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Topics - Pikachumanson

Pages: [1] 2 3
1
Programming / Dte question?
« on: July 01, 2013, 04:47:53 am »
Why is a LDA($insert value here), y or x, also known as the A1 or B1 statement needed? Couldn't I just use something else if those statements happen to not be available in the games text routine? Like another type of LDA statement?

Forgive me, if this sounds like a stupid statement but I have been trying to locate a said A1/B1 statement that would work in my routine with no success, so I'd just like a breakdown as to why it's or an alternative solution some of you have used to overcome this problem.

I am working on Kawa no Nushi Tsuri for the Famicom and here is the area in the text routine I am referencing. That last line is the one I am using to perform my jump.
Code: [Select]
01E569:AD BA 07  LDA $07BA = #$00   ;index into window buffer
  01E56C:AA        TAX                ;X = index to dakuten line of current printed character?
  01E56D:18        CLC
  01E56E:69 12     ADC #$12
  01E570:A8        TAY           ;Y = X+0x12, because each line is 18 characters wide, so the main character will be 18 bytes after the corresponding dakuten
  01E571:20 FB DB  JSR $DBFB
  01E574:A5 91     LDA $0091 = #$23
  01E576:8D 06 20  STA $2006 = #$E8
  01E579:A5 92     LDA $0092 = #$27
  01E57B:8D 06 20  STA $2006 = #$E8
  01E57E:BD 50 06  LDA $0650,X @ $065F = #$FE  ;here it's reading the dakuten line
  01E581:8D 07 20  STA $2007 = #$98        ;and here's it writing one tile to VRAM
  01E584:B9 50 06  LDA $0650,Y @ $06B0 = #$34  ;here its reading the main text line. And the next will write that tile
[\code]



The text is loaded in the ram at 650 to 6DF and I been pouring through the searching for B1/A1 statements or the ram numbers in the range I am looking for. Can any of you tell me what I should be on the lookout for when I do that?

2
Newcomer's Board / Text Routine
« on: June 21, 2013, 11:35:14 pm »
Ok, i have located the text routine in Kawa No Nushi Tsuri. I have also written my dte routine with dte table. The thing is, i am not sure what to do next. I have all the town dialog, battle menus, menus translated and in the game except for the items, fish and animal names.  Really i wanted the dte routine for the animal and fish names. But I am looking at the text routine, and I feel like I am in space looking at all those letters and numbers. I really want to make a quality translation and take my romhacking skills to the next level. Basically, what I am asking is do any of you guys have any examples you can point me to that tackle or are like the problem I am having?
I'll explain more if you need it.

  Note, my 6502 is very minimum and I know I have years ahead of me before i can change that but I really want to expand into that area so i reading and trying out every tutorial i can on the subject. I know about the opcodes but, I am having trouble understanding the logic of how the commands are put together. Anyway, this is beyond the scope of my question. I am just trying to let you guys know where I am at skillwise and my mindset in approaching this problem. Yes, i have read and completed Red Comet's and KingMike's tutorial.

In closing, any help, explanations will be appreciated.

3
Newcomer's Board / How can you tell if a nes game uses Vram?
« on: June 17, 2013, 04:07:23 am »
This might sound like a dumb question, but I was under the assumption that vram was a given in roms in general.
Can anyone tell me if this game uses Vram? I want to try and implement DvD's Romancia Vram in Kawa no Nushi Tsuri for things like item or enemy names. Would this be feasable? Or am I better off just doing a DTE routine?

4
Newcomer's Board / Help!! Titlescreen menu compression(SOLVED)
« on: June 02, 2013, 11:23:22 pm »
I am working on the Title screen of Keisan Game Sansuu 3 Toshi.
I have run across some compression of some 16x16 tiles that I have no idea how to get to in the hex editor.
I can alter them in Tile Layer Pro but when I try to look for the indidvidual bytes in Winhex I come up blank.
I had preview of this in Sansuu 2 but I was able to figure it out.
But this I can not figure out to save my life. Erase that particular tile won't work because it is assigned to three particular spot in the rom.
Twice in the submenu an once in the title screen.
I was wondering if anyone has run into this type of problem and what did you do to fix it.
I'd just like to get rid of the one in the titlescreen. It is a - symbol. I found the spot in the rom where it is but it has what equates to an empty spot in the game where those  two bytes should be.

