90925876 visitors

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KiddoCabbusses

Pages: [1] 2
ROM Hacking Discussion / Re: BS Shockman Help
« on: January 23, 2015, 09:52:43 am »
Yeah. The only thing that worries me is that if it were easy I'm sure the people who translated it would have fixed it already. All that they'd have to go through to hack it into english I assume would be much more complicated than altering the ROM to save data here or there. I'm still going to look into it but I certainly don't feel as confident about finding a solution for this issue.  :-\

You probably want the 1.4 patch on Chrono Compendium. For whatever reason 1.2 is still the most commonly distributed version.


*Ninja Gaiden (PCE) The background scrolling is really effed up...there has to be a way to keep that background layer still.

Speaking of Ninja Gaiden PCE, it was always strange how that version has a completely different soundtrack from the others.

I always wondered how it'd sound with the "original" NG Score, or, conversely, how NES Ninja Gaiden would sound with the PCE score. Food for thought.

ROM Hacking Discussion / Re: BS Shockman Help
« on: January 22, 2015, 05:52:46 pm »
On the note of why Shubibinman Zero doesn't want to run on a Powerpak - it's essentially because the Powerpak will choke trying to read a Satellaview-based ROM header, which is a different format from the regular SNES ROM header format. From what I recall the easiest solution is simply to blank out the header, as silly as it sounds. I suppose it'd be more proper to do a complete header replacement, though. I recall doing something similar for Golf Daisuki! OB Club on someone's request.

Are you talking about "The Fourth Sector", part of the Devious Four Chronicles? I've seen screenshots, but I've never played it.

D'aw, you nailed it. XD;
The folks behind that series were really pushing to get it recognized outside the regular ROM hacking circle for some reason I'll never fully understand.
I feel it had way too many "fangame-y" issues of sorts to warrant that kind of attention, though - the beef with the player character stuff was actually one of my milder ones.

ROM Hacking Discussion / Re: BS Shockman Help
« on: January 21, 2015, 01:42:39 pm »
ZSNES sucks with Satellaview ROMs in general, and higan is VERY picky because it will ONLY load them in conjunction with the BS-X ROM. Rest assured, though, this is one of the games I've actually verified the dump of, so it's good.
So I should ask, what is your emulator setup for higan? My first guess would be that you don't even have the "BS-X" ROM, so check how higan links with that and then find it, and then try loading Shubibinman Zero.

ROM Hacking Discussion / Re: Definitive Version Hacks & (re) Translations
« on: January 20, 2015, 02:11:50 pm »

Previous confusion about BS Zelda characters aside, the most probable "definitive" BS Zelda/AST versions are probably going to be the MSU-1 hacks, once the actual audio parts are finalized.
You can check on those on the forums at The BS Zelda Homepage.

Newcomer's Board / Re: Using MSU with Higan
« on: January 20, 2015, 01:55:54 pm »
My first thought would be more related to his setup than the ROM he's using (if he mispatched, the ROM would likely be corrupt and unplayable.)

Do you recall the file structure higan uses?

This is where it gets tricky. Currently to play an MSU1 game in higan, it has to be in the game folder format. That will have a manifest.bml. That file names the ROM, RAM, MSU data and audio track filenames. It also tells you where the MSU registers map to. You could actually move them, and also eventually spawn as many MSU instances as you wanted.

So from a base perspective, the format you should distribute an MSU1 game in is:
  manifest.bml [optional]

To start, check that structure, and make sure everything besides the "manifest" file has the proper filenames ( .sfc and .msu file have identical filenames, and .pcm files labeled similarly and numbered in the correct order.)

I still have the Super Mario Odyssey demo. It's unfortunate that nothing else seemed to jump on that.
As for more complex physics, it's likely a side-effect of the things I've mentioned earlier. Since the community is large, the most talented hackers, rather than making their own projects, are making tools to make things easier for the larger community (Since many have the "fangamer" mindset, they may have no coding knowledge whatosever nor any interest in it outside of getting a result done), which would cause the quantity of hacks of a consistent quality to release, but at the expense of projects with more ambitious coding.
If I could note a particular example of my own disappointments in regard to the SMW hacking scene, I recall a recent hack that someone attempted to push around various scenes, and in it there were pre-scripted points where the player character would visually change from Mario into someone else. But the appearance was entirely aesthetic and did nothing to change gameplay, which maybe wouldn't be as big a deal if they didn't try using a character as loaded with preconceived expectations as Sonic the Hedgehog. Quite bluntly, Sonic playing exactly like Mario is just, plain, wrong. But unfortunately it's a struggle for a SMW hack to change the player character in fundamental ways.

I don't know why Mario64 never has been and has no intention of being console compatible.

