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Messages - Disnesquick

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Programming / Re: What causes this in games?
« on: September 25, 2012, 07:23:10 pm »
I honestly didn't know ANY of that aside from the actual table that was going on.  It makes a bit more sense now, and if I remember right, Chrono Trigger actually did the same thing with FF being the final byte.  If not, then maybe something is quite awry about the tables in general.

Well the BG3 scroll registers looks like:

Code: [Select]
-----aaa aaaaaaaa  a: Horizontal/Vertical offset

so the 10 60 FF would write FF 60 in and wait 16 scanlines, essentially plugging a massive scroll in and then a byte that wouldn't even make sense in mode 7, since only $210D/$210E are used in mode 7 (and use more bits than the aaaaaaaaaaa in $2112)

Its also clear from the screenshot that the other two lines with time and gold are also squashed. The table you posted is missing some data. Can you post the missing lines of code I mentioned and I can check how big the table actually is. Probably best to post the 10 lines before that too.

Programming / Re: What causes this in games?
« on: September 25, 2012, 12:46:55 pm »
Of course it is. HDMA is per scanline, as KingMike has said.

Firstly you've missed some code
Code: [Select]
$82/8DB0 A0 00 00    LDY #$0000              A:0001 X:FFFE Y:0000 P:envMxdIzC
$82/8DB3 B7 F4       LDA [$F4],y[$8E:E297]   A:0001 X:FFFE Y:0000 P:envMxdIZC - Table for HDMA
$82/8DB5 97 F7       STA [$F7],y[$7E:80C0]   A:0000 X:FFFE Y:0000 P:envMxdIZC - Storage in RAM
$82/8DB7 F0 0D       BEQ $0D    [$8DC6]      A:0000 X:FFFE Y:0000 P:envMxdIZC


$82/8DC6 C2 20       REP #$20                A:0000 X:FFFE Y:0000 P:envMxdIZC

Code: [Select]
$82/8DE6 99 00 43    STA $4300,y[$80:4340]   A:8002 X:0004 Y:0040 P:envMxdIzc

sets you up for one register write twice mode. Two bytes to a single register

Code: [Select]
$82/8DE1 99 01 43    STA $4301,y[$80:4341]   A:8012 X:0004 Y:0040 P:envMxdIzc

Means that you are writing to register $2112 (BG3 Vertical Scroll)

Code: [Select]
$82/8DD5 99 02 43    STA $4302,y[$80:4342]   A:80C0 X:0004 Y:0040 P:eNvmxdIzc
$82/8DDC 99 04 43    STA $4304,y[$80:4344]   A:807E X:0004 Y:0040 P:envMxdIzc

means the HDMA table is at $7E80C0

this table is interpreted as

Code: [Select]
70 00 00    -    112 scanlines of scroll = zero
0C 04 00    -    12 scanlines of scroll = +4
0C 08 00    -    12 scanlines of scroll = +8
0C 0C 00    -    12 scanlines of scroll = +12
0C 10 00    -    12 scanlines of scroll = +14
10 60 FF    -    This makes no sense in context. It would be setting mode 7 bits of the scroll register...

This is doing exactly what KingMike and LostTemplar suggest: It's squashing 4 16pixel segments into 12 pixel segments.
The table looks a bit broken to be honest. HDMA tables are normally terminated with a 00 byte. The 10 60 FF does not look at all right.

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 24, 2012, 01:26:24 pm »
I have found a small bug, it is not life threatening or game crashing. Here is what happens, my inventory is full, when I open the shown chest, menu pops up to ask which item I would like to replace new item with. When I press 'Select' to read about effect of current item and close it with 'B', menu graphics become garbled. It happens in all four emulators I have tested it with (namely SNESGT 0.230 beta 7e, snes9x_testbuild_12092012, RetroArch with bsnes 086 performance core & ZSNES 1.51)

here is the SRAM file that you can use with any emulator :

Thanks a lot for the SRAM and the bug report. This is not a contingency I tested. As I said in the readme,every single instance of text basically uses its own code routine so I never modded the highly specific routine for this. It's gonna be an easy one and I'll fix it for the 1.01 bugfix release.

September 24, 2012, 03:28:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So the early adopters highlighted a potentially fatal bug, whereby random bits of memory get over-written due to some of the dialogue being too big in some locations. The proper fix is basically to compress the text even further: It needs to be reduced to about 80% of its current size. Obviously this is going to take a wee bit of time but until then satsu and I have uploaded a 1.00.1 bandaid patch to yuudachi, which will stop the most serious effects of this bug. This bug is potentially serious as if it hits a sensitive piece of memory and it can have long-range consequences that WON'T be corrected in corrected patches after they have occured. They will also not be at all obvious as to what has caused them when (early occurence causing end-of-game trouble is a possibility, hence why this bug was so difficult to spot)

Until 1.01, please use the bandaid patch.


I've now fixed this by compressing dialogue to 50% and the chest glitch bug so I'll get satsu to upload 1.01 tomorrow this week!
In defence of my honour, I would like to say that the stat-glitch bug is present in a few locations in the original game. It's just that the English script brings it to a few more locations, rather than creating a bug from scratch. Its fixed with 1.01 so Yay for EB English!

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 24, 2012, 12:03:32 pm »
Thanks everyone! I'm really happy to finally have this out there. The past month has been an incredible effort to finish this up to a standard I am happy with. I know I announced that this would be released about three weeks ago but in the mean-time we discovered a few more bugs and I basically decided that "good enough" wasn't good enough for the menus. I don't know if anyone played the original ROM but those menus flicker a LOT. I decided to remove all that and make the menus a lot smoother. I've also fixed quite a few original bugs/glitches that I originally left in for the sake of fidelity. Well screw that! The only one I've left in is that when looking at the trash, the "h" of trash is left in the controls description (where it says button X will trash things permanently). I wanted one part of the lazy menu code from Neverland to show its ugly colours  ;D.

