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Messages - Tomato

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A couple fellow hackers who've been hanging out in the stream lately have started look into it, but I imagine it'd be an incredibly difficult, time-consuming task. If anyone does take up the challenge, though, I can share some of the really rough item/enemy/attack translations I've been using for my stream.

ROM Hacking Discussion / Re: FF6 randomizer
« on: August 28, 2014, 03:56:24 am »
Oh man, I saw this earlier today and was like  :crazy: and then during my own unrelated FFVI stream Dessyreqt and a few others were like, "Hey! FFVI Randomizer!"

It sounds like this is gonna be a ton of fun for FFVI fans, I can't wait to try it out!

Whoa, thanks, that seems to work perfectly! I spent so much time on trying to figure it out that I was even trying to mess with VRAM data to little avail. How did you find it? I'm still pretty new to SNES RAM hacking stuff so I'm not sure what the best tools are to use.

My initial goal was to just play through this Japanese hack on stream and live translate the new event text as I came across it. But then the hacker side of me was like, "You know, I could probably display a bunch of supplemental material live on the stream too (as an overlay) and it wouldn't be as involved as a full ROM hack." So this is more or less a RAM hack/RAM displayer for my stream. I'm hoping to do stuff like this with other games too, especially with games that haven't gotten full ROM translations before.

I actually realized that I could probably partially apply my text to the ROM that's in the emulator's memory and then save that version of the ROM to a file to create a rudimentary menu hack, but it would probably be pretty lackluster. In any case, once I get a few more things squared away I'll probably share my translation text files for anyone who wants to try to do an actual ROM hack of this hack.

You're right. I flew through the text file super-fast and without too much worry about errors, so I'll fix that even though we probably won't see it again.

Lenophis: Thanks for that RAM tip, that seems to be working like a charm! Before I had to do some wonky checks so this is much nicer :D


Anyway, I've been racking my brain trying to figure out how to tell when there's a menu on top of the enemy name box or not - here's an example:


Quick pic:

As you can see, I still have it print the enemy names even when other menus are on top of the names in the game - I'd like to be able to hide the names when the names are obscured. I've tried messing with the VRAM stuff to check when tiles are covered up, but it doesn't work the way I expected it. Instead, it looks like some sort of literal layering is happening, although not on the normal BG1/BG2/BG3/BG4 type of level. I'm not sure how the battle menu display system works, and I've tried fiddling with the data in $8991 but it seems unrelated to what I'm going for. I would think the relevant data would be nearby though.

If anyone can help, I'd be super grateful! I also need to share some of my own RAM findings sometime.

For reference/enjoyment, here's the thing I was playing with - this is just a rough proof-of-concept but it's pretty neat and could make any Japanese games I play on stream more understandable/interesting  :woot!:


Thanks FAST6191 and Lenophis, I'll look into that later when I get a chance. It's a slightly strange thing I'm working on, but it's pretty neat.

Celice: By live-translating I mean live, out-loud, as stuff happens. Although for this FFVI stuff I usually only live-translate new events and text.

I've been dabbling with some neat FF6-related hacking lately (and even been live-translating a Japanese hack here: https://www.youtube.com/watch?v=1JR12t_v8ug&list=PL8fufren85t94MkcXjmHHj7PkKiAaGA12 ) and hit a little snag that I'm hoping someone can help me out with.

Basically, I'd like to know - by checking RAM or the stack or something - if the game is in a battle or not at any given time. I assume there must be at least a few addresses that reliably change depending on if the game is in battle mode, walking-around mode, etc. If anyone has any tips, please let me know!

Script Help and Language Discussion / Re: [SNES] Wozz - Minor Checks.
« on: July 08, 2014, 11:47:42 am »
Yeah, it looks to be a dialect variant of what translates as "you guys!" but is very impolite.


Script Help and Language Discussion / Re: Translating laughs
« on: December 23, 2013, 01:45:50 pm »
Yeah, laughs are always a tough topic. One really unexpected obstacle I've seen is when non-laugh sounds accidentally sound like laughs in translation:

Personal Projects / Re: Emulicious Hacking Tools for SEGA Mastersystem
« on: December 19, 2013, 12:22:48 am »
Whoa, this is looking amazing! Good job!

Gaming Discussion / Re: Comparing game localizations
« on: December 14, 2013, 01:28:02 pm »
Actually, that's because it wasn't ready yet, sometimes when I'm working on an article it shows up on the front page. But I fixed that last night, so hopefully there shouldn't be any more sadfaces!


Gaming Discussion / Re: Comparing game localizations
« on: December 12, 2013, 05:37:07 pm »
Ooh, thanks! I totally forgot I was starting to include that pre-release stuff! I'll add that in a bit~

Gaming Discussion / Re: Comparing game localizations
« on: December 12, 2013, 09:22:22 am »
Haha, I was actually just about to post about it here but then couldn't find the topic way at the bottom of the page. Beat me to it  :P

The latest FFIV update (the magnet cave) is here: http://legendsoflocalization.com/final-fantasy-iv/cave-magnes/

Gaming Discussion / Re: Comparing game localizations
« on: November 17, 2013, 05:40:34 pm »
Oops, did I not cover something? I go into such detail now that I actually worry that I'll miss the big stuff that should be staring me in the face  :P

Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 13, 2013, 12:29:28 pm »
Congrats! I've been watching this thread forever and can't wait to finally play this!

Script Help and Language Discussion / Re: Yashichi of Kazuguruma
« on: October 24, 2013, 09:46:09 pm »
According to this, he's a fictional ninja in a Japanese TBS drama series about Mito Komon:


このざまだ can mean a few different things depending on the context, so you might want to make sure it fits the actual in-game context. I figure it's probably a quote of his from the drama, so depending on how you handle it, the details of his line might not matter anyway.

Gaming Discussion / Re: Comparing game localizations
« on: September 28, 2013, 03:30:59 am »
Yeah, I used to do that with EarthBound Central, unfortunately the game comparison stuff doesn't really function as a blog :(

Gaming Discussion / Re: Comparing game localizations
« on: September 27, 2013, 07:12:32 pm »
Definitely, I realize EarthBound's case is just one of a different implementation, but I didn't want to get into the messy details in this article.

Gaming Discussion / Re: Comparing game localizations
« on: September 27, 2013, 05:27:36 pm »
Yeah, I'd like to do the Lunar games sometime. I really gotta find a better way to handle things so I can work on more stuff more often though, as it is now I'll be on FFIV for a long time to come  :-[

Anyway, the other day I posted an article about control codes in translations. I thought some hackers here might appreciate it: http://legendsoflocalization.com/an-inside-look-at-video-game-control-codes/

I'm also curious to know what other control code goofs exist out there in official releases! KingMike sent me one from Secret of the Stars that was pretty cool that I might do another update about sometime too.

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