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Messages - KingMike

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Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: September 01, 2013, 09:32:45 pm »
So, SMW hacks that only work on ZSNES are to be removed?

Goodbye Super Mario Infinity 2?
(player enters a pipe, ends up inside the wall, and in the wrong room, I think. Comparing to watching everyone's favorite SMW-playing chatterbox :) raocow playing the game years ago)
Which makes it a real pain as this is the FINAL level of a LONG hack known for its DISGUSTINGLY long levels.

Newcomer's Board / Re: Super Mario RPG: Level Cap over 30.
« on: September 01, 2013, 07:18:16 pm »
Level 30 also requires 9,999 experience. Another value that could be a problem to expand if it is BCD.

Another thing to consider is that as you get in higher level, stat boosts get lower.
I imagine that is to avoid them reaching 255 to avoid overflow, which I assume is the limit (1 byte stats).

Site Talk / Re: Strange problem with dropbox files not being full urls
« on: September 01, 2013, 07:11:21 pm »
Slapping a "dl." on the beginning does seems to work, but I recommend right-clicking the files in Explorer and selecting "Copy public link". That's the "right" way to do it. (You still want to change "https" to "http" like KingMike said.)
Am I missing something?
I don't get a "Copy public link" option.

"Share link" just gives me the same link as the Dropbox site.

Site Talk / Re: Strange problem with dropbox files not being full urls
« on: September 01, 2013, 01:31:26 pm »
Because it's https

At least now for a dropbox, it should work to replace the https://www. part with http://dl.

I think the native resolution thing probably had to do with people uploading very large, very small images or those with distorted aspect ratios, which are very ugly.

Newcomer's Board / Re: attn: MODS
« on: September 01, 2013, 01:34:19 am »
Unfortunately, no there doesn't seem to be.
If, under Account Settings in your Profile, "Displayed Name" does not allow you to change it (I think it supposed to be disabled for regular users due to a potential for abuse), then mods can't.
I don't know if Nightcrawler or Staff has the ability to change it. If not, then you'd be stuck.

But in the future, it would be better to discuss such questions directly with a mod by sending a PM by clicking the Profile of the mods listed in the notice bar at the top of the forum page.

Newcomer's Board / Re: ProgramStartAddress SNes + Endian?
« on: September 01, 2013, 01:24:24 am »
You pretty much have to disassemble SNES ASM manually. They contain code and data and a disassembler can't tell the difference.
SNES uses a 65816 CPU, those have a "Reset Vector" meaning they expect the address of the Reset routine (the start point) to be stored at address 00:FFFC in CPU (the value is 16-bits, so the address needs to be in bank 0)
In a "LoROM" game, that will correspond to ROM address $7FFC, so the Reset routine will be between ROM $0-7FFF, which corresponds to CPU $00:8000-00:FFFF).
In a "HiROM" game, that will be ROM address $FFFC, and the Reset routine can be in the first 64KB. (I think, maybe that expectation of being in CPU bank 0 actually limits it to ROM $8000-FFFF, now that I think about it. Oh well, it could be checked by booting a game in Geiger/EvilPeer's SNES9x Tracer Mark 9, I think it was, the one that always has the debug window open and will display the trace address the instant you load a game.)

Most are possible, except that I read SMK has no real AI. It reads from a track overlay that tells it which way to go from any position on the track.

General Discussion / Re: First Pitch Fail
« on: August 31, 2013, 10:28:40 am »
She should lose the Cousin Itt 'do. :P

Gaming Discussion / Re: New Nintendo 2DS release in October!
« on: August 29, 2013, 05:36:03 am »
Not so much. The Wii Mini was made while the console was already nearly dead (though in part Nintendo's own fault for practically ignoring it and the DS once the 3DS came out) plus the Wii Mini removed major functionality (the GC game/controller support that was already gone from late non-Mini Wiis plus all online support).
I do agree removing the folding design was stupid and going to cause more scratched screens, and I'm surprised they didn't take the oppertunity to include the Circle Pad Pro inside the system. Guess Nintendo does want the CPP to become the 3DS equivalent to the DS Rumble Pak. :P

