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Messages - KingMike

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Simply because most members are from USA and this console sold very bad there.

Weirdly enough, it's the same for the Genesis / MD whereas the console sold quite well. I suppose it's because Genesis players were attracted by the console for its western games, and are not really fond of the unstranslated games (mainly RPGs and strategy).

I think it part is because, from what I've read, Genesis games were more often heavily compressed than NES and SNES (perhaps in part due to its faster and more complex CPU). During the developmental years of ROM hacking, that was enough to turn people away as few people knew how to do ASM hacking. They'd be like "oh! compression! game is unhackable!". Tools developed more for NES/SNES games and emulators I see got better for them.
(I know SNES has compression too, but like 95% of the time, from my experience, its simple LZ variants. I've seen the "standard" Genesis compressions docs and it doesn't look like they'd be too easy to crack manually.)
Now, there are some nice emulators for Genesis, but I don't know if there's one that still has a nice trace-to-file option. (except for GensTracer, which I had to use for Nadia, but having to edit the text files each time is a very clunky UI :P )

Does FC DQ3 have a proper title screen? It seems to just display the title in plain text on a black screen before going to the file screen.

Yeah, I just realized that SRAM = WRAM, which is what was throwing me off. Actually this is what set me straight:

 ;D Thanks for your help (and for the very clear explanation in your previous post -- that makes a lot of sense).
I believe the convention is to refer to is as SRAM when the data is used for saved-game purposes and WRAM or PRG-RAM otherwise. But technically all data on a chip used for save purposes will be saved.

No translation requests.
See here

Are you trying to write TILES or TILEMAP data?
If it is tiles... I'm pretty sure SMB2 is using CHR-ROM so you can't directly write tiles to the PPU. (at least, not if the game is being accurately emulated)

Using $2002 directly to check for vblank is also unreliable.
What most games do is they set a flag in NMI, then write a routine that waits for that flag to be changed.

Waiting for it is usually something as simple as (this is just the concept)
Code: [Select]
lda #$00   ;or some flag value
sta $Flag
lda $Flag
cmp $Flag
beq Wait  ;here it will keep looping until the NMI triggers and changes Flag to some non-zero flag
The game probably already has a wait function you could call. You can easily find it in a trace log, as if you make a trace log for even a second and then open it, scroll through and you find that over 99% code will be that wait function.

Programming / Re: Shifting where a text appears on-screen (SNES)?
« on: May 19, 2015, 09:04:42 pm »
VSNES is a savestate viewer very useful for finding tilemaps. I you are just moving text to a different screen position, you want to edit the tilemap.
However, note that SNES has multiple layers with different priority. If the main game layer is a higher priority than the text layer, then you have another problem.

You can use a ZSNES savestate if you can't open the game in Geiger's SNES9x.
Find what layer the text is on, the use the Scene Viewer in VSNES. In the Info tab, it will tell you where in VRAM the tilemap iis ("tilemap base").
You can look at the layers to find the tiles that the text characters are using. Then look for a match of hex data (better to look for just a match of the lower byte of the tile IDs, as the upper byte contains flags in the upper bits.)
See if you can find a match of the tile data in RAM.

The reason I still use ZSNES for this purpose is because WindHex can strip off the ZSNES headers allowing me to see the actual RAM addresses without having to account for the ZSNES header. (the first $20000 bytes would thus be RAM, the next $10000 VRAM and I think after that is probably ARAM)

Note that SNES PPU address VRAM as word addresses, not byte, so you when you find the VRAM address you will have to search for access to VRAM address divided by 2. (games should be setting the VRAM address to write to by writing to $2116 (as well as $2117 if they use 8-bit addressing), if you want to search for that in a trace log)

The Kouryuu no Mimi translation for the SNES by RPGOne also isn't listed here. It doesn't happen too often, but there are a few fan translations that aren't available at RHDN.

By the way, could a person submit a translation or hack here that's not their own, or would one require permission from the publisher first? I'm just curious about how the rules apply to this.
Anyone can submit news. There's a link to do it on the left side.

Since there's now a news post, and subsequently a discussion topic in the News forum, this thread can be closed.

