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Messages - Drakon

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ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 29, 2013, 12:11:27 pm »
Unless I outright state otherwise, it's always safe to assume that nothing on my project list has been abandoned or forgotten about.

Gotcha.  Atleast I now know why it's taken so long.  It's always fun learning how the roms work.  This one seems like a real nightmare to work with.

ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 29, 2013, 09:13:05 am »
Obviously gideon is one of the best.  Darn guess I'll just have to wait, I sorta thought this fanslation had been abandoned.

ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 28, 2013, 08:36:08 am »
If you mean, does the code currently need to be written for the game, I believe that's already been taken care of. Although the current compression could probably be replaced with something even more powerful like Huffman. Potentially Gideon could get RedComet to do the honors...

Drakon, picking an RPG to learn on for a first project is usually not a good idea unless you have a programming background, and even then it's not the best of ideas. RPG's require the most work and effort and can take really long to finish especially when hacking the code is necessary for a good translation. Picking a smaller game with less text is the best way to learn as there is less stuff to deal with and progress can be measured more easily. It's like comparing a mountain to a hill etc.

Yeah I wasn't planning on doing the whole game I just wanted to change a few sentences haha.  So someone re-wrote the compression / decompression assembly for this rom?  I didn't realize they used compression in these old games.

ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 27, 2013, 08:35:38 pm » you have to re-write the rom code to support the new type of compression?

Right, this kind of problem only exists for ~5% of Famicom games (excluding stuff like CNROM). Pretty much the majority of all games never utilized the maximum ROM sizes a mapper supported and therefore can be expanded pretty easily. I think a good chunk of the non-expandable ones are the Konami VRC games, but I've actually expanded two Konami VRC variants, so some are expandable.

Oh, yeah. The NES could support a 1MB Lagrange Point ROM, but someone would have to make a flashcart/new board that could run the ROM properly. So technically it's within the realm of possibilities. If only there were something like a SD2NES...

I'd prefer finding a way to get it to run with the real vrc7.  I find flashcart reproduction of the audio chips in famicom carts are always noticably different than the real thing.  I'd rather make something with a truncated script that'll atleast run on the real thing.  I guess I didn't know what I was getting into with this one, apparently it's quit a difficult game to attempt to fanslate.

ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 27, 2013, 04:20:11 pm »
No. The original compression's been broken, and has been replaced with something slightly more powerful. Part of the problem is that the text still doesn't fit, so there's been a slow and arduous editing process to get it rewritten to a point that is both concise AND highly representative of the original meaning. Another part of the problem is that the game crashes when you level up. *Another* part of the problem is that there are a whole lot of interfaces that still need work, and stuff is broken all over the place as a result of having strings longer than the game's original max length needing places to go on-screen. A bunch of them have been fixed up, but a bunch are still broken.

There are other reasons too. But those are the technical ones.

Haha.  I like how you list a bunch of technical stuff and then end it with "there's other reasons but they're technical".  So is it currently crashing only because the file is too big?  I'm really interested in this project but I read on your website that you dislike update questions and whatnot so I didn't want to bug you about it.

Have you tried to process the script with my CompressTools, which has about 10 different compression shemes, all of them being simple enough to be implemented on the NES, while minimizing additional ROM/RAM usage ?

Thanks.  Since gideon says he "broke" the compression I'm thinking maybe it's not a standard type?  I'll try this but I'm not getting my hopes too high haha.


Can't even get these to run after installing java, oh well.

ROM Hacking Discussion / Re: Lagrange point text tile editing
« on: January 27, 2013, 02:34:01 pm »
Lagrange Point's data, both graphical and text, is compressed. You're not going to be able to get at either without special hand-rolled tools and a hefty amount of assembly-level reverse engineering. It's definitely not a beginner project.

Yikes.  I found the text and managed to edit that so that's interesting.  I don't suppose you have a version kicking around where you changed the japanese text tiles into english.  I noticed lagrange point hasn't had any progress in a long time, is the compression the reason why?  Also does the game use standard compression or something special?


Methinks this's what I need:

I downloaded python but I'm having trouble getting it to work how I want it to.  Yowza.  It runs, it decompresses, but the decompressed file is only 1-2k size and it's not giving me nes tiles yet.  Either I'm doing something wrong or this program uses a different compression format.  Anyway I found this classic post by you:

So you've broken the compression.  The type of compression isn't posted, I'd love to work on this game for fun, but I guess it's above me, darn.

