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Messages - Tomato

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General Discussion / Re: Disk recovery tools
« on: March 02, 2015, 02:48:47 pm »
About five years ago I was in a similar situation and someone suggested SpinRite. It worked wonders and got almost everything back just before the drive failed for good. I dunno if it's still the best tool for the job nowadays but it might be worth checking out.

Personal Projects / Re: Mother 2 GBA English Translation
« on: February 26, 2015, 01:08:55 pm »
Yeah, the Mother 2 port is infamous for its poor audio. The Mother 1 portion also got affected a bit, but not as badly - I think the biggest deal with the Mother 1 side is that the triangle wave got replaced with a square wave or something like that. I wish I knew how to fix it :(

Speaking of which, maybe it was just a dream I had, but I thought someone was looking into (or actually found out) how to improve the Mother 2 port's audio, similar to the FF6 GBA music patch. I might be dreaming though.

ROM Hacking Discussion / Re: Mato's Realm of RAM Hacking Questions
« on: February 16, 2015, 12:23:11 am »
Excellent, thanks! That's amazingly useful info to have and will save me a ton of time, for this and for future projects  :beer:

ROM Hacking Discussion / Mato's Realm of RAM Hacking Questions
« on: February 15, 2015, 09:52:45 pm »
I seem to post a lot of RAM hacking questions lately so rather than make a whole bunch from now on I'd like to contain them all in one thread.

I'm working on some stream interactivity with Ghosts N Goblins for the NES, but I've hit a hurdle: I'd like to know what song is being played at any point during gameplay, but I don't know how to check that in RAM.

I'm pretty bad at trying to isolate things like this in RAM (I've already spent about 2 hours), so if anyone has any tips or if anyone already knows how I can find this out, please let me know!

General Discussion / Re: Fan translations done the "new way"
« on: January 28, 2015, 03:37:12 pm »
Even this strikes me as a bad idea. The extra time investment aside, what happens when the translator doesn't understand some of the core concepts going into a script translation? Stuff like line length limitations and section breaks. It's easy enough to explain, but even when these things are understood errors tend to crop up in the scripts. So the hacker sends the script back, the translator fixes a few things. They play ping pong with the script a dozen or more times before things really start to clear up, the hacker's completely fed up by the end of it, and when end-users complain of badly-formatted text the hacker's the one that gets it in the gut even though he probably doesn't even understand the language that his stuff got translated into.

Don't get me wrong, it's a nice idea in principle, but we're not living in an ideal world and I just don't think it's practical.

This was actually the reason we released the Mother 3 translation tools a while back (the Mother 1+2 tools too, forgot about those) and then said, "You can use these but don't expect support from us."

Originally we gave our tools to a bunch of skilled translators, limiting them in number so we wouldn't be swamped trying to give support to so many people at once - but then many of the people would disappear for various reasons (life, underestimating the amount of work needed, getting bored of the project), outsiders would show up asking for tools even though their language's translation was well underway, people would ask for significant hacking work that we didn't handle in our original translation, we'd have to do lots of back-and-forth whenever something broke (and things often broke)...

Having experienced it first-hand for years, I would NOT recommend the "let multiple translators translate the stuff then send it back to the hacker" method. It sounded like a good idea at first, but I've been much happier with the "throw stuff out there and let people fend for themselves" method. It's shown greater success, too.

ROM Hacking Discussion / Re: Most technically impressive ROM hacks?
« on: January 27, 2015, 08:19:43 pm »
FF6 T-Edition for sure. It's impressive on a technical level AND in the amount of thought that was put into every little thing. As a result, it feels like a full, well-rounded experience rather than a tech demo.

General Discussion / Re: Fan translations done the "new way"
« on: January 23, 2015, 09:18:18 am »
The Mother 3 translation is of the "new" variety too: http://mother3.fobby.net/tools/ Although it's entirely in the translators' hands; the hackers are left out of the picture now.

ROM Hacking Discussion / Re: Final Fantasy VI - T Edition
« on: January 19, 2015, 05:59:38 pm »
At the moment it's sort of a fool's errand as the Japanese patch is continually still being updated (sometimes several times per week!) and data is shifted around all the time.

Many ROM hackers hung out in the chat as I played and live-translated this, and the general consensus was that it'd be a LOT of work and take a good amount of skill. It might be simple to do some basic menu patches, though.

