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Messages - Psyklax

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61
TASVideos advises using BizHawk.
http://tasvideos.org/BizHawk.html

Seconded. ;) (make sure you use the bsnes core)

62
Sorry for bumping this, but I really don't want it to be ignored...

Maybe there's a reason it was ignored? :huh: (just so you know, 99% of ideas in this thread are ignored - think of it as a shout into the void)

So you want someone to extract the ROMs from an official collection of ROMs so you can end up with the same ROMs you could've "illegally" downloaded for the last twenty years? Is there really much point in doing this? If you've already paid for the collection, I think your conscience is clear.

I'll never understand this mentality, like people who use the Retron 5. "I can only use a ROM that I dumped myself, otherwise I feel dirty". At least there's SOME kind of logic to this since it's a new release, unlike people who can't understand that buying a used cartridge and downloading a ROM benefit the publishers in exactly the same way: not at all.

63
ROM Hacking Discussion / Re: Wolfenstine 3D hack help
« on: June 11, 2018, 11:03:51 am »
I have no idea what you might be referring to here.

You're not the only one, the whole post is a mystery to me. :huh:

The OP didn't mention which W3D he wanted to hack: DOS, SNES, GBA, 3DO, Jaguar... Obviously DOS would be by far the easiest.

64
Personal Projects / Re: Translations of early Famicom games
« on: June 09, 2018, 02:07:59 pm »
Well, I have something of an update, so I might as well post about it. :D

First of all, apologies to Filler for taking so long with this, but after pulling my hair out trying to figure the best way of using ROM expansion, then getting his script into the game, I can tell you all that I've made some kind of progress on Zoids!

The bulk of the script is in there, and although there are some teething problems at the moment (wrong text appearing, possibly because my bank switching isn't working 100% of the time), the tricky part is more or less over. Now I just need to figure out what's going on in certain spots.

God, all this for a 30-year-old kusoge... :D

Any other news, guys?

Thought you guys would enjoy some of the progress I made

Woah, looking good! Nice job! Keep it up, Fyr. ;)

65
Chuu desu. It is inside.

Or "naka desu", same meaning. Makes no sense, of course. :)

66
Gaming Discussion / Re: Psyklaxia: my new YouTube channel!
« on: June 06, 2018, 02:51:51 pm »
you do seem to say repeatedly that you haven't actually played much of the hacks in question.

In all fairness, I've released two videos - and only in the first one did I say that, since I was doing three hacks at once. :D I showed every level of Coca-Cola Kid. I don't plan on playing each game for hours. But thank you for your kind words. :)

(looks up 'mellifluous' on Wiktionary)

67
Gaming Discussion / Re: Psyklaxia: my new YouTube channel!
« on: June 05, 2018, 08:45:25 am »
Just in case anyone missed it, my second video went up on Sunday, reviewing the small amount of translation Filler did for Coca-Cola Kid. :)

https://youtu.be/YcPxoV_Cr1s
(I wanted to embed the player but I don't know if it works on the forum - or if the mods are okay with it)

It's early days in my channel and I'm very much open to feedback, by the way! :) Tune in on Sunday for my first tutorial on how computers work. Most of you guys will probably know it anyway, but who knows, you might learn something! ;)

68
Programming / Re: How to reverse the order of the numbers of a file?
« on: June 04, 2018, 11:54:58 am »
Uh, why do you want to do that? Is it a pointer table?

Regardless, I'd do it my own special way, but others might think it's weird. :) I'd copy the bytes I wanted into Textpad from HxC, replace spaces with several tabs, reduce the window so there's only the first two visible, reformat (Ctrl-Shift-J) so there's now two bytes per line, replace tabs with nothing, block select the second bytes on each line, cut, paste in front of the others.

Again, that's what I do, maybe it's no use to you. :)

69
ROM Hacking Discussion / Re: Remove Intro Demo From SMB
« on: June 02, 2018, 06:09:19 pm »
thank you, but what about pressing select?

Replace $289 with EA EA. ;) Actually, try it on its own when the demo is playing: Mario will stop dead and probably get killed by a Goomba. :D

70
ROM Hacking Discussion / Re: Remove Intro Demo From SMB
« on: June 02, 2018, 01:02:33 pm »
go to address $26C and replace the data with 4C 6C 82 to make that change.

That's a good start, it stops the demo. But if you press start after 500 or so frames, it still goes back to the title screen as if the demo was playing, rather than go straight into the game, so there's something else happening - in fact, I think the OP had the exact same situation when he started the thread.

After making that change, you can see in the RAM that $7A2 still decrements, so clearly it won't let you start the game if $7A2 is zero. So I did a read breakpoint on $4016 - the controller 1 register - to see what would happen when I pressed Start before the demo starts. I predicted it would store the controller value somewhere, then check $7A2 to make sure it's time to start the game. Sure enough, it stores the controller value at $6FC, then first checks if it's $10 (Start button pressed) then does a Branch on Equal with $7A2 - in other words, jump to the reset routine if $7A2 is zero, otherwise Start the game.