Rough translation:
*Micronics   :-[

Game Balance is "Maro-chan"

An unfortunate Repro cart on eBay has had me decide to come on here to leave the suggestion to up-port Link's Awakening to being a SNES game. Most likely by hacking LttP. I'm assuming it hasn't been done yet... otherwise this.... THING wouldn't exist.

Another waste I've just seen: guy filling a refrigerator with every copy of Jurassic Park he can get.

Personal Projects / Re: Would Like To Fund A Translation Project
« on: May 11, 2015, 05:40:00 pm »
Topic not permitted on this forum.

It's not even the first I've seen. Someone basically soldiered a Pokemon Blue ROM to a gutted SGB and sold it as a repro.
Again, COMPLETE WASTE of hardware. >:(

If you compare it to the original Japanese boxes, you can see that the unreleased Galactic Defender box image found at GameFAQs was going to be Super Chinese Fighter.
A long time ago, someone sent me a scan of a magazine ad for GD with screenshots, of SCW2, back when I was considering starting up an unreleased games sites. But SNESCentral.com was already doing much better, so I stopped. I don't know if I still have the ad, maybe I should send it to them.
Could have been GD was planned to be SCW2, then the name was reused after SCW2 was canceled.

I love how the translation of "Kamen no Ninja Hanamaru" is listed as "Yo! Noid".
That is an RHDN database rule. Always use localized title if one exists.

Why not both?  ;D ;D ;D

By the way, there are lots of Japanese RPGS still unstranslated for the NES. Nevertheless, whether they're good games or mostly crap, that's a different matter. "Otaku no Seiza" comes to mind, I don't know much about that one, but it seems some people are looking forward to it. Also for the NES, there's the "Momotarou Densetsu" series, the "Little Ninja Brothers" series in which only the first game was officially translated if I remember clearly, or the "Ganbare Goemon Gaiden" RPGS.

I still want to look at Momo-Gaiden.

As to Little Ninja Bros.: there were three games each on NES, GB and SNES. Though the first NES/GB game was not an RPG.
Super Chinese series for Famicom: we got 1 (Kung-Fu Heroes) and 2 (Little Ninja Bros.). Didn't get 3.
Super Chinese Land for Game Boy: we got 1 and 2 (Ninja Boy 1 and 2). Didn't get 3. There was also 3'. But I don't know the difference. I think 3' was also only released on a multicart with the full trilogy but I'm not sure.
Super Chinese World for Super Famicom: we got 1 (Super Ninja Boy, though it seems to have been altered a bit). Did not got 2 or 3. It seems 2 was at one point planned for localization as Galactic Defender (though EGM had also previewed one of the Culture Brain fighting games under that title. I forget at the moment if it was Super Chinese Fighter or SD Hiryuu no Ken) I took a bit of a look at SCW3. It is probably going to be **** to translate.

One problem is that you're writing to cart WRAM ($6000-7FFF) that the game doesn't technically have. Emulators will usually emulate WRAM whether a game actually has it or not (as it doesn't interfere with most games), but maybe Nestopia is stricter on it. (in NEStopia, choose Edit iNES header, look at the ROM, and then you'll notice PRG-RAM is set to "Disabled")
(although MMC3 I think can explicitly disable PRG-RAM, I didn't bother to check if the game does it)
You're writing your hack in the PRG bankswapping routine (so if Nestopia is accurately emulating no WRAM it's going to bankswap in junk after your routine)

ROM Hacking Discussion / Re: Screenshots
« on: April 29, 2015, 09:57:40 am »
Not a title screen so I moved it. :)

Personal Projects / Re: My NES Translation Projects
« on: April 28, 2015, 06:17:43 pm »
Anyhow, here's a preview of another upcoming translation...

I've got a killer backlog of translated games yet to be released...
I know that game. Had it in backlog consideration for some time, but if someone else is doing it, cool.

What stopped the expansion hack I did for Gideon was the rare case when the game crashes due to an interrupt happening during bankswap (between $8000 and $8001 write). Have you accounted for that?


Newcomer's Board / Re: sd2snes framerate question
« on: April 24, 2015, 02:43:58 pm »
If play a PAL game on an NTSC system, it will run faster than it's supposed to (if the game was optimized for PAL. Then again, I hear a lot of PAL releases then didn't care about the framerate and left the game running NTSC, in which case it would run on an NTSC system at the proper speed due to dev laziness. :P )

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