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Messages - KingMike

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Newcomer's Board / Re: How to tell if a ROM is headered or unheadered?
« on: January 06, 2015, 05:09:17 pm »
I don't think MSX games have headers, which could actually be the real problem: I've suspected MSX emulators have used a database to look up mappers for known cart games.
Perhaps the translation is not in the database (likely, isn't fMSX really old? Last I played MSX was with blueMSX.)
So, try the unpatched game, see if it tells you what mapper the game used, then choose that when loading the ROM.
(I recall blueMSX' recent ROMs list would thankfully remember the mappers for those as well)

ROM Hacking Discussion / Genesis debugging
« on: January 06, 2015, 04:36:23 pm »
Getting a little better with this... but one thing confuses me...
so, in RegenD, for the VDP breakpoints it says valid range is 0-2FFFF. Am I missing something is that range 3x the VRAM the Genesis actually has?
Got one little issue to debug, but would be easier if I could set access breakpoints on VRAM, because it hadn't been working for me so far.

Newcomer's Board / Re: Super Baseball Simulator 1000 for SNES help!
« on: January 06, 2015, 02:10:22 pm »
I can't hit a ball to save my life, but I think you need to hold A to swing. Seems work in bsnes.

MD5: E0C88E127A60C7D90B1EBD545FF856FF
SHA-1: 1E2F8914636A6E22717BD4DD7BB5CD01AFC6C560
Matches the no-intro ROM, dumped from my own cart.

Newcomer's Board / Re: How to tell if a ROM is headered or unheadered?
« on: January 05, 2015, 06:52:33 pm »
In Windows, the easiest way to tell is by looking at the file in File Explorer.
ROMs will be an exact number of kilobytes in size (not sure what size MSX ROMs use. I think it's 32, 64, 128, 256 and 512 KB). ALL OF THOSE even numbers.
If any data (such as a header) is added, it will push up the reported size, probably to an odd number.

Surging Aura is/was being worked on by RedComet of Twilight Translations. He's not terribly active these days and it's probably reasonable to assume the project has stalled out. As far as I know, he did a VWF hack for the game, but didn't have a translator for the script and still had more hacking work to do.
I was looking forward to SEKAS. :(

Personal Projects / Re: KingMike's Translation projects.
« on: January 03, 2015, 12:40:46 am »
Been working on editing the last Indra video (seems I never did while I had Windows XP).
Trying to edit using Windows Movie Maker 8. And realizing as usual, MS screwed up.
Seems as soon as I click the Split video button, half my commentary track immediately disappears. I think I might've once stumbled upon the right combination of clicks to make it not break.
Unless there's some good free editor, I don't know.
I guess I'll try doing two editing passes (one to merge the edited commentary into the game video, and another to actually cut stuff)

ROM Hacking Discussion / Re: Loopy's SMB2J
« on: January 02, 2015, 09:04:50 pm »
Do you know what loopy's hack is?
It is a ROM hack cartridge port of SMB2 to MMC3 (unlike the millions of pirate carts that used bizarre mappers, the iNES mapper definitions probably has at LEAST five slots taken up by those). (the hack is most likely what modern pirate carts, aka "repros" are using :P )
I don't think it would be permissible to link directly to such a thing.
I'm guessing by "everything" he means does it function EXACTLY like the FDS version (like pirate versions usually didn't save the number of finishes, and effectively left out Worlds A-D and maybe 9.)

Making all three characters playable, possibly.
Two-player mode? Perhaps less so, possibly memory or sprite limitations (I play ocassionally but I'm not a huge fan, so I don't know for sure but I hear the SNES already had fewer enemies on screen than the arcade which does suggest the sprite issue).

How impossible would it be to make games display in new resolutions?  I'm thinking like say, Shantae for GBC with more visible screen area.  Or Metroid II.  Is this the kind of thing that can happen with LUA trickery or is it well into "remake the whole game" territory?

I suppose in the case of Shantae, most of the first game's enemies and whatnot now do have higher resolution assets in the second and third games.

It would depend on the game, but usually they expect you to only be able to see part of the screen at a time.
So there could be glitched stuff on the offscreen area (like for example, Game Gear games technically use the Master System resolution but they expect only the center area of the screen will ever be see so they don't update the rest. Kind of a problem when people hack GG games to run on MS. Heck there were even NES games that EXPECTED overscan to hide parts of the screen that (in the days they were made, only in theory) COULD be seen), or games could only display sprites when they are within the expected boundaries (someone one posted an example when someone asked on another forum: Pokemon RSE. If you were to display the whole GBA tilemap at once, you'd see NPCs just suddenly appear and disappear as you walked)

Personal Projects / Re: Final Fantasy II Renovated
« on: December 31, 2014, 12:57:39 am »
It's probably what we call "squishy tiles", though there's a more professional name for it.
Meaning they just took 6 unneeded font tiles and wrote "Richard" across them, entering THOSE tiles as his name.
The official NES FF1 and 2 (beta) even did that, with the status effects.

Newcomer's Board / Re: Newbie title screen editing
« on: December 30, 2014, 09:48:39 pm »
It's looking like a simple compresion: when there is an FF, the following two bytes are a tile to repeat and the number of times.
You can add tiles, but then you'd have to remove some somewhere else to make sure the total size of the compressed data matches (or move the title data if there's room in the same ROM bank).

