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21
Personal Projects / Re: Seven Mansion English Translation Beta v1.0
« Last post by GHANMI on October 22, 2018, 09:18:01 am »
xdelta for non standardized scene dumps, especially dreamcast, is an awful choice.
At least patches that include tools to rebuild the filesystem will work across all possible dumps.

Congratulations for the new release.
22
Personal Projects / Re: Hasher-js: Browser-based ROM validation
« Last post by Nightcrawler on October 22, 2018, 08:50:07 am »
in the case of psp, it could technically work as the param.sfo does list the version number, as well as the required firmware version number, and a whole bunch of other shit that could technically be used to identify a specific build of a game. But then again, just using a checksum does the same thing, no ?

I was under the impression that disc images on some platforms were not exact enough that there can be only one checksum that defines a valid target image. I think this applies to games with CD audio tracks at least (if not other cases). I thought that may have been a reason the catalog ids were being used to tell people what version of a game their patch was for. Even if the checksum and the catalog ID are flawed, I would think that would still be better than no identifying information whatsoever. If it really is completely useless though, maybe it's not.
23
ROM Hacking Discussion / Re: Dragon Ball Z: Buu's Fury Idea Thread
« Last post by BaiduMe on October 22, 2018, 08:41:14 am »
Hi. I've been making a hackrom of this game for a while, in which I'm translating it into Spanish. I have reached the part where Goku returns to the Otherworld. I also know how to modify scenes, change songs, make characters perform certain actions, I have modified sprites and portraits. I'm very interested in point 4. I do not know if you could explain the method to do it, since I could use it for something I want to change.

Thank you.

I responded to your thread, and I thought it was a long shot since you were offline for so long. But if we can exchange some of the stuff we know, we can make a large document about the game and help the modding community :) I'm honestly pretty pumped about the possibilities.

Being a programmer, I could maybe even write a couple of tools to make modding easier.
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These are all the codes that I tested and works with original release of the patch.  The new patch seems to broke the max money code.  I tested few codes and they are still working but all these codes used to work in the original patch.  If anyone have updated money code for latest patch, please post.  Thanks

_S ULJS-00143
_G Super Robot Wars A
_C0 Pilot Skills
_L 0x80832A19 0x00200001
_L 0x00000063 0x00000000
_C0 Robot Parts
_L 0x80832999 0x00250001
_L 0x00000063 0x00000000
_C0 Morale150
_L 0x8031957A 0x010001C0
_L 0x00000096 0x00000000
_C0 EN_MAX
_L 0x40319518 0x00640070
_L 0x3F800000 0x00000000
_C0 Infinite SP
_L 0x80319578 0x006401C0
_L 0x00000000 0x00000000
_L 0x80319584 0x006401C0
_L 0x00000000 0x00000000
_L 0x80319590 0x006401C0
_L 0x00000000 0x00000000
_L 0x8031959C 0x006401C0
_L 0x00000000 0x00000000
_L 0x803195A8 0x006401C0
_L 0x00000000 0x00000000
_C0 Inf Movement
_L 0x4031954C 0x01000070
_L 0x00000000 0x00000000
_C0 Focus Skill Always Active
_L 0x20162A0C 0x80820078
_L 0x20162A10 0x30420007
_L 0x20162A18 0x2C420001
_C0 Invincible Skill Always Active 
_L 0x20162C68 0x80820078
_L 0x20162C6C 0x30420007
_L 0x20162C74 0x2C420001
_C0 Soul Skill Always Active
_L 0x20162C48 0x80820078
_L 0x20162C4C 0x30420007
_L 0x20162C54 0x2C420001
_C0 Valor Skill Always Active 
_L 0x20162B74 0x80820078
_L 0x20162B78 0x30420007
_L 0x20162B80 0x2C420001
_C0 Alert Skill Always Active
_L 0x201629EC 0x80820078
_L 0x201629F0 0x30420007
_L 0x201629F8 0x2C420001
_C0 Accel Skill Always Active
_L 0x20162960 0x80830078
_L 0x20162968 0x30630007
_L 0x20162974 0x2C620001
_C0 Strike Skill Always Active
_L 0x20162A4C 0x80820078
_L 0x20162A50 0x30420007
_L 0x20162A58 0x2C420001
_C0 Assail Skill Always Active
_L 0x20162CFC 0x80820078
_L 0x20162D00 0x30420007
_L 0x20162D08 0x2C420001
_L 0x20163E64 0x80820078
_L 0x20163E68 0x30420007
_L 0x20163E6C 0x2C420001
_C0 Kills999
_L 0x80873524 0x0032003E
_L 0x100003E7 0x00000000
 

