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Messages - KiddoCabbusses

Pages: [1] 2
1
ROM Hacking Discussion / Re: Screenshots
« on: May 08, 2013, 10:46:53 pm »
Honestly?

Why don't more translators go with Crash 'n the Boys? Wasn't that supposed to be Technos' localization plan?

Probably because the most popular Nekketsu entry was localized as "River City Ransom", heavily divorced from the "Crash" localizations.

Spitty would be a neat name for the main character imo.
Soak'n Spitty would also work as a wordplay in the game title :)
(Soaking Spitty/Soak and Spit)

Unfortunately this just made me think of "Spit'n Swallow", which is probably just as bad as "Suck n' Blow"...

I think I have another question to address regarding the translation of this game, though. To be specific, in the chance the Satellaview entries (Event Version, BS Version 2, 98  Winter Event Version) get localized, how would one account for the fourth-wall breaking (paraphrased) "By popular demand from Satellaview fans, the rainbow broke again." excuse plot, in regard to a localization?

2
Feeling Satellaview-y or such today.

I'm remembering the Radical Dreamers fan translation, which is nice, of course.

For anyone who remembers, besides translating the game, the hack expands the ROM and changes the game-saving code.

Of course, that was all back in a time before Satellaview emulation was advancing enough to allow someting closer to "actual" 8M pack loading and saving with BS-X SRAM, which the original unpatched 1mb Radical Dreamers ROM needed.

One thing about the fan translation is that due to the file size increase and the SRAM hack, you couldn't emulate it playing on a Satellaview setup (Or, on a theoretical level, run it in a real-world Satellaview 8M Pack).

I was wondering about if it'd be theoretically possible to go back and apply the translation on a more basic scale (Without the more elaborate hacks) to the 1mb ROM without needing to expand it or alter anything that'd break Satellaview/BS-X support. I understand if you don't really see the point, but the Satellaview fan in me would probably just be excited to see it.

3
Here's a question/idea;

How much effort would it require to give Konami's Arcade ports to the SNES a bit more umph in the arcade accuracy/polish?
Especially "Teenage Mutant Ninja Turtles IV: Turtles in Time".
I was really disappointed in "Re-Shelled", because I was actually hoping for something closer to a remake of the SNES game but with the features the arcade version has that are advantages over it.

* Improved, more fluid animation
* Enemies and elements that aren't present in the console port
* 4 players simultaneously

While still keeping all the things that made the SNES version "better":

* The tightened, more polished gameplay mechanics
* The extra levels
* The extra modes of play

I think it'd be a neat idea to do a hack that could combine both elements into a "Best" version.

4
Castlevania 3 US with its japanese music. Possible?

How about the inverse, Japanese CV with US Music? The Powerpak doesn't support MMC5 yet and I'm too lazy to hook up my actual Famicom...

Also, if anyone's seen the recent pirate Korean "20 in 1" cart on d4s's site, it'd be nice if we could get all the games individually split and working, or at -least- working on more "traditional" SNES mapper setups.

5
I was also considering trying to SRAM dump Dezaemon carts and wanted the answer to that - but I'd assume it's "no", considering how it's the largest SRAM size known to exist and it's format is unique to itself. I know it took a long while to dump the SRAM off BS-X Cartridges because no dumpers supported them previously. The current batch of Dezaemon saves I archived were all done in an emulated setup.

Various RPG Tsukuru 2 (As well as Kanaderu and Sound Novel Tsukuru) saves have been dumped from 8M Memory Packs, if you're interested in looking at those. Supposedly it's possible to convert them into a SRAM file, even. Unfortunately I know nothing else about dumping from the ASCII games, and I've been trying to focus on seeing whether or not it'd be possible and worth the effort to dump from the ASCII Turbo Files.

6
Hey guys. I thought it'd be a nice idea to post this in case it's relevant to anyone's theoretical projects at ROMHacking - apologies if it's not exactly in the right section.

I'll start by linking my Satellablog article and such;
It's possible to edit Dezaemon saves into BS-X Shooting and vice versa.
It has some details and some example ROMs.

The page currently dabbles into some of how it works technically and whatnot (which I may remove if there's a demand for obscurity but I doubt that'll be necessary), but basically swapping in bytes from an SRAM into bytes in the ROM does the trick well.

I don't really know much the history of people dabbling in editing Dezaemon SRAM around here, but I figured that if anyone was put off by their user-made content being basically "Open source", doing this conversion is probably the best solution, as the "BS-X Version" ROM will simply play the game with no editing capability, -and- the data will be more obscured than in a SRAM file. Therefore, I'm hoping this is of interest to anyone here.

