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Messages - KingMike

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As you can see, I still have it print the enemy names even when other menus are on top of the names in the game - I'd like to be able to hide the names when the names are obscured. I've tried messing with the VRAM stuff to check when tiles are covered up, but it doesn't work the way I expected it. Instead, it looks like some sort of literal layering is happening, although not on the normal BG1/BG2/BG3/BG4 type of level. I'm not sure how the battle menu display system works, and I've tried fiddling with the data in $8991 but it seems unrelated to what I'm going for. I would think the relevant data would be nearby though.

If anyone can help, I'd be super grateful! I also need to share some of my own RAM findings sometime.

Kind of a wonky workaround but maybe while the hand cursor sprite is present, assume menu open and names probably hidden.
The only case I think of that it might not be true is the Roulette spell.

General Discussion / Re: File association issue.
« on: August 09, 2014, 10:07:36 am »
I read about that, SNES9x says it doesn't try to associate itself but that the list is only used for possible extensions for the open dialog.
But it is clearly at least a bug, as I too have Windows 7 and have seen it happen. I manually deleted them from the registry, booted SNES9x and it's right back (downloaded from ipher's site, which I thought was a somewhat official mirror).
Hope they can fix it the next release, but it looks like it's going on three years since the last update.

Uncheck squelch. This is the most pointless option and I have no idea why it's enabled by default.

Maybe made on old PCs that would choke on large text files (but then I assume that's what the Split option was for).

ROM Hacking Discussion / Re: Screenshots
« on: August 05, 2014, 03:43:53 pm »
How playable is that? I never played the game (I might whenever it gets released on 3DS here) but I can only imagine that font giving me a headache if I tried to play the game on a real GBC. :P

Dark King, maybe? I think that's Disney enough.

Final Fantasy VI Ted-ition? I thought that was the first version I played! ;D

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 28, 2014, 03:01:43 pm »
Learn ASM.
Because you'll need it to change Breath of Fire 1's menus.
I know because I tried and failed.

I know some years ago Myria was looking into it (may or may not have been collaborating with Ryusui, the BoF2 guy, I can't remember) but I haven't heard anything on it lately. I know she wanted to get VWF on it but was having difficulty (and she hacked FF5 when ROM translation tools were probably almost non-existent!)

I take it Mr. Richard's not going to be taking on big RPGs judging by the stuff I've seen him submit lately? :)

Well, the NES stuff I have left is Space Hunter, Ginga no Sannin and I've forgotten I had Masked Ninja Hanamaru going (Japanese Yo Noid).
Galaxy Odyssey too.

I'd agree that thicker and more-compacted (removing empty space between letters) would be an improvement. The o in "of" looks too jagged, and maybe a thicker H. Those are the two letters I really don't like.

ROM Hacking Discussion / Re: Extended Duke Nukem 3D rom hack on N64
« on: July 23, 2014, 09:05:23 am »
Sorry for the off-topic replay but Project64 updated?!

The best answer for this? I'll tell you what: Boycott Final Fantasy Type-0 HD. Boycott it until the sales have NO RELEVANCE and the game becomes a thing of the past. Go for torrents and cyberlockers, download the patch from there and play Team Doomtrain's translation on your PSP's. Lift the middle finger to Square Enix.
"Boycotting" an official translation only hurts the fans. Square-Enix will just not localize anything else related to it if it doesn't sell. (they'll stick to more money-makers like Kingdom Hearts)

I'm sure at least part of the reason Shiren (and Torneko's Mystery Dungeon as well, I think) does it is for anti-cheating purposes (if you play badly, it stays).

I thought Justin already tried to expand SRAM and it didn't work.

Personal Projects / Re: Kirbys bizarre adventure [Demo out!]
« on: July 17, 2014, 11:43:00 am »
I don't know if anyone ever mentioned that "top row glitch" in the early posts but...
I don't know if it happens in the actual game but it is because the NES outputs 240 lines but often NTSC games were written to assume at least the top 8 and bottom 8 lines would never be seen on the CRT TVs they were originally designed to be played on (aka overscan). Emulators will thus typically hide those lines automatically in NTSC mode.

Newcomer's Board / Re: Fast help for a simple? hack
« on: July 16, 2014, 03:56:18 pm »
If I recall OoT actually stores its text in uncompressed ASCII, so assuming that's all you want, you can (probably) just simply open the N64 ROM in a hex editor, search for the text you want to replace and change it. (I say probably, assuming OoT doesn't have any sort of hack-protection on it, like I found out Custom Robo has on part of the ROM.)

