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Messages - KingMike

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ROM Hacking Discussion / Re: Title screen skip
« on: January 29, 2015, 11:20:53 am »
It was possible in the Japanese version to skip from the Triforce logo to the file screen.
If someone cared to, they could look at the code and change that probably re-enable it.

(I know third-party games might have done that sort of thing as a result of a NoA, and possibly NoE, policy of making sure players see "Licensed by Nintendo" sometime before gameplay. But in a first-party game, I don't know.)

I think I asked but I assume the latter is going to be a direct translation, without the changes from the US beta (graphics edits and SRAM support)?

General Discussion / Re: Fan translations done the "new way"
« on: January 27, 2015, 09:25:11 pm »
It's awesome that Tomato has went to the extent of making multilanguage translation tools. He deserves a big thanks for that.

But I'm also of the agreement that just EXPECTING the author of the first translation hack to provide all the ROM hacking work is asking much.
I think if the hacker provides documentation on the game, and maybe source of the translation tools AS A REFERENCE, they've already provided a fair amount of work.
(my stuff is written for J->E translations but it shouldn't be that hard for someone else to modify)
I mean, gathering documentation alone is probably where most of the work on the hacking side comes from.
(though as I have said, I just have gotten used to doing most of NES ASM work manually inserting, so my source probably isn't fully in sync, but if you disassemble the code and compare you should be able to work it out. I actually had to RE my own code in a project recently.)

ROM Hacking Discussion / Re: NES Text Editing?
« on: January 26, 2015, 06:37:59 pm »
Often you can find tables in NES games just by clicking on Nametable viewer while the game is running. Point to the tile and it will tell you the tile ID.
Often the tile ID will be the hex value for the character.
(some games do mid-frame CHR-ROM swaps, so if the text doesn't appear correctly, try the option on the window to change the scanline FCEUX refreshes the window. (0=top of the screen, 239 = bottom. Pick something appropriately in between)

Also, games can and often do use different tables for different parts of the game.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 23, 2015, 12:47:45 am »
Wow, they had several different names.

So... Ether was also known as Tincture, Ether Dry = Hi-Ether = Ether in the Woolsey translation of FF6 and Turbo Ether = Super Ether = X-Ether?

Didn't Chrono Trigger have four levels of Ether (despite a 99 MP max? :P) 10, 30, 60, full?

I wish I could remember the details of Elite being dumped. But iNES only working with it sounds fishy. (just checking and wow, it's ACTUALLY been updated, and free?)
It was supposedly one of the more demanding games on the NES hardware, but I'm not familiar with the game to know how likely that is truthfully.

Newcomer's Board / Re: Translation of Far East of Eden Zero
« on: January 21, 2015, 11:42:04 pm »
There could be a few annoying things about hacking those.
Like if a game uses 16x16 tile mode or tilemap scrolling. But those would be game-specific problems to work out.
Then again, VNs are probably using a kanji (and thus probably non-tilemapped) font, so the difference from a standard 8x8 tile mode is probably trivial.

(I remember hacking Battle Zeque Den and I was probably just lucky that AFAIK nothing but the intro uses the BG3 scrolling function (used by the HUD in-game) so it was safe to hack the scroll direction)

The real problem is that the only SMW level editor (last I knew) only supports headered ROMs (and only US and Japanese, but from what I hear even Japanese hackers prefer to use the US ROM).

Most likely SMW hacks will require a US ROM with a header.

Personal Projects / Re: Romancing Saga 1 translation
« on: January 21, 2015, 10:04:02 am »
Considering the whole SaGa curse thing, team Mana Sword did great work 15 years ago. As to your question, I assume most of us noticed when traumafox declared his good intentions here (http://www.romhacking.net/forum/index.php/topic,14980.80.html).

The RS3 translation was good for its time, but it really could use some fixing (such as a proper font hack, especially so names can look right without needing a ZSNES :P savestate).
There was the Spanish (I think it was) translation that looked really nice and its too bad that I don't know if anything came about getting an English version based on that done.

Programming / Re: Compression algorithms to add to quickbms
« on: January 20, 2015, 12:59:29 pm »
So it's a generic compressor program?
(and it makes me wish I had quick buns :D )

Newcomer's Board / Re: If a hack / translation does not get accepted
« on: January 19, 2015, 01:04:28 pm »
Just my guess but if someone submits a lot, then their PM box could quickly get filled.

I would think there's PROBABLY a reason Capcom went to the trouble of designing the Cx4 in the first place. :P

(since you know, it increases the console's math powers and such.
Not like SDD-1 which I think was purely data compression and so it could be hacked out by devices that make extremely large ROMs possible.)

It's a coprocessor used only in MMX2 and 3.

« on: January 13, 2015, 06:27:12 pm »
I'm French and didn't even know this thing exists. Even less that it was French  :P

I remember having a discussion on Tomato's stream about "French" foods that are not actually French. :)
French toast, French fries...

No, because it uses a Cx4, and I think this has SRAM support as well, which is not on a real cart.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 09, 2015, 03:39:40 pm »
Yang's class in FF4 was モンクそう

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 08, 2015, 12:41:00 am »
More specifically, "Wait" mode pauses the enemy ATB only WHILE the player has an item or spell menu open. Active does not pause at all.

He did think Pepsi was something so ubiquitous that it should be dispensed gratuitous.

(seriously, they changed the name because of that joke, and the potential endless free advertising? :P )

Newcomer's Board / Re: How to tell if a ROM is headered or unheadered?
« on: January 06, 2015, 05:09:17 pm »
I don't think MSX games have headers, which could actually be the real problem: I've suspected MSX emulators have used a database to look up mappers for known cart games.
Perhaps the translation is not in the database (likely, isn't fMSX really old? Last I played MSX was with blueMSX.)
So, try the unpatched game, see if it tells you what mapper the game used, then choose that when loading the ROM.
(I recall blueMSX' recent ROMs list would thankfully remember the mappers for those as well)

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