News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KingMike

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 167
Gaming Discussion / Re: The most original NES games?
« on: April 03, 2018, 04:24:43 pm »
I'm surprised Fire Emblem hasn't been mentionned yet. Basically this game invented the tactical-RPG genre altogether. Sure by today's standard it's completely un-original because the concept was re-used to death, but back in the day moving your units on a chessboard and alternating between player and computer turns was a brand new idea (I guess).
Intelligent Systems made Famicom Wars two years earlier. Fire Emblem was kind of like if they took that earlier game and added RPG elements.
Also, I haven't actually played the original Famicom Wars much. Did it have a "story" mode/ending or was it just single matches vs. the CPU or another player?

Not an April Fools joke?!
Well, April Fools was also Easter this year (well, at least "western" Eastern, I read there's a different "eastern" date) so I guess it's an appropriate date for G.O.D.  ;D

cartridge.sram = blank. I was trying to get at the 7E:0000-7F:FFFF snes ram. But don't see it anywhere after gzip + misc uncompression.

7E:0000-7F:FFFF isn't the SRAM, it's the normal SNES console RAM. (unless you are trying to dump the full console RAM but I don't know how well that would work as that is 128KB and most games used no more than 32KB. The only games I know use bigger SRAM are RPG Maker 2 (64KB) and Dezaemon (128KB).
I haven't quite looked at RPGM2's SRAM but I know Dezaemon uses multiple banks for its SRAM, which is something I don't imagine Nintendo would bother supporting unless that specific game were added to VC)

As to why Illusion of Gaia and Time are different names for the same game, not sure if they had en exact reason but surely their marketing was different. In the US, Nintendo wanted to sell Gaia to the Zelda audience, even going to the extent to make a new title screen (different than the Japanese and PAL versions) with a Zelda-style logo.

ROM Hacking Discussion / Re: Save-state format of Snes9x?
« on: April 02, 2018, 11:40:37 am »
I thought VSNES supported SNES9x savestates as well?

(though the first thing to know is that SNES9x savestates are renamed ZIP files, as I recall. I haven't actually used SNES9x savestates in VSNES, so if it doesn't open them immediately, try unzipping them?)

Would it be possible to hack the GBA/GBC exclusive features into Mario All Stars?

So Mario 1 gets a separate Luigi mode, Mario 2 gets "A" coins, and Mario 3 gets its E Levels and exclusive power ups?
Weren't the A coins in SMB2 originally from the Satellaview games?

I don't know if this is relevant but in compressed form these expanded ROMs are still quite small and have the same size.
48 Mbit: 2055KB
48c Mbit: 2055KB
64 Mbit: 2055KB

Uncompressed they have there full sizes around 6 and 8 MB respectively.

EDIT: 64c Mbit ExHirom also runs just to make things complete.

Not really because presumably padding the ROMs just fills that extra space with a repeating value, which should add almost nothing to the compressed size.

ROM Hacking Discussion / Re: Screenshots
« on: March 29, 2018, 09:03:06 pm »
I was wondering if that blue stuff in the first shot was supposed to be readable. :D

Newcomer's Board / Re: SRAM and Savestates General Questions
« on: March 29, 2018, 12:18:28 pm »
As noted therein, in such cases you may be able to hack the ROM to disable the checksum verification rather than reverse-engineering the algorithm.
Well, checksum algorithms are usually simple enough that if you know ASM (which you probably would need to in order to find the routine in the first place) you could easily recreate them, if you were making an editor.

If you're trying to cheat then yes, savestates would be the better option (though those are emulator-specific and often even version-specific).

ROM Hacking Discussion / Re: How to form a team
« on: March 29, 2018, 12:09:56 pm »
Also with translations, if you have multiple translators then you're likely to end up with inconsistent translations unless you also have someone to edit. (though still, multiple translators can end up with awkward text)

After reading Tomato's site, it sounds like Tales of (Bersaria?) had a decent translation for the main text but Namco-Bandai hired a pretty bad secondary (I'll assume cheaper?) service to do unimportant/sidequest stuff and it showed with various kinds of poor English.
Just an example of the sort of thing that can happen.

Newcomer's Board / Re: Dragon Quest XI (3DS) Translation Project
« on: March 29, 2018, 12:52:36 am »
I've heard there's been multiple 3DS Pokemon hacks already.

