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But I have no idea how to use this, or how to compile it in C and then execute it - I'm a noob. :/So git gud?
If they wanted, they could join us, and together we could fulfill our dreams.Often, getting more people involved for the sake of getting more people involved is a recipe for disaster.
First of all: how do you know we don't have the skills you were talking about?Because your first post suggested you were earnestly seeking people with said skills, and your list did not suggest any members of your "team" had such skills. All I saw was a list of people with "ideas" who wanted to "design". Of course, you've edited it now. I should clearly use more quotes next time.
As someone who actually runs Wario Forums, I can definitely assure you that this project will be finished. We're all really dedicated Wario fans over there, and hey, it's pretty much the best shot we have of getting a new Wario game within the next five years.That is a very long list of people in that first post with skills you do not have, and your ability to finish the project appears to rely entirely on finding such people, which strikes me as unlikely – quite regardless of how many other dedicated people you think you have on board.
Enter this, possiblilty the heaviest patch at almost 4 megs (almost theThis suggests that the patch probably just contains the entire contents of the US ROM, making it kind of pointless. That's not really a "loophole".
same size as CT itself).
I just checked, stat growth is identical between the US and JP versions.How did you check?
I don't get the point behind what OP is trying to do, though. Couldn't he just get something like a region lock switch device (and I'm sure these exist for SNES) and play his US copy (assuming in good faith he has it already)?The Retron 5 has no problem with different regions. Presumably the OP does not in fact have a US copy.
JP version only differs by an extra ending card graphic for one ending (Chrono Trigger not used, Epoch used in 1999) and unused stuff that you wouldn't see outside of a text dump anyways.I read once that the algorithms used to calculate stat increases upon leveling up are different, but considering that no one seems to have ever mentioned that again, perhaps that source was mistaken.
The disassembled audio is almost exactly what I am looking for in terms of the notes that are played! Is there any way to export it as a MIDI or other visual representation of it, where the notes are grouped and played together?...Are you suggesting that over the last eighteen years, no one in the multitudinous fanatical legions of Pokemon devotees has ever once put together satisfactory sheet music derived from the games? I would find that very surprising.
As for searching through the game's code to find the note values (which now seems pointless as it has already been done), aside from finding the locations of the actual sound channels, I am not really sure what else to do or look for. I don't know what affects what and where those notes are being pulled from. I do not know the sound engine at all to be able to pinpoint how the notes are affected by pitch or velocity. I am completely new to this, and was wondering if there are any specific places to start past the introduction and very basics. I am very lost on a lot of these concepts.Like I said, trial and error and experimentation is the way to proceed. Of course it isn't easy – if it was, everyone would be doing it already.
The controls for one. In the chinese pirate they are absolutely terrible.Okay, so... Why not ask that friend of yours who knows a lot about programming and the inner workings of old game systems and computers to have a look and see if he can fix the controls? Assuming he has the time.
Knowing these values is of great use, however I will admit I would not know how to change, or otherwise manipulate them upon doing so, anyway. I apologize, but I am new to the world of hex editing and ROM hacking.It's pretty much exactly like editing any other kind of file. You get a hex editor (I like XVI32) and you open the file. Typically the left side of the hex editor window displays the raw binary data, byte by byte, in the form of hexadecimal numbers ranging from 00 to FF (that is, 00000000 to 11111111 in binary, or 0 to 255 in decimal). The right side shows the ASCII representation of the data, which will typically be complete gibberish.