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Messages - Jorpho

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Newcomer's Board / Re: Are plained modded PC data files allowed here?
« on: October 30, 2014, 10:30:54 pm »
If I'm not mistaken, it is preferable to distribute as little of the original game data as possible.  Unless the modded Data.rsdk (I guess that's Sonic CD?) is almost entirely new data, you should probably make an xdelta patch.

Personal Projects / Re: Final Fantasy IX - General hacking tool
« on: October 28, 2014, 07:18:31 pm »
Is it very different from FF7 and FF8 internally?

Programming / Re: Python libraries for FF7 LZSS compression?
« on: October 23, 2014, 10:52:30 pm »
How intriguing...

I found this Python implementation of LZSS, but alas, I can't see where the ring buffer would be initialized with spaces.  (It's more obvious in this C code.)

ROM Hacking Discussion / Re: .PGF files
« on: October 22, 2014, 10:38:25 pm »
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?  >:D

It's not so hard to get it running.  Are you familiar with the command line at all?  Would you happen to have some sort of Linux installation handy?

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.

I'll shut up now.

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.

Your own thread title says "not yet in progress".

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.

EDIT: Rather, that was a very long list of people. Things seem to have been edited.

It's nice to see that you have a little bit more than just ideas, but it doesn't look like you have much more than that.

Ideas are cheap.  There is no shortage of people with ideas; there is a good number of folks who come in here saying,  "I have an idea, and I want to be the Director for a project! I just need a bunch of people to do the actual work for me!"

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 17, 2014, 08:21:16 am »
Enter this, possiblilty the heaviest patch at almost 4 megs (almost the
same size as CT itself).
This 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".

I don't know why the text would be garbled instead of just being in Japanese.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 14, 2014, 11:07:18 pm »
Huh.  Well, that sounds pretty definitive.  Too bad that page I read is lost to the ages.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 14, 2014, 09:33:29 am »
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.

Newcomer's Board / Re: Editing Game Text
« on: October 13, 2014, 09:23:20 pm »
If the text is uncompressed, it may not be too difficult.  If it uses the standard GBA LZ77 compression algorithm, then it will be slightly more difficult and you'll need a suitable decompression utility, like http://www.romhacking.net/utilities/431/ or http://www.romhacking.net/utilities/433/ .  If it uses some different, arbitrary algorithm, you'd have a problem.

The "Getting Started" link under Help over on the left is a good place to start.

P.S. You might as well put Harmony of Dissonance in your thread title to narrow things down a bit.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 13, 2014, 09:14:18 pm »
Come to think of it, you could probably create an IPS patch that changes Chrono Trigger JP into, say, Super Mario World, and then use the Chrono Trigger JP cart to play Super Mario World.  It pretty much makes it capable of playing any arbitrary ROM, doesn't it?

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 13, 2014, 12:29:59 am »
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.

Newcomer's Board / Re: Gameboy Sound Extraction - MIDI
« on: October 12, 2014, 03:01:29 pm »
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.

Even if you could export it to MIDI, and even if the result sounded something like the original, I suspect the MIDI won't make for particularly usable sheet music.  You can see for yourself by downloading any old MIDI from somewhere and importing it into whatever you might have in mind for making sheet music.

As for exporting disassembled audio to MIDI, as I suggested above, you'll probably have to put together something manually.  If I had to do it, I would start by looking for a suitable Python module.  https://wiki.python.org/moin/PythonInMusic lists a bunch; PyMIDI looks promising.

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.

ROM Hacking Discussion / Re: Adding custom music to nes rom?
« on: October 10, 2014, 09:07:33 am »
Wow, where's that screenshot from?

Sir, please don't start additional threads.

ROM Hacking Discussion / Re: Porting a Gameboy game to NES
« on: October 09, 2014, 12:41:55 am »
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.

Tracking down the problem and attempting to fix it just might end up being a teensy bit easier than porting a game from scratch.

Newcomer's Board / Re: Gameboy Sound Extraction - MIDI
« on: October 06, 2014, 11:46:27 pm »
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.

If you want to change a value, you just select the value and type in a new one in the range of 00 to FF.  It is important to only replace values and not insert them, as inserting values changes the relative position of everything and can easily render the file unusable.

To be clear, only some values represent data – program code also takes the form of hex values.  Unfortunately, it's pretty hard to tell the difference at a glance.  But a quick look at the .gbs files I have sitting around suggests that there are visible patterns in the hex values that probably represent data.

Newcomer's Board / Re: Gameboy Sound Extraction - MIDI
« on: October 06, 2014, 01:32:32 am »
If you really wanted to, you could open the .gbs file in a hex editor, look for patterns, try changing something, and then listening to what difference it makes in the music.  Though trail-and-error you might eventually be able to deduce the format.  (I understand a .gbs file is basically a Game Boy ROM from which everything has been stripped away except for music-playing code.)

A less crude method might be to use the gbsplay source code to output something that can be more readily changed to MIDI than straight-up WAV output, or perhaps a MIDI directly. The MIDI file format seems pretty straightforward.

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