ROM Hacking Discussion / Re: FCE Ultra problem
« on: August 29, 2013, 12:23:05 am »
Could you please be more specific how it's not working?
Are you applying the patch to the correct ROM, with the same checksums listed on that page? (hint, it's a good PRG0 Japanese/US ROM, though the PRG1 version seems to work fine as well)

If the ROM you have is (with header included):

CRC32: A5E74941
MD5: E9E7FE5152A94C92C71DDAE23DAB7605
SHA1: 8A5F3D42A90C39B6110F89B18937D2CB369FCD98

The only difference between the two is one bad byte in the iNES header.
Specifically it has the wrong mirroring. Offset $06 in the header should be changed from 0x40 to 0x41.
I got the "Good" ROM from a GoodNES set. I got the "bad" ROM (hashes listed above) from a no-intro set.
However, I asked no-intro and they say they do not include emulation headers (like iNES) a part of the verified data as they plan to sometime move to using an external mapping file (just as higan aka "bsnes" is doing).

Personal Projects / Re: Abandoned: Quest of Ki
« on: August 26, 2013, 08:53:58 pm »
The problem is that it's actually an HTML file.

Looks like the solution (currently) would've been to get the public URL from dropbox, but then replace "www" in the link with "dl". And removing the "s" in https, seems to work, I've submitted the link.
Here's a proper mirror.

ROM Hacking Discussion / Re: Lock a zelda III rom?!?
« on: August 26, 2013, 03:22:36 pm »
The only way you could stop repros is to deliberately exploit emulator flaws in your hack, but of course when you do that, you are restricting your hack to increasingly outdated emulators (ZSNES).

Locking hacks always seemed a bit unnecessary, especially with the presence of unlock tools (ex. Lunar Magic). If someone really cares enough, they'd find a way around it or recreate it themselves. You'd probably only actually stop as many people as you would if you just say you don't want it hacked. So goes the nature of this hobby.

Climax, being a GBA game, should be relatively easy to hack as it uses C++ and not hexadecimal.
I don't know if Climax is easy or hard to hack but I'm sure the ROM does not "use C++". ::)
The original Japanese programmers MAY have written it in C++ (I don't know if GBA was powerful enough to handle high-level generated code), but ALL executable data on all game cartridges/discs is in "hexadecimal" (technically, binary. But hexadecimal is just a more readable form of binary).

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 25, 2013, 06:03:02 pm »
Neat! Will the voice importer be released as a tool at some point? It's understandable that you don't want to edit all 430 voices, but maybe a romhacking group might pick it up as a project...

DeJap planned to release a dubbed patch but I recall whatever progress they made was lost when Tomato's hard drive infamously crashed.

As for the Super Dante data, I did do hacks of retail Super Dante to change the default sample game into "Jewel of Live" and "Cock-a-Doodle-Do", respectively. Would it be possible to work on a translation from in-engine to them? Perhaps even take the completed save and then transplant it back into the Satellaview version. Then only menus are left...

I've tried to translate Super Dante before. I imagine the biggest issue would be fitting everything within the space limits.
Also, since the sample game text is embedded in the event dialog, probably to reinsert translated text you'd need to dump and reinsert the whole event code. Which actually might not be too bad.
But the thing is to make a full translation of SD that wouldn't look terrible, you'd need to insert DTE probably (which I had done pretty easily as I recall) but then also make the editor support it (that's probably the tricky part).

Newcomer's Board / Re: Weird font in a GBC game
« on: August 24, 2013, 02:03:34 am »
I just use WindHex.
In the Tile Editor, I think it's Ctrl+Up/Down to change the tile height.

I think Tile Molestor has an option similar. Tile or Row Interleaved or something like that among the format options.

General Discussion / Re: How readable is this hiragana/katakana font ?
« on: August 23, 2013, 04:54:59 pm »
Bandai font!? ;D

Newcomer's Board / Re: Weird font in a GBC game
« on: August 23, 2013, 04:42:11 pm »
Try changing your settings.
Seems to look fine at 1bpp 8x16 tile size.

Bought a label-less DecapAttack, and wondered what it would be like if someone fixed Kid Kool. :)
(I tried that and AVGN definitely hit it when he said why Kid Kool is not cool.)

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