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Messages - Polinym

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Being a LEGO Battles fan, I think this is actually pretty cool! Maybe someone can use this to give the game some proper balancing, so the aliens don't just outclass every other army.

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Gaming Discussion / Re: Guessing game! what game is this?
« on: April 10, 2022, 04:06:08 pm »
This game is Super Mario RPG: Legend of the Seven Stars, a Japanese role-playing game for the Super Nintendo, developed by Squaresoft and published by Nintendo in 1996.

I'm thinking of a game where you can choose to play as one of two children, you can race against a witch, and a teddy bear is the final boss. What game is this?

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Hello! After working on a translation for the first Fire Emblem game, I still wanted to keep messing with the game. So, after doing some work on an editor, I decided to compile all my ideas into a single project I'm calling 'Fire Emblem: War of Darkness".
 
War of Darkness is an English patch that comes with a number of enhancements for the original game to bring it up-to-speed with its remakes. Total faithfulness isn't the name of the game here, so I've also thrown in some stuff just for fun. The other part of this project is a randomizer, which the improvements will help make more fun. The randomizer will likely be available as a stand-alone application in addition to a patch that contains just the enhancements. Unfortunately, the editor program I'm making isn't quite releasable yet, so I've included some randomized patches in with the base patch with random seeds/names.

Check out the beta here: https://drive.google.com/file/d/1mqbEUba2_nw6s2pfJYF8cIhr4m3rV7i-/view?usp=sharing

Here's a list of all the improvements I've added so far:
Spoiler:

 - Camus is recruitable by Astria
 - Mages use their Strength/Magic to attack
 - Stat window shows MAGIC for Mages instead of STRENGTH
 - Crossbows are short-range only weapons for Archers
 - Thunder/Tron tomes deal bonus damage to Dragon Knights
 - Nyna replaces Biraku in Chapter 5
 - Generals can wield Swords, Lances, and Bows
 - Gradius, Parthia, and the Miracle Rapier are unbreakable
 - Mars starts with a Vulnery
 - Some units have Resistance now (based on Monshou).
 - All units promote using Master Seals now
 - Knights promote to Generals
 - Hunters promote to Horesmen
 - Iron Lances have 6 Might instead of 5
 - New Usabilty table
 - Added Steel Lance
 - Enemies use Steel Lances like in Monshou
 - Added Killer Lance
 - Added Killer Bow
 - Added Slim Lance
 - Added Nothung
 - Miracle Rapier is no longer Mars-exclusive
 - Added Intro
 - Added different song for some chapter intros
 - Misheil is recruitable by Maria (replaces Jake)
 - Added Swordkiller (eff. against Merc / Hero)
 - Thieves can promote to Lord
 - Lords can use Rapiers (important for randomizer)
 - Clerics will use the female sprite for all female units


Here are the things I plan on trying to add in the future:

Spoiler:

 - Clerics gain EXP from healing (even just this would make this project complete!)
 - Commando class is converted to Dancer (groundwork is done, need to figure out animations)
 - All female mages use Linda's battle sprite
 - Randomized chest/village rewards
 - Fake Maphs, Chapter 23 redesign based of Shadow Dragon
 - Map compression (to better allow custom maps)
 - "Avatar" customization for randomizer (select name, class, male/female, strength/weakness, like modern games)


I'd also be happy to hear any ideas you guys have to add some spice or improvement to Shadow Blade and the Light of Dragon. Let me know what you think! :D




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Gaming Discussion / Re: Clones or games similar to Super Mario 64 DS?
« on: October 19, 2021, 01:33:09 pm »
Hello,

Do you know any clones or similar to Super Mario 64 DS on the console of the same name? (Except M & Ms Adventure) With the same kind of star recovery where of the genre and travel through worlds.
By SM64 DS, I'd assume that games similar to Mario 64 are what you're looking for as well? There are actually a ton! Here's a few that come immediately to my mind.

