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Messages - KingMike

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Gaming Discussion / Re: Shadowhawk , unreleased SNES game!
« on: July 05, 2013, 08:04:32 pm »
Not necessarily.
The V logo on the screenshots is a very old GameSpot watermark (I think it was called videogames.com).

So, possibly the developers sent them digital screenshots from actual hardware. I mean, however else they made professional screenshots back in the day to send to print magazines. Obviously for an online site they could just send them electronically.

Newcomer's Board / Re: Text Routine
« on: July 03, 2013, 09:22:47 pm »
Code: [Select]
07:FF13:C6 12     DEC $0012 //To call the same text counter value for printing DTE second character
Note that $12 a 2-byte value, a pointer to the current character in the script.
You need to account for possible underflow (if 0-> FF, decrement $13)

Code: [Select]
dec $12
pha          ;because A is holding the character value, we need to use the PHA instruction to preserve its value because we need to change A for the next instruction
lda $12      ;since apparently DEC doesn't affect the carry flag, you need to
cmp #$FF   ;check if $12 wrapped from 0->FF
bne $02    ;skip ahead 2 bytes, past the next instruction if we don't need to decrement
dec $13    ;decrement high byte if needed
pla          ;restore A to the previous saved value, our text character. ALWAYS remember every PUSH instruction needs a matching PULL before the end of the routine or the game will almost certainly crash.

Programming / Re: Dte question?
« on: July 02, 2013, 09:39:56 am »
It's not a macro, address is simply 18 bytes for each row of tiles, as the window has room for 18 characters wide (though the rows themselves are out of order).

Programming / Re: Dte question?
« on: July 01, 2013, 01:17:31 pm »
Once again, you should trace for the code that stores the text INTO $0650-06DF.
While I'm not sure of the exact formatting, it is clearly some sort of mirror of the text window.

I think the code is at CPU address $F12B. I think I'll leave it a learning experience how I found it (quickly).

Because LDA (nn),Y (B1 xx) (most often used) and LDA (nn,x) are the only instructions that can read from a non-fixed address (ignoring the ,x and ,y instructions as those aren't useful for your purpose).

Site Talk / Re: Public Flagging of Items for Deletion
« on: July 01, 2013, 10:33:52 am »
I don't see what the difference is, except that the "new" one has a different title screen (I guess from an emulator that outputs "PAL" colors and the full 240 resolution, while the old one has a title screen with "NTSC" colors and the NTSC assumed resolution of 224 pixels tall.

I'd also say "old" should stay.

Gaming Discussion / Re: Game demos halve sales.
« on: July 01, 2013, 10:27:00 am »
Were the games that lost sales good games or shitty games? :P

ROM Hacking Discussion / Re: SNES fonts
« on: July 01, 2013, 10:24:13 am »
I don't know what you're using to view the font but it looks perfectly fine to me in Windhex. (offset $50000, 2bpp SNES/GB format, 8x16)

Integrating a double jump in The Great Battle V (SFC) could warp it into the list of the best platformers on the console. Without it seems cheaply unfair and broken at some points.

Edit; This was supposed to go into the ideas thread, sorry guys...

Did you mean Great Battle IV?
Unless 5 changes from a Wild Guns knockoff target shooting into a platformer? I didn't play very far into it.

Newcomer's Board / Re: Text Routine
« on: June 29, 2013, 01:40:42 am »
Code: [Select]
01E569:AD BA 07  LDA $07BA = #$00   ;index into window buffer
  01E56C:AA        TAX                ;X = index to dakuten line of current printed character?
  01E56D:18        CLC
  01E56E:69 12     ADC #$12
  01E570:A8        TAY           ;Y = X+0x12, because each line is 18 characters wide, so the main character will be 18 bytes after the corresponding dakuten
  01E571:20 FB DB  JSR $DBFB
  01E574:A5 91     LDA $0091 = #$23
  01E576:8D 06 20  STA $2006 = #$E8
  01E579:A5 92     LDA $0092 = #$27
  01E57B:8D 06 20  STA $2006 = #$E8
  01E57E:BD 50 06  LDA $0650,X @ $065F = #$FE  ;here it's reading the dakuten line
  01E581:8D 07 20  STA $2007 = #$98        ;and here's it writing one tile to VRAM
  01E584:B9 50 06  LDA $0650,Y @ $06B0 = #$34  ;here its reading the main text line. And the next will write that tile
It's setting X = $07BA, then Y = X+0x12.
I don't know what function $DBFB does, but I'm guessing it's a wait for vblank function?
Apparently the game must be writing the text from ROM to RAM $650, which appears to be the window tilemap, though a bit jumbled. 18 bytes for the dakuten line, then 18 bytes for the text line.
You could probably use the dakuten line to print more text, though you would have deal with the game printing two lines at once. But that's a different issue.
What you need to look at is how the text got INTO RAM $0650-6DF. You need to trace that.

Personal Projects / Re: Pikachumanson's Personal Projects
« on: June 28, 2013, 09:51:38 am »
I'd guess that footage was of an older version of your patch in the GoodNES set.
As I recall, the last patch released didn't work and Whirlpool just figured you probably mixed up the "original" and "modified" ROMs when running it through the patch maker, and then I guess disappeared before anyone else realized it? :)

Personal Projects / Re: Pikachumanson's Personal Projects
« on: June 27, 2013, 11:04:06 pm »
Well, so at least with your patch, they used Japanese footage.

