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Topics - werewolfslayr925

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Newcomer's Board / How do I edit the wiki?
« on: May 10, 2020, 03:20:03 am »
I've tried several times over the years to create an account on the RHDN Wiki, DataCrystal. I always get the following message:

You do not have permission to do that, for the following reason:

You are not allowed to execute the action you have requested.

Is there something special I have to do/be to get an account?

While I appreciate the complete status of the patch provided by Stardust Crusaders, I much prefer Ballz's title screen for the Dirty Pair FDS game. I imagine this might be a relatively easy patch, but I'm not sure how to go about it, which probably means it would be more complicated for me than I thought. Anyone know how this could be done?

Newcomer's Board / Easy Sprite Editor?
« on: March 31, 2019, 10:17:22 am »
I've used YY-CHR to edit text before in Dragon Quest and Downtown Nekketsu Monogatari, but I recently tried to use it to edit sprites for Super Mario Bros. For SMB, I noticed that e.g. the Mario sprites are actually made up of several individual blocks working together to animate something. This is difficult to work with since I can't quite see what a sprite will look like fully displayed in-game.

Is there a tool that allows me to see a fully displayed NES sprite and simultaneously edit it?

I love the cheesy English dubs in Brave Fencer Musashi, yet the voice acting in the Japanese version has some great actors and actresses in it. I was wondering about the plausibility of lifting the English written script from the English localization and inserting it into the Japanese version. How easy/difficult would this be?

Also, considering the colloquialisms and accents employed in the localization, I would assume that the English version isn't quite a literal translation. I know that, according to The Cutting Room Floor, all of the drink names and references to alcohol were changed to words relating to soda pop. Are there any other glaring differences?

I suppose the goal here is an undub, but would it be easier to transfer the script from the English version to the Japanese version or to lift the sound files from the Japanese version and insert them into the English version?

Newcomer's Board / Super Scope to traditional controller plausibility?
« on: January 26, 2019, 01:55:15 pm »
I recently got a few Super Scope games from a yard sale pick-up and, since most of my gaming is done via emulation on a PS Vita, I was wondering what the plausibility is of a hack for a Super Scope game that allows for a more traditional control scheme in place of a light gun. Considering the dearth of such hacks, I'm guessing it's worlds more complicated than switching a few bytes around. Can anyone enlighten me on whether or not this is possible, how it might work, and, if it is possible, how plausible it is?

This was a project I started about 2-3 years ago, and I want to finally put it out into the wild. So far as I can remember, the following is not translated:

- The "The End" graphic at the end of the game
- The title screen

I wanted to leave these intact for different reasons: the former because, according to abw, the graphics are shared with the Dragonlord fight graphics and I don't really want to mess with that or ask anyone else to do so; the latter because it feels tacky to put my alias on the cover of such a great and iconic piece of software when I didn't end up doing much. (I'm also lazy and terrible at programming.)

Everything else should be translated: dialogue, menus, file select stuff, and so on.

I would like two or three extra pairs of thumbs and eyeballs to test this out. Needless to say, the tongues and brains belonging to those thumbs and eyeballs must be fluent in both Spanish and English to adequately compare both the English and Spanish texts. To inquire, please send me a PM and I shall reply with the current patch. Thank you in advance!

After thinking of where I could ask this, I couldn't think of a better place than this forum.

My Shogi sensei and I are not going to be able to meet as often due to certain circumstances, so I wanted to get some practice in between lessons. Since I always carry a hacked Vita around, I figure the best way for me, personally, to at least stay literate/get practice is to use FamiCom, GB, and SFC Shogi games for practice during my down time.

I went ahead and bought the most colorful looking Shogi game for, like, 2 bucks on ebay. Turns out it's far from a traditional Shogi game.

SO, before I go spending another 1-2 dollars on another Shogi game, has anyone played the Shogi games for FamiCom, Game Boy, Super FamiCom, etc. and can anyone tell me about their experiences playing them? Any information will help. Please and thank you!

Newcomer's Board / Releasing a patch
« on: July 09, 2018, 05:35:35 pm »
What are the typical mechanics/hindrances/nuances to releasing a completed patch? I ask for two reasons:

1. I am looking to release a translation of Dragon Warrior relatively soon and want to know the ins and outs of release.
2. I understand that the translation of Metal Slader Glory is complete and tested as of March of this year, but the patch has yet to be released. I'm curious as to what could be holding it back.

