News: 11 March 2016 - Forum Rules
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News Submissions / Re: Utilities: New Utilities Added to the Database
« Last post by Bregalad on Today at 01:50:33 am »
Great to see SPCtool finally being upgraded. It did only work on extremely retro PCs, and didn't even work correctly in DOS box.
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Personal Projects / Re: Basu Bacteria - My new Krazy Kreatures hack
« Last post by Mister Xiado on Today at 01:02:51 am »
You're welcome. Sorry this seems to be needlessly complicated, and I thought I would be able to pin it down, after changing the color that the flashing Blaster Master logo stops on. Well, I wish you the best on making new music. I can compose music about as well as I can see through stone.
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ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« Last post by Gemini on Today at 12:16:07 am »
According to the documentation I found on this site for TIM headers, the last 4 bytes of the header specify, in order, number of colors per CLUT and number of CLUTs. In my case that's 64 colors per CLUT and 16 CLUTS, not 16 colors per CLUT and 64 CLUTs. I have 16 palettes, not 64.
You can't have 4 bits textures and palettes of 64 colors, which means it's 4 palettes one after another in reality. The TIM documentation is either wrong or you misread it, because clut size defines simply how stuff ends up in vram. That means you have 4x16 16 color palettes in your TIM, hence why 64 palettes in total. For example, if you had an 8 bit image with 512x2 in the clut header, that would mean it's 2 palettes in a row * 2 columns, so 4 palettes.

Quote
It also seems odd to me that in all these texture files, only the first 16 indices of the first several CLUTs contain actual colors. The other 48 indices of those first few CLUTs are transparencies, and the last several CLUTs are nothing but transparency values. Why all the extraneous values?
Blending effects?
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Newcomer's Board / Policies on fan-made games
« Last post by Iredc on August 20, 2018, 07:09:15 pm »
I'm not sure if this is the correct place for this question, so sorry if it isn't.

My question is about fan-made games and the site's policies about them.
I just finished translating this visual novel from 2004:http://bluebirdsillusion.wikia.com/wiki/Fullmetal_Alchemist:_Bluebird%27s_Illusion_(visual_novel)

Contrary to what the wiki says (its pretty old info), there arent any other translations to my knowledge. My question is, would it be appropiate to upload this game here, given that it's not commercial? Or should I release a patch instead? Is this kind of content allowed in this site or should I upload it in a different place?
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Newcomer's Board / Help needed with translation
« Last post by paavo83 on August 20, 2018, 06:05:06 pm »
Hello,

In most games text is very easy to translate with hexeditor, but then there is strings which are not visible.
For example how to translate Mega Man 4 title screen -> press start & pass word strings ?

I found these strings "press start & pass word" directly from Hexeditor -> PPU Memory
I modified text directly at PPU Memory, pasted modified text to same Rom Memory location, saved rom, but doesn't work.

These strings doesn't seem to appear in .rom file
How to translate these games where .rom doesn't have full strings ?

Help appreciated, been fighting with this quite a bit :)
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Newcomer's Board / Re: How to add save slots to GBA LOTR return of the king
« Last post by FAST6191 on August 20, 2018, 05:55:37 pm »
Notepad does not open files as is -- anything that is not decodable as text tends to get dropped or rendered oddly which is a quick way to break a file.

Anyway thanks for the description of the cross slot interaction/new game+ type behaviour, it does indeed change things and make a hack approach more useful.

If a PC application is a viable option (as opposed to all in cart) that changes some things.

Quick and dirty way is to break the game's save hashing/checksum routine* (should just be a matter of changing the "if check matches stored hash" line to go to the "matches" part of the function). At that point figure out where in the save the relevant slots are -- most GBA saves are not encrypted so should just be a matter of making a save, making a save in the next slot... and comparing them all. Overwrite that (copy and paste job with a hex editor** once you know the locations and sizes, or maybe not even sizes if you just copy everything up to the next save slot). Saves should even work still with the unmolested game if you load them in the hacked game and save normally to correct the hash.
If you do want to figure out the save hashing/checksum routine and implement that into a proper save manipulator then that would be more work but the "proper" way to do it.

*sounds hard and indeed will involve some assembly, however you can find the hash easily enough just by doing minor alterations to the save (if it has a timer then that will do). Any change should change the hash and thus you will soon know what is the hash value. Follow this value ( http://www.romhacking.net/documents/361/ , though I would suggest no$gba debug these days) through the handling process and the check will probably be something like cmp r1, r2, bne [address] and you would change the bne to something that skips that and just goes right to the "good" outcome.

**if you can copy and paste this line to this line/from this document to this document in a word processor you can do it in a hex editor. Don't work on files you don't have backed up and worst that happens if you redo the process if you make a misstep.

While I am at it I would probably also unlock the GC link character manually or with a finished game or something but that is a different matter.

I should also spin the button activator thing for an expanded save in light of the single slot necessary thing. In that case rather than a upper/lower arrangement I would probably do a "window" type arrangement. It is not impossible to make it so you can select a desired slot to swap in and out (probably need multiple button combos to select multiple values and then some kind of binary compare) but if we are building a hack to share with the world such complexity would be undesirable.
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Newcomer's Board / Re: I need help finding a ROM hacking tool...
« Last post by FAST6191 on August 20, 2018, 05:29:44 pm »
Start with a simple 8bit game
Why 8 bit? I would have said any device with a decent debugger. There could possibly also be some small hangups with 8 bit stuff (it is only 8 bit after all) that I have no problem dealing with now I know the 32 bit devices (it is just a reduction/simplification to me) but might impede learning a tiny bit.
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Newcomer's Board / Re: I need help finding a ROM hacking tool...
« Last post by Valendian on August 20, 2018, 05:02:47 pm »
You gotta start somewhere. But your first game the best advice is:

Start with a simple 8bit game
Start with a game that has all the tools you need

If there are no tools then you need to make them, or you will need to apply generic tools and some simple scripts.
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Personal Projects / Mario Rescues the Golden Mushroom (SMW Hack)
« Last post by Green Jerry on August 20, 2018, 03:46:20 pm »
I've been working on this hack since 2016.

Story: The Golden Mushroom was stolen by Bowser, and Mario must defeat him!

Screenshots:













Links:
Download latest demo (Demo 3.1)
SMW Central thread
Discord Server
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ROM Hacking Discussion / My SM64 Hack Won't Emulate
« Last post by Super Boi on August 20, 2018, 03:16:55 pm »
Hi, I am trying to replace Mario's head in a ROM hack I'm working on, and when I run the ROM in Project64 1.6, without error, it just closes down. When I run it on Project64 2.x, it says "Unknown memory action emulation stop". What do I do? I imported it with SM64 Editor 2.2.3.
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