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Messages - Psyklax

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There are no diagonals in this test cart.
There -are- diagonals in this test cart... but it only registers buttons presses from an emulator while in the 4 player multi tap test screen...

I'm on my phone and can't see the videos right now, but my point was that the NES collects input by polling the registers at $4016 and $4017, then storing the result in RAM. The result is 8 bits (up, down, left, right, A, B, Start, Select), hence there is no distinct diagonal.

However, I assume what you're referring to is that the diagnostic test doesn't ask you to push two directions at once to see if it can be done, which would be testing the physical attributes of the pad rather than the circuit connection. I suppose you can allow for that in the software (the test) but maybe I just misunderstood what you meant.

I agree that diagonals on some pads can be tricky (such as trying to do them in Dead Or Alive 5 on a 360 D-pad) so being able to test it would be useful.

register diagonals

Eh? You mean "up and left simultaneously"? Surely if it sees all four directions, that's enough. Maybe I'm missing something here, but diagonals aren't independent, they're just two directions.

Newcomer's Board / Re: How to delete account?
« on: October 16, 2018, 06:22:23 am »
Reading through all your previous posts, I don't want to presume what's going on in your life to make you feel like this, but my advice is to chill out and take it one step at a time. Hacking and translation are two different things, and as someone who does both, I would say that you don't have to be competent with the hacking in order to translate.

If you still don't understand table files, perhaps you've been trying 16-bit games with compression etc, which is always tough if you don't know assembly. I recommend something simple to get the hang of this. Example:

Take a look at the first game I translated, Detective Conan Mechanical Temple whatever on the Game Boy Color. Open the ROM in Tile Molester, scroll through it and you'll find the kana effectually. Next, use Relativeful Search and search for the first word Conan says in the game (don't remember what it is), by using numbers instead of kana in the order it's in the graphics - a is 1, i is 2 etc. Make sure to avoid dakuten characters like da and ji, cause different games do them differently.

You will probably find an address where that word is (you may find a few if it's a common word). Now open the ROM in WH32EX and you can see what hex values the kana have, so use Tabular to make a table file (it's a good program cause it can do autofill for different character sets, just use Romaji for now).

So you put the kana in your table file, including anything else you saw in Tile Molester, and open the ROM in WH32EX with your table file, and go to the location where Conan's line is. Voila, there's your text. :)

If you didn't follow, gimme a shout.

Here's the thing: you couldn't just make it 16:9 by extending the screen because, as you said, you'd have to crop the top and bottom. Which, to be honest, is pretty dumb. On the other hand, emulators for later consoles like the Dreamcast can play in 1920x1080 and expand the viewing window, which introduces artefacts like objects popping up, but you don't miss anything and it looks cool.

Going back to the NES and SNES, it wouldn't be difficult per se to remove stuff from the top and bottom, but why would you? Extending the playfield is great, but shrinking it is pointless. The only way to fix it is to do like Outrun Cannonball, which is a port of the original game with a new engine.

In a 3D game like Shenmue, you can extend the viewing area and see things that aren't normally in your immediate view, but you can't automatically do that on NES because... they don't exist. They'd need to be put into VRAM first. Actually, come to think of it, you COULD kind of extend the viewing area because the nametable has enough for two full screens. But more than likely the sprites will pop in on the edges, unless you modify the code to make them appear off screen.

What I'm saying is, theoretically, yes, you could make an emulator that could extend the NES screen, but the results would be very variable. But forget about doing it on real hardware.

some does not have any sense of scope - suggesting projects that would take considerable time and effort.

The difference between saying "I want to be able to access this menu with a single button instead of having to go through a separate sub-menu", and saying "can someone take this SNES game and make it for the Genesis for me? kthxbai"

I agree, you may have "all the ideas" but unless you understand that sense of scope, those ideas are just shouting into the void. Incidentally I did a hack for someone who posted here, because it was just "restore graphics from Japanese game to US game" which took about an hour. Oh, and I spent a similar amount of time combining two Metroid hacks, so simple things do get done.

I know I should probably finish Zoids first, but the amount of text in this game seems pretty small, so I'll have a look. If I want to go ahead with it, I'll let you know, but anyone else is welcome to try, too.

"If I knew how to do X, I would do all this stuff myself." Well, the first step of doing X is learning how to do X, so put your money where your mouth is.

