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Messages - KingMike

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Going to go with the obvious answer: because someone at Kemco thought Swedes would buy the game. :P

Did Nintendo of Europe publish most text-heavy games in at least English, French and German?
Thus I would think they would only release a game there if they thought it would sell well for all of them?

Shadowgate was published in four languages in EU it seems. Maybe the Swedish version sold better?

I'm still not buying that Crimson Echoes was a real C&D and not an attention grab.
Why would SE care about that particular ROM hack out of the hundreds of other CT hacks?

It already has that. The Thief skill.
(I know the PS version has an extra layer of that. But was 4x speed REALLY necessary? :P )

I believe the Japanese version was made LATER than the English version, but yeah, it's probably worth a look then.

Newcomer's Board / Re: Punch-out graphics hacking help
« on: May 28, 2016, 11:19:00 pm »
I am aware that in FCEUX, you typically can use table mapping to learn where each tile is in the ROM, though i cannot seem to get any of the OBJ sprites to actually appear, no matter what scanline setting I use.
I can see the sprites in the PPU viewer.
If you mean the Nametable viewer, no, they're not going to show up there. Sprites are stored separately. Most often NES games will store sprites in a $100 byte page of memeory. You can usually tell that instantly by setting a write breakpoint to CPU address $4014 and see what it tries to write (if it tries to write 2, that means the entirety of $02xx is the sprite table.

I know MMC4 (only used by both Fire Emblem games and Famicom Wars) is unusual in that it allows the "background" CHR-ROM to be swapped mid-scanline (FE specifically used that to draw menus while overwriting the normal field graphics), but I think MMC2 (only used by Punch-Out) might as well.

Here is the known information on VRC4.

Disassembling and reassembling an entire NES game is SEVERE overkill for just a translation. (and yes, I ended up disassembling much of Momotaro Densetsu's opening code just to move a single menu, so I know what crazy is  ;D )
If you're going to be disassembling stuff, it should be limited to stuff related to translation, like text routines and window functions.

Some hex will bring up 3 kanji while others will bring up 1.
Do you mean kana? Because I recall the Goemon Gaiden games were all-kana.
But anyways, what you describe sounds like a simple form of compression known as "dictionary" or "substring". It's pretty common, especially in RPGs. If you plan on writing a custom text dumper, it's pretty simple to code, you just need to know how the game uses the string numbers to look up the string from the dictionary.

I bet using that script would have been inaccurate considering this was a remake. I'm sure some of the dialogue has been changed.
If I recall, a S-E rep said that the PS1 script would not have passed these days. Maybe S-E was that concerned about people not mistaking for a localization of S-E's current DQ localization standards.

Gaming Discussion / Re: Ducktales remake announced
« on: May 24, 2016, 03:00:19 pm »
I thought maybe there was confirmation of DuckTales 2 Remastered. (imdb lists it, in the credits for the recently deceased Alan Young, aka Uncle Scrooge, but nobody else does. So I'll take as a [ citation needed ] rumor. :P )

You are not stupid, sir. I guarantee no one would get a C&D letter by doing what you are suggesting. Too many paranoid people in the community.
You heard of the DQ7-3DS fan translation that got a C&D for copy-pasting the PS1 script?
I'm just saying it has happened before.

Also, wouldn't editing the ROM in Notepad likely corrupt the file?

Front Page News / Re: Translations: Kaettekita Mario Bros.
« on: May 21, 2016, 01:54:25 am »
The problem with using beat (or any patch with checksum verification) on an FDS game is that, depending on your emulator, save data might be written back to the "ROM", as is the case with actual used FDS disks.
Not sure what the most current version of FCEUX (or variation) does but I've used a very old version of FCEU deliberately that did overwrite the ROM so that I could test translations without losing saves. Later versions would take a checksum hash or something of the ROM and link it to an automatically-created duplicate copy in the saves folder (with the dupe used for writing updated save data). Which is great if you're playing a game that isn't going to change, not great if you're making a hack (which means every change is going to result in a new "save" copy of the ROM).

Newcomer's Board / Re: How to use Geiger's Trace Logger? (SNES)
« on: May 21, 2016, 01:26:47 am »
I have not had "squelch" turned on in a long time as I recall it having a bad idea of what data is "unimportant". :P

Game Genie was deemed legal.  How is a book full of 1000 Game Genie Codes different than a patch that changes 1000 bytes?
Game Genie codes are encrypted, perhaps for legal reason.
(PAR codes are not encrypted. However, as I understand, PAR just simply overwrote RAM each vblank so it wasn't really revealing anything of the original ROM code.)

I guess you haven't played Pokemon Black & White 1 or 2.
C-Gear is a menu displayed on the touch screen during most of the game (outside battle), used mostly for multiplayer/(now deceased)Nintendo Wi-Fi stuff. (I don't know, didn't use it much. The only thing I've done with it is the Entralink "funfest" stuff that I read is multiplayer-only in BW1, though it can be done single-player in BW2.)
It is not an item but a replacement for the mostly-blank touch screen that appears at the start of the game. (and it also causes the game to load up a prompt asking if the player wants to enable it EVERY TIME they continue a saved game. :P )

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.

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?

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

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.)

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