News: 11 March 2016 - Forum Rules
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Nice!  I was always planning on playing the remake eventually, but this will work fine too.

In regards to the readme, I would've went with "Gonorilla Clan" myself, but maybe that's a little too gross...
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yes you can!
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This was a very interesting thread to follow. You were able to pinpoint the bug in the code and fix the problem that nobody has addressed in decades, very impressive.

I was going to do a playthrough of ff IV soon,can I use this patch on an already patched Namingway version?
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Newcomer's Board / Re: Script dumping Radiant Historia (DS)
« Last post by Jorpho on Today at 05:20:58 pm »
Now the only problem I have remaining is that the files that are too small to dump still cause the script to hang, though it only does that for the current folder. This means that I'll probably get 80 to 90% of the script dumped with this method, and then the patches of files that occur after the too-small files remain untouched, which is still a massive improvement over what I had so far.

There are a couple of options here.  One would be to figure out why the script hangs. It's possible there's some option in subprocess.popen that will do the trick, or something you can add to your .bat file, but I don't know what that would be.

Or you could just rename the files that are too small.  I think you can actually do this with the FORFILES command in Windows.  This should do:
Code: [Select]
FORFILES /s /c "cmd /c if @fsize < 20 ren @file *.ms!"Just be very careful you only run that command in the folder with the dumped files.

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and all attempts to change the standard app for .msg files from Outlook to Notepad or whatever are blocked by an invisible wall, which is pain alright.
I'm not sure what you're doing, but the "Default Programs" control panel is the way to do that these days.

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EDIT #2: Looking into code, I'm guessing I would need an "if os.path.getsize()" in my code to check for the too-short files so they can be skipped.
If you try to change your current script to skip individual files, then you'd have to change it so that it runs on every individual file instead of "*.msg".  Considering how many files there are, that could get messy.  Far easier to rename the troublesome files instead.
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I believe that's the English Vita and English PS4 data, not English and Japanese.

The Vita translation of Hollow Fragment was pretty bad, but I've heard they actually did a decent job with the PS4 version. I'm rather disappointed the developers didn't add the new translation as a patch to the Vita version themselves.
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ROM Hacking Discussion / Re: General NES Hacking Questions
« Last post by Chicken Knife on Today at 05:06:50 pm »
Based on your work from DW1, I think you'll be able to manage the graphics just fine without me :P.

Hah. I'm glad my DW1 work *looks* impressive but truthfully all of that was my very first foray into hacking and more a result of elbow grease than actual skill. Most of it was simply spamming tiles from the famicom version all over the tile grid with a ton of duplication. The in game engine is still having the sprites point left, right, up, down etc but all of those directional tiles were simply replaced with the front facing famicom tiles so that they would display appropriately. The issues were when the US game would use mirrored images of tiles and that would put me in a spot where the famicom sprites would inevitably get screwed up. I would have to do little tricks to make the sprites more symmetrical like change the old wizard guy's head so his cap no longer leans to one side, or remove the guards spear because his body had to by symmetrical, all to work around the fact I couldn't disable the mirroring or point the code to different tiles. The other issues were the palettes being wrong for several characters due to changed palette assignments in the US version. I think I made it look decent to someone who is only a little familiar with the look of the famicom game but its unfortunately pretty far off from replicating its look, which is the only thing that will satisfy me and the reason I haven't released it. Since it seems like there is a pretty vast difference in the required skill level for the work I did versus that which needs to be done, I think I'm going to post a help wanted ad for help finishing. Gotta be someone who enjoys editing graphics and wouldn't mind helping or teaching the process.
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Gaming Discussion / Re: The PS1 Classic
« Last post by POWCo-op on Today at 04:51:58 pm »
One guy claims to have hacked the PSX Classic.
They're making steady progress at this point.
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ROM Hacking Discussion / Re: General NES Hacking Questions
« Last post by abw on Today at 04:44:32 pm »
I don't exactly understand the above instructions. Could you explain to me a little more clearly what you mean by "knock the #AUTOCMD($17FE7, *) addresses back to $17FE5 or $17FE6"? First, how do I see when $BFD6 or $BFD7 come up and then how do I actually knock them back to the other addresses.
Oh, sorry, I meant you'll need to check the values of the pointers in the pointer table at ROM 0xB762-0xB7C1 (based on your current script size, 0xB7BE is the most likely culprit) following an insert to see if any of the values are $BFD6 or $BFD7 (a.k.a. D6 BF or D7 BF in little endian), and if so, then adjust the AUTOCMD commands in the insert script to fire when the insert point reaches $17FE5 or $17FE6 instead of $17FE7.

Basically, we need to make sure the game never tries to read script data at or after RAM $BFD7 / ROM 0x17FE7, and since the game unconditionally reads the first two bytes of the string based on the pointer value, pointer values of $BFD6 or $BFD7 are bad.

And finally, my attempt to rally you to the cause of graphics work went exactly as expected. I can't be blamed for trying though!
Based on your work from DW1, I think you'll be able to manage the graphics just fine without me :P.

Hey guys, with me finishing DW1, it's time for me to throw my hat into the text editing ring as well. I've been following this thread and I should be all caught up as far as having all the stuff I need. Big thanks to you abw for your help :)
Welcome to the party! (There's music for that in this game!) I figured you'd show up here sooner or later ;).

abw, I noticed your table says you haven't figured out those control codes, but there's one in particular that's bugging me.
I also assume the F2 code in DW2 works the same way as EF in DW1, so if you wanted to re-jig the dictionary to make that code available separately as opposed to being usable only as part of the "piece[(s)] of gold" entry, feel free. The process I described a couple of posts ago should work just as well for this dictionary update as for "King" -> "Queen".

The codes I haven't bothered to check out are the F9, FD, and FF codes. Based on its usage in the script, F9 is probably some sort of item ID, though it'll take some research to figure out if and how it differs from F7. Some light experimentation suggested that FD might be useless, and FF looks like it might be some kind of conditional end token, but again, I haven't really looked at them to find out, so those are just guesses.
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Personal Projects / Re: Mega Man X5 Improvement Project [PSX]
« Last post by DarkSamus993 on Today at 04:10:15 pm »
Yes, eventually the goal is to have Alia's hints be optional: either like in X6 with an icon showing up to indicate a message (that can still be ignored if the player doesn't want to stop to read it) or more simply an on/off toggle in the options menu.
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ROM Hacking Discussion / Re: General NES Hacking Questions
« Last post by Choppasmith on Today at 03:24:59 pm »
Hey guys, with me finishing DW1, it's time for me to throw my hat into the text editing ring as well. I've been following this thread and I should be all caught up as far as having all the stuff I need. Big thanks to you abw for your help :)

abw, I noticed your table says you haven't figured out those control codes, but there's one in particular that's bugging me. In the python script posted on the first script there's a standalone byte, F2, which is a special "s" byte. It's used in the "piece<s> of gold" dictionary entry. I would take a good guess that this is the same as the EF byte in DW1 that adds or omits an S based of the number value used in the string. I'd hope to use this to change the battle message "[name][’ ]s HP is reduced by [number]." into "[name] takes [number] point(s) of damage". Is there a way I can update the table to use this standalone byte?
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