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Messages - KingMike

Pages: [1] 2 3 4 5 6 ... 108
1
ROM Hacking Discussion / Re: Generating a Text Table for Kanji?
« on: October 30, 2014, 10:56:23 pm »
The best advice I can give you is that you need to somehow extract the font and have someone ID the kanji for you. Some kind soul will do it for you if you post the kanji on the script help board.

I heard Nintendo Puzzle Collection was one of the games to use the BIOS font (which is suggested by videos I've seen with mostly glitched text, likely as a result of being played on on a western console.)

2
ROM Hacking Discussion / Re: Dai Kaijuu Monogatari... Any takers?
« on: October 26, 2014, 11:54:04 am »
Dynamic Designs has been working on both the game and its sequel for awhile now.

3
Personal Projects / Re: My NES Translation Projects
« on: October 25, 2014, 10:18:28 pm »
I played through about half of Rainbow Silkroad with the Gaijin patch before I got stuck. I want to say it was region 4 that I got lost. Neat game.
(I actually made maps of the world and dungeons I had reached)

Makai Island similarly had vertical sprite text. That had been changed to blank text screens in the prototype. Would probably require a pretty deep disassembly of the text code to make such a change.

4
Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 25, 2014, 11:33:36 am »
This suggests that the patch probably just contains the entire contents of the US ROM, making it kind of pointless.  That's not really a "loophole".

I don't know why the text would be garbled instead of just being in Japanese.
I remember that. They probably didn't consider that, but considering people very quickly found out this "patch" would allow almost any file to be turned into Chrono Trigger, Whirlpool removed it very shortly after it was posted.

5
YES!!!!!

Thank you so much for this release :)
Surprised tomato didn't do a youtube let's play for this game, he was the main translator after all. Or did he forget about it after just one decade :P ?

Tomato only recently started doing streaming regularly a few months ago. He says he doesn't have as much time to play games these days, and when he does have time, he prefers to spend it on Japanese games westerners can't as easily play themselves to feel he's doing more "productive" videos. :) (though he does lots of "smaller" stuff as well, because he's a funny guy who likes his funny holidays )
(well, Youkai Watch is like that right now, even though it will probably become well-known in the future. Though Level 5 hasn't committed to a game translation, it's hard to believe they'd "bring the franchise to the west" and not include the game.)

Though maybe sometime we could see him play at least a little bit of the game. I know the idea of playing games he translated has been on his mind.

6
I think I have about wrapped up a patch for Tomato's script of Akuma-kun.
All it's lacking is a title.
AFAIK there's no official translation.
Any designers want to work on it?
Beware, it's animated. I got the frames, though.
http://i55.photobucket.com/albums/g155/sahagin/akuma-title-sequence-logo_zps8965ab9d.png

Beware though that this was one of Tomato's first translations, so it's quite rough. Even Tomato himself would encourage someone to redo it from scratch (though I wouldn't mind sharing the hacking stuff to save someone a lot of work in that part).
(I had done this so Tomato will have patches I think for all his work. I left this largely alone except editing for space as well as to fix a few errors that could disrupt progress.)

Enemy and spell names could probably be improved, but I had figured maybe an initial release might encourage people to play and discuss.

7
I worked in some of the additional eyes from the Japanese version as well.



I'd only put them in places where it actually fits the character, like inside the o. (you should remove the double eyes)

8
ROM Hacking Discussion / Re: Screenshots
« on: October 19, 2014, 12:14:27 pm »
I never heard that before.

9
Pretty simple to make with little understanding of Z80 and an opcode table.
http://gamehacking.org/faqs/GameBoy_Z80_Opcode_Map.html

Maybe I'm looking at a different version, as the addresses seem off. I'm looking at the English Gold version.
Looking for certain instructions, check a few around to see if it lines up.

LOVE BALL
Quote
The fix to this bug is simple, we just have to change the ret nz instruction before the three sla b to a ret z instruction that does exactly the opposite.
Looking around that area for three SLA Bs (CB 20) in a row. That looks to be $EDAB. Since the instruction right before is the bad one, that means $EDAA should go from $C0 to $C8.