ROM Hacking Discussion / Lagrange point text tile editing
« on: January 27, 2013, 01:30:45 pm »
I've been interested in learning how to hack a rom from japanese to english.  I decided to learn on lagrange point since it's a great game that I'd love to see in english.  I learned how to make tables and find japanese text in the rom and change it into other japanese text.  I'm trying to change the text graphic tiles from hiragana into english but all tile editing programs I tried don't display the tiles from lagrange point properly.  They work with other nes roms but not this one.  Is there something I need to do to make it work?

Personal Projects / Re: Street Fighter 2 Arcade Sheng Long hack
« on: January 01, 2013, 11:45:25 pm »
This looks just like a street fighter 2 hack that came out YEARS ago. :huh:

Code from the taiwanese m5 hack was used.  This's a hack of a hack.

Personal Projects / Street Fighter 2 Arcade Sheng Long hack
« on: January 01, 2013, 07:09:44 pm »
Current version: 7

What's changed....a lot of physics, programming, special moves, and pallette stuff.

I can't make a ips patch for this because there's so many different versions of the file floating around.  You can download this hack from my forum (google it last time I posted a rom here I got a warning).  This runs on a regular cps1 sf2 champion edition board just fine.

Personal Projects / Re: Street Fighter 2 Arcade: Sillyness Edition
« on: April 12, 2012, 03:15:30 pm »
This was done by hex editing I didn't use some friendly utility if you think you can manage to make any fireball you want to appear go right ahead.

Personal Projects / Re: Street Fighter 2 Arcade: Sillyness Edition
« on: April 10, 2012, 03:49:49 pm »
Reminds me of the chinese hacks like the air hadokens and change characters at the press of a button.

Actually those hacks are from taiwan which is close to china but technically a different country.  And yes my rom hacks use code from the bootleg hacks that came from taiwan....I've just been having a little fun with it.

I can assure people that this isn't mugen it runs fine on my cps1 arcade board.

Here's the more serious hack I recently finished that's actually playable.  I even tried to balance out the weaker characters.

It's still more insane than regular sf2 but perfectly playable.

April 10, 2012, 10:57:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the completed version of my insane hack.  I call it "punishment edition"

Personal Projects / Street Fighter 2 Arcade: Sillyness Edition
« on: April 08, 2012, 11:52:29 pm »

The plan is to make every character in the game have something similar to this.  This will run fine on a regular cps1 arcade pcb.

I realize this's going to be one mother of a difficult rom hack.  Here's what I accomplished so far.

I really like the m5 / m7 bootleg hacks of street fighter 2 champion edition.  They're great hacks that're a lot of fun but unfortunately they were released on bootleg pcbs which don't 100% work like an official CPS1.  Luckily....the hardware works almost the same.

First I took a look at the m5 / m7 roms in a hex editor and compared them to regular champion edition rom dumps.  The roms had been split into two files in an interleaved pattern.  I found a tool on the internet and interleaved the roms back together and split them so they were just like the champion edition roms.  These rebuilt roms actually do run.  I tested these roms in both an emulator AND on eproms on my cps1 board and they run on both, however there's some programming that needs changing.

I dug around in the cps1.c file from mame and it turns out that the m5 / m7 pcb draws sprites in reverse order.  Therefore in an emulator when it runs in a regular cps1 profile the sprites are constantly flickering.  On my cps1 pcb the sprites barely ever show up but when they do they're flickering just like the emulator.  Also the m5 / m7 bootleg pcb has the control inputs programmed differently so on my real cps1 pressing controller buttons did nothing.

I've been trying my best to use the mame debug mode but I'm terrible with this sort of thing.  I need to find the code that tells it what order to draw the sprites in and change it to draw them in the same direction as a cps1.  Once that's done then we'd just need to change the controller input programming to regular cps1 standards.  The controller input code could probably be found just by finding the controller input code in the champion edition roms and copy and pasting that.  I would assume setting the mame debug mode to freeze when you press a button would do the trick with finding the programming for that.

If anyone is interested in helping I'll happily send you the m5 roms in the state they are right now which is basically the same as the champion edition rom dumps just with the hack programming inserted.  I'm really going to need help finding this programming and applying the changes.

March 18, 2012, 04:12:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm proud to announce that this project is 100% done.  Here's what I did.  Since the champion edition rom dumps and the m5 cleaned up dump are very similar I tried copying data back and forth between the two rom sets and seeing what effect it would have.  I did a LOT of trial and error and eventually found the programming that applies all the game hacks while keeping the cps1 compatible programming in tact.  The M5 bootleg romset now runs 100% flawlessly on my official cps1 pcb.

Here's the rom zip:

Mod Edit: Please don't post ROMs.