I played some more Combat Boost last night and it was cool seeing some of the new changes! If you're interested, I put the archive up here.

Sadly I wasn't able to find the rare dragon that wanders around outside Baron... that's still there, right?

Cool, thanks! It's no problem, I love FFIV and have no problem starting over again, especially since I'm so early into it. I look forward to checking out all the new stuff!

I've been meaning to play and stream more of this, but before I do I thought I should ask - since many new versions have been released since I last played, would you recommend I start over from scratch or can I continue with my current save without too many issues?

Oh crap you're totally right. I'm a big dummy!

Quick question - did you happen to move the table that determines how much experience you get from each enemy? I'm working on my on-stream enemy analyzer thing and noticed that Desert Hags have 100 exp each, and FF4kster confirms this, but when I finish a battle it's clear that they give much less experience. I can pull the proper experience from other versions of the game (FFIV, FFII SNES), but for this hack it seems like I'm pulling garbage data

I'm having the same problem - when I go to apply the newest patch with Lunar IPS I get "this is not a valid IPS file".

Grimoire LD: Thanks for the tips and info! I'll re-read it and try to absorb it all - as you can imagine, coming from an outsider's perspective there's a ton of new stuff to learn all at once  :D

Thanks for the Thundaga site. I've also been searching through the slickproductions forum on archive.org for info - most of what I'm interested in is RAM addresses. I'm finding FFIV is much more of a pain to understand RAM-wise than FFVI was, so I'm scrounging for any scrap of info I can find, including Japanese sites.

I've archived last night's stream on YouTube, and future FFIV streams will be added on too:

And no worries, I plan to continue with the hack little by little!

I'm on my way to Octomamm! But here's a quicker summary:

I've been watching this project for a long time so I know it's not meant to be easy :P My experience so far is pretty much exactly the same as chillyfeez's. It's a really neat spin on the original game, so I look forward to playing (and dying) more soon!

EDIT: I haven't put it on YouTube yet, but you can see my first 2 hours here if you're interested: http://www.twitch.tv/clydemandelin/b/595806173

ROM Hacking Discussion / Re: Final Fantasy II/IV battle question
« on: December 02, 2014, 10:44:26 am »
Thanks, guys! I'll try to use your info and see what I can do  :)

ROM Hacking Discussion / Final Fantasy II/IV battle question
« on: November 30, 2014, 05:50:03 pm »
I'm working on a preliminary thing for Final Fantasy II/IV streams that will work similar to what I did for Final Fantasy VI (example - the info stuff on the left side: http://www.youtube.com/watch?v=dWmL8WdFdjY ) but there's one thing I'm having trouble with:

How can I tell, by looking at RAM, whether or not the game is in a battle?

My skill at ASM/code tracing with SNES games is pretty weak, so I basically rely on existing documents or by watching memory changes via things like Cheat Engine. But I can't seem to pin down a reliable way for this. If anyone has any advice or possible memory locations (for either FFII SNES or FFIV SFC), please let me know!

Personal Projects / I'm sharing old ROM hacking/translation memories live!
« on: November 08, 2014, 01:04:31 pm »

A couple months ago I took the plunge into streaming games on Twitch, mostly translating Japanese-only games live, playing amazing Japanese-only ROM hacks, and stuff like that.

Anyway, last night I started playing Lagrange Point - the very first thing I ever, ever translated - and included and started off with an explanation of my history with it, how I got into ROM hacking/translation, and how it pushed me into my current career. I thought I'd share with fellow RHDNers here:

This got me thinking that it'd maybe be cool to play through all the stuff I've translated in the order that I translated it and share other memories, thoughts, inside info, and stuff like that.

Of course, it'll be a slow, over many weeks/months thing, but if you're interested in this sort of old history and nostalgia, come check it out sometime! A lot of hackers here already drop by regularly (in fact, Gideon Zhi was there last night to save the day and give lots more info!) so I'd love to chat with other ROM dudes too!

As I remember things and as I stream more old stuff, I'll share things here too. And maybe I'll live translate games I always meant to do ROM translations for but don't have the time for anymore :P

Newcomer's Board / Re: Music change in an existing spc player?
« on: November 03, 2014, 06:12:22 pm »
I've actually been considering getting a Super NES flash cart (I can't recall which is the best one anymore) to see if the songs play better than they did during my FFVI T-Edition streams. I was really impressed by some but others just made funny beep-boops and I was like, "This can't be right."

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