EVOLVE ITEM
Quote
So we'd just change the cp BURN HEAL to cp MOON STONE, whose constant is 08 (Burn heal's constant is 0A).
Find the CP 0A. (opcode FE 0A)
$ED58: 0A -> 08

For the speed one, checking the opcode chart, the bad code starts with INC HL CP #FF. That's opcodes 23 FE FF. That instruction is at $EDCA.
Reading the further post, it seems the right fix is to change CP C : JR NZ .next to CP C : JR Z. The bad instruction is B9 20 ?? (?? as that is branch length, we don't know unless we count the length of the skipped opcodes). Looking at the hex, it turns out the instruction is B9 20 0A. 0A is the branch length. 0A is at $EDD1.
That means it skips the next 10 bytes after the instruction. Indeed that would put us at the following DEC D (15).
We need to go back. The following instruction is a branch length of 0. We go backwards by starting at FF when pointing to the 0A. The CALL instruction should be easy to find (CD ?? ??). Find the CD and then it's one instruction before : 3E 0F. The 3E is at $EDC5. We need to count from the 0A to the 3E.
Starting the count at FF with the cursor at 0A, we move back and count down. We get to F3 when pointing to the 3E.
Therefore the fix is $EDD1: 0A -> F3.

10
Script Help and Language Discussion / Re: Picross 2 translation help
« on: October 13, 2014, 07:34:47 pm »
My guess is Nintendo would've replaced Momotaro, Kintaro and Urashima with some western fairytale characters, if it's possible (though I would guess that would require redrawing the puzzles).

11
ROM Hacking Discussion / Re: Screenshots
« on: October 13, 2014, 02:25:54 pm »
I appreciate the effort you put in this one, especially because of the very unusual obtuse compression (6 bits instead of 8 bits per character, I read somewhere) and the declining interest in retro gaming in general, even among fan circles.
At the rate Konami releases Hudson stuff on VC, I doubt this (or even less text-heavy stuff like SNES Goemon 2/3/4) would ever see official release, even as untranslated imports (unless Vic Ireland could somehow do something like with Uforia, but even he failed to secure Gimmick NES rights from the relatively open Sunsoft)
I thought Ufouria was a mod of the PAL version to make the gameplay 60hz but not the music (or do I have it backwards?), causing negative fan reaction as soon as it was released.
So I assumed the lack of Gimmick was a result of the poor reception of Ufouria.

12
Ms. Pac-Man is different. That was the result of a result of a legal settlement.

13
Newcomer's Board / Re: What utilities do I need to patch .rar files?
« on: October 11, 2014, 11:55:48 am »
It was pretty much answered in another thread: he needs to un-RAR the file first, then patch.
If you don't want to pay for WinRAR, I'm sure there's several free alternatives. Like 7-zip.

14
Newcomer's Board / Re: View japanese text
« on: October 11, 2014, 11:53:18 am »
In Control Panel, there should be a Region or Language option. Just go in there and add Japanese to the available languages.

15
Newcomer's Board / Re: Mega Man 2 Weapon Get Palettes
« on: October 03, 2014, 06:27:38 pm »
That's because the ROM is 512KB ($80000 bytes).

16
Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 02:39:14 pm »
It can't be a full 16MB, because you need some room for the IO registers and RAM.
(and I thought even the proposed 8MB mappings left a bit of that space unusable to avoid overlapping RAM)

17
Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 12:57:33 pm »
I believe Tales of Phantasia is the only game over 4MB that doesn't also use extra chips.
Maybe that board was developed late enough in the SNES' lifetime that most developers didn't want to make such big games on the console anymore?

I actually dumped my collection of around 600 or so carts (a small handful I couldn't because of special chips), and I found that even only about 1 in 7 of them was over 2MB.
I think the Genesis (cart) library had like 20 games or less over 2MB, out of hundreds of games.

18
ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: October 03, 2014, 12:49:10 pm »
Maybe you could port Super Mario Land because it's such a small game but Link's Awakening is pretty big so it would be tough.

I couldn't figure out what to do, but I know there's a Chinese bootleg Link's Awakening. Is it anything like the real game? If so, maybe you could hack that.
(as in, not a turn-based game like the Minish Cap "port" is? :P )

19
Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 01:15:10 am »
@KingMike:

I'm not sure if I understand what you mean...
Whether or not 8MB would be supported in emulators is kind of iffy as you are basically emulating an imaginary type of cart.

20
Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 02, 2014, 10:20:04 pm »
RHDN should change its name to roomhacking.net :D (not the first time we've seen that spellcheck fail)

But you might have a hard time as there were no official 8MB games, so we don't know what mapping they would've used, and we can only guess.
(which is one positive about higan's current structure: it'll let you define whatever mapping you want for a game)

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