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Messages - Nightcrawler

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1
He has released this tool. This tool is called 'Wanderbar' was released here:
https://www.romhacking.net/forum/index.php?topic=27177.0

2
ROM Hacking Discussion / Re: SNES - Drawing an image on screen
« on: February 08, 2020, 10:50:11 am »
This package of materials and document will help you out:

https://www.romhacking.net/documents/282/

3
Newcomer's Board / Re: Crediting myself in submissions
« on: May 05, 2019, 09:03:09 am »
On the submission form, there is a 'New Author Entry' section for you to write-in yourself or other new author upon a submission.

4
Gaming Discussion / Re: Snes Recommended Translations...
« on: May 03, 2019, 09:16:04 am »
Almost 200 SNES games have fully playable English translations. So many people have done some mighty fine work. I'd suggest browsing through the list to see where your interests are. I did this and developed quite a backlog of translations to play now!

I'd be remiss if I didn't plug my own work in such a topic on this site! My projects are often overlooked as they are not well known games. However, all of my projects were chosen due to the story, characters, presentation, and music. So, they all have a little something special to offer in those areas. In my most recently completed projects, Glory of Heracles IV and Song of the Angel, the hacking work is amongst the finest you will see on the SNES platform. Certainly worth a look if you have not played them. :)

Dual Orb 2
Choumahou Tairiku Wozz (The Magical Land of Wozz)
Emerald Dragon
Heracles no Eikou IV: Kamigami Kara no Okurimono (Glory of Heracles IV: Gift from the Gods)
Tenshi no Uta: Shiroki Tsubasa no Inori (Song of the Angel: Prayer of the White Wings)

5
It's highly suspicious that it wouldn't work on any Retroarch SNES9x cores. Sounds like a patching problem rather than a problem with the patch.

That translation is for a ROM w/ header. It sounds like the CRC given is for the raw ROM (no header). Try adding a header to your ROM (you can use TUSH) first, then patch.

Next, hopefully play your game any way you'd like. ;D

6
Newcomer's Board / Re: can\'t login to wiki
« on: December 29, 2018, 01:11:49 pm »
You should use the Contact Staff form on the main site for account help. Help->Contact Staff

7
Glad you got it working. Presumably the problem is related to the chosen audio core they use then. Good to know if anybody else is trying to play on their Wii.

8
Yeah, it sounds like it it something specific to Snes9xGX then. Did you ever get to make sure you can run it on the desktop OK?

The only other suggestion I have is to try several versions of SNES9xGX, or maybe someone's forked version might get it right. I came across posts showing as of 4.3.7, even the original Tenshi No Uta game did not run and black screened after the title screen. The English translation requirements are even more strict than the original. So, they must not be using significant portions of the mainstream SNES9x core and purposely keep inaccuracies for performance or something.


9
4.4.0 is supposed to use the SNES9x 1.57 core which runs it fine. Can you do a sanity check and confirm you can run it on the regular SNES9x 1.57 desktop version?

https://github.com/snes9xgit/snes9x/releases

If it runs for you on the desktop version, there's something specific to the snes9xgx emulator and you may be out of luck.

If it doesn't run for you on the desktop either, something must have gone wrong with the patching. I would suggest not using soft patching if you were trying to do it that way. Using the included TransPatch utility or an xdelta patcher would ensure it is patched correctly.

10
What version are you using? Try the latest version (4.4.0) if you're not already using it.

https://github.com/dborth/snes9xgx

11
Thanks. Noted and corrected for a followup release if I do one. Yeah, it has been a big year for SNES translation releases and updates. The year is not over yet either!

12
Personal Projects / Re: Hasher-js: Browser-based ROM validation
« on: October 22, 2018, 02:52:28 pm »
OK. Custom build tools are certainly a nice solution.

Checksums can be optional with xdelta, both in patch creation and application. Delta Patcher supports this in both cases, for example. So, you can still create an xdelta patch with multiple possible targets if you desire.

13
Personal Projects / Re: Hasher-js: Browser-based ROM validation
« 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.

14
You know the hidden shop has two different inventories, right? The other set is the only place where you can purchase permanent stat increasing items. The game is of course easy enough without them though.

Overall the hacking and translation work were top notch but I did not like the non-descript names for spells and some items.  Especially spells, it was just a trial and error kind of thing to see what they actually do so maybe the names can be improved and descriptions added.