Preach, brother. 8) If you've got time to post the 100 different hacks you want other people to make, you've got time to learn how to do it yourself.

Porting of Famicom Detective Club 1 and 2 from FDS to NES.
Afterwards the rom can be extended to translate the game.
Same with Shin Onigashima.

FDS games have roughly 64KB of storage on each side - although in practice it's less, according to Famicom Detective Club 1 has two double-sided disks for a total potential size of 256KB. By using the formula from and looking at the amount of space used on each side, I estimate around 34,833 bytes free across the four sides, which when combined with a simple DTE routine, should arguably be enough free space for a translation.

Converting FDS games to ROMs is no mean feat, and when you consider that practically every emulator and Everdrives all emulate the FDS perfectly well, it seems reasonable to leave the games as FDS games. Switching the game over to a cart mapper rather than just adding more stuff to the files on the disk seems like more trouble than is worth.

All this is just a long-winded way of saying that if someone really wants to translate FDC then go right ahead, but I'd personally much rather do it on FDS than a ROM. :)

Same situation for Shin Onigashima (it actually has even more free space on the disk) but you have the bigger problem of the text format going vertically rather than horizontally. Good luck fixing that! :D

Personal Projects / Re: Commander Keen translation(s)
« on: October 08, 2018, 06:04:24 pm »
I didn't specialise in Hungarian translations at all.

You have submitted 36 translations to the site and 34 are in Hungarian. :huh:

Anyway, I'm sure any translation is welcome here, but given Commander Keen is in English, we'd have to hear from someone who doesn't understand English.

Personal Projects / Re: Commander Keen translation(s)
« on: October 08, 2018, 05:56:10 pm »
Er... into which language? You're asking the question in English, but you specialise in Hungarian translations... I don't really understand the question.

Personal Projects / Re: Translations of early Famicom games
« on: October 08, 2018, 08:52:28 am »
Hey guys, I just decided to update the Famicom list with two games that have been completed since I last changed it: Outlanders and Sanma no Meitantei.

So as it stands, 1983 to 1986 has just two out of 46 that need translation: Seikima II - Akuma no Gyakushuu, and Toki no Tabibito - Time Stranger (my bad). Now, thanks to those two additions from 1987, that year stands at 21 out of 75 that need translation, with a 72% completion rate, which is pretty awesome, really.

Going into more detail, Karaoke Studio and the Senyou Cassette for it are pretty pointless to translate; Kyonshiizu 2 has already been done by Filler, but I had a look and it's not going to be easy; Family Trainer 5 would be doable except for it being a Power Pad game; Hoshi wo Miru Hito was abandoned a decade ago by KingMike, but some progress is better than none, so maybe someone should pick it up and get it done; and there's some other bits and pieces that should probably be ticked off despite not being done.

Apologies especially to Filler for getting stuck on Zoids: I'm trying to get things moving again, but life has been busy. Keep up the good work, guys! :)

ROM Hacking Discussion / Re: List of untranslated Sega Saturn games
« on: October 08, 2018, 01:48:15 am »
First of all, Sega Retro isn't Wikipedia, just so you know. ;)

Second, you've clearly left some English language games in there. When I glanced through it, the first one I noticed was UEFA Euro 96 England. I thought "that was a Japan exclusive?!" until I clicked and found it was, obviously, a Europe exclusive. We do speak English in Europe, you know. :D

Anyway, my final point is: what exactly do you intend to do with this list? My list of EARLY Famicom games was for a good reason: most early games either didn't need a translation due to lack of language in a 40k ROM, or was released outside Japan, or had already been translated by the community. So picking off the few that remained seemed like a logical task. Not to mention that early Famicom games are significantly less complex than Saturn games.

Compare with the Saturn: a list of untranslated games seems rather unnecessary since it's probably over 80% of the entire library. Do you actually intend on translating anything yourself? Or was this just aspirational? :)

To put it simply, it's probably better that people try translating ANYTHING before worrying about a checklist. :)

You know who compiled Psyklax's list of early Famicom and Master System games? I did! :) So if you want a list of untranslated Saturn games, go right ahead!

Go to, get the list of Saturn games, eliminate the non-Japanese ones, then tick off the ones that have translations. My guess is that you can count them on one hand, though, which might explain why nobody's gone this route. Anything beyond 16-bit has very few translations.

