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Messages - KingMike

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Newcomer's Board / Re: [SNES] Starfox Compressed Graphics Inquiry
« on: August 06, 2015, 07:36:34 pm »
Wouldn't SNES 8BPP be Mode 7 (it sounds like it, but I've never done mode 7 graphics hacking)?

The japanese rom is 2x bigger and has uncrompressed graphics, so I guess they butchered some things and compressed other stuff to fit in a smaller chip and make it cheaper.

It also used a Konami-developed mapper. From what I read, at least in their earlier days, Nintendo was strongly against third-party NES mappers/PCBs.
1988 was also the year of the reported "chip shortage" so I'd imagine Nintendo encouraged publishers to order smaller/fewer chips. (Nintendo stressed a limit release of Adventure of Link late that year. Sounds like it was real and not just Nintendo being its future-self of under-supplying hot products :P )
(I know there were third party NES PCBs eventually made as Konami did make some of their own NES carts but the only games I've seen using it were some prints of UNROM games like Castlevania.)

I tested and the maximum distance is $80 in 1-player mode.
So I made a trace log, walked far enough to make the screen scroll (at which point I know $0334 = #$80), and stopped trace.
I opened the FCEX log and looked for "@ $0334 = #$80".
Found the answer in a few minutes.

Code: [Select]
07:D959:BD 34 03  LDA $0334,X @ $0334 = #$00
 07:D95C:D9 96 D9  CMP $D996,Y @ $DA95 = #$85
I'm not sure if the Famicom mapper locks $C000-DFFF, but because it's ROM you can find the right bank by searching for the instruction hex codes (one result at $1D969, notice the last three digits match after subtracting $10 from the ROM address for the ROM header. You can safely rule out any hex matches where they DON'T match up). Since the CPU address of the data ($D996) is close to the address of the code ($D959), you know it's nearby. To find exactly, look at the last 3 digits of the data address ($D996 -> $996), add $10 for the NES header ($DA6) at the look at the nearby address ending in $DA6.
ROM $1D9A6. (I assume the 3 bytes there are 1 byte for 1P mode and 2 for 2P mode)

Newcomer's Board / Re: Decrypt 3ds japanese game without 3ds
« on: August 03, 2015, 03:50:50 pm »
Sounds kind of useless considering you'd need a 3DS capable of running homebrew to dump the ROM in the first place.
And I'm going to presume 3DS ROMs people have posted to the Internet are already decrypted.

(I'll say this topic is already on shaky ground for becoming a violation of one or more rules IMO)

The question was mostly "is Blast Processing a notable technical feature of the console" (like Mode 7 was on the SNES), which is how BP was presented.

The sprite size SHOULDN'T make a difference to its possible speed (assuming NES), as NES sprites are ALWAYS 8x8 (larger sprites are simply multiple 8x8 sprites moved in unison. Well aside from 8x16 mode but I don't know how much that is used).

I remember Nintendo's retort to the Blast Processing ads, a series of print ads designed to look like magazine articles. I'm sure it's true about their claim "a plumber can move as fast as a hedgehog if programmed to", as least far moving a sprite is concerned.
Background scrolling, maybe not so (although I have seen some SMW hacks use the fastest auto-scroll speed and it's pretty damn fast :D ).
Though there is the Sonic ripoff game Jurassic Boy 2 for the NES. I don't think you'd have to play too far to find out the game doesn't seem like it really cared too much if the NES couldn't handle the scrolling and the level maps start glitching out as a result (well, what do you expect out of an unlicensed game by a developer of varying quality :P )

Meh, I can't really get excited over a pachinko game. I can only assume this game wasn't successful because it's late in the NES's lifespan and developing a custom controller for the game seems pointless in retrospect.
You might be underestimating Japan's appetite for pachinko games. ;)
(Coconuts made 10 pachinko-related games on the Famicom alone, not to mention other systems)
Trivia for Nightcrawler: Tenshi no Uta was the last game Telenet released on the SFC before they became a pachinko factory, releasing FOURTEEN pachinko games on the SFC within the next FOUR years. (then again when Wolfteam/Tri-Ace broke off that was probably a significant factor :) )

Site Talk / Re: Spoiler Tags unreadable if using Blue Monkey theme
« on: July 27, 2015, 03:18:00 pm »
I thought there was one theme Nightcrawler had sort of hijacked as a forum mods testbed. Whatever was the least popular one. Can't remember which one it was though.

ROM Hacking Discussion / Re: Translating DDS2 Famicom Rom - Help
« on: July 26, 2015, 12:15:32 pm »
Shounin yo, Taishi o Idake!!

There are about 7 similar board games for the SNES that have never been translated. At the moment I believe only one is being worked on (Sugoro Quest). I'll probably take on one of them after I'm done with ChaCha.

I've been working on Monster Maker Kids, and I has a start on Super Uno.

