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Messages - USC

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1
Newcomer's Board / Re: Wonderswan ROM Hacking in 2020
« on: September 15, 2020, 12:40:14 am »
This one reminds me of the algorithm I made to decompress the backgrounds for Tag Tamers, so yes. I need to go back over it and document my function better, come to think of it.

Regarding moving text to free space, it depends. For instance, in Tag Tamers I had an address "17ECA0" for a line of text. The pointer to it was 00 00 CA 7E. The first part of the address, 1, wasn't part of the pointer table but was "implied" when the code ran, for lack of a better term. I have another pointer table in D1-Tamers where the code applies an offset in code - for instance, the address 179BB6 is pointed to as 06 00 BB 39, and the code applies an offset of 0x40 to that last byte. My favorite was when I had a double pointer table - the pointer table pointed to a second pointer table.

2
Newcomer's Board / Re: Wonderswan ROM Hacking in 2020
« on: September 14, 2020, 10:21:43 pm »
Tile maps for background are normally located at $1000, and are two bytes per tile. For instance, I found the tile map for the title screen starting at ED740 in ROM, if you want to take a look. Uncompressed graphics are stored the same way as most GameBoy games. Compressed graphics are some variation of Huffman-style encoding, so you can see part of the graphics if you dig through with a graphics editor.


3
Newcomer's Board / Re: Wonderswan ROM Hacking in 2020
« on: September 14, 2020, 12:48:49 pm »
I've done two WonderSwan translations (and beginning work on a third one). Each one's been different in terms of pointer systems, compression, etc unfortunately. Mednafen's probably the best debugger at the moment - there's a few tracers for the older emulators, but they're even more aggravating. As far as building a patch, I created a custom program for my most recent patch, but I realize that's not a solution for everyone.

If you have some specific questions, feel free to PM me or discuss further in this thread, and I'll do my best to provide some assistance. When I have time, I'll try to look at Medarot Perfect Edition and see if I can get any information for you. What have you found so far?

4
Raccoon Sam: I've added some code to your decompressor so it accepts command line arguments, if you'd like to use that: http://hhcard.org/ws/nikc/unpakkun.py
Run it with unpakkun.py -r "ROM FILE HERE" -o "OUTPUT FOLDER HERE"


If I have some time over the next few days, I'll see if I can study the rest of the code and make a recompression script. My life's pretty busy right now, so I couldn't commit to making a GUI for you - but I'm happy to help with scripts and smaller programming projects if you'd like.

5
ROM Hacking Discussion / Re: Help: Xenogears translation tools
« on: September 02, 2020, 09:46:32 pm »
"MFC71.DLL" is a code library that the utility relies on to run. If you're getting that error, then you need to download the MFC71.dll file and either put it in the same directory as the program or install it on your machine.

6
Newcomer's Board / Re: Font suggestions to match Japanese Font Style?
« on: September 02, 2020, 10:14:14 am »
FAST6196: Thanks, that was really interesting information on the CRT effect! I had never considered that graphics were created with those monitors in mind, but it makes sense once it's pointed out.

I guess a better question would have been "Do you have any suggestions for fonts that would look good in this style?". I don't mind taking a "regular" font and converting it to use the more limited colors (it's what I did for Tag Tamers for example, and I only had 3 colors to work with there).

7
Newcomer's Board / Font suggestions to match Japanese Font Style?
« on: August 30, 2020, 11:12:07 pm »
Hello! I recently got a Mega Drive/Genesis Mini, and being able to play my own work on official hardware has inspired me to go back and polish some of my old patches. First and foremost is my addendum to Rent a Hero.

I'll actually be releasing an interim fix (v0.98) shortly that deals with several text issues people have emailed me about. One of the main things I'd like to do though, is create better town name graphics on the map:


Any suggestions on an English font that would look similar in style to the original Japanese one? Or at least look better than the hand-drawn one I made myself?

8
Gaming Discussion / Re: Ganbare Goemon 4 translation patch
« on: August 26, 2020, 11:07:56 am »
To clarify: The hacks were originally submitted by people besides the original author. I held off on approving them until I heard back from DDSTranslation, who gave the okay to add them to the site. That's what caused the delay.

9
Likely because the review fell into one of the non-permitted categories based on the Review policy: http://www.romhacking.net/policy/#Reviews

In my experience, the most common reason is the review is *solely* pointing a bug or an issue with running it (E.g. it doesn't work with their particular emulator), without actually reviewing the hack itself. Hope that helps clarify!

10
Hidetovtamer: I'm glad you're enjoying Tag Tamers! I'm actually working with someone right now who wants to translate the game into Spanish, so hopefully that will help it reach more fans of the series.

I am also planning on translating D-1 and Brave Tamer. I'm currently coding a new editor that will let me work on all three games, plus the original Anode/Cathode Tamer games. When I have enough to show for D-1 Tamer I'll start a thread in the projects section.