June 03, 2013, 08:09:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
NVM I figured it out.  Wish I had one of these right now! :beer:

5
Script Help and Language Discussion / Some questions.
« on: June 01, 2013, 08:49:36 am »
Has anyone ever ran into a す with a handakuten next to it?
If so, what sound does it make?

What does かけルカず mean in terms of math? It comes right before a multiplactiin problem in some Whack a Mole type game in Keisan Game: Sansuu 2 Toshii.

Also, what does かけられるかず mean? I believe it means multiplication but instead of a dakuten sign it has a handakuten sign next to the す.


6
Newcomer's Board / Japanese Vertical style text
« on: June 01, 2013, 08:22:49 am »
You know the kind I'm talking about. Think ancient china or japan and you are unfurling a scroll and you see the character all in nice neat vertical rows.

Anyways my question is for those who have encountered this style of text in a hex editor. How is it usually found and stored? What was your case like and how did you solve it? I ran into a problem with vertical text in my game and thinking of ways that i can find it.

7
Script Help and Language Discussion / elevator and lift.
« on: May 17, 2013, 03:58:36 pm »
I'm working on Outlanders for the nes. And now I am up to the part where you have to use an elevator. Would it be ok to use the word lift instead of elevator?

8
Script Help and Language Discussion / quick question
« on: May 16, 2013, 08:22:27 pm »
What does iumai mean in japanese?

the whole sentence is

mou nanimo iumai.

I'm thinking it means something to the effect of there is no more.

9
Newcomer's Board / Any tips on hacking Atari lynx games?
« on: May 03, 2013, 10:47:16 am »
I wanted to do a level hack, pallette change on Rygar. But documentation on this handheld is nil when it comes to romhacking. Anyone know anything about it?

10
Newcomer's Board / Zelda 2 widening dialog pane
« on: April 21, 2013, 01:06:22 pm »
I've made the dialog box taller but, is there any way to widen it so i can at least input 12 letters instead of 11 without it going on to the dialog pane?

I'm thinking the solution lies with these pointers for the lines for content at F425 - F432.
Am I on the right track here?

11
Newcomer's Board / Anybody got any gruntwork that needs doing?
« on: April 19, 2013, 02:36:04 am »
My two projects are close to completion and i need more experience. I have nes style pointers down pat and have worked sms games as well. I pretty know the basics like pallete changing, pointers... etc. and and have been expanding into advanced stuff like 6502 and z80 asm. I have cracked the title screen rle for 4 nin uchi mahjong and cracked phantasy compression and can switch banks on a nes rom. That's about as advanced as i get. Any game format and anything you got is fine, i like learning new things and would like to make more contributions to the community.

12
Newcomer's Board / Tg16 question
« on: April 10, 2013, 01:21:52 am »
This is for the game Necromancer. The intro is compressed with non contiguous text so if i were to turn an あ to an A, then all the あ's get turned into A's. Does anyone here have experience with this kind of compression and if so how would you tackle it?

13
Newcomer's Board / Decompression
« on: March 22, 2013, 07:20:20 pm »
Can anyone explain Z80 decompression, preferably for the Sega Master System? I need it to translate a single word and I will most likely need it for the title screen as well.
The game I am working on is Golden Axe Warrior and the word I am trying to is Life and change it to the spanish word Vida.


14
Personal Projects / Pikachumanson's Personal Projects
« on: March 21, 2013, 01:51:52 am »
The Sega Master System gets no love on this board. Well I'm here to change that. This is my first foray into the SMS format and it's going pretty well so far. I got the intro  translated and various other things translated so far. I'm hoping I can figure out the title screen rle compression but I have a good idea where it is in the rom.

Anyway, here are some pics of my progress for anybody that is interested.


 








March 23, 2013, 04:09:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, I have managed to get the graphics decompressed for the word LIFE using a program made by Maxim over at SMS Power. Now what I gotta do is figure out the correct way to edit the graphics and reinsert them into the rom. Other than that the project is going along great. The game has A LOT of text but I'm getting them done and I know where all the pointers are so that's no problem. I figured in about a week or two the project should be completed or near completion.
I am learning more and more everyday!

