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Messages - KingMike

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ROM Hacking Discussion / Re: disable saving
« on: December 30, 2014, 09:37:35 pm »
The cheap way to do it would be to edit the ROM header to disable battery emulation.

The other way would be to make ASM hacks to find the code that writes the save information and remove it.

ROM Hacking Discussion / Re: Tales of Eternia PSP - Remove battery gauge?
« on: December 27, 2014, 12:30:37 am »
You could probably make a xdelta or bps patch by comparing the unhacked and hacked ISOs.
You can't use IPS unless the change is within the first 16MB (before address 0xFFFFFF).

Was there just one version of Tales of Eternia? The ISO I got is labeled "German" but it seems to play in English just fine and the CRC matches Blimp's. (except the intro which is in some strange, perhaps even fake? language)
Though I got the same result when I played my real UMD on my PSP.
I've never had a reason to check but does PSP have a language setting and perhaps it's using that?

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 22, 2014, 04:29:56 pm »
Do games never use the first bank as fixed?

Would it be possible to use an existing bank switch routine from the game and just supply it with the new bank numbers, instead of writing your own?

I can understand that the new fixed bank has to contain what the old fixed bank did, but in which cases are there then references to the old fixed bank that would break? Do games load the fixed bank to the variable slots or something else?

The reason the last PRG-ROM bank in an NES ROM is usually fixed is because of vectors (NMI, Reset, IRQ). The CPU expects them at $FFFA-FFFF, which is mapped to ROM. By doing that, they only need to have those routines coded once in the game. Otherwise it would have to be coded in each bank.
The 512k variant of MMC1 is a special case. It basically acts as 2 256K ROMs (the limit of a standard MMC1 board) glued together, with one of the mapper bits (normally used for CHR-ROM) instead functioning as a switch between them. (such as I understand, FF1+2 effectively was 2 256KB MMC1 games stitched together, with some code to switch between them, though that was a further variant since it needed to glue the SRAMs together too)

Gaming Discussion / Re: Trouble with two SNES translation patches
« on: December 22, 2014, 09:52:30 am »
I will make sure to hold onto this tush to use in the future
ROM hackers give their programs wonderful names, don't they? :D

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 22, 2014, 09:50:28 am »
You probably have to do something to make sure the NMI doesn't interrupt the bankswitch (I recall that was just one of the problems stopping Gideon's Megami Tensei translation).
In my Momotarou Densetsu translation, I had to wait for NMI to clear before trying to access the translation (as I had used 512K MMC1). I recall having to replace the original text seek function with pointers for every line because in one case the text-seek was STILL too long (the first enemy in the game, was stored as the final string in a block, right after the credits, which was one HUGE string).

I thought MMC1 could support 512KB PRG with CHR-ROM, but at the expense of halving the CHR limit (which would make it unusable for ROM hacking). Luckily the games I've done that on have used CHR-RAM.

Deep Dungeon III put the "system" text in the fixed bank. Didn't have free space otherwise, so I had to relocate the text to a non-fixed bank (which was not an easy task at all) but on the plus side that gave me tons of free space in the fixed bank. When doing 256->512KB MMC1 expansion, that introduces another problem: having two "fixed" banks. Code changes in the bank must be kept in sync or the game will break.

Script Help and Language Discussion / Re: Little Magic
« on: December 19, 2014, 05:03:14 pm »
Probably going to pick this back up again.

Looking for a check on the opening of the story mode.
I recall only like half the story was translated, so I'll have to later try the rest and see how it goes.

Probably going to stick with localizing the country names as Suncat and Moondog.
それは それは とおいむかし

せかいは サンオサールこくと ムーンオイヌこくに
わかれていました。2つのくには たいへんなかがよく、
たがいのおうじと おうじょも しょうらいを ちかい

しんでしまいました。そした ひとりのまどうしが、
ひめをつまにむかえ、ムーンオイヌこくを おさめると

おうじょは おうじのことがわすれられず、まどうしの
こころを かたくなに こばみつでけました。そこで、
サンオサールに たたかいをいどんできたのです

Long long ago and far away:

This world is split among the kingdoms of Suncat and Moondog.
They were very harmonius. The princes and princess' grew up close.

One day, the king of Moondog suddenly died.
Then one of the wizards married the princess, creating democracy in Moondog.

The king had not forgetten what the prince did, but the wizard could not find it in his heart to let it continue.
So he killed the prince, took the world under his control and declared war on Suncat.

For further context, the description according to the manual




I suspect only the first two paragraphs are the story, and the rest is about the other game modes. Google translation is nonsense as usual. :D

Personal Projects / Re: KingMike's Translation projects.
« on: December 19, 2014, 04:07:22 pm »
Now I think I recall. Probably got frustrated and put aside the game a bit then got busy with other stuff and didn't come back. Will later.
One pretty bad bug, I assume, is the game getting pretty much deadlocked on the status paralysis. (I see this sorta hadn't been addressed since the first game. I mean, freeze status was basically the same thing. But then I got a guy healing me every turn so even dying isn't happening.)
I would have to wonder if the game could be hacked to nerf that or at least put it prevent it from stunlocking the game.

Personal Projects / Re: KingMike's Translation projects.
« on: December 18, 2014, 12:02:31 pm »
That's right. I need to get back to playing that. Was playing through the FC version before getting stuck in a place.
Will probably do that version (even I don't think ROM expansion is an option for that one, as it's already 512K which is the limit for MMC3).

Personal Projects / Re: Final Fantasy IV User Options
« on: December 16, 2014, 10:31:08 am »
... And I have no idea what PHS stands for. It is what we called my high school, though.
Supposedly it means "Party Henshu (editing) System".

