch-pad input will re-open the last menu of the two that you used.

List of Force Ranks:
Code: [Select]
Set A: (X-Menu)

Rank 1:
Bruiser - +5% Direct Attack
Brawler - +10% Direct Attack
Sharpshooter - +5% Indirect Attack
Sniper - +10% Indirect Attack
APC Boost - +1 Transport Movement
Pure Power - +10% Attack,-10% Power Charge Speed

Rank 2:
Slam Guard - +5% Direct Defence
Slam Shield - +10% Direct Defence
Snipe Guard - +5% Indirect Defence
Snipe Shield - +10% Indirect Defence
APC Guard - +20% Transport Defence
True Grit - +10% Defence,-10% Power Charge Speed

Rank 3:
Teamwork - +5% Tag CO's Attack
Synergy - +10% Tag CO's Attack
Bodyguard - +10% Tag CO's Defence
Luck - +10% Maximum Luck Roll
Star Power - +20% Power Charge Speed
Revenge - +25% Counter-attack Attack

Rank 4:
Road Rage - +10% Road Attack
Ranger - +10% Forest Attack
Urban Fighter - +10% City Attack
Mountaineer - +10% Mountain Attack
Seamanship - +10% Sea Attack
Terrain Star - +5% Attack per Terran Star (Lash's Skill)

Rank 5:
Backstab - +20% Dived/Stealthed Unit Attack
High and Dry - +20% Rain Attack
Icebreaker - +20% Snow Attack
Sand Scorpion - +20% Sandstorm Attack
Prairie Dog - Movement Cost = 1 on Plains
Pathfinder - Movement Cost = 1 on Forests

Rank 6:
Scout - +1 Vision
Eagle Eye - +2 Vision
Mechanic - +1 Repair
Gear Head - +2 Repair
Invader - +1 Capture
Conqueror - +2 Capture

Rank 7:
Sneaky - -1 Dived/Stealthed Fuel Cost
Stealthy - -2 Dived/Stealthed Fuel Cost
Fire Sale - -5% Unit Price
Sale Price - -10% Unit Price
Combat Pay - 2% of Damage converted to Funds
Gold Rush - +100G Income for Properties

Rank 8:
Commando - +5 to Infantry/Mech's base damage for all damage greater than 1%
Tank Ops - +5 to Tank Class Units' base damage for all damage greater than 1%
Smokescreen - +5 to Indirect Ground Units' base damage for all damage greater than 1%
Ace Pilots - +5 to Aircraft units' base damage for all damage greater than 1%
Admiral - +5 to Naval units' base damage for all damage greater than 1%
Espionage - -1 to Enemy Terrain Defence

Rank 9:
Tower Power - +5% Attack per Communications Tower
Cover Identity - Hidden HP
Speed Demon - +1 Movement during COP, +2 during SCOP
Rain Dance - Invokes Rain for one turn when activating COP or SCOP
Flurry - Invokes Snow for one turn when activating COP or SCOP
Desert Lord - Invokes Sandstorm for one turn when activating COP or SCOP

Rank *:
Mistwalker - Counter-attack prior to enemy attacks during SCOP
Soul of Hachi - Build ground units from allied cities during SCOP
Trick Shot - +1 Indirect Range during COP, +2 during SCOP
Helipad - Build Battle Copters from Allied Bases during COP or SCOP*1
Empowerer - Doubles the effect of all equipped skills

Random Bonus - Selects a Random Bonus from the list of beneficial skills

*1: The AI does not know how to use this ability at present.

Set B: (Y-Menu)

Rank 1:
Softie - -10% Direct Attack
Glass Eyes - -10% Indirect Attack
Underpowered - -10% Attack, +10% Power Charge Speed
Flat Tires - -1 Transport Movement

Rank 2:
Flimsy - -10% Defence, +10% Power Charge Speed
Glass Jaw - -10% Direct Defence
Unusual Hat - -10% Indirect Defence
Classic APC - -20% Transport Defence

Rank 3:
Null Luck - -10% Maximum Luck Roll
Star Drain - -20% Power Charge Speed
Cursed - +10% Minimum Luck Roll
Enflakenator - +15%/+10% Max/Min Luck Roll, 2x Effect during COP, 3x Effect during SCOP
Surrender - -25% Counter-attack Attack

Rank 4:
Drunk Driver - -10% Road Attack
Sickly - -10% Forest Attack
Country Hick - -10% City Attack
No Sherpa - -10% Mountain Attack
Seasick - -10% Sea Attack

Rank 5:
Frostbitten - -20% Snow Attack
Sopping Wet - -20% Rain Attack
Sandy Eyes - -20% Sandstorm Attack
Facestab - -20% Dived/Stealthed Unit Attack

Rank 6:
Light Mist - -1 Vision
Duct Tape - -1 Repair
Hippy - -1 Capture
Pacifist - -2 Capture

Rank 7:
Income Tax - -100G Income from Properties
Tax Hike - +10% Unit Cost
Reparations - 2% of Damage is lost as funds
Banshee - +2 Dived/Stealthed fuel cost

Rank 8:
Intel Leak - +1 Enemy Terrain Stars

Rank 9:
Signal Loss - -5% Attack per Communications Tower
Stumbler - -1 Movement during COP, -2 during SCOP

Rank *:
Missile Guard - -1 Damage from Silos and Covering Fire
Cannon Guard - -2 Damamge from Black Hole Cannons
Empowerer - Doubles the effect of all equipped skills

Random Penalty - Selects a Random Penalty from the list of handicap skills

16
Programming / Re: Handling NDS File Load at the ASM level?
« on: December 09, 2014, 02:32:36 am »
Not the solution I wanted (which was dynamic file loading using the file system), but it'll work for now:

Discovered that the boot up sequence loads Overlay0 -> Overlay4, then reloads Overlay0 at the same RAM address (and is quite redundant because of it)

Overlay4 happens to be ~100kb, while Overlay0 is ~650 kb.
Expanded Overlay4 in the arm9ovltable.bin and appended it to the file.