Sorry, I tuned out of the thread a bit, but yes, my DTE patch goes directly after the item list because there isn't much space elsewhere. If you're expanding the ROM, though, I'd question the need to even use DTE. But again, maybe I missed something...

Newcomer's Board / Re: How to find memory locations for scores / lives / etc
« on: September 26, 2018, 01:17:04 pm »
Simple: use a cheat finder like STARWIN says. You reset the search, do something to change what you want to find (lives, score, X and Y position etc), search for memory locations that are not the same as before, change that thing again, search again... eventually you'll find a memory location that was different at those specific moments, which is probably the one you want. In most cases, this is enough, though some games can be weird.

BTW, while you're here. I got the IPS patch from Psyklax to add DTE compression, but I couldn't find anything (unless I stupidly missed it in the Spanish translation thread) on how to make changes in the ROM to actually use it? I used DTE OPT to find my most common combinations, but I guess there's a table added in to the ROM I have to update?

Sorry, I didn't see your new PM. I wrote the DTE thing a few months ago, so I'll need to look at it again later today. Basically, DTE-Opt (thanks KingMike for such a simple yet useful tool) gives you a list of the most common combos in order of occurrence (the text file you sent in the PM is not what you use). I think it just appears in the command prompt when you run it, so I use a batch file and capture the output to a text file.

Anyway, once you know your pairs, you can put them in your table file, then use something like Pointer Tables to insert your text into the ROM. Of course, you then need to insert your list of pairs into the ROM so that the game knows what they are.

I can't actually remember where to put the table, but the easiest thing is to just give me your new text and I'll try to insert it. I picked a part of the ROM that shouldn't be used by anything else. Later today I'll be able to look at my files and figure it out.

I admit that I didn't provide much documentation on what I did, but it's because I didn't really think about it being used much by people. Maybe I should make a formal version with documentation and put it in the Utilities section? :huh:

ROM Hacking Discussion / Re: Handling possible text compression
« on: September 21, 2018, 03:56:14 am »
Wow, Alchemic, that confirms what I saw: that it's pretty messed up. :D I got as far as noticing that each individual word is assembled letter-by-letter in SRAM before being passed off to the PPU, but it would've taken me time to get to the level of detail you've acquired. That has to be the most convoluted text handling scheme I've ever seen in a game.

I had a look so I can see what you're talking about there. It's still messing with my brain, so I think I'll leave it for now. :)

ROM Hacking Discussion / Re: Handling possible text compression
« on: September 20, 2018, 06:00:12 pm »
Well, you were right: DW2 uses a rather tricky compression method which I don't fully understand yet. I'm still looking at it, and it's not like what I've seen before. I'd say it's a bit like dictionary compression, except not... I'll continue until I've figured it out, but it's weird.

ROM Hacking Discussion / Re: Handling possible text compression
« on: September 20, 2018, 10:43:22 am »
I went into FCEUX Nametable Viewer and checked the hex code of the letters showing up in dialogue text. The hex code for the letters in dialogue was exactly the same as the code for the letters in monster, item and spell names--with all of the latter showing up in a hex editor when I load up table data. Would this indicate compression or could another factor be causing this?

I don't think simply looking at the nametable would indicate compression per se. The way I would do it is the more advanced method of debugging the game to see how the text gets from the ROM to the screen, and compression will become apparent then. A simpler way is the old fashioned relative search technique locating where the text is, and discovering the compression then.

I'll have a look later, anyway. I've already hacked this game to double experience and gold, so that's why I'm familiar with it.

Programming / Re: Converting SNES and NES addresses to PC address
« on: September 20, 2018, 02:11:18 am »
I know I should probably say nothing because I feel I'm not contributing to the thread, but...

Is there a great need for a tool to convert addresses? I use OpenOffice Calc to put all my addresses in a column, then use a simple formula to convert them all. Combined with a little program my dad made to list every address where a particular byte is found, plus Textpad, and everything is pretty straightforward. Sure, I haven't done much work on the SNES so perhaps there's some tricky stuff with the HiROM LoROM business, but I don't recall anything too taxing.

Also, the terminology confuses me: "PC addresses"? In this context I think of Program Counter, how does an address connect with a Wintel computer? I would think ROM address or file address is more appropriate.

Again, apologies if it looks like I'm just being negative in the thread. I just had some questions on my mind. :)

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