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Messages - KingMike

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Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 28, 2014, 03:01:43 pm »
Learn ASM.
Because you'll need it to change Breath of Fire 1's menus.
I know because I tried and failed.

I know some years ago Myria was looking into it (may or may not have been collaborating with Ryusui, the BoF2 guy, I can't remember) but I haven't heard anything on it lately. I know she wanted to get VWF on it but was having difficulty (and she hacked FF5 when ROM translation tools were probably almost non-existent!)

I take it Mr. Richard's not going to be taking on big RPGs judging by the stuff I've seen him submit lately? :)

Well, the NES stuff I have left is Space Hunter, Ginga no Sannin and I've forgotten I had Masked Ninja Hanamaru going (Japanese Yo Noid).
Galaxy Odyssey too.

I'd agree that thicker and more-compacted (removing empty space between letters) would be an improvement. The o in "of" looks too jagged, and maybe a thicker H. Those are the two letters I really don't like.

ROM Hacking Discussion / Re: Extended Duke Nukem 3D rom hack on N64
« on: July 23, 2014, 09:05:23 am »
Sorry for the off-topic replay but Project64 updated?!

The best answer for this? I'll tell you what: Boycott Final Fantasy Type-0 HD. Boycott it until the sales have NO RELEVANCE and the game becomes a thing of the past. Go for torrents and cyberlockers, download the patch from there and play Team Doomtrain's translation on your PSP's. Lift the middle finger to Square Enix.
"Boycotting" an official translation only hurts the fans. Square-Enix will just not localize anything else related to it if it doesn't sell. (they'll stick to more money-makers like Kingdom Hearts)

I'm sure at least part of the reason Shiren (and Torneko's Mystery Dungeon as well, I think) does it is for anti-cheating purposes (if you play badly, it stays).

I thought Justin already tried to expand SRAM and it didn't work.

Personal Projects / Re: Kirbys bizarre adventure [Demo out!]
« on: July 17, 2014, 11:43:00 am »
I don't know if anyone ever mentioned that "top row glitch" in the early posts but...
I don't know if it happens in the actual game but it is because the NES outputs 240 lines but often NTSC games were written to assume at least the top 8 and bottom 8 lines would never be seen on the CRT TVs they were originally designed to be played on (aka overscan). Emulators will thus typically hide those lines automatically in NTSC mode.

Newcomer's Board / Re: Fast help for a simple? hack
« on: July 16, 2014, 03:56:18 pm »
If I recall OoT actually stores its text in uncompressed ASCII, so assuming that's all you want, you can (probably) just simply open the N64 ROM in a hex editor, search for the text you want to replace and change it. (I say probably, assuming OoT doesn't have any sort of hack-protection on it, like I found out Custom Robo has on part of the ROM.)

ROM Hacking Discussion / Re: Banana Prince Music Fix
« on: July 16, 2014, 10:03:52 am »
I'm not sure unless Mr. Gimmick is a iNES 2.0 or Nestopia somehow detects it.
When the PAL ROM is emulated as NTSC it should have a noticeable music speed-up as well as graphics glitches (such the HUD becoming completely unreadable).

Yes, it seems Nestopia is indeed somehow detecting Mr. Gimmick correctly as PAL while FCEUX does not (runs as NTSC without (E) in the file name).

ROM Hacking Discussion / Re: Banana Prince Music Fix
« on: July 15, 2014, 08:38:31 pm »
Does manually setting PAL emulation in the emulator fix it?

Most often I've seen emulators will emulate NTSC by default, and only enable PAL if the filename contains "(E)" (or maybe other EU-langauge GoodTools region tags).
(yeah, that's a pretty crappy way of detecting. But there doesn't seem to be much option. NES games don't have internal headers and while iNES 2.0 does allow PAL to be specified, most ROMs in circulation are iNES 1.0)

