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Messages - KingMike

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Front Page News / Re: Utilities: FCEUX 2.2.2 released!
« on: October 02, 2013, 08:34:14 pm »
Speaking as someone who's just upgraded from XDSP to X, is it just me or does the emulator grind to a stop for about half a second(ish) when I hit the fast forward button? It's really, really distracting.
I think it might just be you.
I've never noticed such a delay. (not unless it's this VERY latest version, haven't upgraded yet)

Personal Projects / Re: Final Fantasy VII Retranslation Project
« on: October 01, 2013, 09:33:10 am »
Well, Cloud does fit in with Square giving protagonists weather-related names: Cloud, Squall, Tidus, Lightning, Snow.

Script Help and Language Discussion / Re: The Light of Indra
« on: October 01, 2013, 01:08:04 am »
たびは みちづれ。
Random NPC.

Any ideas on the lines at the end of the edited last post?

Programming / Re: Curious about a problem with the MMC3 IRQ.
« on: September 30, 2013, 08:40:29 pm »
Not much experience in IRQ issues (Gideon will probably agree on that! :P ), but this doc seems to stress "do not write 0 to $C000" (seems the behavior should best be considered undefined).

Programming / Re: Getting Started on a VWF?
« on: September 30, 2013, 08:32:39 pm »
The pointer is a memory address.

As to why 8x16 doesn't work for you, justin, well that's an issue with that game's code.
You will have to look at the code. So, an 8x8 works. What is so different about an 8x16? What does an 8x16 do?
How can it be changed?
If the font is uncompressed, then that would mean each character is the same size. Then rip out that part where it reads the pointer table to each character (probably something like FONT_POINTER = POINTER_TABLE[ CHARACTER_HEX_VALUE ]) and replace it with that does like NEW_FONT_POINTER = CHARACTER_HEX_VALUE * SIZE_OF_A_FONT_CHARACTER + BASE_ADDRESS_OF_FONT in whatever is necessary with the code.

Site Talk / Re: Submission Rejected?
« on: September 30, 2013, 08:24:21 pm »
I'm not sure but doesn't the choice of ripping software affect an ISO output?
(so, even if you have a real CD of the same version of the game, you could get a different ISO if you used different software to rip the ISO?)

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 29, 2013, 08:58:25 pm »
Goofy's Hysterical History Tour is a shame, the basic concept is excellent but the gameplay dynamics and stage design are very flawed. There are some strange decisions, like making Hard shorter than Normal mode for some reason. Absolute was such a weird publisher, with lots of good ideas but very shaky execution.

Goofy is said to have been the game that killed them, because apparently there was an error somewhere and they had way too many copies printed. Thus they couldn't afford to release the infamous Penn & Teller's Smoke & Mirrors.

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 29, 2013, 02:34:42 pm »
I don't know what it is but the ZAMN clone probably is a bootleg game as well.

Personal Projects / Re: Final Fantasy VII NES Project
« on: September 29, 2013, 02:19:28 pm »

Unfortunately, the power pak cannot handle a game of this size.  I believe the largest size it can handle is up to 1 mb.

I forgot that is also true. PowerPak only supports 512KB PRG-ROM and 512KB CHR-ROM, the largest licensed game.

Personal Projects / Re: Final Fantasy VII Retranslation Project
« on: September 28, 2013, 11:54:30 pm »
I'm pretty sure there's been at least one real scientist named Gast.

Personal Projects / Re: Final Fantasy VII NES Project
« on: September 28, 2013, 11:48:58 pm »
Speaking of this, has anyone tried running the game in a more accurate emulator, or on a PowerPak, even?

The game is mapper 163. According to the PowerPak page, 163 is not supported.

Personal Projects / Re: Final Fantasy VII NES Project
« on: September 28, 2013, 12:09:37 pm »
He's aware.
Also, I need to fix the enemy sprite colors.  And the bug with the enemy sprites that sometimes occurs is because of enemy parties that have 3 enemies.

"Bart, your mortal enemy is on the radio!"

Newcomer's Board / Re: Dragon's Lair (E)
« on: September 27, 2013, 07:44:46 pm »
Most NES games read the button status and store the results to RAM.

