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Messages - granitor

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Programming / Re: armips assembler (v0.7c released!)
« on: May 16, 2015, 09:17:07 pm »
Good idea, x0_000.

@KC - May I ask if you plan to add support for generic c/c++ struct types?

Currently, I have to convert my structs/variables to something that armips can use, but I still have 4,493 lines of structures/variables to convert. Suffice to say that it would truly be a godsend!

Those last too requests sound more like what a C or Cish compiler would do, not an assembler.

I like the concept of this assembler, a "patching assembler" is what I'd call it, maybe other have similar features but it seems very useful for modifying existing files. I think adding enums and structs is going too far though, that's really a compiler's work.

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Since then, I gave into my overly curious nature and used some spare time to look into it.

Well, the situation is both more simple and more complicated.

For most of the text, it is in plain ASCII, so I was able to change the "years" in "Eighty years" to "Eighty zarnz" (just a random nonsense word) without trouble. FCEUX didn't give any trouble.

I was able to start a game and go into one of the rooms of the town, without any obvious problems, so when you say it crashes if you change something, I am a bit lost.

Does it crash after the text scrolls by? At which point exactly?

The complication for me is that I'm not sure where you're having trouble, in the first place.

However, with FCEUX you can easily set breakpoints and gradually narrow down problems, if you understand debugging and have the time and patience for it... if you upload a video to YouTube of the problem in action then I'd have some idea of what you mean by "crashing"... you said:

" it seems to screw up the entire game.[...] when I went to see the change the game crashed on a yellow-board screen with a text box at the bottom.)"

Well, so far, the game doesn't seem to crash when you carefully edit only the text.

Offhand, the initial letters might not be letters but pointers to sub-routines that set up the text display and push out the first character before returning. In other words, compound control codes. If that is the case, you shouldn't edit the initial letters but instead trace the problem and modify the routine.

To test for that, try what I said initially and try changing a non-initial letter.

Modifying and debugging takes a lot of time an patience, and you might need the help of a basic guide if you haven't done something like this before.... or a programmer minion/friend/cohort to extract and re-insert the text for you.

3
thank you for your reply.
The checksum remains same.
I used "FCEUX" to understand what I need to know, but no luck.
Can someone help me out?

The ROM check-sum may be the same, but there might be a small routine that checks the integrity of the code in software, and that is what is giving your trouble. The only way to really know about it would be to do a trace of it before and after the changes, and see where the execution path changed significantly.

It might also be that you aren't changing the data that represents that "E", but really, data that represents something else and just happens to have the same value. Changing one critical op-code would cause that trouble. So it would be hard to say.

They changing the "i" instead, and see if it works any better.

... there are just stabs in the dark. You can most short disassembly code or short hexdumps here and it might trigger someone who can help. FCEUX is a great tool (from what I remember) but I don't have the ROM you are using and more importantly I don't have the time right now or I might follow my curiosity to see if I could at least reproduce the problem, but if you post the offset address and such then it might help others who might have the time to work with you in parallel.

Hope this helps. I'll re-lurk now.


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I am a collector of translated and hacked games put on cartridges.  When friends come over and we play retro games the multiplayer games are always the ones we go to, of course.

Seiken Densetsu 3 (Secret of Mana 2) has a translation and hack that allows 3 people to play instead of the usual 2 using the snes multitap.

I am looking for someone to make a 4 PLAYER hack of:
-Teenage Mutant Ninja Turtles IV: Turtles in Time
and
-Sunset Riders

Then I would like to get a cartridge made of each to enjoy with friends.

Can this be done?????

I suggest you target the next generation up, either the N64 (which already has the four-player ports built-in) or the Sega Dreamcast. Both have a lot of homebrew software and are easy to develop for, so doing a remake of those games, which were based on arcade games, would be more likely to stay faithful to your ideal vision. The PlayStation (One) had RAM limits which might be a bit of an obstacle, but it depends on the skills and patience of your development team.

However, for the cost of development, either in time or compensation, won't it be easier/cheaper to just get the actual four-player arcade machines?

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Newcomer's Board / Re: Introduction Topic
« on: March 26, 2015, 03:17:07 pm »
Hi, everyone.

I think I made an introduction post years ago, but it has been years since then, and I haven't so much as logged onto the board until earlier on in the week.

Well, I tend to prefer things which are well thought out to things which are shallow and broken, even if the latter might be more popular. So in looking for those types of things, I came across a lot of lesser known older games from Japan, and hence, got interested in fan-translations and remakes.

I am particularly fond of the megaten series, but I didn't find out about it until years after I had been building utilities on my C64 (now lost to the shifting sand of modern computing platforms), and so I sometimes take a look at how games work on a lower level, since I can read an understand 6502 ASM as well as higher level languages like C, JAVA, and Python.

Well, I mostly write in Python and C++, when I find the time for it, because those platforms give speed of writing and speed of execution, respectively, which are useful for anything interactive. However, I don't have as much time for these hobbies as I would like, so it is an open question as to how much I will be able to leverage those skills.

I am glad to find that both newer and older platforms are still being explored, and I enjoy learning more about how things work on both the low level of hardware and assembly language, and the high level of not just high level languages, but the business structures which allow (or prevent) these tools and platforms to come to popularity.

For example, it is interesting to see how Microsoft used MSX as a trojan horse to prevent Sony from becoming a competitor in the general purpose software arena, but then had to absorb talent from Sega to compete in the special purpose (that purpose being gaming) software arena (PlayStation brand, and platforms versus XBOX brand, and platforms). Although we've already reached several pinnacles in technical performance, in terms of business and organizational structure, it still seems rather wild and generally not well planned. But perhaps that is the nature of human life, and what makes life an exciting adventure at all levels.

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Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: July 29, 2008, 10:37:55 pm »
Am I right in thinking that  Apollon is the same as Apollo, as its the only Greek god I've heard of, or is there another god that fits the bill.
Apollo in Greek is Ἀπόλλων – Apollōn. Not to be confused with Απολλυων – Apollyōn. The one-letter difference may not be all that coincidental, though... after all, the rest of the Revelation of John doesn’t have a whole lot of good to say about Greco-Roman values.

I'm not sure, but I think Apollyon refers to a "god of metaphor", or a figure-head created by a mass delusion, a personification of a mass irrationality who isn't real but may as well be since everyone acts as if there were a central influence.

In referring to Revelation of John, I remember people (xian fundamentalists) saying Apollyon and Satan are the same, but since the Catholic church created Satan as a figurehead for evil and shift emphasis from self-actualisation(22) to compliance(4) and rituals of binding(15), there is, metaphorically, a Satan... but Apollyon represents the process of intentionally creating, defining, or using a figurehead who cannot truely exist, rather than any particular ruler in the mythical realm.

Well, I don't remember where I first heard this, so it might just be irrelevant.

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Newcomer's Board / Re: Introduction Topic
« on: April 14, 2007, 05:53:45 pm »
Hi,

I didn't really intent to post anything here for about a month, just lurk about for a while... I joined up various boards when looking for info on the MegaTen games and also because I thought there was an interest in developing related games, I've heard rumors of at least one MUD... I like MT because it's to me a more realistic (or, self-consistent) variant of cyberpunk, and who doesn't like cyberpunk?

Anyhow, I'm busy  (or procrastinating) so I won't have much to say for another month or so.

As to my background... did a bit of programming as a hobby when I was younger... had the (mis) fortune to work as a JAVA programmer for a while.... supposed to be studying for a degree in comp. sci. nowadays, generally I like building tools, but my discipline's gone to hell nowadays so haven't finished anything recently.



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