This seems to be an odd complex among Mario hacking scenes on both the SNES and N64. This is entirely speculative, but I'm thinking maybe it's because the size of the scenes led way to an audience that prefers treating ROM hacks as being like "fan games" than technical achievements on consoles, and thus don't care if their stuff would actually work on the setup. Super Mario World's ROM hacking scene had a lot of drama over this for years, even though on a theoretical level it could've been resolved a lot more easily than the Super Mario 64 issues (It was merely a bugged SPC sound editor program.), until recently when people finally moved on from the "if it works on ZSNES, it's good enough" mindset. This left an unfortunate load of Super Mario World ROM hacks that would probably be nice to play on a console if someone merely went back and fixed the buggy SPC code. (If what you say about the Mario 64 hacks is true then they're probably way too far gone to be "fixed" for real hardware, huh?)

Compare/contrast the Sonic fan community, where the "fan game" scene and the "ROM hack" scene were naturally segregated early on. (The fangamers grabbed Clickteam programs, focused entirely on PC platforms and never looked back. The ROM hackers left were avid Genesis hardware fans, thus while some hacks still "broke" on hardware, they would acknowledge it as a flaw to be fixed rather than something they weren't concerned about.)
Also compare the NES Mario ROM hacking scene, which didn't bring in as many of this type of audience presumably due to having more limited engines and not having the ease of hackability that World and 64 had.

Anyway, back to the idea of ROM hack ideas; I've noticed MSU-1 music hacks are starting to get rolling on, but something's bugging me about them; Why is everyone choosing SNES games which already have excellent soundtracks that I wouldn't really want to replace? LttP and Mega Man X are considered SNES masterpieces, even on the audio side.
There are some SNES games which have mediocre, disappointing, or bad SPC soudntracks!
I mean, for crying out loud, something like NINJA GAIDEN TRILOGY should've been first priority! The bad SPCs are a factor that nearly ruin all of the portjobs!
Imagine if you replaced the dinky SNES version of "Ryu's Determination" with the version in the Steel Dragon / Beat Blade doujin album or the Warriors Orochi 3 version?

Gaming Discussion / Re: Favorite really obscure SNES games?
« on: September 07, 2013, 02:25:57 pm »
Satellaview guy incoming. :P

Konae-chan no DokiDoki Pengin Kazoku and BS-X Shooting are among my personal favorites in regard to Satellaview ROM dumps from recent years.

ROM Hacking Discussion / Re: Screenshots
« on: September 03, 2013, 04:03:47 pm »
Yes! Yes! Treasure Conflix!

I'll be watching the progress on this one carefully. :)

To be more specific, higan, snesgt, snes9x-sx2 and perhaps no$snes should be able to run Treasure Conflix without the need for any patches, as long as you have both the game and the BS-X ROM and the emulators are properly configured to run BS-X.

There's plenty of other games that currently absolutely need the BS-X BIOS as well. It's rather baffling, in fact, how early emulators tried to brute-force the ROMs to boot without it.

Gaming Discussion / Re: Games that are not emulated properly (or at all)
« on: August 25, 2013, 03:01:25 pm »
All of the Satellaview magazines still aren't emulated properly, are they?

Satellaview emulation in general is difficult (and ideas on how to handle certain aspects tend to clash due to different philosophies. Do you want accuracy? Or compatibility? Do you want to simply boot up the games or try to set up  a replication of the actual environment? How do you handle the whole Satellite Radio thing?).

Emulator issues tend to pop up on some of the YouTube recordings I do. one in particular that baffles me is merely Super Bomberman crashing in the BIOs, since this is a game that's identical to it's retail counterpart in every way.

Satellablog is a good source for info, but it's highly unorganized since it's basically a "Write-it-up-as-I-find-it" blog. Feel free to ask me any questions, or to check the possibility of a game having a Satellaview version. Although do note that sometimes the Satellaview has thrown curveballs at my expectations. :)

Oh dear, excuse me for being late to the thread.

And apologies about all the issues regarding patching Mottzilla Patch over whatever BS Zelda ROMs are going around, rather than just downloading the prepatched ROM.
I should warn you of something.

Recently certain ROM sites have decided to strip headers from all ROM dumps.  For normal SNES titles this is okay, since they provide no info at all.  Satellaview titles though require it, since it provides certain data used by the hardware itself (mostly variables like time, etc.).  Depending on the emulator, it may or may not play it, but you can never write it back to hardware and it will break patches.

Another problem with Satellaview titles, and the reason there's so many versions, is that it isn't a real ROM.  The best equivalent would be a 'snapshot' file, like those used for the ZX Spectrum before the tape format became popular.  What you get is a copy of the data loaded to the device, which, annoyingly, can be different depending on when you capture the data. 
That's why a checksum test isn't dependable for Satellaview games!  The game data itself may be patched fine, but other non-'ROM' data could be different and throwing off the checksum.

