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Messages - KingMike

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Personal Projects / Re: KingMike's Translation projects.
« on: January 28, 2013, 05:04:56 pm »
Graphics tools for Jelly Boy 2 for the Super Famicom.
The game uses a simple LZ compression.
Code: [Select]
First 2 bytes are the decompressed size.
Initialize LZ buffer write index to 0xFEE. I have also initialized the entire LZ buffer to 0, but I don't recall if it was needed.
Check the compression byte right to left.
If bit = 0: LZ compression. First byte is low 8 bits of the offset, second byte D4-D7 are the high 4 bits of the offset, D0-D3 are the length (add 3, of course). The offset is an absolute offset into the buffer.
If bit = 1: uncompressed byte.

Also note that the game's decompresser incorrectly detects bank boundaries. If data crosses a ROM address ??7FFF, the game will
continue to decompress 32KB later (the actual example where it was found: the pointer will jump from $F7FFF (CF:7FFF) to $100000 (D0:0000), rather than going from $F7FFF to $F8000 like it should.
I believe this is the version of the compression tools that accounts for that bug, and like all my tools/patches, expects the ROM to NOT have a header.

ROM Hacking Discussion / Re: Translating Pokemon Red [JP]
« on: January 28, 2013, 01:33:58 pm »
I think the currency in the JP Pokemon games was simply yen (aka "en" in Japanese, because ye isn't a (proper?) kana).

Personal Projects / Re: Mother 2 GBA English Translation
« on: January 28, 2013, 12:51:17 am »
EarthBound's text is almost like it's own game engine. It would be very time-consuming to not only mod the game itself, but also to reinvent the wheel writing another text editor for Mother 2 if one is already available for EB.

Gaming Discussion / Re: Controllers
« on: January 27, 2013, 01:13:30 pm »
Hori agrees and figured that out for them:


I'd have bought one if they weren't going around $60 used. :(

Programming / Re: Dragon Warrior I & II (GBC) - text table issue
« on: January 26, 2013, 03:31:47 pm »
DW1+2 is one of those games that prints the message window out in VRAM, so viewing the VRAM isn't going to help.
Still, open the ROM in a tile editor. Font is at address $30000.
A relative search for "adiant" (Radiant, search without mixing upper and lowercase) has a match at around $38A00. (a=24)

Unless you're saying that match is a false positive?

Personal Projects / Re: Crystal Beans : From Dungeon Explorer (SNES)
« on: January 25, 2013, 07:54:22 pm »
While this may correlate in some scenarios, this isn't really correct. Size vs. Size on Disk is relative to the file size vs. the cluster size on disk. If your drive is formatted to use clusters of 4KB, any file smaller than that will still take up 4KB on disk... So, a 1KB text file actually reserves 4KB on disk.

For SNES ROMs, it should be good enough (as commercial games will be multiples of 256KB, or 2 megabit... or at least 1 megabit intervals, according to byuu's defense that Spectre is a 7mb ROM burned on an 8mb chip. :) )

Gaming Discussion / Re: So THQ is officially done (and Atari too)
« on: January 25, 2013, 12:14:11 pm »
I haven't read too much on the details, but I thought INFROGRAMMES ("Atari") US branch was filing for bankruptcy as a plan to make itself independent of its French parent.

While it's still illegal, I don't think too many people would think it immoral to download something that cannot be found reasonably.

Are the cops going to bust down your door and say you should pay over $300 to play EarthBound, a game that's not even rare?
I do actually have a copy of the game. And maybe there's a chance Nintendo will let you practically steal it from them, by downloading it on Wii U VC for 30 CENTS. :D

Anything made before 2000 is generally free and clear due to the fact that there weren't rather ridiculous copyright law standards protecting them, but anything after 2000 is protected with a hell of a lot more strength, legally, at least.
In the US, it's life+50 years for something created by an individual. For something corporate-created, it's 95 years.
Then again, Disney is probably going to keep getting it extended to keep their mouse out of the public domain, so none of us should count on seeing any copyrights expire in our lifetime. :(

I don't know for sure what country you come from or it's copyright laws, but I doubt it's laws are THAT far off. :)

Gaming Discussion / Re: Xenoblade followup?
« on: January 23, 2013, 12:21:27 pm »
Also, Shin Megami Tensei X Fire Emblem, WTF?  :laugh:  Could be interesting.
You mean it hasn't been out for 19 years? :P

