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Messages - Anime_World

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Personal Projects / Re: UMK3 sega genesis arcade hack updating
« on: April 27, 2022, 03:59:20 pm »
Why not resize avatars on title screen?  :thumbsup:

Somente inserir os gráficos não resolverá seu problema, como você já percebeu você terá que recomprimir o tileset, criar o tilemap do estágio e adicionar uma nova subrotina na programação através de um desvio para incluir esse estágio no jogo original, o que necessita de um conhecimento básico do 65c816 para programa-la.
Já que você vai ter de trabalhar com transferência DMA para a VRAM, acionamento da rotina decompressão, configuração do BG, movimentação de sprites bem como suas prioridades. Fora a programação do chip SPC para incluir os sons do novo estágio.

Apenas editando o que já existe, muito dificilmente você vai conseguir tirar esse hack do papel.

ROM Hacking Discussion / Re: Help getting started with Arabic hacking
« on: January 29, 2022, 07:12:06 am »
Just decrement tilemap write address on write loop routine instead increment address.

Newcomer's Board / Re: [Technical] Inuyasha RPG PS1 - Translation
« on: December 31, 2021, 10:55:56 am »
Try Monkey Moore for relative search...  :thumbsup:

ROM Hacking Discussion / Re: YY-CHR (NeoGeo CD) Questions ?
« on: December 12, 2021, 12:34:42 pm »
Try TileMolester  :thumbsup:


I think I made a breakthrough, but I'm not finished yet.  After more tinkering, I managed to adjust the offset by two (Inserting at 0xE81 instead of 0xE83.  The font could also be decompressed and extracted at 0xE83) and I managed to insert the English font into the ROM and it's running.  The problem is some of the sprites were changed as well... not how I had hoped it would work.  The last 16 sprites show numbers and letters instead of actual game sprites.  I'll have to fix that somehow.

At least, I managed to insert the English font, so that mission seems to be accomplished.  I just need to re-add the original sprites that were, somehow, changed inadvertantly.

Wrong chunk decompression....  ;)


2bpp linear reverse-order, enable row interlevead

Tile data is stored in chunks... so you'll not decompress all tiledata with 1 unique command... you need to search all compressed chunks offsets.  :thumbsup:

I did what you suggested.  This is what happened.

Download files here: and try again :thumbsup: ::)

And the command line is:
Code: [Select]
python D rom decompressed_file offsetCause it's not graveyardduck...

GOLDEN TIP: never mix files of different tools under same folder.

I can't get it to run.  Every time I use it, it tells me that it's incompatible with my computer's OS.  (I run 64-bit Windows 10)  How can I get this program to run on my system?

Since you have python installed, run: "python" or change exe properties to windows 8 compatibility

Try my compressor/decompressor:

Windows executable is inside dist/ folder
For decompress:
main.exe D rom decompressed_file offset
For compress:
main.exe C rom decompressed_file offset_to_be_inserted_in_rom

Yes, excuse me, I also tried Dragon Bowl. I think it is more a problem of my lack of ability to use the program, since it is difficult to locate the sprites. I saw a tutorial in which I mentioned changing the codecs, changing 2-Dimensional Mode and activating the Full Canvas box but I can't see anything.
Do you know which codecs I should use for Ninja Gaiden or Dragon Bowl?
Could someone proficient in Tile Molester take a test?

2BPP Linear, set blocks to 2x2

Send a PM to denim from Brazilian Romhacking Scene. He worked in both games making many assembly changes.
You can find him on the discord server:

Tiledata present in CHR-ROM is RLE Compressed. RLE is quite simple!
Just check this article about RLE:

Look at 0x202 and follow this rules:
$00-80 - The next byte is repeated n times
$81-FE - The next 128-n bytes are uncompressed
$FF - End of stream

Any raw editor with support to RGBA4444 and Swizzle

ROM Hacking Discussion / Re: Golden Axe Translation Problem
« on: November 27, 2021, 06:53:44 pm »
I've recently started trying to learn a little bit more about rom hacking so I decided to make a PT-BR translation of Golden Axe. I'm using Monkey Moore to make tables, and WindHex32 for Hex editing, but I ran into some problems. I create the table, open it with a Golden Axe rom, an it lines up perfectly with the text, however every time I change anything and try to run the game, It just gives me a red screen, no matter the rom I use or emulator. But here's the thing: if I apply a ES translation patch to the rom before attempting to change anything, it works fine, using the same table I've created with the original unmodified rom. Am I missing something here? I could just apply the ES patch and work from there, but I really want to know what's going on, otherwise I will not be learning anything. I appreciate any help.

You need to fix checksum or disable checksum routine.
E só pra constar eu já traduzi esse jogo por completo. Incluindo a edição gráfica que possui compressão.

Newcomer's Board / Re: FDS Graphic Editors - What can I use?
« on: November 27, 2021, 05:00:35 pm »
Tile Molester  :thumbsup: :beer:

If tiles still present in CD files, you just need to modify DMA Length of first write or DMA Address of second write.

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