11
Newcomer's Board / Re: Missing N64 mods
« on: August 06, 2020, 03:29:43 pm »
Euyira: The BS Zelda Link hack was rejected because of clear site policy:

"Addendum: A hack that fixes bugs, improves upon, or revamps another author’s released hack. The resulting patch is intended to be a non-translation hack. Patches should contain addendum work only unless it is not possible due to the technical requirements of the patch (such as patches targeting a different ROM). The original work the hack is an addendum to should be linked in the description (The original hack must be on the site also!)."

The hack was marked as an Addendum to another hack which was not posted on this site. If MottZilla's original hack was on this site, then it would have conformed to site policy and likely been accepted.

12
kaiisen: Thanks! I hope you're enjoying the game.
My goal is to translate D-1 Tamers and Brave Tamers as well, and work back to Anode/Cathode Tamers too at some point (although there already exists an official English release of those games on the WSC. It's not fantastic, but you'll get the story at least).

13
Zdagger67: Thanks for your feedback! That was actually intentional on my part when I drew it - as you can see from elsewhere in the thread, I'm not be the best artist.

Lasermutt4 actually made me a better version of both that and the title screen, but they're not in the first release due to an issue I had with my compression function. Hopefully it'll be in the next one!

14
Update: You can go ahead and try it out now!

Digimon Adventure 02: Tag Tamers English Patch

Feedback appreciated!

15
MikePrado30: Yep! Glad to hear you're excited - hopefully it won't disappoint. I'm doing some final testing of the patch and then I'll be submitting it in a few hours.

In the meantime, I added some information to the Cutting Room Floor's page on the game, if you'd like a preview: https://tcrf.net/Digimon_Adventure_02:_Tag_Tamers
There's also some left over graphics from Anode Tamers that I'll try to throw up there later in the week too.

16
Storall: Thanks! However, it's fairly easy to add any of the three layouts - I've had that section mapped out for a while, I just haven't replaced it because I couldn't think of a good design.

Now that I think about it, it might be better to change the draw order so the Digimon sprite is drawn behind the textboxes, so it looks like they're in front. That would solve the text cut-off problem, and the player would have seen the full sprite on the previous page anyway. I still need to figure out which layout looks best with that though.

17
Pennywise: Thank you for the feedback! I'll try to apply it to my practice, although I don't think I can do any better than Lasermutt4's work.

Lasermutt4: Wow! I really appreciate you taking the time to make another logo. I may need to make some edits due to tile limit, but you're added to the in-game credits for creating the title screen.
(I actually grabbed the DIGIMON art from Digimon Ver. WonderSwan as well, then shrank it and tried to clean up the result)



While I'm asking for feedback, I've got a couple ideas for my last status screen change over. Here's the current page:


The main issue is the two parent names - they can be a maximum of 16 letters, which the current layout doesn't allow. Due to the variable size of the sprites and parent names (both get larger the higher your Digimon's level), I can't think of a perfect layout. However, here's my three compromise design ideas:

| |

Any thoughts? I'm fond of the first layout, but I think the third layout will ultimately show the most information/have the least cut-off.

18
Storall: Thanks! I just fixed a related issue as well. The JPN version used the same first line (デジモン が) to indicate digivolving, gaining a skill, and deleting it - with the second line (stored separately) indicating the difference. This lead to some awkward sentences in English, but I've managed to change the order they're drawn to fix this. It's much more polished now.

Masaru: Yes, the logo that LaserMutt4 made is really great! But I'm trying to match the official (retroactive) Digimon 02 English logo. Any suggestions on how to make it look less "off"? I've posted this elsewhere, and there was a suggestion to reduce/center the space between Digimon and the 02, which I think will help.

19
mikeprado30: Thanks! I hope you enjoy it.

julayla: I also hope the translation of the game will be worth it. Better minds than mine have tried to reconcile the differences between the show, the movie, and the game version of these events. XD

As far as updates, I've figured out how the game does "fill in" dialogue (template text that gets fill in with a variable, like an item name or location). Now I can move the "fill in" point, so I can get rid of some passive sentences! I realize I'm probably the only one who cares about that, but still...



Also, I've added the in-progress title screen to the ROM. I'm not a pixel artist by any means, so hopefully I can improve it with people's feedback.




20
Update: I've finished translating the last of the 229 attack descriptions! That was the last (tedious) translation work I needed to do - the rest is just cleaning up my older work and making some final graphics updates. Therefore, I'm setting the release date for this translation at August 3rd. That's the 20th anniversary of the game, so it seems fitting.

Here's an example of the in-progress clean-up:


When I raised the Digimon name limit from 10, it caused the names to drop down really far on the screen (left screenshot). Turns out, there was code to center the name in the textbox - it subtracted the name length from 10, then shifted to get the padding on each side. E.g. 0x0A - 0x06 gave us 2 tiles on each side. However, 0x0A - 0x0B gives us an overflow of 0xFF, which meant a ton of padding. I adjusted the value from 10 to 16, and it centers properly now (right screenshot).

(I know how to update the textbox width as well, but it involves adding a new tilemap to empty space and changing the pointer, so I'm holding off on that until I've made the other, less invasive changes first)

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