ROM Hacking Discussion / Editing lists in Dragon Warrior 1
« on: May 25, 2018, 10:50:04 pm »
I'm having some trouble editing the enemies, item lists, and menus in Dragon Warrior. After lots of trial and error with Atlas, Pointer Tables, and attempts to edit the hex code in CrystalTiles, I've met temporary defeat and am seeking some guidance on how to effectively translate the enemy names, item names, menus and stats, and (if it's anything like the items and enemies) the credits.

Relevant thread here.

What's happening is this:

Whenever I try to insert the text using Atlas, I use the following code, I (sometimes) get the following error

Code: [Select]
This application requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

That comes up when I use the following code:

Code: [Select]
// Define, load, and activate a table (replace "dw_es.tbl" with the name of your table file).
#ADDTBL("dwSP4.tbl", dwSP4)

// NES ROMs have a $10 byte header.

// Jump to the start of the script, set an upper bound on the available space so that you don't accidentally start overwriting other code/data if your script is too long.
#JMP($7AC0, $BCBF)

// Write a 16-bit pointer to the current address (which is $8038 because that's where we just jumped to)
é<EB><A6><A5>qo[60]Palo[ITM]Porra[ITM]Espada[ITM]Hacha[ITM]Sable[ITM]Espada[ITM]Espada[ITM]Ropas[ITM]Armadura[ITM]Cota[ITM]Corasa[ITM]Petral[ITM]Armadura[ITM]Armadura[ITM]Rodela[ITM]Escudo[ITM]Escudo[ITM]Hierba[ITM]Hachón[ITM]Escama[ITM]Alas[ITM]Llave[ITM]Agua[ITM]Orbe de[ITM]Tableta[ITM]Flauta[ITM]Lira[ITM]Caña[ITM]Piedra del[ITM]Amor de[ITM]Gota del[ITM]Cinturón[ITM]Collar[ITM]Anillo[ITM]Sello de[ITM]Pasaje[ITM][ITM][ITM]de Cobre[ITM][ITM][ITM]de Fuego[ITM]de Loto[ITM][ITM]de Cuero[ITM]de Malla[ITM][ITM][ITM]Mágica[ITM]de Loto[ITM][ITM][ITM]de Plata[ITM][ITM][ITM]de Dragón[ITM][ITM]Mágica[ITM]de Hadas[ITM]Luz[ITM][ITM]de Hadas[ITM]de Plata[ITM]de Lluvia[ITM]Sól[ITM]Laura[ITM]Arcoiris[ITM]Maldito[ITM]Maldito[ITM][ITM]Loto[ITM]Secreto[ITM]Goma[ITM]Goma[ITM]Vampiro[ITM]Fantasma[ITM]Mágico[ITM]Murcielaguito[ITM]Escorpión[ITM]Ojo[ITM]Espanto[ITM]Babosa[ITM]Murciélago[ITM]Muerto[ITM]Brujo[ITM]Metál[ITM]Lobo[ITM]Difunto[ITM]Alacranito[ITM]Espectro[ITM]Lobo[ITM]Ojo[ITM]Babosa[ITM]Quimera[ITM]Alacrán[ITM]Esqueleto[ITM]Golem[ITM]Golem[ITM]Armadura[ITM]Quimera[ITM]Demonio[ITM]Licántropo[ITM]Dragón[ITM]Quimera[ITM]Mago[ITM]Guerrero[ITM]Dragón[ITM]Gran[ITM]Guerrero[ITM]Dragón[ITM]El Rey Dragón[ITM]El Rey Dragón[ITM][ITM]Roja[ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM][ITM]Rojo[ITM]Rojo[ITM]Mágico[ITM][ITM][ITM][ITM][ITM]de Oro[ITM][ITM]Mágica[ITM][ITM][ITM][ITM]Cósmica[ITM][ITM][ITM]Azúl[ITM]Golem[ITM]Armado[ITM]Rojo[ITM][ITM][ITM]g<BE>a<00>Y<00><B4><00>M2<DC>5,C2<00>á<00><46><00>I1<E8>3<B8>báu2<00><5A><00>é3<D0>Vo<00>8<00>á<00><46><00>R<00>C<00><00><00><00><00><00><00><00><00><00><00><00><00><00><00><00><00><68>1[60]9u

Taking out everything beyond the final "[ITM]" command yeilds a successful insertion of the script. However, the names of things are scrambled. For example, the slime isn't called "Goma" like I want, but instead has the latter part of the Dragonlord's name ("ey Dragón") and the Magic Key ("Llave Mágica") is called "Llave Luz" ("Key Light"), presumably because its name got mixed up somehow with "Orbe de Luz" (the Ball of Light).

