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Messages - CapnCrunch

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Personal Projects / Re: Little Master GB English 100% [Need ASM help]
« on: June 08, 2018, 07:05:53 pm »
Thanks! I got the files and sent you four PM. :P

June 08, 2018, 03:51:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, I wasn't able to fix this. Some quick notes for other ones who might be interested:

- The "cleaning routine" for the first issue actually just copies the bytes from 0x7BC4 to VRAM until it finds a 00 byte. You can try changing the 00 at the end of "03 02 20 20 20 20 20 20 20 20 FF 02 01 20 20 20 20 20 20 20 20 20 00" to "20 20 20 20 00" or whatever to "fix" it. Of course, you'll overwrite the next bytes, and that's where the main problem comes in: this game doesn't have one single free byte in the ROM.

- The second issue can be fixed easily by looking at the routine at 0x388F. You can just change the byte at 0x38A5 from "FA" to "1A" to only display the first name, or the byte at 0x38BE from "06" to "01" to only show the first initial of the last name. Unfortunately, this is also used at the main list of the first issue, so we need a new routine for this part. (Again, we don't have free space available.)

So, for anyone more capable than me, I think this could be fixed by expanding the ROM, inserting a new routine and the other extra bytes for the first issue, and then modifying the original code accordingly to use this new data.

Thanks so much for looking at this!  Would this be pretty easy then if the ROM was expanded?  There are some areas at the end of the ROM file that's just a bunch of zeros... I don't know if this qualifies as free space, or if the game actually uses it for something.  I could take a look at expanding the ROM, I just know that creates an extra step during the patch process which might be hard for some people to figure out.  I wanted to make it as most accessible as I can.  But if expanding it means making the game into what I want it to be, I can probably accept that.

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Personal Projects / Re: Little Master GB English 100% [Need ASM help]
« on: June 08, 2018, 01:07:56 am »
Is amazing to see a project from many years ago to be completed nowadays  :thumbsup: Congrats, pal.

Thank you!

If you can send me a patch, a table file, a save file and clear instructions on how to reproduce these issues, I could give it a look tomorrow. Hopefully it's as simple as you make it sound. :D

Sweet, I will send you a link for the files in a little bit here :)

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Personal Projects / Little Master GB English 100% - Released!
« on: June 07, 2018, 06:48:14 pm »
Hey everyone!  Well, I'm very proud to announce that after 17 years (and originally abandoning this project) - that my work on it is complete! 

You can view the VERY OLD project page on the Wayback Machine (I am Zatos, CapnCrunch is an alias):
http://web.archive.org/web/20100513024734/http://zatos.parodius.com:80/projects/lm1.html

You can download the patch from the project page:
https://www.romhacking.net/translations/3647/

Here are some screenshots:



I'm very excited to release this, but there's only one thing holding me back.  I could really use some ASM help!  With the character names, I really wanted
to be able to keep the longer names.  They are really cute, and add some flair to this game.  I think the problem is relatively simple to fix, but I might be underestimating the work it would take to implement these simple fixes.  You can see the bugs in the screenshots below.  The first one involves the troop report screen, where you can see all your troops.  The redraw is set to only go out about 8 characters or so, so anytime text changes and the original text was longer than that, it leaves the characters on the screen.  The second issue, is that there isn't enough room for the full names on the battle map.  Now, other than a few characters that have just one name, the other characters all use a double name system.  It's sort of random because of this game's unity system.  You can combine troops into a new form.  Thus, the semi-random names composed of a first and last name.  Now, on the battle map, all it would need is just for it to stop after the first name, so basically just drop the second name from showing (I had thought about maybe just showing the first initial of the last name as well).  This is something the game does during battle scenes, where it only shows the first name.  So it wouldn't be out of place.  These don't seem like they would require too much work, but of course, it might be a lot harder than it sounds. 

I really hope someone can help out with this!  Other than this issue, this game is ready to go!  I'd hate to abbreviate these names as it seems like they wouldn't have any impact and the charm would be lost.  Most would have to be shortened to 3-4 characters, which might make for some really bad abbreviations.