Gaming Discussion / Re: Final Fantasy: All the Bravest
« on: January 22, 2013, 08:16:36 pm »
The comparison just reminded me of when FF6A was first released and people were like "SE sucks for making it. You can already play FF6 on SNESPocket." Or whatever SNES emulator was made for GBA, even though I recall the author even saying the GBA just can't handle a good SNES emulator for several reasons (not the least of which fewer buttons and a lower resolution screen)

I tried coverting FF6 to a emu+rom .gba ROM and ran it on VBA. As I recall, it may have been able to show the opening, but after that it's just a glitched screen of random pixels.
Yeah, why on earth would SE bother to make a PLAYABLE port. :D

Gaming Discussion / Re: Deep Dungeon 3, a broken RPG?
« on: January 22, 2013, 05:59:30 pm »
While looking for some code to rearrange the menus, I discovered another bug.
This one is actually a bug that helps the player. If you use a key while facing a wall, it will function as Sorun Nut (ソルンのみ), the de-paralysis item.
My only guess is that the source code meant to have it assemble a hard-coded jump to the first item function (the unusable item function) but somehow it got assembled to a hard-coded jump to the last defined item's function (Sorun nut).
It's not a great help, as the Sorun is only a 100 Gold item and has infinite use (both that and the White Mushroom, which cures poison, functions, do not delete the item upon use. Unsure if that was intentional.
At least that is true on the "towns" map.
Thing is, the item usage code is replicated in each map bank. I haven't check the other copies of the routine.)

One more UI issue that I think should be improved.
The bottom window border of the right HUD extends into the NTSC-overscan area. And the last member's status extends close to it.
I think I should move in the stats a bit. Originally it was space 7 lines per member. I'm thinking maybe just put HP and MP touching to reduce it to 6 (leaving condition 2 lines after MP, and another empty line for spacing between members), leaving only 23 of the 26 lines used.

Gaming Discussion / Re: Final Fantasy: All the Bravest
« on: January 20, 2013, 08:27:41 pm »
Yes. I'm assuming the first line is taking the game's 18 characters per line (handakuten marks count as a separate character) limit into account (when exceeded, the game automatically makes a line break).

Gaming Discussion / Re: Final Fantasy: All the Bravest
« on: January 20, 2013, 06:14:52 pm »

An NPC in a 1988 game.

In 2013, I think you can say that's not going to happen. Even with as much abuse Square-Enix gives it.

Though I suspect the guy may actually just be some locked-up Square fanboy/adman. :D
"You haven't bought Final Fantasy yet? You must!"
ファイナルファンタジーを かいなよ
きっと やくにたつぞ!
But I think this version has bit more flavor/less blatant plug.

Gaming Discussion / Re: Seek save smc Xak-the Art of The Visual stage
« on: January 20, 2013, 05:01:16 pm »
Not now. I think Bongo looked at it once and said the coding was pretty ugly.

ROM Hacking Discussion / Re: NES glitches that i dont understand
« on: January 20, 2013, 02:22:26 pm »
Also, at the time most people were using CRTs that would hide the edges anyways so it probably seemed like a large effort to fix a problem of little noticeable effect.

The only MMC4 games are Fire Emblem, Fire Emblem Gaiden and Famicom Wars. Would be sad to see those used as donors. :(

I guess it wouldn't be as simple as replacing the call to remove all sprites to only remove sprites with X/Y values within (or close to) the window dimensions?


If the first level gameplay can be representative of the game, it wasn't too surprising to learn that game is a remake of an '80s shmup. :P

Gaming Discussion / Re: Seek save smc Xak-the Art of The Visual stage
« on: January 19, 2013, 04:56:10 pm »
Save right before that part:
(slot 2, stand on the pedestal and press Y to activate cutscene)

Basically it kinds of sucks because you're a big target and you can only shoot forward, but with the boss, only his head is vulnerable and he's hard to hit because he flies around the screen. Hard to hit his head without hitting his body (which will absorb your shots).

And I have a message on my phone that says "Sorry, can't answer, I'm playing Xak shooting level on Super Nintendo." HAVE A PAUSE BUTTON, DAMMIT! ;)

Hope archive.org has your site?

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