Captured the return function from the FIFO with a conditional branch that will only work the moment Overlay4 has loaded.
Copy the extra overlay data to free areas of RAM.

Wahoo. I've now got ~300kb of RAM to play around with for ASM code. Won't be much if I start going graphics crazy, but that has its own problems and solutions.

17
Programming / Re: Handling NDS File Load at the ASM level?
« on: December 08, 2014, 04:42:08 pm »
Overlays are dynamically loaded.

Yeah, but AWDS uses two of the overlays as static files and has the entirety of the game's supporting data in it (stuff like maps, TSA, etc.) loaded on boot and remains in a static location in RAM.

It's best to think of it as a GBA game stuffed in an NDS wrapper :P

18
Programming / Re: Handling NDS File Load at the ASM level?
« on: December 08, 2014, 08:00:50 am »
Strange, pretty much all ds games use the provided runtime that includes easy to use file I/O functionality.

Anyway, which game in question are you talking about?

Advance Wars: Dual Strike. I wouldn't say "easy to use" would be the case here - it uses all three kinds of file access for the file I/O (Direct ROM offsets, File ID and Filename) interchangably and I haven't managed to grok how to sensibly exploit it without getting the game's internal FIFO to hang.

Hmm, there are plenty of games, including several Nintendo first party with NSMB being one of the more notable, that use file order/fileID rather than general names (in SDK parlance I think it was the fast file open function rather than standard file open and tends to see ndstool* rebuilt stuff break, hence tools like Nitro Explorer), and a few libraries (most notably the rad video one) do their own file handling, however I have not really heard of one described like that before. Mind you most people do not tend to investigate the file handler at any real level**, and if this is a Lua using/interpreted language game or one of those games that have their own archive format/filesystem on top of the standard one then who knows.
If it is just that hardcoded ID stuff then I would say pick a tool like Nitro Explorer and spare yourself the aggravation of doing things here.

*so ndstool, dslazy, dsbuff and possibly crystaltile2's rebuild functionality.

**realistically the only people that ever would have would have been those hacking DS games to work on GBA slot/slot 2 flash carts (so later 2009 for the very last stuff people did), and as those never quite got around to sorting the rad video using games then even there they might have been lacking a bit.

Afraid the only time I looked into these in depth was when we did not have a good DLDI based ROM dumper (so possibly 2006 or at latest early 2007) as the few occasions I do proper tracing work I tend to have the in game handler work well enough for my needs. I have done plenty with the DS file system itself, up to and including thinking about abusing the overlay system as a kind of file loader, but not really the hardware side of things so I would just be reading gbatek back to you at this point.

Depending upon what you are doing you might get something from https://github.com/Dirbaio/NSMBCR/tree/master/source , particularly https://github.com/Dirbaio/NSMBCR/blob/master/source/soundThread.cpp and https://github.com/Dirbaio/NSMBCR/blob/master/source/wavplayer.cpp and you will also want to read http://nsmbhd.net/thread/1281-how-asm-hacks-are-setup-tutorial/
The idea was that as the nitroSDK for the DS would remove library functionality if it was not used (in this case wave like strm support) if the game did not use it then Dirbaio added back in some wave streaming support. However that ends up compiled at some level so not ideal by any means.

Also are you using the file system or sitting outside it? If you are going outside it then I would say make sure to change the size value in the header just in case someone tries to trim the patched ROM. I know they shouldn't do it but for the sake of changing a couple of bytes in a known location...

Plan is to mostly exploit the file system, add bits to it if I have to. The data organisation in the game is terrible - things like map data is all stuffed into a single overlay rather than using a dynamic file load like they figured out how to do in the sequel, but obvious places for ASM expansion code are trimmed fairly tight, with the ARM9.bin and such trimmed to have ~200 bytes of wiggle room.

Rebuilding the filesystem in other ways is probably a good idea, but it doesn't really give me much flexibility in loading up more space so that I can add new ARM code to the game. I'll have a look at your links though.

19
Programming / Handling NDS File Load at the ASM level?
« on: December 07, 2014, 09:22:22 pm »
So, I'm working on adding extra files loaded to an NDS game, but the game itself has an incredibly hacky file handler with a ton of hardcoded associations, so it hasn't been particularly easy to hijack those to load files of my own.

As such, I was basically trying to plop one together for my own use in as few ARM opcodes as possible to deal with the problem (which hopefully will be more generalised and less hacky) but I am not really good at understanding how to manipulate IRQs and the like and finding detailed information on how to manage this (compared to just using the NDS SDK) is rather sparse.

Trying to work this out my understanding of how to do a gamecart read is:

Write to 40001A0h (SPI I/O)
Write to 40001A8h with a "Read KEY2 Data" command (B7 + ROM Address of data)
Write to 40001A4h to specify data size/tell it to prepare data transfer
Write to 40001A2h with a value of 0x0 to initiate Data Transfer

Loop:
Check 40001A4h (Cartridge Control I/0) to determine Block Ready
Read the data stream from 4100010h

Clear the hold bit at 40001A0h
Transfer the last four bytes from 4100010h


I figure it's a touch more complicated than that, but I need help understanding the process and poking around with a debugger with the game's original FIFO isn't really helping...

20
Programming / Re: armips assembler (v0.7c released!)
« on: December 04, 2014, 11:43:05 pm »
Ahoy!

I tried to compile this on OSX, but it didn't like a lot when I tried to make it: Link

I figure it's probably a platform specific thing, but I'm unsure what to do with it.


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