 - Banjo-Kazooie (N64) (and its sequel, Banjo-Tooie)
 - 40 Winks (PS1) (or N64 prototype)
 - Donkey Kong 64 (N64)
 - Super Mario Sunshine (SM64's sequel)
 - Yooka-Laylee (PS4) or (Switch) (basically a reboot of Banjo-Kazooie)
 - Spyro the Dragon 1, 2, and 3 (PS1)

While these are all fantasic games, I'd especially recommend checking out 40 Winks! That game deserves more love! :D

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ROM Hacking Discussion / Re: Handling a SNES 16x16 Japanese Font
« on: August 15, 2021, 11:52:47 pm »
Do you mean "why are font characters two tiles wide?"
Because bigger characters make for easier to read kanji.

Or do you mean "why is each tilemap entry two bytes?"
Because tile data uses 2 bytes per tile. I believe it is possible to have 512 tiles in one tileset (or was the max 1024?), depending on graphics mode. That alone necessitates a second byte.
But also, the remaining bits are used for other data such as the palette (SNES doesn't use an Attribute Table, like NES tilemaps do) as well as flipping and priority.
What I mean is... with the NES, graphics are very simple. Whether it's sprites or background, anything you see is represented by a 8x8 tile to some degree. The solitary byte you see is the byte you get. Fire Emblem 1, for example, writes a sequence of tiles to a spot in RAM, and then copies them one-by-one to, uh... somewhere in the PPU where it can show up on the screen.

On the SNES, however, it's more confusing to me. The Tile Viewer seems to be like the PPU, and this game seems to write the tiles for individual characters there. I don't know where those tiles are being stored, though. It sounds like it's either in the SNES-VRAM area or $7e0000-$7f0000 are of the "CPU-BUS". The "address" shown in the Tile Viewer of BSNES doesn't seem to tell me where the address is. I'd assume VRAM, but write breakpoints don't trigger there. I'm not even sure what a tilemap would look like in the VRAM or RAM either. Would that look like 00020103, 04060507, ...?


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ROM Hacking Discussion / Re: Handling a SNES 16x16 Japanese Font
« on: August 15, 2021, 10:00:36 pm »
So I've gotten back to working on this.

You need to find if there is a tilemap in WRAM (that's 7Exxxx to 7Fxxxx).
Only the first 8KB of WRAM is accessible outside bank 7E/7F (such as 000000-001FFF). 002000+ is memory-mapped I/O, which isn't were you want to look for data.
The remaining 120KB (where a nametable copy is likely to be stored can only be accessed with bank 7E/7F addresses.

However, what that code block you pasted IS telling you that the VRAM DMA parameters are at a block at $000812. Such as that the VRAM tilemap address it is at is stored at $00085E. (It is adding 0x7C00 because VRAM address are in WORDS, which means 7C00 needs to be doubled to get the BYTE address, or that that code wants to write a table to VRAM $F800.
The data itself that is writing has already been copied to $00085A, it looks like.

Thanks for this awesome tip! With it, I was able to get closer to the goal. I managed to get the game to not print the second half of the characters. Thinking that there's a tilemap at 0x85E, I set a write breakpoint there and eventually found some relevant code. I changed a LDY #$02 into a LDY #$01, which I believe is making it write to the first half of the character twice. I think the code at that location (80f439) checks the amount of characters printed in the subroutine, writes to the right side of the character, and then to the left side. It seems to work fine for the smaller "in-battle" textboxes, but it's definitely not printing right in the intro cutscenes. The text starts printing out at the other side of the box at the same time as the left side. Sometimes it just prints out in two random places at the same time.



Spoiler:
Incorrect behavior:

Correct behavior:


I hate to sound like a n00b with all these questions, but I'm determined to figure this out. I wouldn't ask if I wasn't lost. I'd like some context on why the SNES writes data where it does and how it handles these 2-byte wide tiles. I'm used to the one-byte stuff on the NES. Please bear with me! Once I'm through this font stuff and get a table made I should be fine on translating this! :)

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Gaming Discussion / Re: The Strongest Lead Male in Final Fantasy.
« on: July 13, 2021, 10:37:49 pm »
Can't Repel/Reflect block everything, including Vanish and Doom? So any character can simply cas these two spells on himself and be safe from Locke. That is, if he gets his turn first before Locke does.
X-Magic and Reflect Ring. If need be, Locke Vanishes himself which Rflects onto the enemy and allows him to Doom them. Of course, if the enemy doesn't come from his game, do they have to follow the rules of his game? Hmmm...

