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To make things easier, we can discuss the Spanish Dialog for Dr. Robotnik's Mean Bean Machine here. The main project page can be found here:

The current script can be downloaded here:

Or viewed here:

So there are some graphics that need editing for the Spanish translation of Dr. Robotnik's Mean Bean Machine. The progress of the project can be found here:

I'm having trouble making the Á on PRÁTICA look decent. Hopefully someone can do a better job. The height of the letter has to be the same.

The Á and Í in these 16x16 font could do with improving.

Anyone that does help out, I'll make sure your username is added to the credits.  :)

So I am working with Max1323 on translation Dr. Robotnik's Mean Bean Machine into Spanish.

Please remember that this is a English speaking forum, so please speak in English when talking about the translation.

Please also note that I don't speak Spanish, and I am dealing with the hacking side. Max1323 is the one providing the translations. If you do spot any translations errors/have better suggestions, then please mention.

I have put together a partial disassembler to make the translation easy to edit. You can download the current version here (updated 10/01/2021):

You will need to download and place "asm68k.exe" in the main root of the folder.
You will also need to:
1 - Download the US ROM of Dr. Robotnik's Mean Bean Machine.
2 - Place in the /rom folder.
3 - Rename to: DRMBM.bin
4 - Apply the DRMBM.ips to the DRMBM.bin rom.
5 - Press build.bat to build the rom.

The rom has been made region free, and runs in NTSC and PAL (optimized).

What is translated:
- Title text
- Dialog for the Enemies
- Options text
- Input Test text
- Sound Test text (unlocked by default)
- How to Play text
- Cast Text (only "AND..." need to be translated)
- Credits
- VS and Exercise text
- Scenario text
- Password text
- High Scores text
- Pause text
- Main Menu text
- Rank text
- Continue text
- Checksum text (this appears if the checksum doesn't match)
- Region text (this won't appear unless you hack the game)

The only things that won't be translated are:
- The Game's Title
- GAME OVER text


To finish:

- Adding HIGH SCORES titles.
- Check and polish dialog.
- Update Main Menu graphics.
- Update Á and Í 16 x 16 font graphics.


Screenshots (in progress):

Can anyone help me find the missing Kanji that is used in Puyo Puyo 1 "How To Play" section?

You can see the text in action at 0:38:

Here's a dump of the font:

The table for the Kanji sections:
044C = 右 (Right)

0450 = 応
0454 = 下
0458 = 回 (Game)
045C = 覚
0460 = 降
0464 = 高
0468 = 左 (Left)
046C =

0470 = 手
0474 =
0478 = 上
047C = ⾊ (Color)
0480 =
0484 =
0488 = 相
048C = 側

0490 = 速
0494 = 対
0498 = 点 (Point)
049C =
04A0 = 得
04A4 = 入
04A8 = 四 (Four - The graphic in game is missing the far right vertical stoke?)
04AC = 明

04B0 = 用
04B4 = 落
04B8 = 連

Programming / 68000 Mega Drive Assembly - Move Instruction
« on: June 30, 2019, 09:28:43 pm »
So I'm a bit unsure about how this works:

MOVE.b (A4)+, D4

MOVE.b D4, (A2,D1.w)

The first one takes the byte from Address A4. So if 007000D0 in the rom contains hex DE and stores this in Data D4.

So the second instruction moves the value in D4 (in this case DE), but I don't understand what it means in the brackets. So it's referring to A2 Address and D1 word, but it doesn't make sense looking at the live disassembler.

Hopefully someone can clear that up.

Programming / OR Assembly Command (Mega Drive)
« on: January 25, 2018, 02:52:07 am »
I feel this should be easier to understand, but something is confusing me.  The command in question:

Code: [Select]
00:589A  82 7B  OR.W    $0A(PC,D2),D1
So it is defiantly oring the value, so or 07 with 05 for example:

Code: [Select]
07 = 0111
05 = 0101

OR = 0111

So in this code, it OR 0A (1010), but I'm not sure what the brackets are doing?  I think it is taking the Program Counter, and moving the result to D2, then moving the OR result to D1.

