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Messages - lytron

Pages: [1] 2 3
1
Hi there! You've done a great job on this so far! Can you, may be, re-release the demo video with different/no sound? I cannot watch it here in Germany, because of the music. Speaking of music: Can you digitally release the OST of the hack somehow (bandcamp or soundcloud etc.)? I like to collect those, always nice to bring back the memories of a game/hack. Last question: Will you release the MMC1 version, too? Seems like it's a completely functional hack and that it will differ from the MMC3 Version in many ways.

2
ROM Hacking Discussion / Re: Screenshots
« on: March 06, 2015, 04:30:41 pm »
Is anyone even interested in a translation of this game!?


3
I played a bit around to find something about this stuff. I actually found where the date is stored, but somehow I couldn't trigger any kind of "Ending" when playing from Winter 28, Year 3 on. Just the new year "happens" as regular. Maybe I was missing some flags. I don't know, maybe I'll take another look this weekend. What I found can be read here.

4
ROM Hacking Discussion / Re: Basics for Sega Saturn hacking
« on: July 09, 2014, 03:44:11 pm »
Thank you for the very informative answer! This gives me a good start point.

Last question, I don't know if you can help me there, it's more a practical thing: Which Emulator/Debugger should I use? Yabause doesn't seem to have a feature where you let it run codelines step by step from the beginning, and programs like girigiri expect to have a physical copy (bad for testing). Any recommendations?

Thanks again! :)

5
ROM Hacking Discussion / Basics for Sega Saturn hacking
« on: July 09, 2014, 06:00:02 am »
Hello,

I was asked to look a bit into Saturn hacking, and I... don't know the tiniest bit about it.

So, here some questions:

1) Is there a Sega Saturn Code Decompiler of any sort, or do I have to disassemble?
2) Speaking of disassembling: Where to start? I have spotted one file I guess to be the main code file. Do I start at Byte 0, or is there, like in SNES ROMs, a vector at a certain Position that Points to the program start?
3) It is a lifetime filling Task to disassemble a game/program that is written in a high Level programming language, isn't it?

Thanks in advance for helping me out / strengthening my doubts. ;)

6
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 27, 2014, 01:34:24 am »
Oh, my! :D

Is there a changelog? Maybe I'll do another testplay Video cap... :P

7
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 26, 2014, 04:06:01 pm »
The patch 1.2 does fix some of these, and fixes some later on too. But these are very interesting and I will take a look at them.

I'll look forward to patch 1.2! :)

Now, the last part of this, I'm through now: ;)

Star Cup

- Unfortunately, that 270 degree turn and jump is nearly impossible with Yoshi. Yoshi is jumps wider as Koopa, for example, and so always shoots ahead of the course. In the 50cc Cup, even NPCs get there (Watch Mario, Yoshi and Bowser on the map here). When I take a look at the map, I think there is still potential to enlarge the lower/right part of the course.
- Can you consider on that first Star Cup Course to remove that block barrier at the end of the start/finish section? Sitting in that little water gap and have to wait until Lakitu fishes you out is REALLY frustrating (And, believe it or not, I get there quite often).
- I could only repeat for course 3 and 4 what I already said. Consider editing Bowser's Castle a bit from the point on where the roads split. Make both roads wider, and maybe use the whole space you have to the lower end to lengthen the straights a bit (and make the turns easier to take).
- The whole pipe-disappear-issue on course 5 depends on the way you approach that area, I guess. If you're on grass, as it seems, they vanish.
- Watch Luigi in this race. Just watch. (THis saved me the first place in the overall ranking).

8
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 23, 2014, 03:16:37 pm »
Just a question: Is it on purpose that these courses are hard? If not, maybe you can tweak some things and do for your next Demake (MK64, please! :D) some things differently, like: Make the maps bigger. It seems like you tend to make them too narrow and too small.


