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Messages - KingMike

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81
That site referenced by the OP. It probably means almost nothing to them. I think the owner even said he just moved his hosting two or three times after getting legal threats.

82
Personal Projects / Re: Translations of early Famicom games
« on: June 11, 2017, 09:27:15 pm »
There supposedly is a beta official localization of Aigina but at this point the cart might as well have fallen of the face of the earth, as I don't know if the owner planned to either dump it or sell it.

83
Well, there is a beta version of Illusion of Gaia which as I recall had a fair amount of changes (although I can't recall how much was content change and how much was just spelling/grammar mistakes), likely before Enix sold the publication rights to Nintendo. (it still has the JP/EU title screen, which in the US was only seen in the manual)

84
Indeed it was the audio and video.

Compressing audio (especially to MP3) would reduce quality but on PCE especially it seems it really messes with the games' ability to run.

And being larger than cartridge games was one of their selling points in the '90s.
Because you know, being a thousand times bigger in memory makes them a thousand times better automatically, right? ;)

85
Typically yes, due to the higher resolution. Though I don't think it was common for games to use the extra resolution, just make a bigger border.

I think Mega Drive had the extended PAL resolution a separate mode and the typical resolution modes were the same as NTSC, probably for compatibility.

I know for a long time it was reported that the PAL NES had higher resolution than the NTSC but that was incorrect. It was just that overscan on NTSC CRTs typically hid the outermost scanlines (and games were sometimes programmed to depend on that to hide garbage pixels).

86
Newcomer's Board / Re: Button Combination Hack (NBA Jam TE, SNES)
« on: June 09, 2017, 10:46:48 am »
For the first, it depends. They MIGHT have stored it as a list of button presses (which would be in the same format as how the SNES reads it. Like if B is 80 00, then it would stored as 80 00 in the ROM... IF they did it that way).

Code: [Select]
4218 r l++++
4219 r h++++
421a r l++++
421b r h++++
421c r l++++
421d r h++++
421e r l++++
421f r h++++
        byetUDLR axlr0000
        a/b/x/y/l/r/e/t   = A/B/X/Y/L/R/Select/Start button status.
        U/D/L/R           = Up/Down/Left/Right control pad status.
                            Note that only one of L/R and only one of U/D may be set, due to the pad hardware.
So that means IF the buttons were stored normally, each button would be stored as two bytes. Within each byte the value to use would be use 80 for the left-most character, and it divides by 2 for each one to the right.
B would be 80 00, Y would be 40 00, Select would be 20 00...
A would be 00 80, X would be 00 40, etc.
If you convert each button to its value and do a search in the ROM and don't find a match, then that's not probably how they programmed it.

For the later, any time you want to add game functionality that doesn't exist in the game, that is going to require hacking the game's programming code aka "ASM hacking". So, no you're not going to get that changing a couple random bytes.

87
Personal Projects / Re: KingMike's Translation projects.
« on: June 08, 2017, 02:11:32 am »
Definitely marketing.

Look at Master System cover art. "What is Mega Power, and how can you have twice as much of it?"
(yes, other consoles did it too but SMS was the only one I can recall to do it regularly)

And Atari Jaguar's entire marketing was pretty much solely on its claim to be a 64-bit console (which seems to be largely debated whether that was an accurate claim)

88
Personal Projects / Re: Translations of early Famicom games
« on: June 08, 2017, 02:03:11 am »
I had some progress on Seikima II (I'm guessing the name is some kind of joke or reference and is to be pronounced Seikimatsu, and there is no Seikima 1) and Space Hunter.
On Seikima I should probably try to make a cheat to get the instruments to test the good ending.

Also Gegege no Kitaro was officially localized as Ninja Kid, since you mentioned the other two Bandai localizations. Probably the least known, though. (if Chubby Cherub is only known for the crazy prices it sells for and of course Dragon Ball is much better known today than it was 30 years ago)

89
Newcomer's Board / Re: NES Text Editing Help
« on: June 08, 2017, 01:54:52 am »
But if the bank byte isn't on the bus, then it has the same restrictions.

How is GBC bankswapping different from NES bankswapping then?

Not much really. There's only a handful of mappers on that, I think (MBC1/2/3/5/6/7, official multicart mapper MMMO1 I think it's called, a couple Hudson mappers I think, and maybe Tamagotchi. But the most common are MBC1, 2 and 5, it seems. MBC3 seems to have been used by few popular games like Pokemon and the others are maybe 1 or 2 games, aside from the MM thing used in several late-era compilations)

Probably the more notable thing is that SRAM locking seems to have been a standard feature on those mappers.

Though I forgot GBC used RAM banking for both VRAM and CPU-RAM. (as both were increased on GBC but to retain backwards compatibility with DMG games).