The results in the trace are as followed:
Code: [Select]
D2 = 00000016 > D2 00000016
D1 = 8000832C > D1 8000C32C

It's basically setting the palette from 0 (832C) to 2 (C32C).

I want to set it to use palette 1 (A32C), which I would need to change the OR value 0A. It's just knowing what value to set.

Newcomer's Board / Mega Drive - Changing Palette Set (Nametables)
« on: January 20, 2018, 04:58:06 pm »
So for the Robotnik's Mean Bean Machine I'm working on, I want to change the garbage bean's palette it uses from 2 to 0.

What's interesting is the beans start off at sprites, and then are store in the Plane A. I was able to find the sprite data for the garbage beans: 050242F8 replace with 050202F8

Now I'm having trouble finding the nametable data when the beans become Plane A tiles.  I do know for some of the 8 x 16 letters it loads, it uses this formate (this loads SCORE):
CA20 = Area to load tiles.
C500 = First part of the tile ID (C5 = Pal 2 | A5 = Pal 1 | 85 = Pal 0)
3A1A32381E = Second part of the tile ID (S C O R E - Possible to make as short / long as you want)
FF = End of tiles to load.

The format for the bean data seems to be different. The data for the garbage bean is C32C, C32D, C32E, C32F (which needs to be changed to 832C, 832D, 832E, 832F).  I can't seem to find much data in the rom and stumped what I could trace.  Any advise would be great.

So most of the palette sets according to the database for the items and enemies are located here: 0x01F4FC to 0x01F540.

This doesn't seem to include Birdo (3 sets), Mouser, Triclyde or Wart.  What's strange is Clawgrip and Fryguy are in there, which makes it more irrating.

What I'm trying to do is make Triclyde (Hydra) use the 4th palette set in the Pony Poki Panic I'm working on:

Interestingly, 1F51B changes the palette for the fireballs that the boss fires, but that's not what I'm after.  I suspect maybe the boss values are grouped together, but I have had no luck finding them.  I did change the values that were near the other values, but no luck.

I found Wart's attribute palette date (during the ending where he is knocked out), which was located where his tiles to load data (2C6B to be exact).  I did find Triclyde's tile data to load (which there are a lot of), but found no values that change the palette set to load.

I did have a quick look in the debugger at RAM offset 201, but I couldn't see anything where it was getting the attribute data from (although I may need to have a proper look).

Any ideas would be great?

All the screenshots were taken using FCEUX Emulator while using the Nestopia palette.
The screenshots on the left are the original, while the ones on the right are the modified ones.

I've released Pony Poki Panic (Beta 3) which can be downloaded here (apply to "Super Mario Bros 2 (PRG 1) (U).nes" rom):


Update 5

I have submitted version 1.1.  Just got wait for it to be approved.

Once it has been approved, I'll submit a News Article to romhacking,net.  Keep an eye out for it. :)


Update 4
Sorry for the lack of updates, but there hasn't really been anything worth showing, and even this is minor.

To celebrate the release of the My Little Pony: the Movie (the 2017 one, because they didn't learn anything from Sonic The Hedgehog (2006)...), I aim to release V1.1 on one of the following dates:
- 6th October (USA Release Date for the MLP Movie)
- 20th October - (UK Release Date for the MLP Movie)

It's more down to getting all the read me files put together.  I also hope this will give me time to fix the palette for the Hydra boss, but I suspect that might have to be a V1.2 release.

Anyway, I've made some changes to the title:

I felt the inclusion of Mattrizzle (designed the title logo) made it too crowded, so I took that name out.  Plus the lack of space made things difficult to work with.  Don't worry, I will include a Credits file that credits everyone for there hard work.

