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Messages - KingMike

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I can support this in cases of the SNES stuff where was it people could assume they had an infinite stack for some video stuff or something. Generally I am a fan of emulation and would consider hardware support an admirable goal to have but no great harm in scratching it.
However lines can get a bit blurry, going for the GBA and DS because that is mainly what I know but similar things exist in other consoles.
The "infinite stack" thing you speak of might just be referring to the SMW music patcher bug. I'm guessing many that used it weren't even aware it was a bug as by the time it was known, it was already in use by a lot of hacks, I believe.

The most common issue with SNES games otherwise is hacks not following VRAM access limitations, as I think bsnes was the first to enforce that, and that was only released after like a decade of hacks/translations had been released (maybe a little longer if you count when people started to get PCs that were caught up with bsnes' notoriously high system requirements  ;D )

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: September 29, 2014, 03:53:31 pm »
Actually a few other people on SMS Power! have gotten into the act of porting GG games to SMS as well lately.
I think they actually have a whole page for that now.

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: September 29, 2014, 01:38:20 am »
Assuming the 1997 date on DKC is accurate, that would be 3 years before the GBC version was released.
Still it was very common for pirates to copy graphics/music, etc. from other games. Wouldn't mean the entire game was ported. I mean aren't pirates usually made to be cheap (and copying graphics was cheaper than creating them themselves. :P )?

Simple. NES stores all 8 lines for plane 1 followed by all 8 lines for plane 2, while GB stores as you describe (stores the two lines together, so plane 1 line 1 is followed by plane 2 line 1, then plane 1 line 2, etc.)

ROM Hacking Discussion / Re: Super Mario Bros. - 128 Lives Fix
« on: September 27, 2014, 01:49:06 am »
It is an incredibly simple patch that I recall taking only about five minutes to find, test and fix, thanks to the SMB Disassembly.
I'd seriously recommend it, if you want to learn how to make your own SMB hacks, than just having the answer given.

Code: [Select]
000004A7: FF 00
00000851: 01 00
0000107A: 02 03
000011EC: 10 D0

Code: [Select]
00:883C:AD 5A 07  LDA $075A = #$02
 00:883F:18        CLC
 00:8840:69 01     ADC #$01      ;fixes it so that lives shown is number of lives remaining (ie. 3 for 3 lives, instead of 2 for 3 lives)
 00:8842:C9 0A     CMP #$0A
 00:8844:90 07     BCC $884D
 00:8846:E9 0A     SBC #$0A

Code: [Select]
00:9069:A9 02     LDA #$02  ;in accordance with the above change, sets starting lives to 3 for 3 lives
 00:906B:8D 5A 07  STA $075A = #$02

Code: [Select]
00:91D9:CE 5A 07  DEC $075A = #$02    ;this line subtracts a life
 00:91DC:10 0B     BPL $91E9    ;change to BNE $91E9: effect that it goes to Game Over when lives = 0, not when negative flag set

As to 255 lives... I don't care to make a fix but the life+1 instruction is at CPU address $84E6.
Find some free space, if you can because SMB is notoriously low on empty space, to JSR to a 9-byte subroutine you insert in said free space that may or may be able to be found INC $075A: BNE $03: DEC $075A: RTS

ROM Hacking Discussion / Re: Converting a US or Japanese SNES ROM to PAL
« on: September 26, 2014, 11:31:58 am »
I don't know if anyone's made a PAL patch for EarthBound but attempting to hack it will cause the game's somewhat-infamous copy-protection to activate, I believe.

ROM Hacking Discussion / Re: Help me search Text in First Queen (SNES)
« on: September 25, 2014, 02:44:26 pm »
Not that much harder to calculate the start address but I'll agree it's simpler math to load a 16x16 tile and, for every other character, shift right 4 pixels and merge (they usually store 2 12x12s together to form a complete 24x16 (2-character) tile) than to store as 12-pixel wide data and have to shift the data around as it loads.

A short time ago Tomato finished playing/streaming this Japanese FF6 ROM hack, FF6 T-Edition. Very interesting as it added a ton of sidequests, different spells, enemies, etc.

... so I don't know why I had a dream of a Secret of the Stars mod. :D
(although it did have a couple interesting features, like two parties, combo magic, classes (though not really used except to enable characters to use combo magic), a town-building feature (though not as diverse as BoF2). Maybe those could've been interesting if more work had been done on them in the game's development.)

Personal Projects / Re: KingMike's Translation projects.
« on: September 22, 2014, 03:05:19 pm »
First got bit by the Pokemon bug after TPP.
Lately I've been tackling another game I've actually been after since I started translations. It's going to sound really silly and I know it's pretty much obsolete but I've wanted to see the SNES RPG Makers. I think I can handle it but this game is quite insane to hack.
I'm probably going to release an RPGM1 patch when I have everything but the sample game dialogue done (as that is going to be an effort on its own to insert, I think).
I got a font inserter mostly done (it works but I think I have repointing issues somewhere), though I used the KanjiHack tile viewer (Naga) to verify my data decoding was correct. Beyond that, I can say no involvement with that patch. :)

But once I get more progress on that, I think I'm going to pick up Monster Maker III as a part of an experimental idea I have going.

Super Mario Bros. 3 has a fun Game Genie code. Fine-tune it and "eliminate" objects that crash.
So if there can be anything inside a block, can there be a boat?

Front Page News / Re: Translations: New Translations Added to the Database
« on: September 16, 2014, 02:08:15 pm »
Save frequently in FFA?

I recall getting trapped in a dungeon without keys in that game. :P

ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: September 14, 2014, 10:53:45 am »
I recall the mapper is pretty simple.
But the game is actually 2MB PRG-ROM, so you'd have to cut it by 75% (to 512K), not 50%, to fit the PowerPak (assuming the PowerPak even supports the mapper.)

Isn't the NES' only physically capable of updating the screen during NMI (at least the only time it can be updated (relatively) glitch-free)? In that case it would be limited to the 60hz NTSC frequency.

ROM Hacking Discussion / Re: iso/rom info?
« on: September 10, 2014, 09:37:07 pm »
There's a ? box next to the ROM Information box on the submission form.
Click it gives you more information.

I think at the minimum you need the name of the original ROM as it appears in a ROM database.
Like the NoIntro is "Kid Chamelon (USA, Europe)" and GoodGen is probably like "Kid Chameleon (UE)".
For checksum, you'd need a program that calculates it if there isn't emulators that will display it. For Windows, HashTab was recommended in the built-in help.
After installing HashTab then you can just right-click the original ROM and click properties to get the hashes.
For a normal Kid Chameleon US/EU ROM, it would be
MD5: 756E603B6CF9B3EBBB1B0F79D9447E43
SHA-1: 28B904000B2863B6760531807760B571F1A5FC1D

General Discussion / Re: YouTube Glitch?
« on: September 06, 2014, 11:02:05 am »
When youtube would just randomly declare the video "finished" (current position in video = video length) and you'd have to reload the page to make it reset to the proper length.
Or sometimes it would randomly skip around to different parts of the video.

After discussing, RHDN has decided repros are not within the site's focus and have amended the rules.

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

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