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Messages - KingMike

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 101
81
ROM Hacking Discussion / Re: Rockman 4 MI re-translation project
« on: February 13, 2014, 01:00:13 am »
With the M, you should probably think about giving the right side a top-right-to-bottom-left angle so it looks more consistent with the other letters.
And the Y probably needs a more consistent slope. Especially on the right side it just jumps a few pixels over. Can you widen it to give it a more gradual slope?

82
General Discussion / Re: Firefox to contain what amounts to ads
« on: February 12, 2014, 08:49:15 am »
It's hard to imagine now that anyone ever paid for a web browser. :D
(yes, I remember the original DS browser. But that was a physical release so it wasn't unwarranted.
But charging for the Wii browser? Even Nintendo realized that was silly and gave people who did pay a free NES VC download.)

83
Site Talk / Re: When were you get a Watched warning?
« on: February 12, 2014, 08:35:50 am »
The Forum Rules are a bit outdated but I believe it was dropped to 25% (effectively you get put on the list on your first warning).
It happens when someone reports a post to Moderators AND the Moderators decided something was done that warranted an official warning.

I think that's about all there is to say.

84
ROM Hacking Discussion / Re: Asm hacking
« on: February 09, 2014, 12:42:42 am »
Noticing the general trend is "limit hexing to minor changes on systems using variable-length opcodes".  That's perfectly understandable really, especially to ensure longer jumps/branches don't die a horrible death at the hands of a 1-2 byte push.

Repositories are more useful than a simple when.  If you're using them appropriately, you'll know what change caused the error, allowing you to work out where it lies.  Anything more than a simple, mundane change--such as altering a struct or data type--has probably changed more than one tiny snippet of code.

Luckily on the NES it's pretty easy to spot as it's almost a guarantee the game will hit invalid opcodes after an error, so you can just search for INVALID OPCODE or whatever string your tracer uses in a trace dump.
SNES also usually tends to crash and burn with a pretty noticeable error pattern. Especially if you look for the offset you inserted your code and follow it (more often that push/pull errors you'll probably make SEP/REP mismatches, most often to change the register size, causing some pretty glaring wrong opcodes if you know what your code is supposed to be doing)

85
ROM Hacking Discussion / Re: Which consoles have "internal fonts"?
« on: February 09, 2014, 12:32:53 am »
As for clock tower : Does the kanji comes from the BIOS as well ? That'd be quite impressive. Still even the size of a full kanji font is negligible compared to the size of a CD-ROM...

Say there's 2000 characters at 1bpp 16x16, that's only 64,000 bytes (1/8 the BIOS). I can't imagine a great deal of memory being needed for the Sony logo, CD player and memory card graphics and code doesn't usually take up nearly as much space as graphics. :)

GameCube must've, as I believe there's some Japanese games that require the BIOS font and as such will unavoidably have mojibake if... somehow... booted on a non-JP console.
(Nintendo Puzzle Collection is a specific game I've seen.)

86
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 09, 2014, 12:18:10 am »
From what I understand, an NSF is pretty much a ROM with all the non-sound code/data stripped out.

87
ROM Hacking Discussion / Re: Screenshots
« on: February 09, 2014, 12:16:19 am »
It was hacked by Castlevania.

The ROMs have become sentient and cannibal!  ::)

88
Front Page News / Re: Translations: One Man's Misfortune is Another's Gain
« on: February 09, 2014, 12:10:17 am »
Do we still have threads up about when Dirty Pair was verified beatable and even re-translated? :D

89
Too bad there was no DVD release of that.

Or Fire Emblem. But I guess on that one, aside from ADV's financial trouble, Nintendo would've probably wanted higher licensing fees since the series was more well-known. And though I haven't seen it, I can imagine they'd want it redubbed for consistency (I've heard it was based on the FE1 world and called Marth "Mars" since there weren't any official naming at the time.)

90
You can also shoot Asshole Dog in Barker Bill's Trick Shooting, although you either lose a life or get an instant Game Over, I can't remember which.
Probably worth it at least once to some. :D

91
ROM Hacking Discussion / Re: Which consoles have "internal fonts"?
« on: February 08, 2014, 11:45:53 am »
Technically FDS has an internal font. It's loaded into VRAM before booting the game. I don't know if it can be reloaded afterwards. But since it's numbers, uppercase letters and a couple punctuation marks only, it's probably not that useful for most Japanese games anyways.

92
Front Page News / Re: Translations: One Man's Misfortune is Another's Gain
« on: February 07, 2014, 09:29:46 pm »
And this right here folks is the other big reason I dropped Megami Tensei.