Newcomer's Board / Re: SRAM and Savestates General Questions
« on: March 29, 2018, 12:51:00 am »
Well, on the Famicom I think Bandai was the only company using EEPROMs to store save data.
Didn't you guess how that worked in your private emulator you wrote years ago? ;) (I don't know if that has been supported in any publicly available emulator.)
(if it was never confirmed, I imagine it would be by someone wanting to do it for science Bandai isn't exactly the most favorite publisher for the console and the SD Gundam RPGs are considered average at best, even though I'm interested in them)

First game "Accele Brid" translated by "Aeon Genesis". Here is the translation and info about required rom
I know Accelebrid had the freezing issues on REALLY old ZSNES and SNES9x. Like early 2000s old.

Personal Projects / Re: Last Bible 3 Translation Project
« on: March 29, 2018, 12:39:34 am »
The negotiation system in the original Last Bible games SEEMED random, but wasn't actually random and in fact was entirely predictable - each beast had a certain conversation pattern that it wanted to hear - you had to prod randomly to get the right combo, but once you knew the right combo, it would always work. In Last Bible III, it doesn't seem random, but it actually IS random.
Could've sworn I did try the same responses and got different results the last time I tried to play Revelations: The Demon Slayer and I was like "this is as random as throwing balls at the monsters!" :P

ROM Hacking Discussion / Re: How to form a team
« on: March 28, 2018, 04:51:03 pm »
Let's give a much simpler answer: show what you can actually do on your own first. If people like what you're doing, then they might be more interested in helping.
Teams that force themselves together will very likely fall fast.

Newcomer's Board / Re: Dragon Quest XI (3DS) Translation Project
« on: March 28, 2018, 04:47:42 pm »
Is it going to be on Switch? (they seem to be in a port-happy mood and certainly putting it on that console might explain why they wouldn't want to localize the 3DS port. Then again, Square-Enix didn't put much out on 3DS in the west except a little bit at the beginning and then a bit in 2016.)

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: March 28, 2018, 04:41:49 pm »
That Maze of Galious patch wouldn't be as necessary if Konami could have been so kind as to let you immediately retry after a Game Over, than make you re-enter the password EVERY TIME. :P

There's also a Gaiden (for Game Boy) and Gaiden 2 (for Super Famicom).
(oh, I see now Gideon did say "primary" so presumably he's aware of the Gaidens and did not choose to work on them for this event. Which is certainly fine.)

Personal Projects / Re: Translations of early Famicom games
« on: March 27, 2018, 08:34:30 pm »
Time for me to chime in with thoughts. :)

I actually made a start on FT5 because I figured the text wouldn't be so much, but after making a table I realised playing Power Pad games without a Power Pad is easier said than done. To put my script into the game would require me to actually play the game, and given the twelve buttons involved, it's hard enough to play it on a keyboard, let alone a joypad. Not sure how anyone else has managed these games before, given the Power Pad difficulties. Any thoughts?

I worked on Pokkun Mogura before, which is basically the same thing as a Power Pad game, at least from an emulation standpoint.
(I believe technically it used its own miniaturized hammer so it's like a tabletop Power Pad. Though I'm not certain as I've seen the loose cart sometimes, which is basically useless, but only once or twice with the hammer/pad)
The game infuriated me on the final stage (until I find out there's a secret Ultra difficulty) with how CONSISTENTLY it was giving me 78% and sometimes 79% scores, but just couldn't get the (I believe) 80% score needed to pass.
True it probably is a bad reason to stop a game, and would warrant just figuring out to cheat a winning score.

Hi, what NTSC-U beta are you talking about?? As i know there are only 3 versions of the game: JAPAN (wich only have Japanese languaje) EUROPE beta (wich only have the sloppy english translation) & EUROPE multi3 (wich have English, German and French languajes).
SNES Central has argued that the "USA prototype" could be a European beta, just without PAL conversion yet done.

ROM Hacking Discussion / Re: A Mother 1+2 question...
« on: March 26, 2018, 01:20:18 pm »
Because the compilations are emulation-based.

Mother 1 and 2 are not emulated but ported games so it's not as simple, I don't think.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 167