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Messages - KingMike

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ROM Hacking Discussion / Re: Gimmick! License to Kill Edition
« on: December 28, 2013, 12:58:19 pm »
If you edited the opening text, you know it is used as a copy-protection check in the final level (of the Famicom version, apparently)?

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: December 28, 2013, 02:00:46 am »
I thought that game looked nice, but I couldn't play very far as surviving very long without cheats seemed almost impossible. :P

Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: December 27, 2013, 01:43:10 pm »
Call ally/Magic-person (a person of magical being? not sure if magic user is just as appropriate)/Item
Change ally/Status/Recover

ROM Hacking Discussion / Re: Journey to Silius Easy Type Romhack
« on: December 27, 2013, 01:35:52 pm »
Did you make it so the life powerups appear more often than once every solar eclipse? :)

Please don't do that.

Those meant-to-be-hidden sprites in the corner of the screen on NES games are often there for "sprite 0 hit" (one of the limited, often crude, ways of timing on the NES).
Chances are, if you did remove it, the game would glitch up.

Gaming Discussion / Re: Obscure translation guides
« on: December 25, 2013, 01:45:15 pm »
I know someone translated the script for Hiryuu no Ken III for Famicom (Flying Warriors 2, unless Culture Brain had another name already planned, there were pretty inconsistent naming the Super Chinese localizations as well), but I haven't heard of anybody wanting to hack the game.
(I mean, it seemed like they had almost settled on Ninja Boy, but then decided to call SCW2 Galactic Defender :P ).

SRW2 was released in the Famicom Mini series as a limited edition? I thought it was Zeta Gundam Hot Scramble, the game that combines a Space Harrier clone with Thexder blatant copyright infringement :D (making it one of the few games to have raremono on two consoles).
Apparently they must've both been.

ROM Hacking Discussion / Re: Playing rom hacks on Super UFO 8
« on: December 23, 2013, 11:02:05 pm »
You won't be able to play a NA SMRPG on a SFC unless you can find an adapter that will support ALL the pins, or are willing to remove the top of the SFC. Or find a cheap SFC game that uses the expansion pins on the cart connector and swap the PCBs.

Try it both with and without a header (using an unpatched ROM each time), since the readme doesn't seem to specify.

Even though I personally find this patch a bit unneeded
with the 4x EXP/Gold "RETRY" mode you unlock when you beat the game once
But I understand JCE likes playing his RPGs ultra-easy. :)

ROM Hacking Discussion / Re: Pizza Pops! Translation - Famicom
« on: December 23, 2013, 03:23:55 pm »
The game might even be storing the text as 16x16.

Very likely 8x16 is using a separate font table. When doing 8x16, some games might store the tile for the top half and then assume the bottom is tile (top tile + 0x10) or something. Other games might, like I suspect this might be, reading a table of which tile is the top half and the bottom.
So, say you have font character X, then it will read a table at index X+2 and find tiles Y and Z, then assume Y is the top half of the 8x16 and Z is the bottom. You might have found Y and Z.

Actually, the best thing to do in this situation is to use FCEUX debugger.
Look at the Name Table viewer. Point to the top tile. Note the PPU Address. That is the Nametable address where the tile will be written. Reload to just before the screen, and set up a Breakpoint. Click Add, then enter the address, PPU and Write to make it break when the 8x8 tile is about to be read from the screen.

It hits on this routine (for the first screen that appears when starting a new game.)
STA is store A. $2007 is the VRAM access port, so it's writing A to VRAM. In that case CPU $8360 (ROM $0370 seems the most likely match) has the 8x8 tiles that make up the 8x16 ミ.
Just eyeballing this routine and guessing its functionality

