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Messages - KingMike

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If I remember, I had to enter my phone number to get a code to enable uploading long youtube videos (over the default 15-minute mark, which itself is BS because I'm sure I had qualified before).
I guess I didn't care since I did it anyways (probably because I had already given them my information for Google Checkout, which was another mistake as I don't think that has ANY buyer-protection, unlike Paypal. But yeah, damage had already been done.)
Anyways, if you want Google, is it possible to get a disposable prepaid phone and give them that number? (I mean, do those usually let you receive texts, because that is all you need.)

Site Talk / Re: Old hacks/translations deleted?
« on: February 04, 2016, 10:49:53 am »
I was unaware someone else completing a game was grounds for any work someone else did on the same game to be completely eradicated from the site?  Seems a bit revisionist, and if that's the case, there's a lot of other things that should be deleted here.
Normally we wouldn't remove one translation because of another person working on the same game, but in this case, it seems someone interpreted these translations as being one and the same.
(we normally don't keep multiple versions of the SAME person's translation)

Site Talk / Re: Old hacks/translations deleted?
« on: February 04, 2016, 02:36:47 am »
Wasn't Gideon's Dark Half patch a completion of your project?
That could be why, if your patch was considered an "old" version of the same project.

I'm not familiar with how extensive your DK hack was.
At least we used to have some kind of minimum standard on how much of a game should be hacked (small graphics hacks were not permitted). But I don't know that anymore.
I think when DataCrystal and RHDN merged, there was some purging done in regards to the above, but I'm not certain.

ROM Hacking Discussion / Re: Saiyuuki World translation project
« on: February 01, 2016, 02:17:09 am »
I'm trying out the game.. does the game have this inherent scrolling issues? I tried it on virtuaNES and FCEUX.

That looks like maybe your ROM header has the Mirroring bit set wrong. It should be Vertical.

Newcomer's Board / Re: Interested in translating Love Quest (SFC)
« on: January 30, 2016, 04:10:29 pm »
I asked Eien Ni Hen about it, and she said LostTemplar was working on it.
Though he hasn't been seen in a long time (he was also working on FEoEZ) so I have no idea about the current state.

Personal Projects / Re: BalloonFightGB Finally Fully Translated!
« on: January 29, 2016, 12:14:34 pm »
Weird that this patch never appeared in the front page news, or in Romhacking.net's database of translations.
Nobody must've submitted it.

Another thing that I notice its that in these scripts files (they are .bin extension) once some characters are written in the file, they will not appear again in the file, the previous example show some characters like the name  "Aikawa - 相川", but for the next following sentences that mention that name, it will not appear although the game show them.
Sounds like a fairly common compression technique called LZSS, where reused characters are replaced with a code to reuse the character the second time (which makes since for Japanese text, since a 2-kanji name would be 4 bytes vs. a LZSS code is 2-bytes.
I don't know if there's a standard encoding for that on PS1 (like there is on GBA).
I've done lots of that compression on SNES, but each one was a little different variant of the same technique. I'd imagine someone who knows PS1 ASM hacking wouldn't have much trouble debugging it if that was the case.

Gaming Discussion / Re: I don´t know why Green Hill is so famous
« on: January 27, 2016, 10:46:13 am »
Why does that video have artifacts and no title logo?
In the late '90s, the most common SMB ROM circulating was a bad dump/pirate dump with no title. But by 2008... either they downloaded their ROM from some random old Geocities site, or they went to a ROM site with the whole GoodNES set and a downloaded a SMB ROM and it turned out to be that (not knowing to look for the ! tag). Good thing I've seen sites replacing GoodTools with no-intro sets that only have good dumps.

Some old ROM hacks are even based that and I recall had trouble working with newer emulators (the issue was that that particular ROM didn't set the starting world number (also suggesting it was a rip from one of those 436456456343-in-1 multicart :P ). People didn't notice because Nesticle initialized the RAM to 0 so it still worked (although with the MISSING TITLE they probably just didn't care anyways), but in FCEUX (or some variant I last tried) it didn't because of the (ever-so-slight) "random" initialization (00 00 FF FF).

Newcomer's Board / Re: Satellaview Games Hacking/Translation
« on: January 27, 2016, 10:30:04 am »
Doesn't use the BSX BIOS?
I wonder if it was originally meant to be a standard retail game (like I suspect O.B. Club was, given that I recall EGM previewed it in 1994, before the BSX was released).

Script Help and Language Discussion / Re: Beginner's NES ROM Table Help
« on: January 24, 2016, 04:40:03 pm »
Did you save the TBL in the right format?
WindHex only supports Japanese tables if the Japanese characters are encoded in Shift-JIS format. (despite the "Unicode" text)

Gaming Discussion / Kaga Create (aka Naxat/Taxan) dead?
« on: January 24, 2016, 03:25:46 pm »
I'm late in hearing about this, but it sounds like earlier this month Kaga called it quits.