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Gaming Discussion / Re: The Strongest Lead Male in Final Fantasy.
« on: July 13, 2021, 09:52:47 pm »
I just remembered that X-Magic exists! I change my answer, Locke's the strongest/most powerful. He can instakill anything he can Vanish in a single turn.

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Gaming Discussion / Re: The Strongest Lead Male in Final Fantasy.
« on: July 13, 2021, 06:40:48 pm »
This is a very interesting question. Anything after IX doesn't exist to me, so thinking about this... given how FF battle systems are all roughly the same, they would all be about equal at Level 99 with access to any equipment in their game. Ultimately, I feel it would come down to being able to "game the system" with bugs, which leaves me with Butz and Locke. Locke's Vanish+Doom is effective against most things, but it takes two turns to use. Butz, on the other hand, could optimize his evasion and defense, then use Mix with Kiss of Blessing to nerf anything. With Guard and Counter as his other abilities, I think he could then be invincible against anyone as long as that works as I remember it and he can survive the first turn.

Of course, Zidane has Solution 9 and could one-shot any of the playable characters so long as he starts with a Limit Break.

Much to my dismay, Cecil would be at the bottom of the list. Tragically, anyone who isn't Kain, Rosa, or FuSoYa sucks at fighting in FF4. : (

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ROM Hacking Discussion / Re: Handling a SNES 16x16 Japanese Font
« on: July 11, 2021, 11:57:06 pm »
So I've messed around with this for several days now and still have had no luck. I've set breakpoints for when the font characters are written to Background 3 (shown partially in screenshot), but in messing with the code around it I haven't gotten rid of the printing slide for the second half of the character. I found where the font characters are written first in VRAM, but no breakpoints trigger for them. I'm very lost. Anyone have any advice?


11
Newcomer's Board / "Delta Patcher" tool vanished. Virus, or broken?
« on: July 09, 2021, 11:01:30 am »
Hello! This seemed to be the most appropriate place to put this even though I'm not new anymore. So I downloaded a "Delta Patcher" tool (this one here: http://www.romhacking.net/utilities/704/) so I could apply a Dragon Warrior patch created in that special format, but after using it, I'm now very concerned. The utility launched fine and I was even able to use the GUI to patch the ROM. However, when I returned to the folder, the executable for the tool is now gone. I've had a similar thing happen with some files I downloaded a few years back that vanished when I clicked on them, and received a virus. Nothing else has happened since Delta Patcher vanished. Now I'm wondering whether this is supposed to happen with this tool, or I need to mark this tool as non-compliant and just hope my computer survives. I'm running a virus scan anyway, but that might take awhile so if this is intended behavior with this tool then I can probably just stop the scan and continue working. Is Delta Patcher supposed to up and disappear on me?

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I speak Spanish but I am not satisfied with my language and I prefer to translate games into English
You know, there are a ton of Japanese games that have English translations and nothing else. I bet native Spanish speakers would think it'd be pretty rockin' to have Spanish options. Localization history suggests that translations turn out the best when you translate into your native tongue. But, do whatever makes you the happiest. :)

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ROM Hacking Discussion / Re: I need a person to test my translations
« on: July 05, 2021, 12:37:20 pm »
Why not finish (or nearly complete) the translation first, and then ask around for beta testers? You'll probably want to be the one testing it as you go so you can spot what's going wrong.