March 25, 2013, 11:35:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Finally figured out the compression! I am stoked! It's my first time figuring out something this complicated! The A needs a little more work but i may leave it like that.

Changed life into vida.



15
Newcomer's Board / Question about banks and romexpansion
« on: March 18, 2013, 01:19:07 am »
When you expand a rom the fixed bank goes from
 07 to 0F. That much I got. Do i go and change all the bank swaps
from C007 to C00F?
Sorry if the question seems straightforward but the thing is the game works just fine without doing that. However Bank 7 is supposed to be where my expanded info starts.
What do you guys do in that situation?

16
Personal Projects / Kid Icarus Nes Spanish Translation
« on: March 16, 2013, 02:15:01 am »
Everything is translated save for the ending which is partially translated and the credits. Those I will take care of tommorrow, God willing. Phew, this game was much more challenging then I thought it would be to translate! Damn control codes...pointers were a little screwy too. But it's almost done, I even got the title screen which I noticed the Swedish translation left alone for the most part.
But um, I'll be submitting this translation soon and then I'll go back to working on Outlanders again.


March 16, 2013, 05:22:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
=======================================
All right! Patch is submitted! Hopefully it goes through!

17
Personal Projects / Gumshoe spanish translation
« on: February 28, 2013, 04:15:06 pm »
I started the project last night and finished it just now. It is for the NES.

http://www.filedropper.com/gumshoeusaeurope_1

Check it out if you like.


18
Newcomer's Board / Expanding the UNROM mapper for the NES
« on: February 27, 2013, 11:13:52 am »
 As some of you know, I am working Outlanders for the NES.

It is my understanding that UNROM is actually mapper 2.

PRG ROM:    8 x 16KiB
 CHR ROM:    0 x  8KiB
 ROM CRC32:  0x9268e877
 ROM MD5:  0x2e2ce52517e5b771ae72e1eb18119356
 Mapper #:  2
 Mapper name: UNROM
 Mirroring: Vertical
 Battery-backed: No
 Trained: No
 .segment "HEADER"
   .byte "NES", $1A
   .byte $08       ;UNROM has 8 16k banks
   .byte $00       ;UNROM uses CHR RAM, so no CHR ROM
   .byte $20, $00  ;UNROM is Mapper 2
   .byte $00       ;UNROM has no PRG RAM, though clone boards might

This is some info that I have found out about it.

Would it be safe to use NFlate made by KingMike to expand this type of mapper and not run into any problems down the road?
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Well... I tried it and the rom still works for now. Wow... Look at all this lovely space....
Now I gotta figure out what I'm gonna do with it!

19
Script Help and Language Discussion / Need help
« on: February 24, 2013, 12:33:34 am »
Thank you!
February 23, 2013, 11:27:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
ここ は さかばだよ のまないん ならでていきな
ぞれとも しゃうかい じゃうても ある の かい

I got this  as :

The bar is closed. Come back later.

I know this is waaay off!

And another one I am not too sure about.

この ほし は 3そう になっている
ほか の そう に ゆくに は
エレベーター を つかう の じゃ

Something about a star or planet and an elevator

And this last one

バテイア さま は この まち の どこないか に
とじこめられているん です

I got this as :

Lady Batia is in this town

------
But the rest i can't figure out.

Can someone help me with these?

20
Newcomer's Board / Pointer problem
« on: February 23, 2013, 09:20:37 pm »
I've run into a weird(for me) problem. I am translating Outlanders for the nes. The problem is that there are certian words in the game that appear in multiple phrases but are tied to a single pointer. Take the word badge for intstance. It is a keyword and it has it's own pointer. But there are multiple where it appears as the first word in a japanese sentence when i would really like it in the end of a english sentence. But if I change the pointer around then i end messing up the instances where the word that's tied to that pointer in the game.

For example.

Badge   Go collect 5

I would to make:

Go collect five badges.

Has anyone ran into a problem like that? If so, what did you do to fix it?
Is there anyway to erase the badge pointer for that sentence?

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