I would still like an ASM fix if anybody wants to do one, but it was looking like it wasn't going to happen - at least any time soon, and I wanted to release this game!  Contact me if you'd like to do an ASM hack to restore the full character names!



Meanwhile, I have already begun work on Little Master 2.  The game appears to have been built on top of the original, so a lot of my work easily carried over.  Lots of reused text because the same battle system and menus are in place.  I am looking to see if anybody might be interested in translating the script?  I don't know the exact size of it because my dumps include some extra control codes but I think it's close to 35K.  The formatting in them is very clean and should be really easy to work with.  -- got a translator ;)   Edit: While I got a lot of work done on Little Master 2, I decided to drop it because too many people flaking on translating the script.  I'm not upset or angry about it, it is what it is.  I just don't have time to wait a month or two each time only for the translator to bail on the project.  If someone else is interested, I've got plenty of work done and I wouldn't mind passing along the project files.

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Hey guys, was hoping someone could help me out as I am not sure what encoding I need to change to be able to view some of my old tables and script dumps. 

I have some old project files from around 2001... Back then I was using Windows 98 SE and I'm pretty sure I had NJStar as a word processor for the Japanese text... but it was so long ago I could be wrong.  I believe since those days that standard text encoding has changed from ANSI to Unicode?  Or something like that.  Anyway, I can't get the Japanese text to show properly on these documents now, so I'm completely unsure of how to fix the encoding.  I've played around with converting it to ANSI/UTF-8 and Shift-JIS but it never converts properly.

Anybody able to help with this?  All I really need is my table and I can redo all the script dumps.

Here's my table (downloadable from my SugarSync account):
https://www.sugarsync.com/pf/D7824044_07503302_8106926

Thanks for any help with this!



*************************
EDIT:
You guys can ignore this post.  Thanks to the folks on Discord, I found out that these were encoded as EUC-JIS.  Got it taken care of!



5
It's been a LONG time since I've done any rom hacking, and even back in the day I wasn't all that great at it... but I found something interesting that I didn't think might require much work... but maybe I'm wrong about that.  I'm extremely rusty, so forgive me.

I was checking out Ninja Ryukenden (aka Ninja Gaiden) for PC Engine/Turbografx.  I found the font, but I'm not sure if it's compressed?  I assumed if it was compressed it wouldn't even be visible at all.  But it doesn't show properly in any of the formats.  You can see it the best at 1bpp 8x8.  It is stored vertically.  See it here:


You can definitely make out the English font.  After that definitely looks like the Japanese fonts, but those are 16x16 instead of 8x8 like the English is.  You can't make anything out in any other format.  Some have said PC Engine/Turbografx stored things differently and that may be why I can't see it properly.  But, YY-CHR has multiple PCE formats, none of which makes anything properly visible (in fact, not at all really).  I'm not sure if there's another program, or something that would let me see it properly?  I'm not sure if this is one of those rare fonts that's not stored in a normal size, like 7x8 or 15x16 or something like that.  Is there anything other than FEIDIAN that allows you to view unconventional tile sets? I'm in the process of getting that one set up, as it is written in PHP for whoever knows what reason (maybe there's a good reason but it seems really odd).

The interesting thing I found about this game is that it already has a complete English translation for the game included in it, uncompressed.  So I assume all it would take for this game is to add a 16x16 English font, then whatever is easiest - either repointing to the English text, or just overwriting the Japanese text.  Although, oddly, I think the Japanese text might be compressed even though the English isn't.  Unless the text is stored in a 2 byte pattern or somesuch, then I'm not sure how to even approach that.  And there might be some reformatting required to make the text fit, depending.  Obviously a 16x16 English font would look terrible, but I don't know if I have the skills to implement a 8x16 and/or VWF.

Anyway, just wondering if anyone might be able to shed some light on this since there's a lot less information on PC Engine rom hacking.  The PC Engine games I worked on back in the day didn't have any of these issues, so it is still new for me.  Ninja Gaiden was a great game series, this version is definitely better than the NES so I thought it would be cool to play it in English... even though it's not necessary.