Gaming Discussion / Re: Comparing game localizations
« on: December 13, 2014, 05:06:12 pm »
I was watching one of Tomato's past streams and he mentioned looking at Bubsy.
(the only game released in Japan was the SNES version of the first game, a year after the western release)

The problem I hear was that he just couldn't understand the Japanese voice actor very well after listening repeatedly to the clips.
I don't know if anyone else had better luck? (I uploaded a comparison video on youtube, with the video even being linking on several Japanese pages. As well as sending the passwords to GameFAQs.)
Darn my current PC might be too fast as it seems to actually run higan somewhat decently so I can't slow it down enough though :D (at least in the older bsnes I have) I can click the menu to make it stutter. But I'm still not sure if I'd get the sounds right.

General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 12, 2014, 09:49:48 pm »
If the north-south thing bothers you then disable wraparound?
The Truman RPG.

Gaming Discussion / Re: Suikoden 2 on PSN
« on: December 12, 2014, 09:47:46 pm »
I picked up a complete copy in a second hand book store for 100 yen.

Scarcity is everything, I guess.
I'm assuming the Japanese version is a LOT less valuable?
(like a lot of Japanese version JRPGs)

Personal Projects / Re: Project II: Final Fantasy IV
« on: December 12, 2014, 09:42:07 pm »
Ah, they were a bit lazy with who gets what spells. They seemed to be under the assumption that Tellah relearns all spells. He never learns Flare, Quake, and Holy though.
You forgot Death/Fatal.
(and in FF2 of course the three dummied spells: Dispel, Safe/Protect/Armor and Shell)

Script Help and Language Discussion / Re: Coron Land
« on: December 12, 2014, 09:46:35 am »
Hyou - old guy says
Lord help us.
Kiyu, you go as well

Kiyu - old guy says
Lord help us.
Kiyu, get going.
That was confusing to me.
The first is if the player chooses to play as Hyou. Kiyu is then left behind in town (or so it seems).
The second is if the player plays as Kiyu. Hyou will run off, then comes back and stumbles, and then Kiyu goes off (to start the game).

I guess I'll have to wait for another cutscene for further context.

A retranslation of that is on my backlog that I'm really thinking of getting cleared out.

Script Help and Language Discussion / Coron Land
« on: December 12, 2014, 12:03:40 am »
A Super Famicom action game I've slowly been working on, trying to translate it.
Though I'd check how well I've done so far.

Will probably play more and transcribe text later (as it's stored so it's not so easy to dump).

This is the story mode, though it also has a four-player deathmatch mode.
The two main characters are a boy named Hyou and a girl named Kiyu.
In the opening, their town statue gets stolen by some (mechanical?) guy named Gatsun.
(thinking about going pretty localization-ish, unsure if I would change the names.)


This winter carnival status is mine!

Whya gotta take it from us?
(What kind of problem do you need to use it?)

We'll be weak without it.

None of your business!
Eat this!
Now this world...
will be winter FOREVER!

Stage 1
Old man:
It's terrible!

We need the statue for the Winter Carnival.

or the carnival won't...

No carnival...
and then what?

Old man:
Spring will not be.


Got it!
I won't stop until the statue is returned!

-if choosing Kiyu-

Hyou - old guy says
Lord help us.
Kiyu, please stay back.

Kiyu - old guy says
Lord help us.
Kiyu, please go ahead.

-if Hyou chosen, Kiyu says
if using Kiyu she says

2P mode last part of cutscene

Old guy:
Lord help us.


Old guy:
Whatever my come,
please come back!


Personal Projects / Re: Wario's Woods Nes Mario Revamp Project
« on: December 11, 2014, 11:33:00 pm »
However, what is the point of posting as an LLC? Do you think the limited liability will protect if Nintendo and its lawyers come knocking at your door? Or do you consider the insertion of copyrighted material from games into other copyrighted games to be a viable business venture?
I assume it's just a name.

For that matter I must apologize to Mr. Nightcrawler, but somehow I don't think the Translation Corp. is one I would want to be a shareholder of.
You just GIVE your product away! :)

Newcomer's Board / Re: startropics hack
« on: December 11, 2014, 11:19:09 pm »
Yes, they do. They are the only games to use MMC6.

The iNES format is full of ambiguous mappers, and this is one of them.  MMC3 (the "standard" one, there are infact several MMC3 variations that were presumably assigned alternate mappers only after the fact) and MMC6 were assigned the same number.

Personal Projects / Re: KingMike's Translation projects.
« on: December 11, 2014, 04:12:01 pm »
Since I last posted, had Akuma-kun hacking done.
I guess I will need to use my crappy drawing skills to try to get the title hacked.
Also, same for Castle Ayakashi for the Game Boy.

Most recent thing I started doing was to take up tashi's abandoned Casper SFC translation.
I made a font and script dumper/inserter. (I know he used Atlas, but I guess I kind of like to reinvent the wheel :D ). Good practice, though.
Kind of deciding for this translation if I should try to hack the 8x16 to use a dual-line 8x8, especially as it seems the game is designed to only show one line at a time.
Though I did reduce the indent from 6 tiles to 2 (to avoid the overscan area, which isn't really necessary these days but I feel it still looks a bit more "authentic").
I also changed the text encoding to single-byte and added DTE on top of it be overkill-sure that ROM space for the text won't be an issue. :D
Haven't checked on the graphic cutscenes (which was the reason tashi stopped), but I'm sure it shouldn't be too much of a problem. Strange the text was duplicated in the main text but was unused.

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