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Messages - Sappharad

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Probably very late for this reply, but I'll provide it anyway since someone else could find it via a google search some day. Hopefully you already figured this out and never got a reply.

When you rebuilt your GDI, you forgot to select the CDDA which is track04.raw in your screenshot. Instead you generated a 3 track disc which puts all of the game data in track03.bin, but there was no game data in track03.bin previously.

In a GD-ROM all data is stored at the end of the disc because the outside is spinning faster than the middle so data reads back more quickly there. This was done on the original system to improve loading times. In the case of games with CDDA, track 3 only contains the file table that tells the system where files are stored, all of the actual files are stored in the final track after the CDDA. In your game, there was 1 CDDA Track (track 4) so all of the game data is in track 5. The original track03.bin was just a file table followed by empty padding to fill up the disc.

In other words, all of your changes were supposed to be in track05, but instead the entire disc was in track03. The patch you generated would contain all of the game data, because your patch would turn an empty track file into a file containing all data. In your screenshot, tracks 04 and 05 are completely useless because GDIbuilder did not know about the CDDA and built you a 3 track disc. (You built over an existing image so the files are still there) By re-building the disc image with the CDDA present you would have gotten three files updated (disc.gdi, track03.bin and track05.bin) and all files would then be used as they were before. This is also important to note, because your patch would need to account for all 3 of those files changing.

I hope this makes sense.

ROM Hacking Discussion / Re: Super Soukoban patching question
« on: December 14, 2018, 12:04:22 pm »
1 year later...

I can't speak to why this didn't work for you in the previous version (I did not test it) but MultiPatch 1.7 (released today) is able to apply this patch correctly. I applied the patch and confirmed that it was correct. The previous version of MultiPatch was based on the same BPS patching code that beat used, which may explain why they both behaved the same. The new version switched to a different patching library for BPS and IPS (Alcaro's Floating IPS) which is considered the best one.

As to why I replied to this:
1. Nobody did.
2. I was looking for threads to see if I missed any bug reports prior to releasing MultiPatch 1.7 because people don't always post them to the issues tab on GitHub.

Personal Projects / Re: Project Mario Adventure 3
« on: January 22, 2014, 07:58:05 pm »
Slightly late for this, but I've encountered several cases where hitting a ? block causes you to lose your power-up and shrink. Not sure if it's a timing thing because it only happens sometimes. I've also encountered some of the previously reported issues like the air meter going down when you're not in water.

I'm honestly not a big fan of the un-mario like mechanics in this Mario game, like being unable to crouch under things or the limited air meter when in water. Maybe if it was a character other than Mario it would be easier to swallow.

Aside from that the power-ups are very nintendo-like, and the art is nice. It's a shame there isn't an NES emulator with graphic pack support, I'd love to play it with less dithering.

Think people saw the part about two years of there not really being any news on a certain other project and tried to add two and two together ... or maybe that's the April Fool's  :laugh:
I can agree with that. I thought the same thing after reading the Readme, and had to go back and read it again after the comments about where did two years come from. The "for the better part of the last two years" phrase doesn't directly say those two years were involved in making the translation, but it was the easiest conclusion to come to. I remember wanting to play this when it first came out, but I don't think I ever will. I never really had time to try Innocence.

Thanks for the free advertising. I actually used the TOI patch to test XDelta patching/creation in MultiPatch, because it was the only example of a large patch that I was aware of at the time and also the reason I had to make the application 64-bit native.

How does this compare to the translation that was released 5 years ago?

I know this one was started before that one, but are there any advantages that would make one worth playing over the other? I played about half way through the previous translation (and all of the SNES one) and never encountered anything that was obviously wrong. I never understood why Cless decided to continue this one, other than to have something to call his own. He doesn't even acknowledge that the other one existed, both here and on the linked page, as if he has some kind of grudge against it.

Edit: Never mind. The same questions were asked and answered in this thread:,15554.0.html
Link posted here to save someone else the time.

ROM Hacking Discussion / Re: Is there an IPS patcher for Mac OSX?
« on: December 09, 2012, 04:42:00 pm »
MultiPatch is the best thing, you should just use that.
Source: Myself.

The most recent release works fine on 10.8. It is not signed so the default security settings in Mountain Lion will not allow it to run unless you right-click the application and select "Open" to launch it for the first time. This allows you to say that you trust the application and want to allow it to run. (Alternatively, you can disable the security check in System Preferences, but this is not recommended.) I haven't had a reason yet to pay apple $99 just so they can "trust" my applications and most users have been fine with right-clicking them the first time they want to run them. At some point I will be updating the application to support that new patching format that came out recently...

Personal Projects / Re: Sonic Megamix
« on: July 14, 2011, 10:13:30 pm »
Pre-ordering a hack?
It was a compliment in jest. You've pre-ordered it too, right?

Personal Projects / Re: Sonic Megamix
« on: July 14, 2011, 07:18:07 pm »
This is not an officially sanctioned release of the game; it's a leak of a heavy work-in-progress and was never meant to be posted anywhere. I'd like to ask everyone to refrain from playing it unless you want to be misdirected as to the true nature of the game's final release.
It sounds like you're getting experience with the PR talk. I hope you're saving some of these builds for after the game is finished, I think it would be very interesting to see how things changed throughout the development process. You've changed a significant amount since the last release. This build reminds me a lot of the 05/10 build of Sonic CD.

If you don't mind, I have a couple of questions for you. According to the header, the ISO for this version was built on 06-28-2011. Do you know if this reflects the current code on that date, or did someone build it from older data? Also, did Stealth write the new special stages from scratch, or are they based on what they resemble? (I'll avoid spoilers for you)

Overall, your choice to have this version pulled from distribution makes sense. It's definitely much more incomplete than the previous releases, someone who doesn't understand that might get the wrong impression. However, in it's current state the game shows great promise and seeing this makes me further appreciate my decision to pre-order the game from Amazon.

Personal Projects / Re: Sonic 1 Megamix
« on: March 12, 2008, 09:42:31 am »
Can we get a direct link to the newest version or the post with the newest version? All I can find is old versions :(.
He only releases new versions every 6 to 12 months or so.
v3 is the newest one available.

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