Feel free to use this thread to either request from me to convert a Dezaemon save into a "BS-X Shooting" hack or to post one up of one you may have done yourself. Or anything like that. Or to discuss Dezaemon in some other manner. I know I'm still looking for "Sugoi STG" and "Crystal Guardian" the other two official "BS-X Version" Dezaemons, after all.

7
Gaming Discussion / Re: Kaettekita Mario Bros. (FDS)
« on: April 20, 2012, 02:40:27 pm »
Try downloading a different disc image dump. Otherwise I'd suppose your emulator is the problem. I know there's at least one version of the game that's dumped that should work fine.

8
Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: April 18, 2012, 06:24:42 am »
Hi Tashi, sorry it's taken this long to get back to you. Just finished my run through Marvelous with a "Not Quite Marvelous Team" Rating. Have to say, fair play for all your hard work, besides the obviously untranslated graphics, I could see few errors in the script and found the dialogue very entertaining. i had a lot of fun with the game, it deserves the exposure your patch will undoubtedly bring. Now onto the few errors, I may well have just been reading the text wrong, but I'll try my best to describe the scene, as I was unable to take screenshots (sorry!) Story spoilers ahead!

Spoiler:
Just after the battering-ram room, Blue exclaims "If the cops are?", I wasn't really sure what he was alluding to.

During/after the Penguin's courting ritual, the line was "Damn those penguins getting all love dovey!", I think it should have read, "Damn those penguins getting all LOVEY dovey!"

Now, my short term memory isn't what it used to be... As far as i can recall, there's a scene with a cat playing with some yarn, the line reads, "He's playing like some yarn", I think it should have read, "He's playing with some yarn." -- Really sorry for not remembering the specific scenario, I think that might have been a late session that night  :-\

And the last one I spotted was just after opening the large Green Door and encountering the Patchies, they exclaim, "We there was treasure in here so we came in, but then the door closed and we were trapped!", I presume the line was supposed to read, "We thought there was treasure" or, "We knew there was treasure in here..."

Like I said, besides these few minor phrases, the script was a joy to read and the game a joy to play through as a result, can't wait to see the finished patch! :beer:

I have yet to find anything glaring, myself, although I'll admit I may not have as careful an eye as to spot ones like this.

So far I've managed to figure everything out without needing to buy any clues from the birds, too.

All in all, very nice.

9
Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: March 27, 2012, 11:20:43 am »
Oh gosh, the guy really -is- named Arnold?

You may want to check BS Marvelous - Camp Arnold when you're done anything relevant to him. Feel free to ask me if you need any of the Soundlink videos from NND for reference.

10
Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: March 21, 2012, 01:57:09 am »
Be aware that Marvelous features a special chip, the SA-1 (same one as Super Mario RPG), and thus won't run on any flash carts that I know of.

In that case I'll need to get that sd2snes quicker. I'll get back to everyone on that.

I can always test it in an emulator in the meanwhile, as I doubt we'll have to deeply consider hardware compatibility issues until the BS Marvelous stuff is covered.

11
Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: March 20, 2012, 01:27:57 pm »
ROM Hack Bugtester for The BS Zelda Homepage community reportng!

I have a SFC Neo Myth currently and may get a sd2snes soon. I'll be able to check your ROM hack for hardware compatibility issues.
With my DVD Recorder I could possibly even make a video log of my bug testing and upload it on Youtube if desired!
Since Marvelous and the BS Marvelous series are tied together, I'll be eager to do work for any project involving the games.

12
Newcomer's Board / Re: Marvelous font hack / rom free space
« on: March 16, 2012, 02:04:27 am »
Just posting to show my support!
I would like to see both the retail Marvelous and the BS Marvelous series fan translated, so I hope this works out! :)

13
I'm not sure this is the best place to ask this, but...

Doesn't GameFAQs have a history of taking a hard-line, zero-tolerance stance on things like emulators, ROM hacks and fan translations, more or less treating them identically to piracy?

I would for someone who's a member there to see if he/she can get the fan translator into a more secure haven for this project, if possible.

14
I just waltzed into this thread. O:

I've been trying to get some folks to translate the BS Super Mario USA video ups (I originally archived them off NicoNicoDouga) for quite a while. Is there anything you're willing to share?
As for those parts... hmm. I'll see if I can get someone I know on to them. Give me a bit.

BTW, have you been able to identify much of the audio tracks used in the Soundlink? They don't sound like licensed music, but they aren't normal Mario music either...

15
ROM Hacking Discussion / Re: Sailor Moon Another Story vwf bugfix
« on: January 25, 2012, 02:47:23 am »
While I agree with using translated terms when feasible, I don't think I'd seriously consider changing the character names to match the old DiC and Cloverway dubs. Mostly because it's old and antiquated, but also because, let's face it, it has little to none of it's own distinct fans any more. I'd probably begrudgingly accept changing names to match English counterparts in DBZ translations as well, but at least in those instances dubs of Dragon Ball are still recent, relevant and influential.