A couple of bugs have shown up from early adopters, relating to stat tomfoolery. If the stats of any of your characters get wiped to zero (almost certainly Lenardo) then reload from before the wipe and DON'T open the menu until you get out of the area that occured in. I will fix this for a 1.01, it won't recur after a certain point and you can fix his stats with a cheat code (address 7E0580). If the stats have already been wiped then you will have to edit them back to what they were because the effect is permanent after the bug.

Basically, we decided to release this now after self-testing rather than go through a month of proper beta so please do be on the look-out for problems. I'm sure all of you would rather have a few bugs than wait another month so I'll not be saying sorry, just a half-apology: Sor!  ;).

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 23, 2012, 06:10:23 pm »
Was the "punish that naughty minx" line kept?

Of course. This is a professional-quality translation!

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 23, 2012, 01:39:26 pm »
Chaos Seed is in safe hands  ;)

In case you already downloaded the IPS, go and get it again. I just found a nasty crashing bug in the shop.


ROM Hacking Discussion / Re: EB: June 2000 - September 2012
« on: September 23, 2012, 10:47:39 am »
With one final glitch fix to go, I'm so close I can TASTE it.

I am licking the cart right now in fact.

September 23, 2012, 12:36:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Probably want to check out

I hear there's a zipfile there that is quite interesting...

ROM Hacking Discussion / Re: EB: June 2000 - September 2012
« on: September 06, 2012, 11:20:29 pm »
I just thought I'd give a status update...

Thing got a bit delayed because I foolishly decided to replace the collection of band-aid patches for the menus with something a bit more robust, before release, having found a few VRAM overflow garble-glitches. It turns out that the outer loops for the menus in EB are stupid. Really, some of the worst programming I've seen. I've ripped a huge amount of code since my stated release day and have managed to improve the menus... over the original. EB-english menus are snappier, glitchlessier and generally better than the original game. Huzzah! I --hope-- I can finish of the last bit of hacking over next week for a next-weekend release but we'll see, I've grown to loathe one programmer in particular on this game and it will depend on how much of his work is in these final bits I need to attack.

Sorry about this. EB isn't vapour, honest!

ROM Hacking Discussion / Re: EB: June 2000 - September 2012
« on: August 31, 2012, 03:56:35 am »
satsu and I are wondering the same thing. I last heard from in January, this year.

September 01, 2012, 09:40:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Isn't that the way... A vast number of issues rose up at the last minute so the project is delayed by a day orz.

I just sent you the email again, that I sent you in 2007. With the tools. Even with source code. LS was probably the hardest and weirdest compression I've ever cracked...

 :( :banghead:

ROM Hacking Discussion / Re: EB: June 2000 - September 2012
« on: August 30, 2012, 04:53:53 am »
I only have one more bug to fix but it's a doozy!

Something got broken years ago and now the energy bar drawing code takes longer than a vsync cycle. I'm trying to track it down but, my gods, timing bugs are absolute evil.

I said Saturday "at the latest" but there's not going to be an early release, though i thought I could get it out today.

Release date is confirmed to be this Saturday.

Yeah, this is definitely looking impressive! I won't feel obligated to dig my claws into RS3 once RS2 finally gets out to the public, and given how nasty these games's dialog tends to be, this is a very healthy thing for my stress levels.

What's the status on RS2, anyway? You've got it listed as 5% with the "fgold" screenshot still up.

Also, on the subject of compression, do you know what kind of ratios my Ladystalker compression routines get? I never got to test them on English.

added my own ones (to detect genere and number of members in the group to use plurals) and dumped all text in japanese (including those texts belonging to battles, military war and so on).

That's the kind of attention to detail that separates great hacks from the crowd. I'm really impressed!

And of course, I have my own insertor that applies LZH compression to the script previous to insertion.

My days working on RS3 are long long ago but, if I remember correctly, the dialogue blocks are loaded directly from ROM. Do you then individually compress each dialogue chunk?

I guess I won't be resurrecting my work on RS3. It looks like its in very safe hands.

ROM Hacking Discussion / Re: EB: June 2000 - September 2012
« on: August 28, 2012, 05:17:18 am »
My gods, late night last-minute bugfixing is killing me.

satsu and I will be releasing this Saturday at the latest.

This is nice-looking work. I was just talking with satsu about resurrecting my work on the game in English, since I managed to do most of the ASM work over a decade ago, with nothing more coming of it. Did you manage to crack the subcode and get a dialogue dumper/inserter or are you working directly with the ROM data?

ROM Hacking Discussion / EB: June 2000 - September 2012
« on: August 26, 2012, 05:58:00 pm »

News Submissions / Re: Translations: Energy Breaker Progress
« on: February 17, 2006, 01:16:26 pm »
As far as I am aware, NO emulator runs this properly. SNES9X has some issues with the HDMA windows as I recall (if this has been fixed then please let me know). running the game on a copier seems to be the best bet and the patch is 100% compatible with original hardware on last test. You'll need the copier anyway to dump your cartridge for application of the patch  ;)

BTW. Satsu, is there bandwidth enough on yuudachi for a manual scan or would you prefer I find some hosting offsite for that?

News Submissions / Re: Translations: Energy Breaker Progress
« on: February 13, 2006, 04:50:01 am »
I did try the menu font in the dialogue box but it looks really squished up. Plus I really don't think Satsu wants to reformat the script any time soon for a new font!
Btw. Gid, did you ever find a translator for Lady Stalker?

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