They were full translations from the original game's descriptions. Unfortunately, that's just all they give you! I think that's somewhat common for games of that era. They don't tell you much and expect you to try a bunch of things out.

15
I've seen reports that it also works on SNES9x2010, which can be installed on the SNES Mini and RetroPie I think. I believe they may be referring to this version:

https://github.com/libretro/snes9x2010

About how long is the game and how liberal is it in allowing saves? I'm going to be finishing up my current commute games in the next few days and will need something to take their place.

It's not long, even for SNES standards. There's no in-game timer, but I want to say somewhere around 15 hours. It's very linear and quick moving. It has a few experience checkpoints that will boost you if necessary too, so not much grinding.

You can only save in towns except toward the end. Most dungeons are rather short, however I think you might need savestates if you only have short play sessions.

16
the one time I got it to work the text was missing. I have the right rom, and it's patched, but no matter what version of snes9x I use I cannot get it to work right.

First, use the included TransPatch.exe patcher in the translation download if you haven't already. That will ensure a correctly patched ROM.

Next, use the current version of SNES9x:
https://github.com/snes9xgit/snes9x/releases/tag/1.56.2

Then, play the game!

Or use higan, bsnes-classic, or no$sns


17
Okay, so I've tried running this in both zSNES and SNES9x, but neither work: in zSNES, I get the same issue others have had where there's no text and the game hangs on the intro, and in SNES9x, the title screen music is glitched up and the game crashes as soon as I try to start a new game. Is there any other emulator this will work in?

All modern accurate emulators will work fine. SNES9x 1.56.2, no$sns 1.6, higan v106, bsnes, bsnes-classic, bsnes-plus. Please use one of those. Old emulators like ZSNES aren't going to work.

18
Thanks all.

So if I'm right, it's only a matter of mapping and/or how the flashcart's saveram functionality is wired up.
Yes, it sounds like a mapping issue. I sent you a PM to help.

Why title screen just says "Song of an Angel", without the subtitle?
Long story that happened several years back. Some combination of translator preference, technical constraints, and graphical design readability at the time. Revisiting at the end also fell through when someone new went MIA. Maybe we can revisit one day if the PCE-CD titles are ever translated!

BTW, there could be a chance to get translated also the PC-Engine Super CD-ROM games of the franchise?  :happy:  I hope someone has in any moment the chance to get those ones with the English treatment.
I don't plan to do anything with those PCE CD titles myself, but I did share some translation work with SamIAm. He was interested in translating those titles if he had hacking support. Maybe this release will spur some activity on those titles. :)

im curious about how the parley and friend points system work? I know the read me touched on it a lil but im still kinda confused.

Parleying gives you negotiation exp points toward your negotiation level. Negotiation level affects success rates, options after a successful parley, etc. There are also several negotiation languages you can acquire throughout the game. Each language is suitable towards different types of enemies. Successful parleying is also the only way to get black coins, which are a special currency for a special shop.

The friendship points go toward particular monster types. Get enough and that monster type may appear during battle and help you.

19
Personal Projects / Re: Hasher-js: Browser-based ROM validation
« on: October 12, 2018, 03:45:09 pm »
I tried this with several SNES ROMs and all information was correct. No issues. Interesting progress bar there. ;D

A few minor suggestions:

1. Display hex in uppercase like ROM Hasher.
2. Display the 'Header offset' field in hex like the rest of the values on that tab.
3. Since you're still displaying internal checksum information, add back the 'Checksum Valid' field from ROM Hasher.


CRC32 might be worth adding to the main output. It does seem to still have much legacy momentum and use for people.

Do you think there is any usefulness to adding PSX SLUS/SCES/SLES numbers? Hashes are probably less useful for CD based systems like that and that would allow identification. Not my area of expertise though.

20
Newcomer's Board / Re: Releasing a patch
« on: July 11, 2018, 08:57:18 am »
KingMike, I think you're thinking of the PPF (Playstation patch file)format.

xdelta was designed for general delta encoding of binary files. xdelta is a great format. It's very advanced with many years of development behind it. It's open source too. I include xdelta patches with all of my distributions. We have patchers/patch creators here that utilize xdelta.

MultiPatch (MacOS X)  - https://www.romhacking.net/utilities/746/
Delta Patcher (Win/Linux) - https://www.romhacking.net/utilities/704/
xdelta UI (Win .NET/Linux Mono) - https://www.romhacking.net/utilities/598/

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