ROM Hacking Discussion / Re: disable saving
« on: December 30, 2014, 09:37:35 pm »
The cheap way to do it would be to edit the ROM header to disable battery emulation.

The other way would be to make ASM hacks to find the code that writes the save information and remove it.

ROM Hacking Discussion / Re: Tales of Eternia PSP - Remove battery gauge?
« on: December 27, 2014, 12:30:37 am »
You could probably make a xdelta or bps patch by comparing the unhacked and hacked ISOs.
You can't use IPS unless the change is within the first 16MB (before address 0xFFFFFF).

Was there just one version of Tales of Eternia? The ISO I got is labeled "German" but it seems to play in English just fine and the CRC matches Blimp's. (except the intro which is in some strange, perhaps even fake? language)
Though I got the same result when I played my real UMD on my PSP.
I've never had a reason to check but does PSP have a language setting and perhaps it's using that?

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 22, 2014, 04:29:56 pm »
Do games never use the first bank as fixed?

Would it be possible to use an existing bank switch routine from the game and just supply it with the new bank numbers, instead of writing your own?

I can understand that the new fixed bank has to contain what the old fixed bank did, but in which cases are there then references to the old fixed bank that would break? Do games load the fixed bank to the variable slots or something else?

The reason the last PRG-ROM bank in an NES ROM is usually fixed is because of vectors (NMI, Reset, IRQ). The CPU expects them at $FFFA-FFFF, which is mapped to ROM. By doing that, they only need to have those routines coded once in the game. Otherwise it would have to be coded in each bank.
The 512k variant of MMC1 is a special case. It basically acts as 2 256K ROMs (the limit of a standard MMC1 board) glued together, with one of the mapper bits (normally used for CHR-ROM) instead functioning as a switch between them. (such as I understand, FF1+2 effectively was 2 256KB MMC1 games stitched together, with some code to switch between them, though that was a further variant since it needed to glue the SRAMs together too)

Gaming Discussion / Re: Trouble with two SNES translation patches
« on: December 22, 2014, 09:52:30 am »
I will make sure to hold onto this tush to use in the future
ROM hackers give their programs wonderful names, don't they? :D

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 22, 2014, 09:50:28 am »
You probably have to do something to make sure the NMI doesn't interrupt the bankswitch (I recall that was just one of the problems stopping Gideon's Megami Tensei translation).
In my Momotarou Densetsu translation, I had to wait for NMI to clear before trying to access the translation (as I had used 512K MMC1). I recall having to replace the original text seek function with pointers for every line because in one case the text-seek was STILL too long (the first enemy in the game, was stored as the final string in a block, right after the credits, which was one HUGE string).

I thought MMC1 could support 512KB PRG with CHR-ROM, but at the expense of halving the CHR limit (which would make it unusable for ROM hacking). Luckily the games I've done that on have used CHR-RAM.

Deep Dungeon III put the "system" text in the fixed bank. Didn't have free space otherwise, so I had to relocate the text to a non-fixed bank (which was not an easy task at all) but on the plus side that gave me tons of free space in the fixed bank. When doing 256->512KB MMC1 expansion, that introduces another problem: having two "fixed" banks. Code changes in the bank must be kept in sync or the game will break.

Script Help and Language Discussion / Re: Little Magic
« on: December 19, 2014, 05:03:14 pm »
Probably going to pick this back up again.

Looking for a check on the opening of the story mode.
I recall only like half the story was translated, so I'll have to later try the rest and see how it goes.

Probably going to stick with localizing the country names as Suncat and Moondog.
それは それは とおいむかし

せかいは サンオサールこくと ムーンオイヌこくに
わかれていました。2つのくには たいへんなかがよく、
たがいのおうじと おうじょも しょうらいを ちかい

しんでしまいました。そした ひとりのまどうしが、
ひめをつまにむかえ、ムーンオイヌこくを おさめると

おうじょは おうじのことがわすれられず、まどうしの
こころを かたくなに こばみつでけました。そこで、
サンオサールに たたかいをいどんできたのです

Long long ago and far away:

This world is split among the kingdoms of Suncat and Moondog.
They were very harmonius. The princes and princess' grew up close.

One day, the king of Moondog suddenly died.
Then one of the wizards married the princess, creating democracy in Moondog.

The king had not forgetten what the prince did, but the wizard could not find it in his heart to let it continue.
So he killed the prince, took the world under his control and declared war on Suncat.

For further context, the description according to the manual




I suspect only the first two paragraphs are the story, and the rest is about the other game modes. Google translation is nonsense as usual. :D

Personal Projects / Re: KingMike's Translation projects.
« on: December 19, 2014, 04:07:22 pm »
Now I think I recall. Probably got frustrated and put aside the game a bit then got busy with other stuff and didn't come back. Will later.
One pretty bad bug, I assume, is the game getting pretty much deadlocked on the status paralysis. (I see this sorta hadn't been addressed since the first game. I mean, freeze status was basically the same thing. But then I got a guy healing me every turn so even dying isn't happening.)
I would have to wonder if the game could be hacked to nerf that or at least put it prevent it from stunlocking the game.

Personal Projects / Re: KingMike's Translation projects.
« on: December 18, 2014, 12:02:31 pm »
That's right. I need to get back to playing that. Was playing through the FC version before getting stuck in a place.
Will probably do that version (even I don't think ROM expansion is an option for that one, as it's already 512K which is the limit for MMC3).

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