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Messages - KingMike

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Newcomer's Board / Re: Tracking down Magic Sword (SNES) timer in RAM
« on: April 24, 2016, 10:10:27 pm »
I will give a third opinion that it is what RAM/Cheat search is for. Find a tutorial on that.
A counter is going to be a value either going up all the time or going down all the time. The cheat search option you're looking for is something like "unknown value", "relative value" or so on.
I'm sure I could find the value in a few minutes myself but I'm not going to, I'll leave it as an exercise for you.

Sorry, zonk, debuggers can help you find the data but they won't magically find it for you.
ROMhacking is not about having tools for EVERYTHING down to the tiniest, most mundane tasks.

Gaming Discussion / Re: Namco NES games
« on: April 24, 2016, 11:49:16 am »
If you're talking about strange tiles in the upper left corner, that's something common in NES games. It's called "Sprite 0 hit detection". It's a trick that allows games to do PPU timing. Probably to test when the PPU has begun drawing a frame. (SPRITE 0 means it sets a certain flag in the PPU registers when a non-transparent pixel of a specific sprite overlaps a non-transparent background tile.)

Looking up Pac-Land, I see a tile in the upper-RIGHT, if that's what you mean. That's definitely sprite 0. The game is pretty clearly using the position of that sprite to separate the HUD from the main game screen.
Those kind of sprites are often small (I think only one visible pixel is needed) and off to the very edge of the screen as an old CRT TV, like the games were designed to be played on, would hide the sprite because of overscan.
(similarly it is probably why games like SMB3 were released with color glitching, caused by scrolling limitations in the NES hardware, on the sides of the screen. On CRT TVs, little to none of it would have been visible.)

Doesn't StarTropics suffer from the emulator compatibility problem in that (some?) emulators can't tell MMC6 from MMC3 (due to iNES ambiguity) and resort to using checksum hashes to identify the three vanilla ROMs (ST1 NA, ST1 PAL, ST2 NA) specifically?

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: April 23, 2016, 01:23:58 am »
I don't think the Shadow bug is as well known, as it remains in the GBA version (though the GBA version removed a lot of the well-known SNES bugs). I do remember as that was something I just HAD to test after I bought the game when it was first released. :P

Gaming Discussion / Re: Comparing game localizations
« on: April 20, 2016, 10:40:00 am »
Indeed in America, apple cider is probably the first thing they think of.

They're probably not going to care about an original DS translation but you messed up your link.

Personal Projects / Re: My NES Translation Projects
« on: April 16, 2016, 03:32:32 pm »
Very likely the GBA port is an emulation of the FDS version so it would still be subject to FDS' limitations.

Gaming Discussion / Re: Comparing game localizations
« on: April 15, 2016, 10:04:51 pm »
I already told you in an email, Mato but Secret of the Stars had a town of drunks. Changed to a town of lazy people in the localization.
I've recorded some clips and I'll get them uploaded soon.


Also, Estpolis Denki (at least the two SNES games) had various kinds of booze you could buy that would increase (various?) stats when used in battle, or restore HP when used outside of battle. In the localizations (Lufia), they were changed to various flavors of cider.

Yes. One year byuu announced bzsnes as an April Fools joke. I can't remember how much of the known hardware-incompatible games it would've supported like some very old translation patches and Super Mario World addmusic hacks.

You know ASM? Set a write breakpoint for PPU $23CB and work backward.
Also, I'm not complete sure which object you're talking about, but if it's one the same tileset (the same left/right half of the PPU viewer) as the background tiles, then it is likely a background tile.
Have you verified if it's a sprite or a background tile by using the menu options (or hotkeys) in FCEUX to turn off the BG and sprite layers?

Scratchpad is not a file hosting service (at least not for normal purposes). Use imgur or something.

if it makes you happy they have confirmed they are indeed translating the third game. its SUPPOSED to hit during this summer but, its already spring and theres still no word on when, so i wouldn't be suprised if it was suddenly fall or winter.
According to amazon, July 12.

We know Wii are up to 4 players to use Gamecube port, but how can you play in 5th players?   Will work to use Classic Controller/Pro Classic controller?  We know LED light up to 4, but how can you tell if there is 5th players?  LED light blink?   Who know.

Depends on how the emulator did it.

The only five-player support on Wii I have heard of is in official TurboGrafx VC releases. From what I heard, that required a combination of Wii Remotes and GameCube controllers (thus requiring at least one of each), and holding a button (R?) when booting the game would open a setup menu for that. But I have never myself played that.

I don't think rey does translations.
My guess the stuff he requests is for Video Game Museum, a game screenshot archive. (I believe it was called that, sorry it's been awhile since I visited.)
One of the sections is for game endings, and if I recall one of the requirements for an ending to be hosted is to either be an English-language game (since it is an English-language site) or to have a translation provided.

Personal Projects / Re: My NES Translation Projects
« on: April 10, 2016, 09:05:15 pm »
With Onigashima, it'd probably be better to work on the Super Famicom remakes. From space issues alone.
The killer on FDS translations is finding free RAM space to insert hacks (yes, RAM, because it's a disk system and files get copied to RAM before they're run).

There some tile editors (like tmod2, an old DOS program you'll probably need to run under DOSbox) that might allow you to copy from a BMP file (tm2 also allows you to open Windows font files), but 10 minutes spent copying a font is pretty much nothing in the world of ROM hacking. (it probably takes longer than that if you need to switch the colors around)

I don't know if there's THAT many people who do extensive GG hacking. Maybe SMS Power! might be a good place to ask, probably more likely to find a lot of dedicated Sega 8-bit hacking fans there.

z80gaiden is one name that sticks out as a potential hacker. I think he helped with SMSP's Phantasy Star Retranslation and maybe the same guy that cracked Shining Force Gaiden 3's compression.

ROM Hacking Discussion / Re: Screenshots
« on: April 07, 2016, 11:04:37 am »
I'm sure it was a joke.

Though it is kind of :D to see four people suddenly translating the same game out of nowhere.

Gaming Discussion / Re: Doraemon: Giga Zombie no Gyakushuu Levels
« on: April 06, 2016, 01:58:16 am »
I remember playing it, passed the first chapter, then I recall hitting a difficulty spike (enemies suddenly jumping in stats) and I quit. :D

ROM Hacking Discussion / Re: IPS Patch Pokemon Emerald Hoenn Edition
« on: April 05, 2016, 06:48:53 pm »
You keep asking someone to send you a ROM (if in a roundabout way), you haven't said anything about WHY it's "not working".
WHAT happens? Black screen? Error message? Game plays but unchanged?

Because I get the some ROM from that REMOVED SITE, so it's not a problem with the ROM or patch. I applied with Lunar IPS and it seemed to work fine.

Did you unzip the ROM? Is it not Read-Only? If you are playing in VBA, did you set the save type correctly (128K Flash I think it is) (I don't know if you played a Pokemon game before on emulator and if you know that or not. Just asking all the questions about reasons it wouldn't work. And if the last one happened to be the problem, even sending you the ROM wouldn't change it because that's an emulator problem.)
We can answer questions but I'm not giving in to begging.

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