News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KingMike

Pages: 1 ... 35 36 37 38 39 [40] 41 42 43 44 45 ... 155
781
Newcomer's Board / Re: Super Mario Bros. (NES) Font
« on: May 14, 2016, 11:39:23 am »
There's a certain character, I think it's the coin sprite, which uses a hardware feature known as "sprite 0 hit" to detect which scanline to split the screen.
I can't remember the details exactly, something like when a non-invisible pixel of the coin sprite touches a non-background color (color 0) pixel on the background (non-sprite) layer.
Basically, be careful messing with the coin character.

782
Maybe he means 1 person controls both characters. But that can be done with the emulator.
The game is a single character. IIRC the controls are something like left foot up/down, right foot up/down. Probably left and right movement in there too. Someone else know the game better to know if there is even enough buttons?

783
I'm only a little familiar with the game, but isn't two D-Pad control pretty necessary?

784
Is it one single file? I know MAME wants every chip on the board dumped to a separate ROM.
I don't know about Mortal Kombat, but it seems like every arcade game ever shipped with multiple ROMs on the PCB.
(thus I would assume one would need to split apart the MKAK images, which would probably require having the MAME ROMs to compare to, defeating the purpose of extracting the split ROMs. Unless someone made a splitter program.)

785
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 10, 2016, 08:50:21 pm »
All games are buggy.
The difference is that with popular games, people bother to find them.

786
ROM Hacking Discussion / Re: I'm having a problem with 2 patches.
« on: May 08, 2016, 09:38:36 pm »
SNES and GB checksums are not used at all (except for on GB, the header/Nintendo logo protection).
SNES just does not care, so many prototypes will have bad checksums.

Quote
That aside, one alternative way not to worry about checksums is to convert the rom to bin format.
The checksum is part of the ROM header (the internal Sega header), so changing the ROM format wouldn't change whether or not checksum protection applies.

787
Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 08, 2016, 01:09:41 pm »
Is it really the compiler, or was it the developers? :P
(turns out a LOT of NES developed was contracted out to unnamed ghost developers like TOSE and Micronics. Not sure of the developer competency, but they probably also had so much on their plate to really care to do better. Didn't they probably alone count for like 10% of the NES/FC's massive library?)

788
Gaming Discussion / Re: What's going on with Mother 3?
« on: May 05, 2016, 12:46:40 am »
They bothered to hack Super Mario Advance 4 so that it loads the e-Reader files from the cartridge (without level number limitations) rather than the save file.
And then there's the European localization of Drill Dozer, based on the JP version.
But that one could be just an unreleased prototype made around 2006.
I thought someone said the EU Drill Dozer was a canned physical version.

789
It is right in the Options menu. Gameboy -> GBA. (enable it before running a game, or else reset the game afterwards to apply the setting)

That should do it. I recall the Zelda Oracle games had an exclusive ring near the beginning of the game, but I can't recall offhand where it is to fully text. The colors are kind of washed out, so that's a sign it's running in GBA mode. ;D

790
Personal Projects / Re: Kaeru no Tame ni Kane wa Naru Color Hack
« on: May 02, 2016, 06:30:54 pm »
I know that this is a GB game, but is it really that possible to change its b&w color scheme to full Game Boy Color colors?
If one is willing to put in a lot of work on it, then yes it is. :)

791
Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: May 02, 2016, 03:29:31 pm »
as well as an official one for the PS2,
That's pretty well known but that one didn't happen just because SCEA didn't think it was worth releasing.
(I've heard it's one of the worse Goemon games but a shame SCEA didn't let the market decide if it should've been released. :( )

792
ROM Hacking Discussion / Re: Translating Pokémon Fire Red
« on: May 02, 2016, 03:12:54 pm »
1. You could have linked to that document.
2. That document is for NES games. The same instructions do not apply to GBA games.
3. And it's bad form to bump a 4 year old topic unless the author comes back asking for help.

793
Gaming Discussion / Re: Comparing game localizations
« on: May 02, 2016, 01:04:59 pm »
Game Boy localization strangeness:

so from what I've read, Wario Land: Super Mario Land 3 was first released in Japan with a Japanese title screen but later prints (in Japan) used the international ROM (with English title screen).

Taz-Mania (Sunsoft): From the No-Intro database, it seems the game was released in Europe with a box/cart title something like Looney Tunes 2: Tazmanian Devil in Christmas Island Capers, but the game used the same ROM as the US version ("Taz-Mania", with consistent naming between the game and packaging :) ), including the title screen. Year later, THQ released a sequel titled Taz-Mania II. Though the game was a modification of another crappy license game ("We're Back: A Dinosaur's Story" in the US, We're Back released under multiple license variants in EU/AU). But THQ just titled Taz 2 "Taz-Mania" in Europe.

