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Messages - Tomato

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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."

Though maybe sometime we could see him play at least a little bit of the game. I know the idea of playing games he translated has been on his mind.

I'm definitely gonna play this on our stream, probably starting in a week or two. I'd actually like to share a bunch of the things I've translated over the years, whether unofficial or official, and share my experiences, thoughts, translation notes, and all that, while also playing the games themselves. It's now that I curse having translated so many grind-heavy RPGs though  :laugh:

Script Help and Language Discussion / Re: A few strings
« on: October 14, 2014, 02:49:40 pm »
Yeah, I agree, I think that line is actually meant to be two sentences, as in:
わたしの マスタ―は ジンさんにきめた。
「BPキット1」 あなたに あずける。

So something like:
I have chosen you as my master/decided you will be my master, Jin.
I will leave the BP Kit 1 with you.

The other day I finally finished playing through Final Fantasy VI T-Edition - it was an amazing hack, and it was cool having a lot of fellow ROM hackers from RHDN and elsewhere in the chat over the weeks and months!

If you missed any of it, it's all up on YouTube here - it's well over 100 hours of Final Fantasy VI goodness:


Also, thanks to everyone who helped with the RAM hacking stuff - it made the playthrough a lot more fun and informative!

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!

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