Personal Projects / Re: Final Fantasy 1 Project
« on: July 14, 2014, 05:05:17 pm »
Note I had:
Code: [Select]
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E8 = #$0A A:00 X:09 Y:05 P:nvUBdIzC
;battle menu: enemy name window height
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA2 = #$A0 A:0A X:09 Y:05 P:nvUBdIzC
$F6CB:88        DEY                        A:0A X:09 Y:05 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:0A X:09 Y:04 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E7 = #$0B A:0A X:09 Y:04 P:nvUBdIzC
;battle menu: enemy name window width
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA1 = #$27 A:0B X:09 Y:04 P:nvUBdIzC
$F6CB:88        DEY                        A:0B X:09 Y:04 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:0B X:09 Y:03 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E6 = #$00 A:0B X:09 Y:03 P:nvUBdIzC
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA0 = #$02 A:00 X:09 Y:03 P:nvUBdIZC
$F6CB:88        DEY                        A:00 X:09 Y:03 P:nvUBdIZC
$F6CC:D0 F7     BNE $F6C5                  A:00 X:09 Y:02 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E5 = #$01 A:00 X:09 Y:02 P:nvUBdIzC
;battle menu: enemy name window position right
$F6C8:99 9D 6A  STA $6A9D,Y @ $6A9F = #$02 A:01 X:09 Y:02 P:nvUBdIzC
$F6CB:88        DEY                        A:01 X:09 Y:02 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:01 X:09 Y:01 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E4 = #$00 A:01 X:09 Y:01 P:nvUBdIzC
$F6C8:99 9D 6A  STA $6A9D,Y @ $6A9E = #$01 A:00 X:09 Y:01 P:nvUBdIZC
$F6CB:88        DEY                        A:00 X:09 Y:01 P:nvUBdIZC
Probably something like that for other windows in the game.

I've just found an awesome game called Knight Move for the Famicom Disk System. But... the thing is, I have NES emulators on a couple of consoles which won't read .fds roms. Is there anyone talented enough to turn it into an .nes rom? I've seen many .fds games converted to .nes, so all I know is that it's do-able... I don't know how simple or complex the process could be...
It depends on how the game is programmed.
FDS used 32K PRG-RAM mapped to $6000-DFFF (program/data can be loaded anywhere in that address space). Carts used ROM mapped $8000-FFFF. Also because its RAM games could rewrite data within the program at runtime.
I recall the guy who wrote a MMC5 hack of Doki-Doki Panic had a bit of trouble at one point because Nintendo chose to load some block at $BF00 instead of $C000 (where it would've been easier to bankswap in a cart-ROM hack).
So I heard a lot of early FDS to NES ROM "conversions" (of black-box era games, which had no loading after the game starts, where simply a dump of $8000-DFFF portion of the FDS RAM+ the FDS BIOS, plus the $6000-7FFF part as a SRAM).
And then of course there's the extra FM sound channel.

A... rather uncommon Tetris-style game, which is recommendable mostly if you're a fan of puzzle games. There's a patch in here that'll fix some game-breaking bugs, which would make the game crash when you make chains.
It's actually an unreleased game.

Dr. Jekyll and Mr. Hyde
Its Japanese version has different stages order and a healer NPC that was removed from the NTSC and PAL releases, but... why would you play this game anyway? :P
The Japanese version has six different stages. The US version has four stages but repeats two of them (so you still play a total of six levels). Despite that, if I remember right the US version actually has more ROM, for less content somehow. :P

Williams released the Tengen Ms. Pac-Man to the SNES not Tengen themselves
It's the same version, and technically the same company.
Time Warner bought Tengen in 1994 and then resold them to Williams/Midway a year or two later.

Re: Standigz's list

The 3DS "3D Classics" version of Kid Icarus is based on the FDS version (it has saving and I recognized that FDS FM synth music the moment I started it up :D ), if that is an option.

Pac-Man actually was released on Genesis. It was inside Pac-Man 2. You either had to find a machine in the game or you could enter a password to play it directly. The Genesis version of PM2 also had Super Pac-Man as an unlockable, but on the SNES that was replaced with Ms. Pac-Man (as the Tengen version of Ms. had previously been released on Genesis but not until later on SNES).

Newcomer's Board / Re: What is name of it?
« on: July 05, 2014, 02:02:47 pm »
If it's the once-popular emulator that has been out of date for over a decade, all it is is recording THE EMULATOR'S audio output to a WAV file. (so if the emulator's audio quality is poor, which it is, or the emulator lags, which is oddly enough seems to do MORE the FASTER your CPU is, you'll bad AND laggy audio that is not at all accurate to game)
You're not actually taking anything FROM the ROM.

From what I understand, getting a proper SPC rip is not as simple as hitting a button in ZSNES.
To get a PROPER rip, you'd have to actually know about the sound data and how to find it in the ROM (I don't). :)

If an enemy touches you with fire power up in SMB3, you will not shrink whereas in SML/SMB you will.
You'll shrink if you're playing the Japanese version.

Script Help and Language Discussion / Re: [SNES] Wozz - Minor Checks.
« on: July 03, 2014, 02:57:18 pm »
Manual description
すいげつば 水の刃を生み出して敵を切り刻む 敵全

ROM Hacking Discussion / Re: Stores that sell your rom hacks- canada
« on: June 30, 2014, 10:36:57 pm »
Not really anything ROM hack/translation authors can really do.

To be honest it's hard to say if even Nintendo or Square-Enix will think it's worth the effort (MONEY) taking them to court.

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