... not to mention that the dubs couldn't even keep consistent names!

16
Legend, I've attempted to some degree getting the NES Zelda's overworld hacked so it resembles the BS Zelda map. It appears even that is pretty difficult, though.

Here is a thread where we were discussing it in the BS Zelda forums.
http://z9.invisionfree.com/bszelda/index.php?showtopic=1338
The subject of doing the inverse and porting the NES Zelda maps over to BS Zelda was also discussed. Based on Mottzilla's own word, it seems the primary issues would be the World Map aesthetics and the missing enemies.

I've also thought of another hack idea in the meantime;

I have a Powerpak, and currently that does not support the MMC5 version of Castlevania 3: Dracula's Curse. It does support the VRC6 Akumajou Densetsu, but as I'm running this on a regular old NES, it does not have the extra sound support. I do not want to attempt to mod my NES hardware for the sound support for various reasons (among them being that I suck with a soldering iron). And my current TV setup does not like Famicoms.

Is it perhaps possible that the simpler-sounding MMC5 Castlevania 3 sound can be ported over to the VRC6 Akumajou Densetsu, or the music be rewritten in some other manner so that the extra soundchips aren't used? Yeah, I know playing VRC6 Akumajou Densetsu without the enhanced music is like buying a cassette over a CD, but this is basically just so I could have a version of Dracula's Curse that plays completely on my NES.

EDIT: Welp, guess I'm gonn have to pass the buck on the NES2BS Zelda...

Quote
Under the limittations of Dungeon Master, hacking the BS Zelda Maps into NES Zelda looks like it'll be impossible.

While BS Zelda's overworld is smaller, it turns out most of the dungeons tend to take up more horizontal and vertical space than the original Zelda maps.Perhaps to compensate for the lack of a Level 9? But yeah, in general, the BS Zelda dungeon maps appear to be bigger. But more importantly in the case of how Dungeon Master works, the "St.GIGA" shape does not appear to fit in the limited space I'm provided to work with hacking the dungeon layouts.


Presumably due to how the game itself is programmed, Dungeon Master has some very strict rules for putting maps in, and attempting to put in exact replicas of the BS Zelda Maps appears to break them simply in the overall layout.
Now, since I'm basically a hacking n00b, it appears to me that the options I have left involve sacrificing perfect replicas in order to simply get the important stuff in.
But alas, sacrificing the ideal of the vision sucks...

17
I was thinking of possibly seeing if BS Zelda could be psuedo-"downported" myself.

Besides the map and Timer/episode features, some of the things that would need to be implemented would be having the boy/girl playable characters in 8-bit form (Complete with character select?), coding in the BS Zelda-specific "harder" bosses in the latter part of the game, and even being able to modify the game so that the Wooden Sword cave and Level 9 with the Triforce Room/Ganon Battle can all be in the same place. Since the overworld map would be smaller, perhaps the HUD's markers would also need to be modified to accomodate.

Of course, I was actually hoping something akin to the opposite would be done someday - a BS Zelda hack with the original NES Zelda maps. In that case, Gleeok and Lamnolas would need to be added in, the overworld would need to be expanded and Level 9 would need to be implemented...

18
Like the retail compilation Caravan Shooting Collection? ;)

That makes the idea sound slightly lamer but it probably would still be nice to have the NES games as standalone, basically.

Still pretty curious about how to find the "5-minute mode" though. Hrm. From what I heard neither 2 or 5-minute mode is in the CSC version of Star Soldier. Is it anywhere in it's ROM data regardless?

19
Hey, back again.

I recently put up on Satellablog a ROM which turned out to be "Star Soldier 2Mins" or such like that.
http://www.youtube.com/watch?feature=player_embedded&v=dmSkTPbGIDI
Youtube video for reference.

I recall when looking through it in hex there is supposedly a "five minute mode", but no one I've talked to about it yet seems to know how it is accessed.
It'd also be interesting to have a mode which simply omits the time limit, making a straight-and-simple solid Famicom port.
...
Speaking of which!

Splitting Wrecking Crew Classic and Wrecking Crew 98 into separate bootables.
Splitting the various Super Mario All-Stars collection into separate bootables.
What else might there be here...? hmm..

20


Being able to backport all the maps and events would be great, too. I know one person in a certain community who's said he'd pay money to whoever could get all of the Sekiban data in one fully playable game ROM, although I kinda question that he'd really do it. Still, It'd be neat to see.
(As it currently is, using the current ROMs with their patches would make for a filesize that is unrealistic for accomplishing this.)

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