Sorry my expansion code didn't work and I am not smart enough to know how to fix it properly. :( (tricky IRQ-related stuff)

93
ROM Hacking Discussion / Re: Asm hacking
« on: February 06, 2014, 08:16:55 pm »
For NES I assemble the hex by hand. It's small enough to be manageable, plus you tend to use the same opcodes so much you memorize them so it's not too much work to look up an unmemorized opcode when needed.

For SNES, I use xkas for ASM insertion and minor data changes. For major data insertion (like compressed graphics), I use my own tools.

94
ROM Hacking Discussion / Re: Street Fighter Alpha 2 SNES decompressed?
« on: February 05, 2014, 12:32:15 pm »
Alpha 2 does indeed use S-DD1. (which I assume is what you meant as Alpha 1 was not released on SNES)
Presumably removing S-DD1 usage would also remove the noticeable load time before each fight?

95
Newcomer's Board / Re: Question about NES Pointers
« on: February 04, 2014, 11:55:18 pm »
I don't think you fully understand what a pointer is.

By default the NES could only handle 32KB of program ROM, mapped from CPU addresses $8000-FFFF.
Early on developers decided it wasn't enough so they made mappers by allowing the CPU to enable just certain sections (or "banks") of the ROM at once.
In the case of Final Fantasy, it allows the programmer to have two ROM banks (each 16KB or $4000 bytes) activate at once. The last ROM bank (ROM address $3C000-3FFFF, excluding the header) is always mapped from CPU address $C000-FFFF.
The contents of CPU address $8000-BFFF is any ONE other ROM bank.
A pointer is just a CPU address.

Let's take the first address on your list.
$338A4 is the ROM address. But that includes the $10 byte iNES header, which isn't part of the ROM on the actual cart. So we subtract it to get $33894. Since a ROM bank in Final Fantasy is $4000 bytes, that means $33894 is in the ROM bank that runs from $30000-33FFF (the ROM bank starts at the highest multiple of $4000 below $33894). (hint: because $4000 goes into $10000 4 times, you can tell the start of the bank by the last 4 digits of the pointer, a new bank starts at each ROM address ending in 0000, 4000, 8000 or C000, excluding the iNES header)
The pointer $B894 points to an address within that ROM bank.
$33894 modulus $4000 which is $3894. Because the ROM bank is mapped to CPU address $8000, we add $8000 to the relative address $3894 to get CPU address $B894: the pointer.

96
Gaming Discussion / Re: Seems Valkyria Chronicles 3 has a translation...
« on: January 28, 2014, 03:51:10 pm »
I can't remember at what point PSP became an "allowed" system here, so that's not surprising.

97
ROM Hacking Discussion / Re: SNES ROM expansion and patch file size
« on: January 28, 2014, 03:41:05 pm »
When you factor in the IPS standard's built-in compression,
From what I read, RLE compression is not OFFICIAL, but in some implementations (like LunarIPS).

98
ROM Hacking Discussion / Re: How to patch Niji no Silkroad?
« on: January 26, 2014, 06:44:26 pm »
From my NES patched ROMs folder (apparently patched since 2002):
Original ROM
Code: [Select]
393,232 bytes = header, no trainer
CRC32 A09197DF
MD5 D09CDB8FB37DAF9132F36CE50B439E43
SHA 544F3CA83C2094D1E556458CC4A3E492E29A6FDC
Working patched ROM
Code: [Select]
393,232 bytes = header, no trainer
CRC32 AE303BA5
MD5 39FAB9EB2F877E631E9ACE098BC1A7EE
SHA A5D4B7EA70F7C72840A1E48F26328C553B87F2EB
The header garbage is "...Ni0330", which a very common header corruption pattern. That is the second most common header garbage.
I've never seen a trained ROM but it would be an additional 512 bytes above the file size listed if it did exist.

99
ROM Hacking Discussion / Re: The Legend of Zelda changing text
« on: January 26, 2014, 06:30:05 pm »
As I recall, Zelda's text format used the high two bits as control codes.

So like 0-3F is normal text, 40-7F (letter + 0x40) is letter + new line, 80-FF (letter + 0x80) is letter + end string. Something like that.

100
Site Talk / Re: There are no Japanese language patches?
« on: January 26, 2014, 01:33:15 pm »
I know somebody once made a Japanese translation of Super Mario Bros. but I guess it was never submitted to RHDN (or Whirlpool, seeing at it was early 2000s).

Not sure if it was a patch or a ROM, as I'm pretty sure it used ROM expansion/mapper hack, as lack of room for a kana font in VROM was probably the reason it was in English to begin with.
I thinking it might have been that guy that did the first "River City Ransom 2" SNES translation (that was two patches, and required the user to swap patches/ROMs halfway through the game. Before Gideon eventually released his one-patch translation :) ).

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