ROM Hacking Discussion / Re: Banana Prince Music Fix
« on: July 16, 2014, 10:03:52 am »
I'm not sure unless Mr. Gimmick is a iNES 2.0 or Nestopia somehow detects it.
When the PAL ROM is emulated as NTSC it should have a noticeable music speed-up as well as graphics glitches (such the HUD becoming completely unreadable).

Yes, it seems Nestopia is indeed somehow detecting Mr. Gimmick correctly as PAL while FCEUX does not (runs as NTSC without (E) in the file name).

ROM Hacking Discussion / Re: Banana Prince Music Fix
« on: July 15, 2014, 08:38:31 pm »
Does manually setting PAL emulation in the emulator fix it?

Most often I've seen emulators will emulate NTSC by default, and only enable PAL if the filename contains "(E)" (or maybe other EU-langauge GoodTools region tags).
(yeah, that's a pretty crappy way of detecting. But there doesn't seem to be much option. NES games don't have internal headers and while iNES 2.0 does allow PAL to be specified, most ROMs in circulation are iNES 1.0)

Personal Projects / Re: Final Fantasy 1 Project
« on: July 14, 2014, 05:05:17 pm »
Note I had:
Code: [Select]
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E8 = #$0A A:00 X:09 Y:05 P:nvUBdIzC
;battle menu: enemy name window height
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA2 = #$A0 A:0A X:09 Y:05 P:nvUBdIzC
$F6CB:88        DEY                        A:0A X:09 Y:05 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:0A X:09 Y:04 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E7 = #$0B A:0A X:09 Y:04 P:nvUBdIzC
;battle menu: enemy name window width
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA1 = #$27 A:0B X:09 Y:04 P:nvUBdIzC
$F6CB:88        DEY                        A:0B X:09 Y:04 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:0B X:09 Y:03 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E6 = #$00 A:0B X:09 Y:03 P:nvUBdIzC
$F6C8:99 9D 6A  STA $6A9D,Y @ $6AA0 = #$02 A:00 X:09 Y:03 P:nvUBdIZC
$F6CB:88        DEY                        A:00 X:09 Y:03 P:nvUBdIZC
$F6CC:D0 F7     BNE $F6C5                  A:00 X:09 Y:02 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E5 = #$01 A:00 X:09 Y:02 P:nvUBdIzC
;battle menu: enemy name window position right
$F6C8:99 9D 6A  STA $6A9D,Y @ $6A9F = #$02 A:01 X:09 Y:02 P:nvUBdIzC
$F6CB:88        DEY                        A:01 X:09 Y:02 P:nvUBdIzC
$F6CC:D0 F7     BNE $F6C5                  A:01 X:09 Y:01 P:nvUBdIzC
$F6C5:B9 E3 F9  LDA $F9E3,Y @ $F9E4 = #$00 A:01 X:09 Y:01 P:nvUBdIzC
$F6C8:99 9D 6A  STA $6A9D,Y @ $6A9E = #$01 A:00 X:09 Y:01 P:nvUBdIZC
$F6CB:88        DEY                        A:00 X:09 Y:01 P:nvUBdIZC
Probably something like that for other windows in the game.

I've just found an awesome game called Knight Move for the Famicom Disk System. But... the thing is, I have NES emulators on a couple of consoles which won't read .fds roms. Is there anyone talented enough to turn it into an .nes rom? I've seen many .fds games converted to .nes, so all I know is that it's do-able... I don't know how simple or complex the process could be...
It depends on how the game is programmed.
FDS used 32K PRG-RAM mapped to $6000-DFFF (program/data can be loaded anywhere in that address space). Carts used ROM mapped $8000-FFFF. Also because its RAM games could rewrite data within the program at runtime.
I recall the guy who wrote a MMC5 hack of Doki-Doki Panic had a bit of trouble at one point because Nintendo chose to load some block at $BF00 instead of $C000 (where it would've been easier to bankswap in a cart-ROM hack).
So I heard a lot of early FDS to NES ROM "conversions" (of black-box era games, which had no loading after the game starts, where simply a dump of $8000-DFFF portion of the FDS RAM+ the FDS BIOS, plus the $6000-7FFF part as a SRAM).
And then of course there's the extra FM sound channel.

A... rather uncommon Tetris-style game, which is recommendable mostly if you're a fan of puzzle games. There's a patch in here that'll fix some game-breaking bugs, which would make the game crash when you make chains.
It's actually an unreleased game.

Dr. Jekyll and Mr. Hyde
Its Japanese version has different stages order and a healer NPC that was removed from the NTSC and PAL releases, but... why would you play this game anyway? :P
The Japanese version has six different stages. The US version has four stages but repeats two of them (so you still play a total of six levels). Despite that, if I remember right the US version actually has more ROM, for less content somehow. :P

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