They kind of lost their relevance during the 32-bit era but in the 8 and 16-bit eras they were pretty amazing, if one of the lesser-discussed companies.
Several PCE shooters, the "Crush" pinball games, Recca, Spike McFang, Holy Umbrella

So download Recca on 3DS while you can!

RIP :(

Front Page News / Re: ROM Hacks: Super Mario Advance 4: eReader Version
« on: January 24, 2016, 03:16:03 pm »
I haven't paid attention. More than likely it's just the US ROM.
But I'm sure somebody out there has dumped it anyways.
But we shouldn't talk about that.

Newcomer's Board / Re: Where can I request for translation?
« on: January 24, 2016, 12:02:21 am »

Newcomer's Board / Re: vs. super mario bros.
« on: January 23, 2016, 11:56:26 pm »
Does the game have an actual SRAM feature? Many old games kept scores but didn't actually save them (because that would have made them cost more).
I think he's talking about this hack. VS. Super Mario Bros. was originally an arcade game (for Nintendo's arcade variant of the NES, the Vs. System.) This hack converts it to a standard console NES game.

Personal Projects / Re: Akira (NES)
« on: January 23, 2016, 11:51:40 pm »
I thought this was released a long time ago.

Yes it was, 4 years ago.

Personal Projects / Re: Final Fantasy II: Refurbished
« on: January 23, 2016, 03:41:48 pm »
At at 0x31628:
//These simply "restore" the original bytes, required so that the non-magic menus don't break
8D 47 02    //STA $0247
85 56   //STA $56
A6 5D      //LDX $005D
E0 04      //CPX $04
D0 20      //BNE $9649 (0c:9649/31659) //If we're not in the magic menu, then branch back to the old routine

//Check horizontal position
A5 53      //LDA $0053
C9 00//POS_1   //CMP #$00
F0 09      //BEQ to 0 horizontal position adjust
C9 01//POS_2   //CMP #$01
F0 0e      //BEQ to 1 horizontal position adjust

E9 02      //SBC #$02 //subtract 2 to get correct horizontal index
4C 25 96      //Jump to Pos 1

69 07
8D 47 02
8D 4F 02

69 56
8D 47 02
8D 4F 02
60      //RTS
A couple notes about your ASM:
After an LDA instruction, CMP #$00 is unnecessary. It will already have the flag set if it's 0.
Although, when you use a SBC, you need a SEC instruction before it or it will be off by 1 (though maybe if you were short on space you could adjust the SBC instruction to compensate? I'm not certain, I've just done it the "accurate" way.) (also should be using CLC before ADC)
Those "Horizontal position adjust routines" end on several bytes of identical code. You could also optimize a few of those for space.
Just include one instance of 8D 47 02 8D 4F 02 60, and then from the other one, branch there. (with a JMP. Or... although the NES CPU is missing the BRA (branch always) instruction, you can fake it by using BEQ/BNE if you know the result will always/never be 0. Like that ADC #$07, if you know that is always going to result in a non-zero value, you can put a BNE after and will effectively work as a BRA)

Is there a site with more information of BoF2 bugs?

I only know of the game freezing after HighFort (the most dickish place for the game to crash!  >:D ) on the GBA version.
Google results have people only reporting it on VBA but I was playing on a real hardware (SP1). Too painful to play again. >:(

Yeah, DQ1 is about 95% grinding. If you took that out, you would have a very short game.

The SFC version boosted the Exp/Gold drops of enemies.
I assume there's a mobile version of the game, but I haven't played it.

I'm guessing the GBC was very accurately translated (as in "literally translated" which is why it wouldn't surprise me if S-E now considers it a crappy translation, like the guy who shut down the DQ7 3DS fan-translation hinted the PS1 translation is considered subpar by current standards)

ROM Hacking Discussion / Re: How to make ips files for nes games
« on: January 22, 2016, 07:12:31 pm »
Let's just say it's 3-byte offset and 2-byte length.

Let's say the changed data is at address 012345

The "accurate" patch would have data.
Code: [Select]
01 23 45 00 01 44 (entry for changing byte 44)
01 23 48 00 01 66 (entry for changing byte 66)
That's 12 bytes.

Including the changed bytes
Code: [Select]
01 23 45 00 04 44 0A 2B 66 (4 bytes changed)
9 bytes. Saving 3 bytes.

ROM Hacking Discussion / Re: How to make ips files for nes games
« on: January 22, 2016, 01:18:47 am »
How many bytes are needed for an entry in IPS? Is it 4 (3-byte address + 1 length) or 5?
With only two unchanged bytes between, it is more efficient to just encode the unchanged bytes.

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