Thanks for any help!


Well thanks to some help on the Discord, it was shared with me that there is a reason English is already in this game.  There's actually a "cheat code" to select the language.  So I guess now I might look at making a quick and dirty hack that enables English by default.  There's still the title screen and the intro screens (just showing the act name) that have Japanese graphics, but nothing really relevant.

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Newcomer's Board / Re: Translating Downtown Nekketsu Monogatari
« on: April 20, 2018, 06:37:34 am »
Just curious if you're still working on this.  I was thinking about poking around in it myself to see what it would take.  I'm pretty inexperienced and it's been many years since I've done any rom hacking.  But, I was very excited about this... and I can't believe with the popularity of these games that this and the X68K versions don't yet have translations.

I am curious about one thing though - are the voiceovers displayed with text, or is it just pure voice?  I couldn't tell if the text box was ending before the characters were actually done talking or not.


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ROM Hacking Discussion / Re: Blast from the past, Trans-Flux
« on: December 23, 2011, 04:44:41 pm »
Aha!  The secret identity of Zatos is finally revealed! :p

Not only do I remember it, apparently I've been around long enough to be on it.  And yeah, it was a good site at the time, it just wasn't around for very long.

Yeah I still go by Zatos.  It's just that 10 years ago now, I pissed a bunch of people off in the scene and so I figured it would be best to go incognito.  Not sure how many are still around.  For what it's worth, I am sorry for my actions.  It was a long time ago, I've changed.  Everyone has probably forgotten anyway.  I haven't had any presence around the scene since then.

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ROM Hacking Discussion / Re: Blast from the past, Trans-Flux
« on: December 18, 2011, 12:19:33 am »
This is the entirety of the site. 

zatos.parodius.com/trans-flux.zip

There's a folder for 100, which I think includes the 98-99% translations also because I saw that I was planning to restructure those pages.  'other' is for utilities/faqs, whatever.  And then 'unfin' for the unfinished translations.  All of that is probably pretty obvious, but I felt like explaining anyway.

The patch for DoaE2 is 1.1.

Whatever you do, just don't look at my naked photos!  ;)

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ROM Hacking Discussion / Re: Blast from the past, Trans-Flux
« on: December 17, 2011, 04:09:39 pm »
Nah, I'm not down on myself.  I was just reminiscing.  You're right though, it didn't last very long.  It has been a long time since I looked at that site.  It is amazing how much I've changed, and how much I might be embarrassed by it if it mattered.  It's the first time I've looked at the site in quite possibly 10 years.  It's interesting to see things you did that you completely forgot about(not the site itself, just things on the site), especially after so long.  I forgot I do have a backup of the entire site on my hard drive, but it's archived within an archive, and I never frequent the folder it's in, lol. 

So, were you looking for some of those patches?  Because I still have all of them.  Although I'd be surprised if the Whirlpool archive wouldn't have had them... unless any of it was lost. 

I actually see I do have the entire history of the site, and yeah, good memory... 3 1/2 months.  I can make it available if anyone is interested.  I know it's not a long period of time, but I posted a lot during that time.

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ROM Hacking Discussion / Re: Blast from the past, Trans-Flux
« on: December 16, 2011, 03:16:49 pm »
I suppose there's a much smaller subset that frequented the site compared to Whirlpool, but then again it's longevity was shorter as well.  I see it got overlooked in the history.  I guess I didn't make a big enough impression.

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ROM Hacking Discussion / Blast from the past, Trans-Flux
« on: December 16, 2011, 04:51:45 am »
For anyone that has been around long enough to remember.  And still cares.

http://web.archive.org/web/20000520015136/http://trans-flux.emuviews.com/

Oh, the internet back then.  Oh, the immaturity back then.

edit: and oh yeah, wwwboards.  Yeah...

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How is this working in PCSX2?  I have a pretty decent PC... not state of the art but pretty good.  I was wondering how the performance was or if there are any emulation issues and whether it was even worth bothering with...

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