Alright, I'm through all 50cc Cups, and again made some notes again. I'll upload the videos over the course of the week, so here's only the Mushroom cup, for now:

* MK Stadium 1: These black blocks at the start/finish are a bitch.
* Sweet Canyon 1: These blocks at the start finish are a bitch.
* Cloudtop Crs 1: From the second lap on, the opponents always fall off the track in the first turn (Watch it on the map, in the third lap I come across Toad as it happens)
* MK Stadium 2: The opponents try to make a 90 degree turn before the start/finish instead of turning gradually as you planned (look at Mario and DK, crashing against the wall)
* Are there no coins on MK Stadium 2?

(More to come, the other cups have bigger problems)

And, by the way: From here to the end of that race, this video is pure gold. ;)

June 24, 2014, 03:03:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
- Sweet Canyon 1: Is there any place where I can use a Mushroom Boost without getting totally thrown off the road?

Flower Cup:
- Cloudtop Crs 2: The NPCs all fall off inthe second turn (if not in the first
- Sweet Canyon 2: NPC's AI don't get over a failed jump (watch Peach and DK on the map for the rest of the race)... in the end, it's 4 opponents stuck there.
- Bowser's Castle 2: Is it just me, or is the 180 degree turn impossible to do without hitting the wall at least once? Seems like even the NPCs had a hard time with it... despite that and that little Thwomp problem, that course is pretty much flawless. :)
- MK Stadium 3: The NPCs turn in the whole wrong direction at start!?!
- MK Stadium 3: When I always passed that overlapping block, I always thought it would be annoying. Now, after crashing into it, I considered it as your oversized middle finger in my direction. :D ;)

Biggest fun of Flower Cup: Just watch Bowser's Movement on the Map for the rest of the race (Something's terribly wrong with Yoshi, too)

9
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 22, 2014, 01:32:02 pm »
If your ROM has a header, try removing the header.

It had not. With a headered ROM, the game even doesn't come to the title screen, the screen stays black.

So! I got it to work with an (E)-[!]-ROM, played all the tracks that are free at the start, and this is really fun! I definitely suck too much at SMK to fully enjoy it, but nonetheless: It's cool, it's fun, good job!

Here are some things I recognized:


* Cloudtop Crs 1: The position where Lakitu puts you back on track is a bit far from where I fell off, isn't it?
* Bowser Castles: The Carpet is hard to distinguish from the lava...
* Especially on the MK Stadiums I had the problem to run through the diagonal block barricades
* Bowser Castle 2: Thwomp in the Distance? (I guess this is an "echo" of the correct placed Thwomps that the game shows there again by mistake)
* Disappearing Pipes when approached
* Lakitu positioned me in the wrong direction in Electrodrome
* There was no turn on Electrodrome where Lakitu hasn't told me I drove in the wrong direction...?
* It's really misleading on Bowser's Castle 3 that there is a red carpet on the dirt in the middle of the road and ten blocks further it's red lava splitting the road in the middle.
* Don't wanna be a sissy, but... when the roads split in Bowser's Castle 3, can the both paths be one block broader? This is really unfair, especially when you (would) drive a Cup.
* In Bowser's Castle 3, there are Thwumps far in the middle of Lava Pools, again.
* On MK Stadium 4, the pipe obstacles right in front of me disappear

10
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 22, 2014, 07:15:27 am »
I got this problem on the US version. You're supposed to patch it on the EU (PAL) version and it's running fine for me.

I used an (E)-ROM, didn't work. รด_o

Maybe I should test another ROM.

11
News Submissions / Re: ROM Hacks: Super Mario Kart 8 V1.1 Released!
« on: June 22, 2014, 04:28:09 am »
Freezes after loading the title screen...?

EDIT:
(both in ZSNES and SNES9x)

Logfile says:

Code: [Select]
$80/BDA5 65 1E       ADC $1E    [$00:001E]   A:FFF8 X:0200 Y:BD46 P:eNvmxdizc
$80/BDA7 E2 20       SEP #$20                A:FFB7 X:0200 Y:BD46 P:eNvmxdizC
$80/BDA9 95 01       STA $01,x  [$00:0201]   A:FFB7 X:0200 Y:BD46 P:eNvMxdizC
$80/BDAB 5C 1D 5E C8 JMP $C85E1D[$C8:5E1D]   A:FFB7 X:0200 Y:BD46 P:eNvMxdizC
$C8/5E1D 20 84 5E    JSR $5E84  [$C8:5E84]   A:FFB7 X:0200 Y:BD46 P:eNvMxdizC