25
ROM Hacking Discussion / Re: Screenshots
« Last post by paul_met on October 22, 2018, 08:00:40 am »
I saw widescreen and ultrawide hacks before, but that resolution is really unique. Talk about lateral thinking  :laugh: It would be really useful for a phone port, or Switch port in portrait mode.
Your posts are as delightful and interesting as ever, paul_met. How are you managing such magic with Saturn games? You also basically saved the Grandia Saturn script port project, and put together a bunch of other proof of concept ones (Lunar Magical School, Linkle Liver Story... hopefully the programming base iso patch at least gets made available)
Sega Saturn is not such a difficult system, as many people think.
26
Personal Projects / Re: Seven Mansion English Translation Beta v1.0
« Last post by nicoblog on October 22, 2018, 07:15:26 am »
What's the necessary dump, TOSEC or Redump?
Neither cos that is actually a full game (cdi) not a patch.  ::)
27
ROM Hacking Discussion / Re: Dragon Ball Z: Buu's Fury Idea Thread
« Last post by Tailo on October 22, 2018, 06:04:51 am »
Hi. I've been making a hackrom of this game for a while, in which I'm translating it into Spanish. I have reached the part where Goku returns to the Otherworld. I also know how to modify scenes, change songs, make characters perform certain actions, I have modified sprites and portraits. I'm very interested in point 4. I do not know if you could explain the method to do it, since I could use it for something I want to change.

Thank you.
28
https://www.youtube.com/watch?v=KojJIZ7MM-o
There are no diagonals in this test cart.

https://www.youtube.com/watch?v=YA2FqoVqZYo
There -are- diagonals in this test cart... but it only registers buttons presses from an emulator while in the 4 player multi tap test screen...

I'm on my phone and can't see the videos right now, but my point was that the NES collects input by polling the registers at $4016 and $4017, then storing the result in RAM. The result is 8 bits (up, down, left, right, A, B, Start, Select), hence there is no distinct diagonal.

However, I assume what you're referring to is that the diagnostic test doesn't ask you to push two directions at once to see if it can be done, which would be testing the physical attributes of the pad rather than the circuit connection. I suppose you can allow for that in the software (the test) but maybe I just misunderstood what you meant.

I agree that diagonals on some pads can be tricky (such as trying to do them in Dead Or Alive 5 on a 360 D-pad) so being able to test it would be useful.
29
Personal Projects / Re: Hasher-js: Browser-based ROM validation
« Last post by Mugi on October 22, 2018, 05:10:35 am »
well, yeah, it *should* store it, but there's always the few special snowflakes that just dont :P

ps1 was a gigantic mess as far as standards go, so that be that. Point was moreso, that's how it should be and that's where it should be read from.
if it's not there then one could always dig into the executable to find it but yeah, in terms of general identification, the executable name and/or the boot line on system.cfg is the way to go.

as far as using the gameID for identifying a good/bad image for patching, as already stated, revisions of a game might and mostly do reuse the gameID, so identifying a specific rom from the gameID is pointless.

in the case of psp, it could technically work as the param.sfo does list the version number, as well as the required firmware version number, and a whole bunch of other shit that could technically be used to identify a specific build of a game. But then again, just using a checksum does the same thing, no ?
30
Programming / Re: How to compile pcsxr for windows
« Last post by Vindex18 on October 22, 2018, 04:45:46 am »
It's possible to do the same with Intel System studio?
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