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Messages - vince94

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41
News Submissions / Re: Translations: Bionic Commando Retranslation Complete
« on: September 20, 2013, 12:55:55 pm »
I agree with the other person who said that if you don't write that line like "ron-day-viewing," people will actually think it's a real typo.
Also, why are the W and M characters thinner than the other letters?

42
Hey, could someone help me out with this program?
The pointers in the game I'm working on are calculated by subtracting ten for the header and flipping the digits (all text is located at 06XXXX, so the pointers only consist of the last two digits), and the only control code in the pointer table is [00]=end, which is after every pointer.
Every time I have it scan the pointer area of the ROM (030010 to 040010), it spits out garbage. I've looked at the tutorial page on the original post, and while a lot of it makes sense, I don't know enough about pointers to find my way around the List settings panel.

EDIT: Um...heh...anybody?

43
Newcomer's Board / Re: Weird font in a GBC game
« on: August 23, 2013, 07:18:36 pm »
The only 1bpp settings in my Format menu are 8x8 and 16x16.
Do I need to have a different version of YY-CHR to see that? I'm on the .NET one.

44
Newcomer's Board / Weird font in a GBC game
« on: August 23, 2013, 12:01:35 pm »
I'm pretty used to using YY-CHR, but I ran into this while trying to rip the font from LoZ: Oracle of Ages.

It definitely doesn't look like this in-game. How can I properly access it?

45
Newcomer's Board / Re: Chrono Trigger Text Hack Help
« on: July 15, 2013, 10:57:37 am »
I got it to work, thanks a lot! :o
It would be nice to have a separate "String Index" editor, but now that I've gotten past the packet index screen, it looks incredible what you can do in terms of event editing.
While we're on the topic of Chrono Trigger, is there any way to change the character portraits?

46
Newcomer's Board / Re: Chrono Trigger Text Hack Help
« on: July 05, 2013, 07:34:26 pm »
I've poked through Temporal Flux's menus, and didn't find anything to edit the main text/dialog. There were a few menus that I couldn't look at though, they all led to a dialog box asking for a packet number (?). I didn't know what to say to get past these, but I assume a text viewer/editor must be in there somewhere. I just need to get over the learning curve.

47
Well, I tried messing around with some stuff, and it can now successfully dump the script. However, when I turn around and try to run the dump through Atlas, it says this:
Code: [Select]
Error: "You must specify an address using JMP before inserting text"
Here's the commands.txt file I am using:
Code: [Select]
#GAME NAME: Earthbound Zero
#BLOCK NAME: Main Text
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $030010
#POINTER TABLE STOP: $031594
#POINTER SIZE: $02
#POINTER SPACE: $01
#ATLAS PTRS: No
#BASE POINTER: $060010
#TABLE: eb0.tbl
#COMMENTS: No
#END BLOCK

I searched for "JMP" in the readme that came with Atlas, and it says that it controls what offset Atlas writes to. Why would this be a requirement? Isn't it using the pointer table?

EDIT: I just realized - it doesn't even know about the pointer table. My .bat file is just "Atlas eb0.nes script.txt."
The only place I gave it info about the pointer table is the commands.txt, and Atlas can't see that.

48
Newcomer's Board / Re: Trouble with Cartographer and Earthbound Zero
« on: April 28, 2013, 10:23:22 am »
Quote
Does the first pointer point to the first string, second pointer to the second string, and so on.
Yeah, I think that's how it works. I'll try fiddling with the POINTER SPACE and edit this post when I find out what happens.

49
Newcomer's Board / Re: Trouble with Cartographer and Earthbound Zero
« on: April 27, 2013, 11:53:50 pm »
Yeah, the pointer space command is set to one.
Quote
if your text is sequential (and the pointers are too), then you could just do a normal text dump without pointers and manually setup Atlas with AUTOWRITE
I don't think the text is sequential, since I've been able to point a dialogue box that originally read from the middle of the text bank to the very end of it, where I could write as long as I wanted. However, this "autowrite" mode sounds pretty cool. Would using it mess the game up by not skipping over the blank [00 00 end] pointers? I wonder...