$C8/5E84 DA          PHX                     A:FFB7 X:0200 Y:BD46 P:eNvMxdizC
$C8/5E85 A6 B4       LDX $B4    [$00:00B4]   A:FFB7 X:0200 Y:BD46 P:eNvMxdizC
$C8/5E87 B5 04       LDA $04,x  [$00:1704]   A:FFB7 X:1700 Y:BD46 P:envMxdizC
$C8/5E89 AE 24 01    LDX $0124  [$80:0124]   A:FFFF X:1700 Y:BD46 P:eNvMxdizC
$C8/5E8C 48          PHA                     A:FFFF X:0000 Y:BD46 P:envMxdiZC
$C8/5E8D BF 92 00 C8 LDA $C80092,x[$C8:0092] A:FFFF X:0000 Y:BD46 P:envMxdiZC
$C8/5E91 29 FF       AND #$FF                A:FF00 X:0000 Y:BD46 P:envMxdiZC
$C8/5E93 00 0A       BRK #$0A                A:FF00 X:0000 Y:BD46 P:envMxdiZC
*** BRK
$00/B900 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FF00 X:0000 Y:BD46 P:envMxdIZC
$00/B904 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B908 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B90C AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B910 4C 00 B9    JMP $B900  [$00:B900]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B900 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B904 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B908 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B90C AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B910 4C 00 B9    JMP $B900  [$00:B900]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B900 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B904 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B908 AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B90C AF FF FF 2F LDA $2FFFFF[$2F:FFFF]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
$00/B910 4C 00 B9    JMP $B900  [$00:B900]   A:FFFF X:0000 Y:BD46 P:eNvMxdIzC
[...] (ad infinitum)

12
ROM Hacking Discussion / Re: How to reduce Color Depth the best way?
« on: June 14, 2014, 01:13:00 pm »
What system are you dealing with and/or porting it to (I guess this is the reason, the other big one being more graphics in a given scene/less demand on resources). Depending upon what goes it is less 256 colours as defined by a system and more 256 options for colours on a given image but said colours are using a 16 bit colour format, that the former has its issues as well if you are going to use general image editing.
The latter tends to make it so you might consider going manual when it comes to reducing colours as most automated techniques tend not to do the best with pixel art.
http://docs.gimp.org/2.6/C/gimp-indexed-palette-dialog.html
http://docs.gimp.org/2.6/C/gimp-concepts-palettes.html

As for pixels/tiles I reckon grids and/or guides would work
http://docs.gimp.org/en/gimp-image-configure-grid.html
http://docs.gimp.org/en/script-fu-guide-new.html

With that image -> mode, indexed. Duplicate the original palette of the image (needs to so you can edit it). Delete as many colours as you need to. Convert the original image back to indexed but select your edited palette instead.

I try to transfer some pics from GBA and NDS to SNES, just for testing's sake. Right now I try a GBA title screen with 256 colors, where the "New Game/Load/Options" sprite are added later, and I expect them to use another palette, so I have more than 256 colors on screen.

13
ROM Hacking Discussion / How to reduce Color Depth the best way?
« on: June 14, 2014, 02:51:43 am »
Hi,

I'll try to describe my problem as straight-to-the-point as I can:

I ripped an image from a ROM, I can open it with TileMolester and view it correctly with 8bpp linear (hence I presume it has 256 colors). I want to turn it into a number of tiles with 16 colors with various palettes.

So, I expect to have to reduce the number of colors manually, that's not the problem. The question is:

How do I do it the fewest comlicated way?
I guess I have to transfer it in a "regular" graphic data format and edit it with things like GIMP (freeware solutions please, if possible. I'm not into that Warez scene... ;)) and convert it back. Is there a program that can do it, where I throw in Picture and Palette and it puts out the image?

Thanks for your helping suggestions!

