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Messages - KingMike

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I would think yes, because I think we have several MSX translations that were originally sold as pirate disks, or possibly ROM downloads (Oasis).
(that is, translations that were already unauthorized to begin with)

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: April 03, 2015, 12:36:31 pm »
About FF6 Original Font. If it's supposed to be the SNES font, shouldn't it be more Chicago (aka old Mac font)...?

1) "ECH" I believe is for ECHO RAM. Just the normal system RAM (CPU address C000-DFFF, NOT ROM addresses), but repeated (and I hear it is advisable to avoid them)

Well, at least the RAM address you can find by changing the first character from E/F to C/D respectively. (or maybe just D? I've only looked at a few original GB games, so I don't about the GBC's extra RAM mapping).

Just how well do you understand Z80 ASM?
Because if you don't know it, then you are asking for something too advanced, I'm afraid.

It might be a little feasible to write code that stores passwords to SRAM when giving the player a new password (I never played the game, so I'm just guessing here). I assume when loading the password screen it prints a default password (I assume blank) and that can be replaced with a password pre-filled in from SRAM (at least in RAM, not to say of it being properly displayed on the screen). But that still won't be as simple as replacing one random instruction.

I'm not certain but I think that code only enables a SRAM chip. The game would still have no idea how to USE the SRAM.

You would have to disassemble the game's code where and how the password screen and password data is executed, and replace it all with a code to load from SRAM (as well as at some point add code to SAVE a game).

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 31, 2015, 10:31:40 am »
SMW for the NES is a very incomplete / inaccurate conversion.
However this is good to me: I would never change this game if it was big and complex like the original SMW. But since it has just a few stages it's a fun project.  :thumbsup:
I recall there's two different versions of the ROM. The "few stages" version was more common, but a more complete version was found on a multicart.

ROM Hacking Discussion / Re: ROM-Dumper Recommendations???
« on: March 30, 2015, 09:55:45 pm »
I am really not seeing the need to dump games for this sort of thing though.
Some people want to do it fully legit by making sure they have a ROM of the EXACT version that's on their cart.

And when I dumped hundreds of games in my own collection, I actually had a couple unknown variants turn up.

Personal Projects / Re: Marvelous Progress
« on: March 27, 2015, 12:40:05 pm »
I'm not a hacker but the size limit could be fixed by expanding the ROM.
A lot of projects use this method.
The game is already 4MB, so it's not so easy.
(though the game uses SA-1 which supposedly CAN go above 4MB but Justin is working on a Super Mario RPG hack and finding that expansion situation difficult to work with in debuggers. Probably because no official game did it.)

Gaming Discussion / Re: About Zelda 2's Loto easter egg
« on: March 21, 2015, 12:02:28 pm »
Isn't Bagu's name the real error (if it had been Bug, the joke would've made sense)?

I don't know how much was actually changed, but at least I thought small graphics hack (ie, a couple sprite swaps from one game to another. The sort of thing anyone could do in 10 minutes) were not permitted but they seem to have relaxed on that.
Could it have been deemed that?

General Discussion / Re: RIP Internet Explorer
« on: March 19, 2015, 01:50:55 pm »
Not missing Internet Exploder. :)

Games will often keep a RAM mirror of $2000/2001, though, I think.

Front Page News / Re: ROM Hacks: Final Fantasy IV - Break Damage Limit
« on: March 16, 2015, 02:34:14 pm »
To break the Party HP limit, one would have to expand the battle window by the width of two sprites, which would require reworking both of the main windows at the bottom of the screen, not to mention the target window for curative spells. I spent some time looking into battle windows before this venture and they are wicked complicated.
Remove max HP or replace it with a percentage?

Sounds like an interesting challenge, but in the first game, making your "starter" weapon the Super Arm would mean the player would be forced to select Cut Man first (as far as I know, he's the only Robot Master who not only has Super Arm blocks in his room but can be killed by them) first, which kind of destroys the non-linearity the series is famous for.
I recall Elec Man had blocks in his room. Don't know about the killable part as... well, Elec Man is just OP and you probably need those blocks to have a hope of avoiding the Elec Beam (or Thunder Beam I think is the official name)

ROM Hacking Discussion / Re: Screenshots
« on: March 15, 2015, 08:48:00 pm »
Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
From what I've heard, the maximum was 1MB for a real SFX1 chip and 2MB for SFX2.

I guess something like what Tomato has done with his Final Fantasy ROM hack videos (who uses his real name Clyde Mandelin for his youtube and twitch channels, if you want to look them up). He wrote something to check the emulator's RAM and display game stats.
You'd probably need to figure how to detect when the game you're playing runs the "print text" function (which would mean you'd need to disassemble the game's code yourself) and then determine the script location.
You might have to do that with both the translated and untranslated versions, in case the script code has changed. (which is possible the ROM hacker could've altered the print function itself to say, add/remove compression)

Gaming Discussion / Re: Good non Kaizo-style SMW Hacks?
« on: March 14, 2015, 02:13:08 am »
With TSRP, there were two versions because even the hack author felt the original difficulty was too unfair ("savestate hard").
(and I'm not referring to the "Reloaded" version, which was a remake based on the fairer "console hard" version of the original hack)

Though the thing is that a lot of older SMW hacks were made on ZSNES and earlier versions of SNES9x which are accuracy flaws (ESPECIALLY the sound, which was the real breaking point of most affected hacks), and even SMWCentral decided to purge hacks requiring outdated emulators a few years ago.

I haven't really played Marvelous but if Marvelous has any sort of action to it, then no. Nadia is purely story and puzzle-solving. Effectively a point-and-click game but in overhead 2D.
(hence, as I think I mentioned, there's actually a few untranslated strings, because I don't think there's any way to access them, which makes wonder if maybe the game is using a repurposed RPG engine (though I don't think Namco ever released any RPGs on the Genesis). As I recall, the untranslated strings are for taking items from a dead character (since there's no combat, there's no way to have a dead character) and for having too many items. While I'm not 100% certain it's an impossible state in the game, the majority of items are meant to be held by specific characters and the puzzle-solving nature of the games means the game is mostly dictating which items you can have at any one time.)

Programming / Re: 65815 BIT immediate
« on: March 14, 2015, 01:41:27 am »
Also with MVN/MVP, it only quits when it underflows, so A = 5 actually means to transfer 6 bytes.

Zombies Ate My Neighbors - Real Weapons

I'm pretty sure a lot of the silly weapons on ZAMN were because the game was to be marketed to young kids and so an order to tone down the violence they make the gun a squirt gun and instead of grenades you have soda cans which exploded.

I don't think it's kid-friendly marketing but just that it was meant to be a silly parody game.
Just my opinion, though.

Didn't LucasArts usually do more odd games when they weren't doing Star Wars or Indiana Jones?

Personal Projects / Re: KingMike's Translation projects.
« on: March 11, 2015, 02:03:11 pm »
Probably not the best place but I don't know if it's quite own-thread worthy.

So I set up a stream and had begun a pretty crappy attempt to play Chrono Trigger in Japanese.
Not sure why it just randomly locked up. SNES9x (1.53) bug probably, as I rewatched the footage and noticed the music didn't restart.
I guess the game doesn't tolerate playing like an idiot! :D

Yesterday, stream interrupted by Comcast guy.
Today, random freezing.
(though I reloaded the game in the same emu and it played fine, so I'll probably continue later)

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