I'm guessing this has to do with the way the game reads these lists, but I'm not sure how to remedy this. I remember reading somewhere that the pointers for the game read a list from beginning to end to find the appropriate code necessary to display the name of a monster/item/etc., but I'm not sure how to manipulate that (or if manipulation of it is even necessary). Another thing to note is the manner in which the text dumps. I'm using Pointer Tables to dump the text and, for some reason, the text dumps like this:

Code: [Select]
Table Start: 6842
Table End: 6851
Text Start: 7AC0
Text End: 7E5F
XOffset: FFFFC009

Table Type: 0
Text Type: 0
Custom PT: T0 T1

PT Line Command:
é<EB><A6><A5>qo[60]Bamboo[ITM]Club[ITM]Copper[ITM]Hand[ITM]Broad[ITM]Flame[ITM]Erdricá}s[ITM]Clothes[ITM]Leather[ITM]Chain[ITM]Half[ITM]Full[ITM]Magic[ITM]Erdricá}s[ITM]Small[ITM]Large[ITM]Silver[ITM]Herb[ITM]Torch[ITM]Dragon}s[ITM]íings[ITM]Magic[ITM]Fairy[ITM]Ball of[ITM]Tablet[ITM]Fairy[ITM]Silver[ITM]Staff of[ITM]Stones of[ITM]Géaelin}s[ITM]R

The names of some enemies are cut off and continue two sections down. Is that supposed to happen?


The script for the items and monsters in Spanish is only two characters under the limit, but there are some enemy names I want to change that will push it over the limit. There's some blank space in the ROM (a series of FFs after the spell list), and I would like to make use of that to expand the names some. However, this problem is probably going to make that effort more difficult than I thought.

Can anyone offer some insight, advice, and/or guidance on how the pointers work, how to edit the text, and how best to insert it? I'm not asking for someone to do the project for me; I just want to know what I'm doing wrong and how I can do it right.

Newcomer's Board / Logging into DataCrystal
« on: May 02, 2018, 04:47:27 pm »
As far as I can tell by what this says, DataCrystal is the place to submit translation requests. However, when I try to log in using my credentials for this forum, it says an account with those credentials doesn't exist. Likewise when I try to do a password recovery. I've also tried making a wikimedia account, but that doesn't work either. Is editing DataCrystal an admin privilege? If so, to whom do we submit translation requests and can there be an edition made on the aforementioned forum topic to clarify?

Newcomer's Board / Hacks not on the site
« on: April 18, 2018, 07:25:22 pm »
Browsing the interwebz for hacks yields a few sites that have more hacks for certain games than can be found in the hacks archive here. There are also other hacks of various games (e.g. Puresabe's hack of Hoshi no Kirby: Yume no Izumi no Monogatari) that are also not on the site.

Curious question: What is the reason that certain hacks are not on RHDN?

Newcomer's Board / Brave Fencer Musashi on PSP?
« on: April 17, 2018, 02:47:55 pm »

It seems that the only way to get an English version copy of Brave Fencer Musashi running on a PSP is to use a plugin called POPSLoader. POPSLoader loads the EBOOT.PBP using previous firmware versions; when running BFM, results may vary depending on which firmware version you use (according to this). Most of the time, the game just freezes after the first scene of the opening cutscene; instances of this includes trying to run the game on current firmware.


POPSLoader is nice and all, but it's more convenient (and less distracting during gameplay) to have the game running at full capacity without the aid of a plugin helper. What exactly is preventing the game from running on the current firmware/custom firmware? What causes the game to freeze up? Is there a way to edit the game's code to make it run properly on the current PSP firmware?

To the mods: This doesn't seem to be getting much attention here. Should I move this to ROM Hacking Discussion?