It's usually fairly easy to find using a debugger.
Use FCEUX, open the debugger and set a read breakpoint for CPU address $4016. Step a few lines through that code. Often they'll be using a rotate instruction (LSR/ROR/ASL/ROL) to rotate the information into some RAM address (though I did see a game that wastefully used a full byte for each button).
(often it'll store 4 bytes in that range: P1 buttons held, P1 buttons pushed, P2 buttons held and P2 buttons pushed)
Once you know which RAM address stores buttons (where each of the eight bits of the byte, from left to right, corresponds in one of two patterns:
A,B,Select,Start,Up,Down,Left,Right or
Right,Left,Down,Up,Start,Select,B,A (the reverse of the above).
Finding out which it uses is as simple as opening FCEUX's hex editor, and looking at the RAM address while pushing the game control buttons. Watch the values.

Say the game was using the first pattern. Then when you push Select, the RAM address would have the value 0x20.

Somewhere in the code it would be reading that RAM address and follow it with either a CMP #$20 or and AND #$20 (possibly a BIT #$20) when it wanted to check if the Select button was pressed.
Let's say you found it was using address $10 to store player button push status.
Use the trace logger. I prefer to log to file. Turn Trace Log on, push Select a few times to where something would happen in the game. Then turn trace log off.
Open the log file and search for $0010. You're likely to find the routine where it reads the gamepad directly and stores the results to RAM, and then the other routine that checks if the desired buttons are pushed. (Likely you'd find an LDA $0010 instruction in the trace log. ... I know it'd technically it'd be LDA $10 but FCEUX's trace log expands all addresses to 4 digits)
You'd somewhere find, say, a CMP #$20 and a CMP #$10 in the later block. Find the corresponding hex address in the ROM (by searching the hex codes of the instructions) and swap the 20 and the 10.

Personal Projects / Re: Final Fantasy VII Retranslation Project
« on: September 27, 2013, 09:31:36 am »
There's being exotic and then there's just bad spelling. I think Yrena falls in the latter. :P

Front Page News / Re: Utilities: We got some new SNES emulators
« on: September 24, 2013, 09:40:16 am »
I can't remember for certain as it's been so long, but I'm pretty sure people were producing Nesticle-only hacks/homebrew.
I do recall it being difficult to find certain ROMs for awhile that weren't hacked for Nesticle compatibility (Super C is one example).
The one I can remember is many SMB hacks that continued to use the commonly distributed "no title" bad ROM. (as I recall, it worked because Nesticle zero-filled RAM rather than random-filled). Also, ROMs that continued to work after having headers corrupted by whatever the fuck DiskDude! (and his friends Ni0330 and pir0) were.

Newcomer's Board / Re: Help me learn how to translate ROMs :)
« on: September 24, 2013, 01:32:43 am »
Games can use different tables for different text.

But honestly what you are looking for might be an unusual case.
BS Zelda did not have a save system originally (at least not a standard one), so the entire save menu and opening sequence was added in by other ROM hackers.

Try looking at the actual part of the game you are trying to hack. Make a savestate (it is recommended to use ZSNES because it is uncompressed) at the text. Open the savestate in a tile editor (I use WindHex because it can automatically hide ZSNES headers so the tiles line up nicely in its built-in editor). Look for the font. Make a relative search based on the order of the font you see there.
(if you use PageUp and PageDown to scroll one page at a time, so for a SNES 2bpp mode the address is a multiple of $1000, you can often try making a table based on looking at the font. As in, the top row is characters 0-0F, the next row is 10-1F, and so on.)
Especially when a game uses 8x8 pixel font. Of course, that's not always true but it's a good idea to make a first guess by looking for hex characters in that order. Though you may want to try that method with a word that's not used a lot, and don't mix upper/lowercase, to make less guess and check work.)

Newcomer's Board / Re: Writting a SNES game
« on: September 23, 2013, 05:02:20 pm »
It sounds like you have it backwards, Gideon.
You write the VRAM word address (byte address/2) to $2116, then the 2-byte tile data to $2118.
Then $2116 is automatically updated.
So, that might be it, it looks like the code is only writing to $2118. That's only half the tile data. The other half has to be written to $2119.

Also, wouldn't you want to set the tilemap registers BEFORE writing the tilemap?

Gaming Discussion / Re: Favorite really obscure SNES games?
« on: September 23, 2013, 09:28:02 am »
I also liked it, although many people don't. I guess because the standard ball form kind of sucks. I do remember Nintendo Power showing pictures of the game for over a year if not more before it actually came out.

The downside with the game is the pachinko bonus game. It's great for getting lots of extra lives but it goes so fast it's possible to clip into the walls, breaking the game. I've done it a couple times. :(

I know someone was already doing that, but I don't know where it is.

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