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Messages - KingMike

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I bet using that script would have been inaccurate considering this was a remake. I'm sure some of the dialogue has been changed.
If I recall, a S-E rep said that the PS1 script would not have passed these days. Maybe S-E was that concerned about people not mistaking for a localization of S-E's current DQ localization standards.

Gaming Discussion / Re: Ducktales remake announced
« on: May 24, 2016, 03:00:19 pm »
I thought maybe there was confirmation of DuckTales 2 Remastered. (imdb lists it, in the credits for the recently deceased Alan Young, aka Uncle Scrooge, but nobody else does. So I'll take as a [ citation needed ] rumor. :P )

You are not stupid, sir. I guarantee no one would get a C&D letter by doing what you are suggesting. Too many paranoid people in the community.
You heard of the DQ7-3DS fan translation that got a C&D for copy-pasting the PS1 script?
I'm just saying it has happened before.

Also, wouldn't editing the ROM in Notepad likely corrupt the file?

Front Page News / Re: Translations: Kaettekita Mario Bros.
« on: May 21, 2016, 01:54:25 am »
The problem with using beat (or any patch with checksum verification) on an FDS game is that, depending on your emulator, save data might be written back to the "ROM", as is the case with actual used FDS disks.
Not sure what the most current version of FCEUX (or variation) does but I've used a very old version of FCEU deliberately that did overwrite the ROM so that I could test translations without losing saves. Later versions would take a checksum hash or something of the ROM and link it to an automatically-created duplicate copy in the saves folder (with the dupe used for writing updated save data). Which is great if you're playing a game that isn't going to change, not great if you're making a hack (which means every change is going to result in a new "save" copy of the ROM).

Newcomer's Board / Re: How to use Geiger's Trace Logger? (SNES)
« on: May 21, 2016, 01:26:47 am »
I have not had "squelch" turned on in a long time as I recall it having a bad idea of what data is "unimportant". :P

Game Genie was deemed legal.  How is a book full of 1000 Game Genie Codes different than a patch that changes 1000 bytes?
Game Genie codes are encrypted, perhaps for legal reason.
(PAR codes are not encrypted. However, as I understand, PAR just simply overwrote RAM each vblank so it wasn't really revealing anything of the original ROM code.)

I guess you haven't played Pokemon Black & White 1 or 2.
C-Gear is a menu displayed on the touch screen during most of the game (outside battle), used mostly for multiplayer/(now deceased)Nintendo Wi-Fi stuff. (I don't know, didn't use it much. The only thing I've done with it is the Entralink "funfest" stuff that I read is multiplayer-only in BW1, though it can be done single-player in BW2.)
It is not an item but a replacement for the mostly-blank touch screen that appears at the start of the game. (and it also causes the game to load up a prompt asking if the player wants to enable it EVERY TIME they continue a saved game. :P )

Newcomer's Board / Re: Super Mario Bros. (NES) Font
« on: May 14, 2016, 11:39:23 am »
There's a certain character, I think it's the coin sprite, which uses a hardware feature known as "sprite 0 hit" to detect which scanline to split the screen.
I can't remember the details exactly, something like when a non-invisible pixel of the coin sprite touches a non-background color (color 0) pixel on the background (non-sprite) layer.
Basically, be careful messing with the coin character.

Maybe he means 1 person controls both characters. But that can be done with the emulator.
The game is a single character. IIRC the controls are something like left foot up/down, right foot up/down. Probably left and right movement in there too. Someone else know the game better to know if there is even enough buttons?

I'm only a little familiar with the game, but isn't two D-Pad control pretty necessary?

Is it one single file? I know MAME wants every chip on the board dumped to a separate ROM.
I don't know about Mortal Kombat, but it seems like every arcade game ever shipped with multiple ROMs on the PCB.
(thus I would assume one would need to split apart the MKAK images, which would probably require having the MAME ROMs to compare to, defeating the purpose of extracting the split ROMs. Unless someone made a splitter program.)

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: May 10, 2016, 08:50:21 pm »
All games are buggy.
The difference is that with popular games, people bother to find them.

Translate a game where the original developer and published have long died. Problem solved.
Typically companies die because they go bankrupt and have to sell their IP to pay off their remaining debts.
So usually that means someone else owns their copyright. They just might not know it.
(like Data East got sold off to like three different companies, at least. I think.)

ROM Hacking Discussion / Re: I'm having a problem with 2 patches.
« on: May 08, 2016, 09:38:36 pm »
SNES and GB checksums are not used at all (except for on GB, the header/Nintendo logo protection).
SNES just does not care, so many prototypes will have bad checksums.

That aside, one alternative way not to worry about checksums is to convert the rom to bin format.
The checksum is part of the ROM header (the internal Sega header), so changing the ROM format wouldn't change whether or not checksum protection applies.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 08, 2016, 01:09:41 pm »
Is it really the compiler, or was it the developers? :P
(turns out a LOT of NES developed was contracted out to unnamed ghost developers like TOSE and Micronics. Not sure of the developer competency, but they probably also had so much on their plate to really care to do better. Didn't they probably alone count for like 10% of the NES/FC's massive library?)

Gaming Discussion / Re: What's going on with Mother 3?
« on: May 05, 2016, 12:46:40 am »
They bothered to hack Super Mario Advance 4 so that it loads the e-Reader files from the cartridge (without level number limitations) rather than the save file.
And then there's the European localization of Drill Dozer, based on the JP version.
But that one could be just an unreleased prototype made around 2006.
I thought someone said the EU Drill Dozer was a canned physical version.

It is right in the Options menu. Gameboy -> GBA. (enable it before running a game, or else reset the game afterwards to apply the setting)

That should do it. I recall the Zelda Oracle games had an exclusive ring near the beginning of the game, but I can't recall offhand where it is to fully text. The colors are kind of washed out, so that's a sign it's running in GBA mode. ;D

Personal Projects / Re: Kaeru no Tame ni Kane wa Naru Color Hack
« on: May 02, 2016, 06:30:54 pm »
I know that this is a GB game, but is it really that possible to change its b&w color scheme to full Game Boy Color colors?
If one is willing to put in a lot of work on it, then yes it is. :)

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