So the simple option is to go to $2EB in the ROM and replace F0 EC with EA EA. Now the game starts when you press Start, even if the demo is playing (why couldn't Nintendo have done this in the first place?!). Combine that with what I quoted from KingMike at the top of my post, and you've got no demo and no reset problem. There you go! :)

71
Again, your second post only made us more confused. :)

If we look at palettes on the NES, for example, they're stored at a different part of the PPU's memory than the actual graphics, not to mention the attribute table that says which palette goes with each tile. Then sprite palettes are kept with each sprite in OAM memory. All are changed with specific instructions from the CPU, so none can be edited in a tile editing program.

Besides, "ponified"? "Made in Japan"? I feel like we're speaking different languages... :D

72
Personal Projects / Re: Translations of early Famicom games
« on: June 01, 2018, 04:52:31 am »
I got as far as making this table file based on the PPU viewer in FCEUX, but I wasn't able to find any text encoded like this in the ROM.

If you need help dumping the text, I'd be happy to do it. :) I know I've got other stuff on my plate, but I imagine it's probably not gonna be so hard. I'll have a look later and see what I can find.

73
I agree with FAST6191, this post is a little confusing. The combination of Tile Molester and GIMP has allowed me to do pretty much anything, so I'm not entirely sure what the problem is. Pixel editor? You mean zooming in? :huh:

74
Programming / Re: (ASM programming)Sega Genesis
« on: May 31, 2018, 03:03:46 am »
I'm sure this isn't very helpful, but Smoke made an excellent hack of MK2 with all the extra characters:
https://www.romhacking.net/hacks/596/

And Kabal_MK made an even better hack of UMK3 with virtually everyone:
https://www.romhacking.net/hacks/1059/

I know you want to hack MK1, but given those other two hacks, I just wasn't sure it was necessary.

Have fun, though! :)

75
It looks like PPU is an important processor for handling graphics.

You don't say? :D So you're looking at the NES, correct? Well, you can't trace log the PPU, because it doesn't take instructions like the CPU does. Instead, the CPU interacts with it through registers. So if you want to change a byte in the PPU's memory, the CPU has to write two bytes to one register for the address, then write the byte it wants to another register to perform the write.

Also, I'm not entirely sure what you're working on, but getting familiar with assembly and a debugger will probably be helpful. ;)

76
Gaming Discussion / Re: Psyklaxia: my new YouTube channel!
« on: May 29, 2018, 05:59:16 am »
Thanks for the interest, guys! And Filler, one of your translations will be appearing next, see if you can guess which. ;)

Incidentally, I've changed my website to look in the same style as the channel, but I'm having trouble embedding the YouTube channel there. Currently it seems to work in Edge but not Firefox. Weird.

Just for information, I've just finished the sixth video, so there should be a regular stream of videos. You'll just have to wait until each Sunday to find out what they are. :D

77
Personal Projects / Re: Translations of early Famicom games
« on: May 29, 2018, 03:12:40 am »
Wow, that looks pretty nice! :D Although I do think you're getting a little ahead of yourself as nobody's translated the game yet... ;)

Going through the thread, it seems there's a radically different version in English for the Master System, and Filler had some trouble dumping the script. I guess nobody's got around to it, but if anyone wants to give it a try then I'm sure they'd like to use your title screen. I'd have a go if only I had the time these days. :-\

78
Personal Projects / Re: Translations of early Famicom games
« on: May 27, 2018, 05:27:24 pm »
Don't get me wrong: any progress on this project will be well-received. :) I too looked at the backward syntax and thought "hmm, how shall I handle this?" I'm just glad I don't have to answer that now. :D

So we're just waiting for Seikima II and Time Stranger to finish 1986. No idea what's happening with the former, if anything, but the latter has been left on the back burner by myself. Too many other things - including my new YouTube channel. :)

79
Personal Projects / Re: Translations of early Famicom games
« on: May 27, 2018, 01:47:24 pm »
What the hell?! Totally out of left field, Space Hunter has been translated! :o

https://www.romhacking.net/translations/3617/

I had worked on it but stalled due to the text system, but it looks like Zatos and Fyr figured out a compromise. Well, I'm pleased that we've ticked another one off the list, but it would've been nice to know about it... :)

And I'll get around to Zoids soon. :)

80
Could someone unite these patches?
https://www.romhacking.net/?page=hacks&game=2397

thanks.

You don't need to. I just checked all of them, and they all modify different addresses in the base ROM, so you can combine them together with no problem at all. :)

Of course, maybe you want one IPS file instead of four, but it's really not a big deal. At least now you know you can do it safely.

EDIT: I'm a nice person. Here you go. ;)
http://s346165667.websitehome.co.uk/psyktrans/Snake's%20Revenge%20ALL.ips
If you want to submit it to the RHDN database as an Addendum, be my guest, but make sure you properly credit all three authors! I can't be bothered... :D

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