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Messages - KingMike

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Newcomer's Board / Re: What happens if you don't recompress data?
« on: February 13, 2013, 09:09:20 am »
If you know how to program your own utility, RLE is probably one of the simpler methods to program a recompressor for.
LZ is kind of a pain to write a recompressor for. Fortunately, I've for the most part been able to just reuse one I've written and modify the source a bit as needed for each game.
For text on the NES, dictionary or DTE are probably most common. Before writing a custom tool, I used Hexposure (inside DOSBox) to insert DTE text (WindHex supports DTE entry, but I recall it being pretty buggy last I used it), and manually enter dictionary entries by having the table file and entering the hex codes.

I'm not sure of the format of the code (especially the ? mark), but if that involves changing address $00A1 to 1, then you can't make a Game Genie code.
$00A1 is a RAM address, Game Genie only works on ROM (address range $8000 to $FFFF)

You would need to trace the ASM code to the point where $00A1 is set to 0 (I'm guessing), and change that instruction to 1.
Start with using a debugger and set a Breakpoint for Writes to CPU address $00A1.

Sounds like it's the "attribute table" data your after.
In the NES PPU RAM, the last 64 bytes of each tilemap controls the palettes (23C0-23FF/27C0-27FF/2BC0-2BFF/2FC0-2FFF). Every 2 bits selects the palette (0-3) of a 16x16 pixel (2 tile x 2 tile) region of the screen. So yes, that means every 2 tile x 2 tile square must use the same palette. So 8 bytes will represen a complete 4-tile tall strip of the screen.
Usually the data is uncompressed, so you could try looking at the attribute data in VRAM in the hex editor in FCEUX (for a title screen, it is likely 23C0-23FF) and look for a match in ROM.

This is one of the few (only?) multi-UMD disc release PSP games I know of.
I suppose that is excluding dual-pack releases like Megaman Powered-Up + Maverick Hunter X?

Gaming Discussion / Re: The Phantasy Star 2 "easy" patch
« on: February 11, 2013, 02:09:30 pm »
- Talking to some NPCs initiates unbeatable battles without any warning, at least during the first half of the game. Palamecian soldiers are stationed in a few areas, and they're out for blood. You can defeat them, but only through several hours of grinding.
I only remember that happening at Finn at the beginning of the game. And you should've known that they were bad by the prologue (it is the town the four heroes escaped from after it was taken over by the bad guys).
I don't think you were MEANT to beat those soldiers until later in the game, either.

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 10, 2013, 11:52:42 pm »
Unsure about PAL, but on NTSC at least colors on the NES can noticeably vary between TVs.

No mention of what happens if the game you want to play goes out of print. In theory, you're shit of luck being able to play that game, unless you want to pay an ebay/amazon price-gouger for an overpriced sealed copy.
In practice, that's legitimizing piracy (unless the publishers and/or console makers already think used=piracy).

And another thing... will the activation code be printed on paper or on the disc? If the former, GameStop's "opened new" policy could come back to bite them. That's why if a game includes DLC codes for new games I want (like a free bonus game), GameStop will lose a sale from me for that game.

Personal Projects / Re: Outlanders NES translation
« on: February 08, 2013, 02:03:19 pm »
I also thought it looked strange that only the last line was single-spaced, and I would also suggest single-spaced lines with double-spacing between paragraphs if you can do that.

I was originally going to write that this sounds like private initiative by someone who was grossly underinformed.  That said, I got a PM yesterday through emutalk asking if they need to delete the 0x1000(ish) bootstrap from N64 games too.  Apparently there's a misconception that the internal N64 headers which are a physical part of ROM and used by the bootstrap to set up PI access and timing are superfluous and have already started deleting them.

Wouldn't they notice when the ROM is an unusual size?
(I know it was common to use multiple ROMs on NES and SNES. I'm guessing N64 games tended to use only one or two ROMs (as 12 MB seems to be the only common non-power-of-two size, though I believe there were a couple 40 MB as well).
But I don't know as I haven't myself opened any N64 carts, with the (seeming useless) metal plates inside the carts. Did those have a purpose besides making the carts unnecessarily heavy (and probably more expensive)? :P

@Paul Jensen: Remember. That wasn't a "translation". The intro portion was already in English. And some of it doesn't even sound like proper English to me.