794
Gaming Discussion / Re: Comparing game localizations
« on: May 02, 2016, 01:43:55 am »
Also, the Metal Gear secret password that could possibly be the reason NoA banned vowels from passwords.
(I recall the password was "FUCK YOU (... some personal message from one dev to another)" but even just the first word was enough to get SOMETHING.
(Metroid has a valid password ENGAGE RIDLEY MOTHER F***** but I'm almost positive that is just a coincidental valid "random" password. One whose binary representation happens to match the checksum test. It does nothing useful, as after the game verifies it, it jumps to invalid code (from tracing in an emulator, it seemed to cause the MMC1 PRG setup register to get set incorrectly, breaking PRG bankswaps.) On a real console, it crashes on a black screen. On an emulator you might get different results depending on how it handles invalid opcodes. Like I think FCEUX puts Samus in a glitched version of the Brinstar starting room, but scrolling doesn't work. Nintendo's emulator for GBA seems to handle invalid opcodes by auto-resetting.)
Even the JUSTIN BAILEY password seems to be incidental. I think the only intentionally programmed Metroid secret passwords are the NARPAS SWORD debug passwords.

Many, many Japanese-developed games thus needed their password systems changed in some ways for western release.
Just a couple examples:
Adventures of Lolo 3 (Lolo 2 Japan) for NES replaced the vowels with symbols.
Mickey Mouse IV for the Game Boy, shifted vowels out of the password character set, shifting numbers into the end so the same total number of characters was the same in the localizations (The Real Ghostbusters in NA and Garfield Labyrinth in EU, both western versions use the same censored password set). (that game has a lot of other localizations but you could probably write a LoL book on Kemco alone... though there's probably not enough of a demand to actually do that. ;) )

795
Gaming Discussion / Re: I found a relic.
« on: May 02, 2016, 01:17:54 am »
WTF was Nintendo thinking only putting coaxial on the top-loader?!? REALLY?!?!?
Because it was 1993 and probably almost nobody in America knew what composite was, so why leave it in for their budget-priced remodel? :D
(I remember hearing its Famicom counterpart was made for almost the opposite reason: because people in Japan DID care and wanted a more modern-TV compatible version :) )

796
Newcomer's Board / Re: Noob Question about SNES hi-res font
« on: May 01, 2016, 12:55:39 pm »
Sounds like Nintendo made a bug in their emulator (or didn't add HiRes mode as I don't believe any officially released games have yet used it).

797
I think there is like 20 or so games.. BUT the EXCLUSIVES that never had a retail release are very few. I think there is like 3 or 4.
Super Famicom Wars
The Japanese version of Super Punch-Out!! (I wonder if it was meant to be released at the same time as the western versions, as the western version has a Japanese naming screen, accessible with a code. Which would be a strange thing to put in otherwise.)
Dokyusei(?) 2 (is that a hentai dating game? Or was it, as I would imagine, censored?)
The NP Picross series
Not sure if Metal Slader Glory was NP-only. I know there was a retail release, but was that a MaskROM cart or a pre-loaded NP cart with a special label?
Ogre Battle seems to have gotten an NP-only update. I don't know what the difference is but the NP ROM is 512KB (one NP "block") larger.

798
I don't think it matters which as the point is still there. :)

I mean, aren't they the same engine, even including the items that are only used in one of the two games?

799
As someone that spent years doing everything by hex editor, I say inserting text by hand into hex editors is not good.

When I insert text, I use a custom tool (basically I have template dumper and inserter programs I wrote that I modify for each translation). I have it modify the text, and modify the pointers, and I tell it how much space I have available. If the limit is exceeded, the program tells me I ran out of room and it won't insert any more. No need to count the length of individual strings and pointer editing takes care of that.

You know that with manually typing text into a hex editor, if you make a typo (or decide to change text) needing even ONE more character, you have to retype ALL the other text?
Unless you're suggesting always sticking to the original string length which is just... no. :P

800
Gaming Discussion / Re: Comparing game localizations
« on: April 30, 2016, 10:30:33 pm »
It's not a game but I'm remembering "hell" on Rugrats once (the original 1991-1993 series). I want to say it was a line "It's raining like hell out there." But it's been a long time since I watched the show.

Pretty sure Lufia: The Legend Returns (2001, GBC) had "damn" near the beginning when Gades first appears (I think it was like Gades introuduces himself as Gades, Sinistral of Destruction and the hero replies "Damn... have you destroyed your own mind?"). But that is my memory from playing a short bit of the game in 2002. And that game got E.

But Dragon Warrior III for GBC (also released in 2001) was rated T, possibly for various "hell" enemies, like Hellhound.

Pages: 1 ... 35 36 37 38 39 [40] 41 42 43 44 45 ... 155