90
Newcomer's Board / Re: NES Text Editing Help
« on: June 08, 2017, 01:27:50 am »
(unlike the SNES and apparently GBC which have a 24-bit bus).
GBC uses a variation of Z80 which is 16-bit bus so they also had to do ROM banking. The only reason they'd include a bank byte is in the programmers were expecting their text to be big enough to warrant coding support for a bank byte into the text routine.

91
General Discussion / Re: SNES CD Fully Working
« on: June 06, 2017, 03:38:08 pm »
Does this mean bsnes will allow snes cd support? So now people can make snes roms for the snes that are larger than 4mb? (at least for the bsnes emu). Looks like the way people circumvent this now is by creating executable files rather than try to make a "rom hack" when they make large snes-type games. Looks like the SNES max cart size was approx 4mb, allow there's some success getting a 16mb rom to work (also those msu-1 audio expansions are extremely large but not sure if that counts)

https://www.romhacking.net/forum/index.php?topic=17752.0

Last I read, byuu has stated he is not interested in supporting it. Without him being able to do test on the real hardware as well as lack of even one officially-developed game to use as a test had dropped his interest.
He said he doesn't want to best-guess at how the hardware worked, like nocash had to do when writing the homebrew game that Ben Heck was able to test on his show.

92
Personal Projects / Re: Translations of early Famicom games
« on: June 04, 2017, 12:05:17 pm »
I don't really understand how, in the ROM, to change what sprites are used etc. For example, I can see in the ROM where a particular sprite is, but how it gets to RAM and thus the PPU, and how xy position is affected, is still a bit of a mystery. Once the technical details are understood, the actual translation will take no time at all.
Do you know ASM?
It's usually pretty easy to find sprite data.
Most if not all NES games will store sprite data in $100 byte page of RAM. Open the debugger in FCEUX and set a write breakpoint for $4014 (which copies that $100 byte page to SPR-RAM), and it will probably instantly break, usually a STA to $4014, with the A value thus being the page (ie. 02 = RAM $200-2FF is the sprite table). Each sprite is 4 bytes, I believe they are Y, tile ID, tile attributes, X in order. IIRC didn't 8x16 mean it took the tile from the regular tileset (either the "left" or the "right" tileset) and then the second from the opposite tileset?

93
Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 03, 2017, 02:53:26 am »
I was shocked to learn the monochrome GB even had palettes at all, considering it... can fit all its "colors" in one palette. :P
But maybe they considered it was at least useful for fade effects and such?

(not unless they were THAT forward-thinking to think they'd eventually release a color version... someday)

94
Ripped audio tracks have probably been compressed to MP3 or something.

95
Gaming Discussion / Re: The hardest game you ever played.
« on: June 02, 2017, 07:20:43 pm »
Home Alone 2 was by Imagineering, who made a lot of licensed garbage for THQ and Acclaim, but from memory HA2 might have been one of their (relatively!) better games (I mean, it's crap but I at least played to the third level with savestates). Swamp Thing for the NES, now there's an example of one that is a struggle to finish even the first stage.

I finished SNES Rocky & Bullwinkle (with savestates, adult me was glad 10-year-old me gave up on the second level) and that is definitely some kaizo-level bullshit. And yet the NES version seems to have even worse problems that kaizo difficulty.

96
I do recall some Japanese person did a (??? site) Plays Famicom Detective Club II Remake and I think they posted a photo of some kind of bot physically pushing buttons on a SFC controller.

97
In the case of Dragon Wars for the NES, there is an unfinished US prototype ROM (for example, I recall even in the beginning of the game there is some crashing issues). But maybe it would be a start to fixing the bugs or using it as a retranslation base (yes, I know it's kind of looked down upon to simply port official translations, but I suppose for one that wasn't released in the first place, it wouldn't be so bad).

98
Possibly closer to something you want as it covers the 3ds specificallly
http://hackaday.com/tag/shiny-pokemon/
WOW DEKU OneHand

99
That's probably another topic.

But what I've seen, I'm going to guess remaining translations on the SFC are going to be a mix of obscurity as well as hacking difficulty. (such as the last few RPGs I've looked at having scripting code mixed in with text which makes quite a bit of effort to dump as you'd probably have to actually play the game a fair bit to find and decipher scripting codes).
Not to mention the usual "compression" issues.

More difficult to dump text than your typical NES script where you have mostly the standard line/pause/end codes and you can dump a large portion of the text, with maybe a few left to discover in context later.

100
Nope, Wrecking Crew '98 is legit.
It was listed on Nintendo's SFC site.
https://web.archive.org/web/20070225011801/http://www.nintendo.co.jp:80/n02/shvc/index.html
"ROM版" means "ROM version", which "ROM" is short for "ROM cassette" or cartridge in Japanese.

Sutte Hakkun and Fire Emblem Thracia 776 seem to be the most expensive, then Wrecking Crew '98 and Kirby no Kira Kira Kids are cheaper, I think. Power Sokoban seemed to be fairly cheap, at least back when I was collecting them. Unsure where Onigashima lies but it seems to be commonly listed so I'd guess low.

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