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ROM Hacking Discussion / Re: Handling a SNES 16x16 Japanese Font
« on: July 04, 2021, 12:15:37 am »
Thanks for the advice! Now I have an idea as to what I'm doing. :)

So I tried to do this and managed to blank out the writes to the right bytes with NOPs, which is almost what I want. However, I'm having to look up the opcodes for the instructions I'm viewing in an external document and do some tedious searches in WindHex, not mention having to reload the ROM every time I want to check the changes. In FCEUX, I was able to just paste the opcodes into its hex editor searchbar and find the code in the ROM in a few seconds. How do I do this sort of thing in BSNES, or can I even? A guide for BSNES I found online told me that changes made to the "ROM" section of the hex editor aren't saved.


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Hi there! I'm glad to hear you enjoy Stardom Warriors! :D

Well... I can also appreciate your desire to learn about the weirdness in this unbelievably obscure game, which is why it pains me to tell you that this is a true "Kaizo" hack. I restored most of the things I censored or changed from the original, but I also cranked up the difficult drastically. I also changed some other things that aren't even accurate ("Mementos Juice" oceans, final boss design, etc.). Overall, most of the biggest localization changes are undone, so they would be worth looking at. However, you'll probably have to do more grinding and be familiar with how the game works beforehand. If you'd really like to see what's in there, I can PM you a some cheat codes for FCEUX so you can toggle encounters, get the boat early, and have infinite stuff.

Thank you for supporting my localizations! :)

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ROM Hacking Discussion / Handling a SNES 16x16 Japanese Font
« on: June 29, 2021, 01:16:59 am »
Howdy, folks! :)

I'm beginning my first real venture from NES translation into SNES translation. The particular challenge I have to overcome here is a 16x16 size font. The game in question I'm looking at is Nage Libre: Seijaku no Suishin, but this will be useful information if I end up giving up for some reason anyway. I figured it'd be wise to ask for advice before trying to blindly go at it and wind up banging my head against the wall. There really doesn't seem to be much out there on the internet about exactly how to modify fonts like this.

Obviously, trying to make a font out of a 16x16 tile will look ugly. Therefore, I'm looking for a way to reduce the width. VWF is the dream, but it's probably easier just to cut the width in half to 8x16. So, what would be the steps involved in going about this? For reference, I have a bit of experience with NES ASM and I'm currently trying to learn the BSNES debugger.


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Personal Projects / Re: Super Mario RPG: Relocalized (MAJOR UPDATE)
« on: May 26, 2021, 08:58:41 pm »
EDIT: Something broke. I don't know how, but Lazy Shell somehow garbled up a huge chunk of text. Still not giving up, but I have to restart from square one, since the only backup I made was of the original ROM. It'll be a while before I start, though. In the meantime, however, I WILL put out a patch that relocalizes characters, items, locations, etc., since I can do that quickly enough, unlike the actual dialogue itself. So.......yeah. Big oof.
Can't you just patch a clean ROM with the latest release of your hack, and use that with LazyShell?

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Mars/Marth was one I was really torn about. It could go either way. I've heard that Kaga has a history of taking mythological references in katakana and altering them slightly, so there is some justification for Marth (MARUSU -> Mars, Roman deity of war). However, I'm a big fan of the two-episode anime, and it was the first name he ever got in a western release, so Mars it is.

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So, is there a reason why this doesn't use canonically localized names for characters and places? Especially given that we now have an official localization for the famicom original.
Yup, the main point was to avoid the major localization changes that the Switch "translation" and DS port made. Intelligent System is prone to changing the names of characters, items, places, etc. Out of respect for Fire Emblem original's creator Shouzou Kaga, my goal was to preseve as much of the Japanese original intent as possible. This means keeping things like "Social Knights" and Mamkutes. Of course, during my research for this project, the Switch port was surprisingly more accurate than I expected based on the wildly different DS translation. I used as the official terms whenever they were accurate, or found a nice middle ground.

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For whatever reason, you put the release date of the translation the same as the game's release date (20 April 1990)
Whoops! Guess I'd better fix that. I'll include that when I get around to fixing a few other things. I also recently noticed that I left in one instance of "Rena" instead of "Lena".

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