Excalibur, Kusanagi, and all the other swords talked in myth, legend, and saga...
They probably put Excalibur in the stone to make it shut up. :D

Gaming Discussion / Class of Heroes II still coming to PSN.
« on: February 07, 2013, 10:54:50 am »
You still interested in PSP RPGs?
GaijinWorks has announced the price of this PSP RPG is going to be $25 on PSN.
And they're still entertaining the idea of a physical release, for $35 (including a digitial copy). But as the PSP is pretty much a dead console, Gaijinworks is going to need at least 2,500 preorders in the next few days to make a UMD version happen.

For SNES patches, if a patch requires a header, there are tools to add/remove a header from the ROM. So you can add a header, apply the patch (and then it is suggested to remove the header afterwards).
Since PCE headers (seemingly rarely present) are the same size as SNES, you could use the same tools to add them (but remove them after patching, as the data is almost certainly not the same format, if emulators even use them).

Gaming Discussion / Re: Final Fantasy classics are 50% off on PS Network
« on: February 06, 2013, 02:42:19 pm »
As I recall, one of the longest loading times in CT happened every time you opened the menu.
That's about the worst place to have loading time! >:(

Gaming Discussion / Re: Final Fantasy classics are 50% off on PS Network
« on: February 05, 2013, 11:54:01 pm »
I've heard the PS1 version of FF6 has loading times. I'd imagine it probably also has poor sound emulation (I know CT did). I'd dare say probably even worse than the GBA version. The GBA version added a few more summoned monsters, and a post-game dungeon. The GBA version also has a bit slowdown in the battles. Though I'd probably prefer that over loading times (assuming it's similar to FF5 and CT).

The PSN version is just a digital release of the PS1 version, so it's stuck playing like it's running on a 1999 version of ZSNES. :P

Gaming Discussion / Re: Final Fantasy classics are 50% off on PS Network
« on: February 05, 2013, 09:08:55 pm »
I already spent $10 to get the PS1 version of FF5 on PSN. I wish I had only spent $5 on that. Aren't most PSOne Classics about $6. I don't know why S-E felt that version, load times and all, was worth a premium price.
But I should probably shut up for proving them right. :D
Even though I already own a real copy of FF Anthology.

I know FCEU doesn't need headers for FDS games.
It should be detectable by the .fds filesize, as disk sides are consistent. Also, each side of an FDS disk does begin with an internal header, starting with 0x01 (to indicate block type), followed by the string "*NINTENDO-HVC*". Pretty unlike a cart game is going to start with that exact sequence.
While all licensed games have a "license" file at the start (which contains an exact duplicate of the "licensed" message that appears after a game loads, must match the text stored in the BIOS.)
I'm not sure if unlicensed games still have that text file (as it seems they were able to avoid making that screen appear after booting).

FDS headers are also useless.
If you really need one, just use a hex editor to add 16 bytes to the beginning of the file.
All it is:
-The string "FDS"
-the hex value 0x1A
-1 bytes containing the number of disk sides (which you can tell easily from the file size). FDS images are 65,500 bytes per side. (so, a .fds file about 64K is 1 side, ~128K = 2 sides, ~256K = 4 sides (techincally 2 2-sided disks. Even more techinically, I've heard the few games that use that are text adventures that were sold in 2 parts, but merged into a single file)
And the rest is all zeroes.

Technically, all FDS dumps are inaccurate anyways as they don't contain the checksum data present on real disks. One person sent me a redump of one FDS game. I assumed the different data (2 extra bytes per file/block) was checksum data, but it doesn't seem to match after looking up the only doc on FDS checksums. (Brad Taylor's FDS doc)
If someone wants to solve it, here's an xdelta patch It's for New Cluclu Land (no header).

ROM Hacking Discussion / Re: Screenshots
« on: February 04, 2013, 11:48:31 pm »
I'm going to guess... something N64? ;D

Fire Emblem on Mars.
Nintendo knows it's a bad idea, but it's one of those that's so awful you kind of want to see it. :D

Newcomer's Board / Re: Neo Geo Pocket Translations - Questions
« on: February 03, 2013, 12:39:54 pm »
Considering it's a GBC-like console, it's most likely a NeoGeo Pocket game does not use a standard encoding like JIS.
I don't know what tile encoding the NGP uses or if tile editors support it, but that is what you would need to use to see if you can find the font to see the character order (and replace some letters with English if needed), then you do a "relative search" to figure out the text encoding the game uses.
Find some English text that is in a row (same upper/lowercase. again, after replacing the font if needed), then use a relative search utility (or a built-in feature in some ROM-centered hex editors like WindHex) to have it try to find the text.
(this also assumes the game doesn't use compression for the font or text)

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