Newcomer's Board / Re: Difference between tiles, sprites and fonts?
« on: July 25, 2015, 12:15:04 pm »
Bascially they're all graphics, fonts a specific usage of background tiles.
(except for TurboGrafx which for some reason stores sprites differently than "background" tiles :P )

Ah--I only speak English, so I obviously only played Ryusei's translation.  I didn't know it was essentially a translation of a different translation--some of the opening stuff Germanic references, and credits make a bit more sense now!
Ryusui translated the game from Japanese but used the German patch as a hacking base.
Though if I remember, by the end of the project he would've rather used a patch with less "enhancements".
The 3D overworld had to be nuked because it caused crashes during the few (one in particular) cutscenes that happen on it. The translucent windows cause a few sprites to suddenly appear during a few cutscenes (they were placed there as the game had originally expected the solid color dialogue window to hide NPCs until they "suddenly" appear. Such as when Jokers appear to take Nina to Mt. Rocko during the Magic School cutscene)
And I think a few of the testers wanted the original character introduction cutscenes (which d4s removed for his own opening). But the closest they got was when Ryusui made a patch to restore the original title screen music, over that Japanese commercial music or some rock song from Guitar Hero or something (I was never into those games) (I think it was called "Through the Fire and Flames". All I know it as is "I get up in the morning in the time before the light" because that is as much as I had to hear before it could be skipped each time I started the game :D )

ROM Hacking Discussion / Re: snes writing to VRAM
« on: July 24, 2015, 09:41:12 pm »
I'm guessing if you solved your problem, I don't need to mention on the SNES you always need to divide VRAM addresses by 2 (so as a result you can only write starting at even addresses). For technical reason.

ROM Hacking Discussion / Re: The Guardian Legend Bank Switching UNROM
« on: July 24, 2015, 02:52:41 pm »
You know UNROM (possibly? I might be mixing up UN and UO) has "bus-conflicts" which means you need to bankswap by writing to a ROM address that has the same value as the value you wish to write.
Which is why most games store a series of bank numbers (0, 1,2, 3, etc.) cosecutively (at say $C000)
so then swap with
Code: [Select]
;assume a is the bank to swap in
sta $C000,x

One of the things that would need to be done with the existing RS3 Eng patch (assuming nothing gets one with using that Spanish? patch as a hacking base) would be to make a proper font hack (as I realize the 16x16 disguising itself as an 8x16 might require script extraction and reinsertion) so we can wean it of that tool to hack ZSNES savestates to get non-T E R R A N I G M A names.

As to your trouble loading a table in WindHex, if it's a Japanese table are, are you saving in Shift-JIS?
Despite WindHex' option "Display as Unicode" it actually only supports SJIS.

clean a rom header by blanking out bytes 7 - 15
If it's blanking out the entirety of byte 7, that's your problem.
The high bits of byte 7 are the high bits of the mapper number.
(mapper 64 = 40 in hex, so this program would be wiping out the 4 in 40, causing it to be changed to 0)
Use a hex editor to change that byte back to 40)

The smarter cleaning is to problem check for certain header corruption patterns as most corruption is one of a few specific strings (like "DiskDude!")
(I'd say detect iNES 2.0, but I haven't yet seen it actually used)

ROM Hacking Discussion / Re: Screenshots
« on: July 21, 2015, 01:11:57 pm »
Presenting: "Metroid Fusion: Shut The Hell Up Edition"
Look, ma! No text!

There goes your reward for having 1337 Shinespark skillz in that one part of the underwater sector! :D

That is kind of  :o that one person could translate so many Pokemon games so quickly.

Front Page News / Re: ROM Hacks: Stop Beating Yourself Up
« on: July 19, 2015, 02:38:03 pm »
Absorbing MP could allow you to spam other spells, as it makes MP practically infinite.
The one time I finished FF2, I do recall being able to use that on the final dungeon to easily refill MP as needed.
I do recall that, even at level 3, it was still enough to absorb all needed MP from an enemy in one shot.
(though perhaps having end-game stats contributed to that, whereas I'm guessing you tested with beginning-game stats?)

And that is why it was one of the most OP spells in FF6 for that (though it was nerfed considerably in the GBA version).

General Discussion / Re: Arguing on YouTube is fun
« on: July 19, 2015, 11:39:39 am »
If you are going to try youtube center then I suggest the developer version at this point in time

For a glorious few months youtube put their comments behind some kind of google plus type setup and all I had to do was disable that server in noscript (no other effects were observed) but it seems those days are now gone.

If you are slightly more optimistic then there is a plugin that does all sorts of comment places but runs the words against a word blacklist, spell checker and readability scoring and becomes a bit more selective. I forget what it is was called though.

Writing scripts to block youtube comments?! This isn't nicovideo, can't you just not scroll down the page? :P

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