There's still on-going study of the Satellaview, and with any luck somebody may get ahold of the original broadcast data for one of the titles. 

I would just like to clarify, typically "Header removal" in regard to SNES ROM speak is in regard to copier headers. Anyone who tries modifying the header of a Satellaview is probably purposely tampering with the ROM for a desired result. That kind of thing shouldn't be normally distributed in DATs (besides that wacked-out case that leaked into No-Intro, but probably started beforehand, where date of download values were removed from perfectly good dumps for no logical reason.)

BS-X also has an entirely different checksum calculation system from typical SFC data, and a bit of it is still being figured out. For example, each individual piece of data in a 8M Pack has it's own checksum, but most checksum calculators in emulators not designed for Satellaview support attempt to read the checksum of the whole 8M Pack state, which is why a buncha recent dumps with multiple pieces of data read as bad checksums. And I'm not a fan of splitting the data up in places meant for preservation like ROM DATs, because that's essentially a hack.
ALSO, it is very possible that for Satellaview exclusives you can end up with a different build of a game. BS Zelda has this distinct possibility because we know there were extra rounds of polish between the premiere broadcast and Map 2. Excitebike: Bunbun Mario Battle is CONFIRMED to have a different build, although I only have a bad dump of the alternate one.

If I recal right... the current version of the Mottzilla patch was originally designed to be patched over the Map 2 ROM that is on the BS Zelda Homepage, since it uses more of it's resources than the older Map 1 ROM. (It's not a pure dump, but it's the only dump available on the internet now, and it's got all the dai-4-wa data intact which the Map 1 ROM does not.)

I think Dr. Mario was like the poster boy for getting this figured out.
I know it was the one that made Kiddo start questioning the situation (conflicting header dates). I'm not sure how many Dr. Marios he's recently dumped, though, but it sounds like he's redumped it from multiple Memory Paks.

The reason I noticed this on Dr. Mario in particular is that I distinctly remembered that GoodSNES had a perfectly good dump of it, which baffled me when I saw the no-date dump on No-Intro. It inspired me to comb through most of the old dumps again - and compare them between DATs. Unfortunately, it seems there were certain ROMs I could not trace. Or rather... in one baffling scenario, I traced 3 BS Marvelous ROMs to their original scene release and said ROMs STILL had the dates missing from the header. What is up with that?

Since then we've redumped Dr. Mario multiple times (slightly less times than we've redumped Yoshi no Panepon, which is the most common Satellaview game as far as I've seen.). I also have a personal copy. And I generally know what a good dump should look like.
There are lots.  http://satellablog.blogspot.ca/ (Mr. Kiddo's site) is a good place to start.

Radical Dreamers is a biggie.

I moved the blog to http://superfamicom.org/blog a good while back. I hope everyone changed their bookmarks. o.o

As for what is not ROM dumped, I attempted making a list on no-intro a while back, but it looks like it's gonna be bombarded with a much larger update once ChronoMoogle and I are done translating a bunch of schedules from Famitsu magazines.


Do note of some of these should be given higher priority than others, if by some stroke of luck you happen to know you have one of them - in particular the missing BS Super Mario Collection and BS F-Zero Grand Prix 2 Soundlink episodes, and perhaps redumping those BS Zeldas for verification.

Well, there was the BIOS world which has lately become operable in BSNES.

... And the missing Satellawalker games, which took place in the BS-X world. BS-X seemed to have a whole narrative play out over the lifespan of the Satellaview, and it'd be great to have as many of the missing pieces as possible.

I tend to neglect Dynami Tracer a lot, so this is mostly an example, not a sign of progress.

I looked into Jewel of Life back in 2011. I don't remember exactly why I stopped, but it was probably because of how the game data was stored in the ROM: just a normal game made with RPG Tsukuru Super Dante. Didn't seem like it would be worth the effort to learn how to edit Super Dante games outside of the editor.

Note to self: Put more pressure on you for that DynamiTracer translation. :P
It's frustrating to see Square fans neglect their more experimental works. "It's not Final Fantasy or Chrono Trigger, durhur!"
I think Treasure Conflix was easily more interesting a game concept than any of their big budget releases.

As for the Super Dante data, I did do hacks of retail Super Dante to change the default sample game into "Jewel of Live" and "Cock-a-Doodle-Do", respectively. Would it be possible to work on a translation from in-engine to them? Perhaps even take the completed save and then transplant it back into the Satellaview version. Then only menus are left...

ROM Hacking Discussion / Re: Screenshots
« on: May 08, 2013, 10:46:53 pm »

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?

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.

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.

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.

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.

Pages: [1] 2