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Messages - KingMike

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Okay, I thought I read he posted a quit message before getting banned.
I'm wrong then.

General Discussion / Re: Need help finding Layla manga.
« on: September 01, 2014, 09:26:22 pm »
Book series
Super Mario Bros/Challenger
Goonies/Bokosuka Wars
Mighty Bomb Jack
The Legend of Zelda
Ghosts 'n Goblins
Kanshakudama Kantarou no Tokaidou 53tsugi
Super Mario Bros. 2
Atlantis no Nazo/Super Mario Bros. 2
Solomon's Key
Mobile Suit Z Gundam Hot Scramble
Jajamaru no Daibouken
Super Star Force
Super Pitfall/Space Hunter
Dead Zone
Pro Yakyu Family Stadium
Dragon Buster
Super Xevious/The Wing of Madoola
Kid Icarus
Kieta Princess
Adventure of Link
Hana no Star Kaidou
Pocket Zaurus
Adventure of Link
Adventure of Link
Seiken Psychocalibur
Shin Onigashima
Shin Onigashima
Mysterious Murasame Castle

The only one who had been known to work on a translation was Deuce.
And I think he quit. But Google would be the best to check for info.
I know he quit this site years ago and was updating on neo-geo.com until I think he got banned there.

ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: August 30, 2014, 10:37:47 am »
I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D

Originally I just wrote the hacks to be applied when in Japanese mode for testing and then just quickly swapped the one bit at release, probably thinking "eh, people will probably just use an emu anyways". But I guess the proper solution would be to swap all

Code: [Select]
move.b $A10001,D0 ;put this is for US-region check
 andi #$C0,D0
 cmpi #$80,D0

Code: [Select]
move.b $A10001,D0 ;put this is for US-region check
 andi #$C0,D0
which should then skip the hacks if in Japanese mode (high 2 bits = 0) and apply otherwise.
I'd have to look up how many bytes "cmpi #$80,D0" (though I think 68k instructions are always an even number of bytes) but I recall 4E 71 is the hex for the 68k NOP (strange value :P ).

Here's the source.
I don't know if there's an assembler to insert 68k code into Genesis ROMs, so I actually used a generic 68k assembler and inserted the hex into the ROM manually. So the addresses are almost certainly not correct.
Probably the easiest way is to assemble (hopefully should at least assemble with space between the routines) and find a binary match in the ROM. Should be in the $115000 area.
Of course the $A10001 stuff is what you'd be interested in looking at.

Gaming Discussion / Twitch bought out by... amazon?!
« on: August 26, 2014, 12:52:19 am »
People complained about the rumors of Google buying them out, but at least the youtube owner would've made SENSE.

Also gives the Gaea Hammer more room to breathe than a single room in the Tower of Zot, because that's how you design games, right? You make a weapon that you get at the End of the dungeon for a character you're going to be losing after a half of an hour! I love FFIV, it's my favorite game of all time, but sometimes the design philosophies do make me shake my head.
Never gotten Aeris' Level 4 Limit Break. Didn't she also get her ultimate weapon for only a short time too?
(then again her Healing Wind Limit Break was so useful I never really used anything else. Wasn't it like 50% HP recovery for the entire party?)

ROM Hacking Discussion / Re: FF3usME class editing?
« on: August 20, 2014, 02:51:05 pm »
If that is not the case, then I don't know what you mean because Battle Power is not a stat that ever goes up either by leveling up or using Espers.
It doesn't? I'd have thought one of the base stats (like Strength) would've influenced it.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 20, 2014, 09:15:52 am »
So increasing rom size throws off mirroring because addresses no longer "wrap around" at the same point as before?
That about sums it up.

Even the ultra-rare HK version of Mahjong apparently translated the manual to English but left the game in Japanese.

ROM Hacking Discussion / Re: Getting "Skating Mario" into a ROM format.
« on: August 20, 2014, 09:10:41 am »
It could just as well be a Wii U game designed to look like an NES game.

ROM Hacking Discussion / Re: FF3usME class editing?
« on: August 20, 2014, 09:09:15 am »
None of the stats increase naturally at level-up except HP and MP. Stats only increase when you have Espers equipped at level-up.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 19, 2014, 03:15:36 pm »
Probably something to do with their being only so many pins on the cartridge board (thus number of bits) that a ROM uses, but when the CPU tries to read it's going to get SOMETHING back.

Code: [Select]
16 megabit = 2 MB = 2,097,152 bytes = max address 1FFFFF, so only 21 bits are used, the other 3 are not part of the ROM address.
01FFFF =
00011111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
80FFC0 =
10000000 00000000 11111111 11111111 11000000 00000000
   ----- -------- -------- -------- -------- --------
01000000 00000000 11111111 11111111 11000000 00000000
   ----- -------- -------- -------- -------- --------

00011111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
and 3FFFFF
00111111 11111111 11111111 11111111 11111111 11111111
   ----- -------- -------- -------- -------- --------
are the same number if you ignore the first 3 bits

But with 4MB, you have the maximum ROM address 3FFFFF, using 22 bits
00111111 11111111 11111111 11111111 11000000 00000000
Now only the first two bits are ignored, and they aren't the same number.

I know that's not EXACTLY correct, but hopefully it gives an idea of what mirroring is.

Newcomer's Board / Re: Increasing rom size and resultant bugs
« on: August 19, 2014, 02:17:09 am »
Name and console are important information.

But from reading your other post, I see you are probably talking about Demon's Crest.
That game is known to have copy-protection activated by expanding the ROM.
I don't know the details exactly but it tries to detect mirroring. (that is, it tries to read the expanded ROM space not physically present on the cart, which on a real console with a real copy of the game would return data from another part of the ROM)

Saving was likely untested because the mapper uses EEPROM which few if any emulators support (I don't know if anyone ever figured it out, I know disch kind of guessed how it worked).
(this mapper is used by the DBZ games as well as the Gundam Gaiden series)

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 14, 2014, 12:31:34 am »
The game refers to them as Nakajima and Yumiko despite what be considered proper and consistent. I honestly don't think it's that big of a deal where it needs to be changed.

The thing I wonder is if they are referred that way in the novel.

A bit off topic but the other strange thing the FC version does is to only give the total EXP for Nakajima and amount needed for level-up for Yumiko. I wonder why?

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 13, 2014, 02:49:02 pm »
I thought Nakajima was the first name?
Indeed they are introduced as Nakajima Akemi and Shirasagi Yumiko in the KMT manual, though just known as Nakajima and Yumiko in the Famicom version (I only own a loose copy of that version, so I don't know what the manual says).

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: August 11, 2014, 02:01:09 pm »
I would generally repatch a translation from a clean ROM each time.

Newcomer's Board / Re: NESticle or something like that to work on...
« on: August 10, 2014, 01:19:38 pm »
Yes, using a tile editor is really preferred as it is the "proper" way to edit.
My guess is that there isn't much interest in supporting such a feature because it only worked on games using CHR-ROM (as opposed to CHR-RAM) which likely made such a feature more trouble than it was worth to implement and back in the day it made it too easy for people to churn out crappy "penis Mario" hacks. :P

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