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Messages - KingMike

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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)

Gaming Discussion / Re: Deep Dungeon 3, a broken RPG?
« on: February 02, 2013, 06:15:46 pm »
Found another change.
The Iron Shield (てつのたて) costs 300 Gold in the game, listed at 160 Gold in the manual.

All the other prices seem to be consistent. I'm not sure about this whether to count it as a "bug" or perhaps as a last-minute change. I suppose at this point it doesn't make a HUGE difference (just a little more grinding).

Personal Projects / Re: Final Fantasy VII NES Project
« on: February 01, 2013, 01:52:14 am »
There is a limit depend on the ROM bank size and how many bits the ROM bank swap register supports.

I don't know if anyone has actually tested how many bits the Nanjing mapper supports, and thus the maximum number of ROM banks and thus the maximum ROM size (if the actual cart uses FlashROM, I suppose one who knows how to reflash the chip could make a test ROM to check, but I guess there hasn't been interest).

Personal Projects / Re: Mother 2 GBA English Translation
« on: January 29, 2013, 10:36:10 pm »
GIMP is pretty much a freeware clone of Photoshop?

Gaming Discussion / Re: Game Center CX
« on: January 29, 2013, 09:00:10 pm »
Actually, Game Center does have some official localizations. It's been called Retro Game Master for a while now. You can buy the DVD set for the English version on Amazon. It would be great if DS could end up getting contracted by these people for the next bunch of DVDs, though (if they are any more coming).

Is that the kotaku episodes? (they're the only people I've heard of who 100% legit subbed them)
I know kotaku said they were going to release a DVD, but I never saw them plug the actual release (and since they plug pretty much everything else...)
(the episodes I remember them releasing where Ninja Gaiden, Bonanza Bros., Clock Tower, the Genesis Fantasy Zone, Battle Golfer Yui, Wing of Madoola, Atlantis no Nazo, Mighty Bomb Jack, Solomon's Key)

Gaming Discussion / Re: XSeed talks no Retro Game Challenge 2
« on: January 29, 2013, 08:53:03 pm »
Well, I don't think they existed a whole lot before putting out Wild Arms 4, anyway.  They're a relatively new group.

I think they were formed by some ex-Square-Enix employees mid 2000s.
And we've all probably said our opinions of where S-E has gone since then.

Gaming Discussion / XSeed talks no Retro Game Challenge 2
« on: January 29, 2013, 05:00:15 pm »
XSeed tells it.
Remember when XSeed said the original needed to sell at least 100,000 for them to even think about the sequel? (didn't it only sell like 20 thou?)
They describe it as letting their gaming passion overwhelm their business sense.
Reportedly licensing for the original was about three times the typical cost for a DS game, and it also needed a lot of programming changes as the original developers expected it to stay in Japan.

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).

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