Code: [Select]
07:D650:A4 0D     LDY $000D = #$05
 07:D652:B1 08     LDA ($08),Y @ $8860 = #$A1      ;read text
 07:D654:85 00     STA $0000 = #$80
 07:D656:A9 00     LDA #$00
 07:D658:85 01     STA $0001 = #$00                 ;initialize pointer to 8x16 tile to the tile number
 07:D65A:06 00     ASL $0000 = #$80
 07:D65C:26 01     ROL $0001 = #$00
 07:D65E:06 00     ASL $0000 = #$80             ;16-bit left-shit x2 to effectively multiply by 4 (is the game using 16x16?)
 07:D660:26 01     ROL $0001 = #$00
 07:D662:18        CLC
 07:D663:A5 00     LDA $0000 = #$80          ;adding the 16-bit result to $96, presumably contains a pointer to the start of the font table
 07:D665:65 96     ADC $0096 = #$E0
 07:D667:85 04     STA $0004 = #$60
 07:D669:A5 01     LDA $0001 = #$00
 07:D66B:65 97     ADC $0097 = #$82
 07:D66D:85 05     STA $0005 = #$83
 07:D66F:A0 00     LDY #$00
 07:D671:20 7B D6  JSR $D67B                 ;branch to VRAM write for the top line then return for bottom
 07:D674:18        CLC
 07:D675:A5 0A     LDA $000A = #$8A      ;increment VRAM address to bottom tile
 07:D677:69 20     ADC #$20
 07:D679:85 0A     STA $000A = #$8A
 07:D67B:A5 0B     LDA $000B = #$24        ;$0A-0B contains the tilemap address
 07:D67D:8D 06 20  STA $2006 = #$8A
 07:D680:A5 0A     LDA $000A = #$8A
 07:D682:8D 06 20  STA $2006 = #$8A
 07:D685:B1 04     LDA ($04),Y @ $8360 = #$C0          ;read tile data
>07:D687:8D 07 20  STA $2007 = #$00
 07:D68A:C8        INY
 07:D68B:B1 04     LDA ($04),Y @ $8360 = #$C0
 07:D68D:8D 07 20  STA $2007 = #$00
 07:D690:C8        INY
 07:D691:60        RTS -----------------------------------------------------------

Programming / Re: Working out where PRG and CHR ROM start?
« on: December 20, 2013, 07:35:07 pm »
From what I heard, trainers, when they were used was, was often for mapper hacks (possibly part of the now-depreciated mappers 6 and 8, which were copier mappers). Kind of pointless now that all official mappers are supported (minus any variations that come up. You know, like obscure MMC3 games that really on obscure hardware behavior to run right.)

Gaming Discussion / Re: NES Remix
« on: December 20, 2013, 02:38:37 pm »
This sounds essentially like WarioWare NES Edition.

Newcomer's Board / Re: Hack Freezes when Catching Pokemon
« on: December 20, 2013, 10:50:00 am »
I haven't hacked Pokemon before, but I can still say there's clearly not enough information.
You need to try to narrow it down yourself a little bit. Does it happen when you edit maps? Editing text?

Did you make backups of earlier versions of the hack?
If not, you'll need to make some new hacks to try to test hacking parts of the game to see if you can figure it out.

Personal Projects / Re: KingMike's Translation projects.
« on: December 19, 2013, 09:19:30 pm »
I recall Galaxy Odyssey is an FDS RPG and that you had some space issues. Honestly, I find hacking the FDS to be pain in the ass, so I don't blame you for not working on it.

I think I had to settle for DTE. It seemed like I found enough space at various "holes" in the data files. Was able to at least finish the first world (planets A-E) with no issues.
It does get kind of repetitive after awhile, because you have to play these shooting segments to grind oxygen so you can survive on the actual planets (when you run out of oxygen, you will begin to lose health periodically. At least you're able to remove call your ship to bail out as you're about to die.)

Would be nice but I really doubt anyone is going to want to translate the 100-page background story in the manual. (I think one of the hints references one page of that, so at some point I guess I'd to request that much. Then again, it might have just been referring to the game's fictional written language, of which there is a kana chart in the manual, as well as a dictionary. I've probably at some point translated that.)

Personal Projects / Re: KingMike's Translation projects.
« on: December 18, 2013, 04:39:27 pm »
Still interested and, putting the cart way before the horse, might be interested in its spiritual successor (as in, weird-looking RPG by the same developer), Day of the Idea.

I know there are 6-in-1 bootleg multicarts. No idea if they are emulated, let alone possible to hack.

Personal Projects / Re: KingMike's Translation projects.
« on: December 18, 2013, 12:42:36 am »
Yes, that is one I need to work on.

Got to get over my video editing dread and finish recording Light of Indra.

As I recall, Maka-maka, Milky Way Trio (aka Ginga no Sannin/Earth Fighter Raizer Famicom version) and 3x3 Eyes are the longest outstanding translations.
... and Galaxy Odyssey (though I don't know if anyone even remembers that one).

Front Page News / Re: Translations: New Translations Added to the Database
« on: December 17, 2013, 10:55:51 am »
My guess is lack of debuggers or documentation for PSP?
I'm sure it'd look great if someone could fix that.

Front Page News / Re: Utilities: SBWin 3.2.0 Released
« on: December 16, 2013, 05:56:07 pm »
So can this be used to extract Sega Genesis.bin or .smd files meaning like the files that were compressed before now you see the game files like e.g scripts, voice samples, titles, sprites, etc... when done so?
No. Most cartridge games do not a file system. Therefore it is not possible to make a generic tool to extract text, graphics, whatever else. It will be pretty much game-specific.

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