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Messages - KingMike

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He probably needs to extract data WITHIN the ISO track.
Don't know how that changes the offset needed to extract from.

I would use a hex editor with copy+paste functions (I think ROMhacking-centered hex editors usually don't have them due to how easy it is to corrupt ROMs if those operations are not used very carefully).
Open the ISO in a hex editor, scroll to the first address, highlight a few bytes. Scroll to the end of the required address range. Hold Shift and highlight the last few bytes. Hopefully that will highlight everything in between. Click Copy. Choose the new file option. (my hex editor requires me to highlight the one byte it automatically creates for the next file, in order to overwrite. Click Paste.

(if you want to know what hex editor I use, it's an ancient freeware version of a now not-free editor. I'm sure someone knows a modern free hex editor.)

ROM Hacking Discussion / Re: Saiyuuki World Mirroring Problem
« on: November 25, 2016, 03:17:06 pm »
This is honestly a somewhat common issue with NES games.
Thank GoodTools for cataloging ROMs with bad headers, making them spread. (though it has spread to No-Intro sets as well, as they have stated they do not verify NES headers as those are not part of the original game data.)

Programming / Re: any idea how to "make a GB/GBC" cartridge with music?
« on: November 24, 2016, 11:38:09 am »
Closing, pretty much what dACE said.

Also, IIRC byuu actually did try to standardize "no header" ROMs back in the early days of BSNES -- by having the emu refuse to load ROMs that had a header.  Of course it didn't work and people complained about it because it just made you have to jump through an extra hoop to play your ROMs.
He made a program so you could kill the headers on all your ROMs at once. Like two minutes and my problem is solved forever. (I know later he moved to the "folder" format but that's a completely different thing.)
I did it and I'm glad. As mentioned, headers are completely useless and the only reason they stuck around is because people were too lazy to delete them before uploading. And I'm guessing GoodTools just identified whatever ROM Cowering found first as "good". Luckily No-Intro seems to have surpassed it in usage and they also only identify non-headered ROMs as good. (I think they only permit headers, but don't verify them, on NES but that's only because NES ROMs actually NEED them.)

The only other reason I would even keep a headered ROM around is for like Lunar Magic which clings to the headered requirement.
Patch needs a header? Fine, I'll add the header but I'm deleting it after patching. Though I think someone made an IPS patcher to automatically account for that.

Soft-patching? If I care enough to play the game, I'll take the extra 30 seconds to well... as I just said above...

Site Talk / Re: Wrong game title on a translation?
« on: November 15, 2016, 08:39:25 pm »
Fukkoku Ban means "Revival (or similar word) Version".
So, it's a question of whether it deserves to be counted as a separate game than the original. (if it's FOR THE MOST PART the same game, on the same console, by the same developer, it's probably not likely to be accepted as a different game)
I don't think Nightcrawler wants his database filled with unnecessary duplicate game entires.

(I know we do list have Pokemon games listed separately for each version, though it can be argued if those should be consolidated.)

I know I asked before if Mario Bros. "Classic Serie" for the NES should be counted as a separate game from the standard version. I think might have even asked NC himself and his decision was "no".

The rerelease of the Square GB games towards the end of the GB's life was done by Sunsoft somehow.  Maybe there's some strange rights issue?

In any case, if Square thought people wanted to play FFL2, they'd probably localize the DS port.
It looks like Sunsoft licensed a lot of games for reprints late in the GB life. The Square games were probably just the most prolific, due to being released just after FF7 which significantly increased the FF fanbase.
(perhaps other companies as well? I recall there was a Natsume print of Bubble Bobble 2 for Game Boy, in addition to the original Taito print.)

Still, it is strange the Square bothered to rerelease many games on Wii U and 3DS VC in Japan, but none in the west.

Could be, although I've heard "SFX" sometimes used as a codename by game developers for the SFC (I think Bandai used that in the titles in the internal header of their games).

(think PSX except it didn't get widely used by the public. :P )

I need a patch that un-complicates the process of changing time for Pokemon Vietnamese Crystal,
The button inputs on  the title screen are way too complicated to pull off on a 3DS and I can't find the daylight savings time option through the garbled translation.
From what I read, Japan doesn't use DST so that option won't exist in VC (which is based on the Japanese version of Crystal).

SNES, from what I hear. Does Nintendo have trouble emulating the APU of their own console?

I've heard their N64 emulation is also kind of patchy.
Though fan emulators for that system is also kind of, not as well-developed. :)
(I hear the just-released F-Zero X for Wii U has rather broken control. :P )

I think it's okay to point it out here that apparently Zero Wing for the Genesis/MD actually has a legitimate reason for being re-translated: there's apparently THIRTY-TWO screens of ending text in the Japanese version, omitted from the EU version, viewable if you beat the game 35 times in a row (or use a cheat code).

So those differences are as I was suspecting: stuff related to flashing, which Nintendo has a history of changing on VC.

I already told Tomato, but I think literally the only other difference in BoF2 is the Token ("Tolen") game tutorial dialogue basically had one line removed to remove mentioning Othello.

Personal Projects / Re: Metal Gear NES Faithful Edition
« on: November 04, 2016, 10:13:05 am »
I know its been a little while since this topic has been bumped
We don't like it when threads gets bumped. :police:

They did a good job of drawing 1978 Garfield... in 1989. :P
And it only get worse from there.
I said the graphics look like an Atari game, and then I found out there was a 2600 Garfield game. I wouldn't be surprised if it played better, in that 2600 simplicity way.

ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: November 01, 2016, 05:34:02 pm »
If the point of this is bugfixes, I would leave the Capsule Monster item-acceptance a separate patch as that is more of a cheat than a bugfix.

Unless it is about how Capsule Monsters request different items (in the NA version) than they SHOULD (in the JP/PAL versions).

Personal Projects / Re: Mortal kombat 1 official Reptile and goro hack
« on: October 31, 2016, 01:10:05 pm »
Seems to be multiple threads on the same topic so I merged them.

ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: October 30, 2016, 08:46:23 pm »
If high values corrupt save files, would it be possible to find the save function and do ASM hacks to it to add bounds checking for all the values as they are read from RAM and replace with safe values if needed (before being written to SRAM)?

I think there were some specific uses for the shield as an item.
Such as the Mario Spinies (whatever they were called in the game) where you have to use the shield to make them vulnerable.

And the flamethrower you need the Mirror Shield to get passed.
Technically maybe you could hack the game to auto-shield, but it would seem like, in the above situation, Link just suddenly gains the ability to repel fire. :D

Programming / Re: Dump text but no insert text ? HELP!
« on: October 27, 2016, 02:34:25 pm »
Because it's much easier to dump text than to insert.

Inserting text would require you to know HOW the game finds it (often a pointer table). Games can do things like make multiple points point to the same string, or they can make pointers point to the middle of strings, etc.
Stuff a generic inserter can't just blindly assume will work.

If the program were to blindly insert text, it's a pretty safe bet the result would be broken in-game.

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