EDIT: I tried dumping a RAW script file, but the beginning of each string was cut off. When I was tinkering and figuring out how the BASE POINTER thing worked, I had all kinds of problems like that.
Here's the command file I used:
Code: [Select]
#GAME NAME: Earthbound Zero
#BLOCK NAME: Main Text (RAW)
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $060010
#SCRIPT STOP: $06ffff
#TABLE: eb0.tbl
#COMMENTS: Yes
#END BLOCK
I referenced the example code that came with, but put in the appropriate script start/stop values.

50
Newcomer's Board / Trouble with Cartographer and Earthbound Zero
« on: April 26, 2013, 10:38:08 am »
     So I'm using this awesome retro RPG's ample free text space to flesh out the story and make the text sound more natural. I've learned how to manually change pointer table values, but when I repoint a string to the end of the text bank, the old string is still in the original position. Atlas re-pointing everything automatically would probably save loads of space by avoiding this situation.
     Here's the problem I'm running into with Cartographer. The very first pointer in the pointer table ("00 00 [end]") points to some text that was probably only used when the game was being debugged: "System Error!!!"
The pointers are stored like "XX XX [end] XX XX [end] XX XX [end] XX XX [end]." However, 00 is also the value the game uses for [end], and there are several parts of the pointer table that are just a bunch of 00's. The upshot of this is that Cartographer is interpreting these "[end] [end] [end] [end] [end] [end] [end]" parts as real pointers, resulting in loads of System Error'ses in the script file. Is there anything I can do about this?

51
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 21, 2013, 04:25:03 pm »
Thanks a lot!

52
Personal Projects / Re: Final Fantasy VII NES Project
« on: January 20, 2013, 10:29:02 pm »
Hey everyone!
At the beginning, I was sent  some sprites through Dropbox (not the original FF3j ripoffs, someone else must have worked on them, they were new, and faithful to the enemies from the PSX game.) Are you going to use those, or are you waiting for me, cause I've been really busy with college, It's been more than I expected.

53
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 21, 2012, 10:37:30 am »
It does look kinda derpy. I might take the original, give it the whirly sword thing, and just leave it at that.

54
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 21, 2012, 10:19:10 am »
They're definitely different, but since this is the NES, I only have four predetermined colors and a certain space to work with.
For comparison, this is what they were going to look like before:








55
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 21, 2012, 02:37:45 am »
I looked at the folder of graphics you sent me. I was happy with all of the redone ones except these, which I either tweaked a bit or redrew.


Yuffie


Aero Combatant


Razor Weed


Mirage

Do you want me to redo the rest of them? Most of the redone ones looked pretty faithful to the original.

56
Script Help and Language Discussion / Quick character help
« on: November 18, 2012, 11:33:16 pm »
I am looking at Zerd no Densetsu, a japan-only gameboy game, and these are the characters for the text.

Could somebody type them out so I can set them to a table file?
Thanks!

57
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 13, 2012, 08:09:37 am »
Yeah, I'd love to work on enemy graphics. What are the dimensions/pallates should keep in mind?

58
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 12, 2012, 06:26:36 pm »
Just to see if I could find anything, I looked at the ROM with YY-CHR, but I couldn't find the enemy graphics.
Side note, I noticed that some of the songs only use the two tinny square wave channels - is this just the way the game was programmed or can we improve it?

59
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 11, 2012, 11:56:53 pm »
Hello! I just found this thread and it is awesome to see the progress that has been made with this!
I have experience in hex and graphics editing, and I'd love to help if you are still trying to improve the game.

60
Newcomer's Board / Re: The Search for Cavespeak
« on: October 22, 2012, 10:44:10 pm »
SUCCESS! Thank you!

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