They mentioned my Deep Dungeon III translation, but provided a video to an older, incomplete translation that I was not involved with.

The did the same to this news about a Konami Wai Wai World translation patch (Zynk is the third person to translate this game to English, but the video is Demi's)

The first thing that came to my mind was an article on kotaku several months ago on abandoned buildings in Japan, showing off a bunch of rundown dead arcades/pachinko parlors (unless it was those hit by the tsunami, the article didn't say). I recall one comment described it "Fragile Dreams: Farewell ruins of the Pac-Man cocktail table". :(

Gaming Discussion / Re: Comparing game localizations
« on: June 27, 2013, 10:03:02 am »
I found out I actually had downloaded all FF4 translations from the GoodSNES set.
I made patches of all of them, to be applied to a no-header clean FF4 ROM.
Downloaded them a year or so ago when some guy on ebay was selling hacked FF4 carts with, it turned out, patch "a6" (a very poor job at inserting the FF2 script into the FF4 ROM).

ROM Hacking Discussion / Re: NES PAL to NTSC hacks
« on: June 25, 2013, 05:51:18 pm »
No, it was released in North America.

Gaming Discussion / Re: Kids now have it all.
« on: June 25, 2013, 10:20:26 am »
In those days before internet access was commonplace, at least in America FEW people probably knew what they actually were, and probably knew nothing beyond Nintendo's anti-copying warnings in their instruction books. Again, few people aside from those went to "underground markets or Chinese bootleg thrift stores" would have access to those.
The first time I encountered anything ROM-related was when I went to one of these "SUPER COMPUTER SALE!!" liquidation events that regularly returned and advertised on TV and of course there were shady sellers selling floppies of questionable legality content. I did end up being suckered into paying for Neill Corlett's Gauntlet emulator with ROMs included because I didn't know what it was. Possibly a DOS bootleg disk of the original Prince of Persia, and (a demo, I think) of some DOS Mario fangame. It at least seems to be recognized by youtube, probably because there weren't that many Mario fangames for DOS because there wasn't GameMaker for DOS. I think the only Windows program was Klik 'n Play (a predecessor to GameMaker?), and even then I could only find it as a seriously-crippleware demo.

Gaming Discussion / Re: Kids now have it all.
« on: June 24, 2013, 09:51:27 pm »
Yes, it's piracy and it's been around a long time.

You probably appreciated those 20 games better though, when you didn't suddenly have (illegal) access to thousands of games you could never hope to finish. :)

Personal Projects / Re: Abandoned: Quest of Ki
« on: June 24, 2013, 09:48:39 pm »
Yes, it's a glitched background.
I'd assume FCEUX error as the other two should be more accurate.

Turns out the ROM in the no-intro set I downloaded had a bad header (byte 6 should be 41) while the GoodNES dump has a good header.
Looks like no-intro only catalogs the non-header data.

True, but if your textbox is filled with kanjis you'll sill need 2 bytes to store it.

And I don't think it is always nessesarly to "store" it in the first place. Only an index to the input data has to be stored, and then one character is read, and the corresponding character is copied from ROM to VRAM, once it is displayed it can be discarded.

Because it would create noticeable slowdown if you had to decompress a large script everytime you wanted to print a string.

Personal Projects / Re: Abandoned: Quest of Ki
« on: June 24, 2013, 12:51:18 pm »
That is really Engrish.
With Google, I get "Thus Ki headed to the dangerous Tower of Druaga, finally starting 'The Quest of Ki'".

But if you want to shorten it, at least change it to "Ki's journey in the Tower of Druaga"
(at least I'm assuming the game takes place in that tower)

And it looks like FCEUX doesn't like this game. Too bad.
(at least the no-intro ROM, which FCEUX reports the MD5 as 0x6bd900b4f8f7fd41164b2ee14c088605, really glitches up when the game starts. Though it seems fine on Nintendulator and Nestopia.)

Script Help and Language Discussion / Space Hunter
« on: June 24, 2013, 01:43:58 am »
I've decided work on a small, early Famicom action-adventure.
I think the bulk of the small amount of text is going to be just names (good thing I got a CIB copy, I suppose I can post relevant pages from my manual scan later) but a couple lines I'm not sure from context.

It's mostly a side-scroller maze, but then you enter doors to enter a top-view room, and when you defeat all the enemies you get a prize or a message.
These first two seem to have recurring appearances. Possibly just there to say you wasted your time.


ワガママ ナンダ アル

ジバクソウチ シドウ
TIMEガ 0ニ ナルマデニ
ウチュウ ヘ ダッシュツ セヨ
(or just GET OUT BEFORE TIME EXPIRES, and the planet explodes)

POWERヲ スイトラレルゾ

アクアネット デハ
フィンガ ヒツョウ
I'm assuming the second line was the writer's typo and it's FLIPPERS NEEDED ON AQUANET

middle fragment of a few segments, with (an enemy) proceeding and (an action, like the POWER line above, or not being able to move) following

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