Personal Projects / Dragon Warrior 1 Spanish Translation
« on: April 09, 2018, 12:38:48 pm »
Special thanks to Psyklax for providing the tools and holding my hand through this whole project.

I am working on translating Dragon Warrior for the NES from English to Spanish. I realized that it's the only one of the NES DW games that has not been translated into Spanish (which is odd considering the relative easiness of translating it from what I can tell). This is my first official hacking project.

Here's my initial draft (Again, thanks to Psyklax for the English text dump).

Here's a log where, among other things, I go over some of the translation decisions.

Stuff left to do:
- Have others review my draft for grammar, word choice, etc.
- Translate items, weapons, etc.
- Translate monster names (especially the wyverns and the Dragonlord)
- Run the DTE script (thanks, Psyklax)
- Insert the text into the ROM

Any comments, questions, concerns, criticisms, and suggestions are welcome :3

Newcomer's Board / Dragon Warrior 1 in Spanish
« on: September 15, 2017, 02:34:33 pm »
I noticed that the first Dragon Warrior has yet to be translated into Spanish and have taken up the task of translating it. I've got some basic menu stuff down using the DW Text Editor, but I wonder if there's a better way to accomadate for the syntactical, grammatical, and spelling differences between English and Spanish by just editing the hex code in something like Hexposure. I've always been a bit bashful about going over the character lengths and how to make the game read properly when I do. Could anyone throw me a bone on this?

For the sake of example, would it be possible to shorten the spaces needed for Fairy ("Hada") and Wings ("Alas") in order to make two more spaces for Herb ("Hierba")? If so, how would I go about doing it without breaking the game, and would I use the same method for longer strings of text as in dialogue?

ROM Hacking Discussion / Kirby's Adventure Hacks
« on: September 04, 2017, 01:08:07 pm »
So, Kirby's Adventure doesn't seem to get enough love from the hacking community. Considering it's compressed, perhaps this might be justified. However, with the English release of tools like DreamTool and KALE, perhaps we could get some level edits?

I'd also like to revive the topic of Puresabe's Kirby's Adventure hack. It seems that there's one available online; however, a quick Google search reveals no results for an IPS patch. Does anyone know if the game is finished? And, if it is, could one submit the patch to the hacks section of the site?

Newcomer's Board / Translating Downtown Nekketsu Monogatari
« on: May 31, 2017, 08:35:17 am »
I recently got a copy of the Japanese version of River City Ransom. I wanted to play the game with the original graphics/aesthetics, but my Japanese is elementary at best.


As a pet project/dipping my toes into hacking waters, what would be the best way to go about translating the game? The actual translation of the words shouldn't be too difficult, especially considering there's already a translation off of which I can base some of the text. But what would be the best way to go about exchanging the translated text for the Japanese text already in the game?

Newcomer's Board / Patching problems
« on: April 18, 2017, 04:02:05 pm »
Longtime lurker, first time poster, here. Love the site.

I'm having trouble patching two games, specifically Tear Ring Saga and MegaTen.

The readme for the former says:

"Acquire a Japanese copy of TearRing Saga. If you rip the game from the disk,
you'll most likely end up with an *.ECM file. This is a compressed file, which
needs to be decompressed with a tool like UnECM. After all is said and done,
you should have a *.BIN file of the game that's about 594 MB or 566 MiB."

Every time I rip the game I get something around 580 MB or smaller, and the patch doesn't want to work with the file. What's the best way to rip the file so that it's usable should I use?

I'm confused altogether about MegaTen. Would someone be able to help me step by step?

Newcomer's Board / Patching on carts using Retron
« on: March 19, 2016, 05:44:10 pm »
Hello, all! Newcomer here.

I'm beginning to get into importing games from Japan and patching them using the Retron5's patching capabilities. Needless to say, the wonderful work on this site has been indispensable in playing translations of games never released outside of Japan. However, sometimes the patches won't work on certain cartridges and I assume that it may be a header issue. From lurking and research, I've found that you can determine whether or not a ROM has a header by the ROM's size, so is it possible to determine the size of a game before I purchase it - i.e. is there an easy way to determine the ROM size from some marking on a chip or something? Or am I just going to have to gamble with buying carts and hope that if it needs a header the ROM has a header and if it requires no header that the ROM doesn't have one?

Also, if this is the wrong place to ask this kind of question, please let me know so I can go sit in the corner.

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