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Messages - KingMike

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I don't know if FCEUX has a button to switch which palette is used to render the tiles in the PPU (tile) viewer.
But a trick around that is to temporarily overwrite the palette in VRAM.
Open the emulator hex editor, select View and PPU RAM, then scroll down to 3F00 and overwrite the first four bytes with four random numbers between 0-3F excluding those ending in D, E, or F to change it to a non-black palette.
It will stay in effect until the game tries to overwrite it. So you will want to use the hard-pause button (I use F2 but I can't remember if that is the default key, check the Hot Keys). Then click the PPU Viewer and it should display the tiles with the updated palette.

Personal Projects / Re: Super Toad Allstars + World (Toad Hack) Update
« on: April 26, 2017, 01:21:56 pm »
I can't even count how many threads have been made on this subject, but please keep it to one thread.

Site Talk / Re: Can the US title of a game be updated
« on: April 26, 2017, 01:02:15 pm »
I think DQ8 (for the PS2) was the first game to keep its subtitle for the west (though probably not due it being the first to get a PAL release, where I think they dropped the numbers completely over there?)

We have to be fair and if everyone had their own thread for their hack ideas, we'd have a million "idea" threads which likely wouldn't get more than a couple posts each.

Site Talk / Re: Can the US title of a game be updated
« on: April 26, 2017, 01:03:29 am »
I believe proper titles go on a per-console basis (based on US -> Other English-speaking countries -> Original language priority system), and since the Super Famicom version of Dragon Quest V was not released outside Japan, it remains a separate game than the DS.
Maybe it could be considered an alternate title (though Dragon Warrior V is what it would have been called had Enix actually localized it themselves like they planned to).

The difference is that the data is loaded from the disk into the FDS' RAM.
Once it's in RAM, then yes it functions essentially the same as NES.

Newcomer's Board / Re: ROM size after IPS patching SNES game
« on: April 24, 2017, 10:02:02 pm »
It's easy to manually trim the file size of a SNES ROM with a hex editor (I think WindHex even has that option), but have you looked to see if the data is actually used? (Data beyond address $400000 would be the expanded area. If it's unused it will probably all be one value like 0 or FF).

Without looking it up, I'm going to take a wild guess there's naked ladies revealed as you remove tiles.
If they were a large background image, it likely would not be possible with the NES tile limitations.

I know Puzznic had dirty girl pictures as backgrounds originally in the Japanese arcade version, but for the western arcade version and console ports it was censored out (though it looks like the X68000 included it as an option).

Personal Projects / Re: KingMike's Translation projects.
« on: April 22, 2017, 12:36:39 pm »
Taking another look at one of my earliest translations, Shiseiki Odysselya.
Finally confirmed my decompression code is correct (creates data matching a savestate rip).
Now for the recompression, looks mostly correct except I think the LZ range is only odd amounts 3-33. (the ASM does an AND #$001E before doing the usual +3 to the run length, causing the first to be an even number 0-30)

But there's still going to be more to do since the text is probably using some kind of script language.

Don't worry once I manage to get this translated, a proto of the canceled US version is sure to turn up.  ;D
Although according to Nintendo Power, the translation was probably terrible anyways.

I thought I had seen some at least one emulator with disk-access functions sped up.
I think even Nintendo's emulators (such as the one in the Famicom Mini series for GBA) have done fast loading. Reducing wait screens to a momentary blink.
(as I recall SMB2j had to load after 4 words, so the 4-4->5-1 transition screen was just slightly longer than normal blank screens between levels)

Wasn't xkas what they commonly used?

Then just download it, put it in the same directory and you should just need to run xkas file.asm rom.sfc or something like that.

Gaming Discussion / Re: Nintendo Discontinues NES Classic Edition
« on: April 20, 2017, 11:06:00 pm »
Keep up the hype and a Virtual Boy Mini would probably sell better than the original. :D

(no that would never happen, only 22 released games and at least half of them probably have some licensing issue.)

Yes, games had spelling errors, but to intentionally make spelling mistakes "because other games did it" is rather ugly.
If you can't fit the full translation, it would be good to find words that can fit.
I'd go with maybe "THE HERO" or even "YOU HERO".
Or "THANK YOU, HERO OF HYRULE" if you wanted to preserve the important text of the message (I'm assuming Link's name is a variable that would have to be deleted)

General Discussion / Re: Atari to Nes Convertor
« on: April 19, 2017, 10:04:47 pm »
I have really became more interested in Atari Emulation now and especially since I found this game called Princess Rescue for the 2600, I've known that someone made a 2600 version of Super Mario Bros for the Nes, but I never knew someone had made a game of it for the Atari 2600..

It's also available to download for free, cause it is out of production.
I'm not  sure I can link to it, as it is a rom file.
A search should find it try "Princess Rescue - Atari 2600 Homebrew"
I remember Nintendo DMCA'd the game, which is why they're not selling it. But releasing it for free means Nintendo could still sue them. (even if suing someone for a 2600 game these days ranks right there with some of the other poor decisions they've made.)

The FDS is a disk-based system. That means files have to be copied from the disk to the RAM of the console. If the RAM space following the data file is already used (either by another file or as extra scratch RAM) , there will be no room to expand.
I've never looked at how to make the FDS load new files but I assume one could load new files but then that creates more loading time. (and you'd probably need to restore the old files afterwards, for yet more loading time)

Personal Projects / Re: Romancing Saga 3 English re-translation [WIP]
« on: April 17, 2017, 10:10:17 pm »
Gideon has said he has a real job now and the only way one could "help" is paying him to be able to sit around and work on the game all day in place of said job. :P (was it maybe even this thread?)

Personal Projects / Re: Tengai Makyou Zero translation project
« on: April 17, 2017, 05:29:18 pm »
I'll try to compile a Zsnes version compatible with this game, but Zsnes seems to be a pain to compile. Someone here knows how to compile Zsnes?
I wouldn't spend any great deal of time on this, unless you really wanted to. It's over 10 years at this point since ZSNES last updated, it's like someone still making a Nesticle-compatible NES patch. ;D

Tomato found out that after 30 years, they fixed the spelling of "PENINSULA" on the NES Mini. :P

(and they managed to botch the copyright text on the ending screen of FDS Zelda, on the Famicom Mini. ",1986 NINTENDO". Can only guess they intended to update the copyright date and something went wrong.)

Personal Projects / Re: Chibi Maruko-chan Uki Uki Shopping
« on: April 16, 2017, 02:14:12 pm »
They were tight on space, yet they bothered to include both hiragana and katakana ri.  ::)

I'd have to nominate Ys V, because changing a single line of code breaks the entire game.

I doubt checksums are close to the worst problem one could deal with when hacking a game.
(with disassembly, it's possible to find the checksum code and break it.)
In Nadia for the Genesis, the passwords were encrypted and embedded within the code which checks them. I'm still not sure how they were encrypted, I just wrote a C program to mimic the game's ASM code, instruction by instruction. And then code a reverse version of the routine to generate the replacement modified (translated) passwords.

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