14
By the way, what happened to LostTemplar? He seems to be MIA.

I know him from snesfreaks.com a bit, and I can say, he was never "massively talkative". Guess he's undercover, preparing the next twelve-headed laser-eyed bunny to pull out of his hat.
To the project, wasn't it like LT entrusted byuu with it? In that case, that would have been a mistake, obviously.

15
Programming / Re: [SNES] Is CMP #$00 necessary in this situation?
« on: May 21, 2014, 04:29:17 am »
It was taken out of Chrono Trigger's AI routines. It would show up when checking to display a message.

AFAIK it is wrong to expect that Squaresoft's games are all masterly programmed (just because they are masterly concepted). I was told that FF6 was "more like a big hack" with many things programmed that they work somehow, not necessarily the fastest or most clearly arranged way. There were different programmers, and I expect them to be of different quality. Some did the tasks nobody else could do, and some did where they could damage the project the least...  ::) ;)

16
ROM Hacking Discussion / Re: hack get in the tomorrow ?
« on: May 07, 2014, 09:29:57 am »
You are fortunate! By accident I know that many of the graphics of Captain Tsubasa J can be edited if you open the ROM with the Windows 3.1 version of Paintbrush.

17
ROM Hacking Discussion / Re: Bounty Sword - SPC Disassemble
« on: May 02, 2014, 04:27:05 pm »
Mystic Ark (sometimes dubbed "7th Saga 2") have similar intrument samples to Bounty Sword.. also both sountracks give composer credits to Akihiko Mori. I wonder if the two games sound engines are the same also..?

Alright, I'm back, I have alot to tell, I'll keep it short:

I just took my first look into Mystic Ark. Seems to be really oldfashioned, in a bad way, even for the time of its release. Mystic Ark is not by the same developer as Bounty Sword, so it is highly unlikely that those games have the same sound engine. Because, it's not that a composer for a game has a SPC engine in his suitcase, it was rather like they get a special editor (like Hiroki Kikuta got) or, they wrote MIDI files and they were transfered by programmers into SPC compatible data afterwards (what Yoko Shimomura reported about her work; there is an interview with both of them out on the internet, there they tell that).

I tested it on Mystic Ark, though, just as a precaution.

THEY USE THE SAME ENGINE. There are some differences, but they are minimal (have to work them out... someday).

This is... freaking weird. But, here is kind of an explanation:

The aforementioned Akihiko Mori who wrote the OST for Mystic Ark (released Apr 1995, developed by Produce, published by Enix), but NOT the OST for Bounty Sword. According to the opening credits, Kouhei Tanaka was the only composer for BS (released Sep 1995, developed by ITL, published by Pioneer). Akihiko Mori was credited for Sound Programmer Duties instead (accompanied by a "(Mint)" extension behind his name... any idea, anyone?).
So, either he departed from Produce to ITL or, what is more likely to me, he was sort of a freelance composer and sound programmer (probably under the company name "Mint"?) who was wandering the lands Veegeedevelopia with his SPC gizmo in his rucksack, selling it on fairs and markets.

Big thanks to you, Matrixz, for pointing this out! Now I have, again, alot of stuff to do! :D

(By the way, Mori seemed to have a bigger output on several SFC games until his death in 1998).

18
Nice! It would be great if this would be implemented in LALE.  ;)

19
ROM Hacking Discussion / Re: Bounty Sword - SPC Disassemble
« on: April 26, 2014, 05:45:09 am »
I wrote another bit about this. This does contain only one new bit of information, else it's the other stuff, but lined up for a different approach. While the first document tried to be arranged in the way the program approaches the topic, this time I wrote it for the way of editing it - mainly focused on Disch for his big project. Otherwise, if someone else want to write an editor for this, he can use it, too, of course! ;)

The new bit of information is: Gokinjo Boukentai uses the same SPC engine!



Yeah, this was ChronoMoogle's lucky week (and he didn't recognize that).

20
ROM Hacking Discussion / Bounty Sword - SPC Disassemble
« on: April 21, 2014, 04:09:53 pm »
Spend about two or three weeks on this...

Here a long report on this, I hope this might be useful for some of you. I hope Disch can use this. I hope I don't seem... pricky in that text.

Constructive Criticism welcome. :)

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