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Newcomer's Board / Re: Link's Awakening - Small Hack Request
« on: June 26, 2019, 02:22:39 pm »

Gaming Discussion / Re: I been in th Romhacking world since 1997
« on: June 21, 2019, 04:30:33 pm »
From my understanding this game is a not as good, Japanese version of (or rather an attempt at) Gran Turismo for the GC?
That pretty much sums it up. The Wii version was quite heavily panned, so it's no wonder there was very little interest in the GC version of the game.

Japanese people in general seem to have less interest in backing up games. There are quite a few, mostly lower profile, Japanese games that don't have (good) dumps available. Even many more recent mobile platform Japanese exclusives seem lost. And when one is dug up it's usually by a western enthusiast.

Whoa there. Don't be actually doing the hacks for them. People might get the wrong idea about this thread.
I'm not your horse, so mind your language.

People don't come here to bury their hack ideas in a graveyard thread or be told how they could or should do it themselves. Some people will want learn how to make it themselves, while others would love to see someone doing their hacks for or with them. This isn't an a one-way street.

Newcomer's Board / Re: Nes Volleyball games - How change old rules?
« on: June 19, 2019, 09:01:14 pm »

Personal Projects / Re: Haja no Fuuin crowd-source translation
« on: June 19, 2019, 08:26:27 pm »
Kosama/Coserma is a person, do you see something that says otherwise? Oh yes, the intro page. Fixed that. Don't see anything in the game text though. Thanks for headsup.
It must have been the slightly ambiguous English sentence (compared to the Japanese) in combination with the intro page that confused me, as it seems fine now.

Personal Projects / Re: Haja no Fuuin crowd-source translation
« on: June 17, 2019, 08:11:42 am »
I noticed something odd in the first sentence I read and then also in the list of nouns. Why is Kosama treated as a village instead of a person?

So guys, I don't normally post here, but it's worth a shot because maybe someone knows something I don't. I recently tried Pole Position in MAME with my USB racing wheel. Most arcade games are fine with it since it's essentially like an analogue stick without up and down, and most arcade games use this approach. Pole Position, however, doesn't: it uses a spinner, like the racing controller on the Atari 2600. In the service menu it's clear: each position of the spinner is between $00 and $FF, and as you move it around it changes to whatever position it's on at that moment (and doesn't recentre when you let go, naturally). This basically means that unless you can a) get a real spinner controller or b) hack up a mouse to do something similar, your only acceptable option is to use a regular digital joypad/stick, since at least that way you can smoothly go left and right, whereas a typical analogue stick causes chaos.

But I'm a ROM hacker, so immediately I wondered if I could hack the ROM to use typical analogue controls instead of the spinner. I can understand the principle, but one problem is that all arcade games are a different system. All I know for sure is that the main CPU is a Z80, which is good since I can understand that. What I don't know is how the input is registered. I found a reference in the RAM to the same value I saw onscreen in the service menu, but I don't know if that was just for displaying the number on the screen. Anyone got any thoughts/knowledge to share? The best alternative seems to be the Dreamcast port, though maybe there's something else I haven't seen before.
Turn the dial sensitivity down low in analog controls and any analog stick or racing wheel will work like a charm. No hacking required.

Programming / Re: Emulator for SNES hacking?
« on: June 09, 2019, 07:34:55 am »
New on the scene and actually quite really good: Mesen-S
Thanks for sharing. I just checked it out and I really like the intuitive, modern-looking UI. Once a few more essential debugging features and support for the enhancement chips have been added I'll probably make this my go-to SNES debugger.

Personal Projects / Re: Battle City Mario Bros 4-player hack
« on: June 04, 2019, 07:37:56 am »
You're the best! Thank you. How do you save changes in the RAM?

I also noticed that when I open the rom in FCEUX the options meny are exactly as I wanted. But in Nestopia and Mednafen it looks like this:

You can't save changes in the RAM. You can right-click on the RAM address in FCEUX and set a write breakpoint. Once it triggers you'll have to read the code(which is in the ROM file) and figure out which part of it you should change (there can be multiple writes to an address and you should check them all out before committing to a change).

It seems some emulators start with the whole RAM set to FF (which sets everything to YES), while the original 4-player patch seems to depend on only some of the RAM being initialized to FF. I'm not sure which is more accurate, but I can expand my patch to manually set all options instead of relying on the RAM behavior. That would fix it for all emulators.

New patch:

ROM Hacking Discussion / Re: A Reliability Issue
« on: June 03, 2019, 04:27:27 pm »
Try updating your 7-Zip to the latest version. ;)

Personal Projects / Re: Battle City Mario Bros 4-player hack
« on: June 03, 2019, 04:24:17 pm »
It's actually RAM address 0312 that's important because it enables all the writes to 03AC. ;)

Here's a patch that disables all engine sounds:

Personal Projects / Re: Battle City Mario Bros 4-player hack
« on: June 02, 2019, 07:15:32 am »
To increase shooting speed decrease ROM address 61EA for shooting left (FE) and increase 61EC (02) for shooting right. And decrease 61F1 (FE) for shooting up and increase 61F3 (02) for shooting down. Make sure to increase/decrease all addresses by the same amount unless you want different angles to shoot at different speeds. Increasing the shooting speed can cause the shells to not hit objects, so be careful! If you want to mess around, changing the values (00) next to these addresses can make the shells shoot diagonally. ;)

It already looks better, but if you really want to improve the game you should borrow some of the elements from its sequel(like the character model(s)) and the master system game (exploding enemies).

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