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Messages - BMF54123

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I'm not a skilled hacker (actually I'm not even a hacker), but it seems like a task I would be up to.

Can you show me a tool I can use to disassemble the UMK3 ROM?

This one might work.

Do note that it is not specifically tailored to UMK3 (or any other game, for that matter), so you're going to have to manually identify all the code and data blocks, e.g. which routines and data actually do what. There is no "magic bullet" when it comes to disassembly, unfortunately.

Honestly, though...if you don't even consider yourself a hacker, I'm just gonna be blunt and say that this is not an ideal first project to tackle (or even an ideal first console). A project of this scope would likely be daunting to even the most experienced hackers, given the sheer amount of work involved. You'd be much better off starting simpler (e.g. the NES) and working your way up from there. Read tutorials, learn 6502 ASM, talk to other hackers, and most of all: experiment! FCEUX 2.2.2 has an amazing set of debugging and hacking tools built in; I would suggest you jump in and play around with those to really get a feel for what this ROM hacking business is all about.

2
The reason Sheeva et al. were removed from UMK3 in the first place is because the original MK3 was already a 4MB ROM (the maximum size you could address at the time without using a non-standard mapping or special chip), and they simply couldn't fit any more characters/stages in without sacrificing some. I'm not terribly familiar with the Genesis UMK3 expansion, but if I'm not mistaken, it doesn't work in most emulators or on a standard cart because it uses a non-standard mapping.

Your best bet for expanding the SNES version would probably be to utilize the data streaming feature of the MSU-1 (an expansion chip present in both bsnes/higan and the sd2snes flashcart), which gives you access to up to 4GB of data stored in a separate .msu data file. Basically, you would move things that are loaded into RAM once at the beginning of a round (e.g. sounds and background graphics) into the data file, and keep things that need to be quickly copied/DMA'd from ROM during gameplay (player sprites?) in the 4MB ROM. It would by no means be an easy task, but it IS doable.

3
Super Nintendo isn't as easy to hack as the Genesis. The Genesis games are written in code that is widely understood by some people. So don't expect as complex hacks on SNES as on Genesis. At least as far as Mortal Kombat is concerned.

As usual, you have absolutely no idea what you're talking about.

4
Site Talk / Re: Hebereke/Ufouria
« on: March 05, 2013, 02:26:39 pm »
Or maaaaybe they intentionally made the characters "backwards" like that for comedic purposes? ;)

I've certainly never seen any evidence to the contrary. Sunsoft knew exactly what they were doing.

5
Front Page News / Re: Translations: Hebereke English Translation v1.0
« on: March 03, 2013, 01:48:25 am »
I see no need to modify the title screen, as it already has "HEBEREKE" on it. I'm kind of a purist when it comes to these things anyway.

The Japanese text probably looks like it was written by a child because Hebe IS a child. :P

6
Site Talk / Hebereke/Ufouria
« on: March 02, 2013, 07:30:41 pm »
I'm curious, why is my Hebereke translation patch listed under Ufouria: The Saga? It's a bit misleading, as the patch is for the Japanese version of the game, the project page makes no mention of this fact, and someone specifically looking for a Hebereke translation might come up empty-handed. This is why I specified "Hebereke" in the submission form. :(

Is it site policy that all versions of a game are listed under their English name?

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