If you rename this zip winkawaks will run it fine and I assume other cps1 emulators will run it too.  To upgrade your champion edition, turbo, or rainbow edition to this m5 hack just burn the 21, 22 and 23 roms and it should run fine on your regular cps1 arcade pcb.  The 21 rom is just the regular champion edition rom and the 22 / 23 roms are the hacked up m5 roms.

Here's the video to prove it works:

Programming / Re: Decoding the bootleg CPS1 rom dumps
« on: March 15, 2012, 11:25:29 pm »
I made some major strides on this project last night / today.  It turns out after I interlaced the roms back together I had been splitting them at the wrong spot.  I split the roms at the proper spot and copied them into the sf2ce folder and it ran but unfortunately the sprite layer is flickering.  The good news is that everything else works perfectly, audio is fine, controls are fine, even all the m5 hacks are running great even though the system is running it like it would be on a normal cps1.  So I've managed to decrypt these roms on my own using tools I found on the net.  I even managed to get the accelerator part 2 hack running in the normal cps1 profile just by padding one of the rom dumps.  I tested this M5 dump running as CE in multiple emulators and each emulator has the graphics flickering.  I even did the same process on the m7 hack and got the same results, it ran but gave me flickering graphics in the emulator when loaded under the normal cps1 profile.

I also seem to have found the code that makes it run right.

This's taken from the latest release of cps1.c

1336      /* from here onwards the CPS-B board has suicide battery and multiply protection */

1262      /* name         CPSB          gfx mapper   in2  in3  out2   kludge */

1359      {"sf2ce",       CPS_B_21_DEF, mapper_S9263B, 0x36 },
1379      {"sf2m5",       CPS_B_21_DEF, mapper_S9263B, 0x36, 0, 0, 1 },

it seems to be calling kludge, found the kludge code

1840      /* Some of the sf2 hacks use only sprite port 0x9100 and the scroll layers are offset */
 1841      if (state->m_game_config->bootleg_kludge == 1)
 1842      {
 1843          state->m_cps_a_regs[CPS1_OBJ_BASE] = 0x9100;
 1844          state->m_obj = cps1_base(machine, CPS1_OBJ_BASE, state->m_obj_size);
 1845          scroll1xoff = -0x0c;
 1846          scroll2xoff = -0x0e;
 1847          scroll3xoff = -0x10;
 1848      }
 1849      else
 1850      {
 1851          state->m_obj = cps1_base(machine, CPS1_OBJ_BASE, state->m_obj_size);
 1852          scroll1xoff = 0;
 1853          scroll2xoff = 0;
 1854          scroll3xoff = 0;
 1855      }

also I'm pretty certain this's what causes the sprite flickering issue.

2337      /* some sf2 hacks draw the sprites in reverse order */
 2338      if (state->m_game_config->bootleg_kludge == 1)
 2339      {
 2340          base += state->m_last_sprite_offset;
 2341          baseadd = -4;
 2342      }
 2343      else
 2344      {
 2345          baseadd = 4;
 2346      }

I'm going to assume that the graphic flickering is caused by it drawing the sprites in reverse order.  The sprite offeset just makes sprites draw in the wrong areas in the menu

(later in the c file)

434  /*                     CPSB ID    multiply protection      unknown      ctrl     priority masks   palctrl    layer enable masks  */

448  #define CPS_B_21_DEF 0x32,  -1,   0x00,0x02,0x04,0x06, 0x08, -1,  -1,   0x26,{0x28,0x2a,0x2c,0x2e},0x30, {0x02,0x04,0x08,0x30,0x30}

Link is here:

It looks like someone would need to hack the roms to not draw sprites in reverse order...don't think I could do that...  The sprite offset doesn't cause any real issues but the sprite reverse order thing causes flickering and that's no good

Programming / Decoding the bootleg CPS1 rom dumps
« on: March 15, 2012, 06:02:13 pm »
Lately I've been converting my street fighter 2 arcade board into different versions using a rom burner.  I successfully converted a turbo pcb into rainbow set 3.  I'm interested in seeing if I can get the M5 bootleg romset to work on my cps1.  I know that the M5 pcb isn't a CPS1 but the rom image looks like a hacked up champion edition rom in a hex editor so it may be possible.  Unfortunately the M5 rom dumps are anything but cps1 compatible the information is shuffled in a certain way that needs to be decoded before it will run right.  I tried downloading the mame source but I really have no idea where I'd find the programming that would decode the rom information so it'll run on a regular cps1.  I was wondering if someone who's good with this sort of thing could help convert the M5 bootleg roms so they're cps1 friendly.

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