The title screen looks a lot better now, and I have put the respective years in.  I have also included the Version Number in, which will help in identify which version you are playing.

Now the Game Over screen originally looked like this:

It also bothered me that clicking RETRY takes you back to the Title Screen.  QUIT would have made more sense.  Plus it looks like it reads "CONTINUE 2".  They could have added a "x".

Now the issue was space.  To gain space, I raised the GAME OVER up by 1 and removed the text that was just placing blanks over it.  Then with a bit of shifting and changing RETRY to QUIT (well "QUIT      " to cover up the GAME OVER), it now looks like this:
I did think of having it like "CONTINUES: 1", which I can easily set it up like that.  Although the x makes a bit more sense.

I actually forgot that the currency they use in My Little Pony is bits, which basically do look like the Mario coins.  How convenient. :D

There was one case where "COINS" is mentioned.  I'll get that changed to "BITS".

I need to fix the height of the items when carried by the ponies.  They are slightly too high when they duck.  Also need to fix the Hydra palette issue.


Update 3

Thanks photobucket for being a massive dick for giving no notice that people would have to pay $400 (haha, buck off) to display photos on other websites.  So I've got to move the pictures to an alternative free website, in this case

After that moan, this hack is coming along nicely.  The next updates aren't too exiting, but they are necessary in making this hack good.

Finally got round to modifying the sprite where Nightmare Moon gets carried away.  Her eyes have been edited so she now looks "shocked" that she has been defeated.

Also there was a bug that was causing the first four lines on the people who are carrying Nightmare Moon (as seen in the left screenshot above).  It took me ages to track down the issue, and it turned out it was the Diamond sprite that was causing the issue.  I have no idea why it caused that issue.  To fix it, I swapped the Star and the Diamond around, which fixed the issue.  Not sure why it fixed it, but I'm not complaining.  Those sprites are what get thrown out of the tube at random during Nightmare Moon's boss, so it doesn't matter what order they are placed.

Asaki pointed out in Super Mario Bros. 2, the letter "O" is misaligned in one frame of the POW Block.  See this topic:
So I made the fix in my hack.  Pretty easy fix.

SpiderDave used his amazing spider powers to fix another bug in Super Mario Bros. 2.  The issue was:
I fixed the issue where you do a charge jump holding an item, it now only resets left/right/down input.  Here's an updated SMB2 Improvement with that, fixed POW, and ellipsis if anyone wants to grab it or test.
It's hard to explain, but you can hold the run button while holding an item and jump without throwing it.  Thanks SpiderDave for posting the code.  I want to get him credited in the title screen, but I need to figure out how to move the tile data around (I have room 2 free hex bytes at the moment).

This next improvement won't make any game play differences, but it makes editing the graphics easier / doesn't repeat tiles (some being unused).

Here's what the PPU Data did look like:

Here's what it looks like now:

To understand what is going on, the above image I have highlighted in different colors.  Think of these as groups of tiles that get transferred from the ROM to the PPU:
- Red = Player Tiles
- Blue = Main Enemy / Item Tiles
- Purple = Specific Enemy / Item Tiles (different set for each world)
- Yellow = Background / Boss Tiles (different set for each world)
- Brown = Animated Tiles (8 frames in total)

So in the original Doki Doki Panic and the prototype of Super Mario Bros. 2, there was a lot less animation.  The albatross only used two frames of animation (taking up 16 tiles) and a bomb.  In Super Mario Bros. 2, the albatross and the bomb were given animations, along with other tiles as well.  However, the albatross and bomb data were still left in there, taking up unwanted space and the albatross's head was in the rom 8 times (8 sets of player data, 4 large and 4 small).  So I simply removed them.

The tiles next to albatross took me a while to figure out what they were.  Turns out they are the death animations when you kill the small Fryguys.  So I simple moved the data to the blue area and updated the game to load those tiles.  Plus they aren't being repeated 8 times.

In order to give the characters white eyes, the game loads a 8 x 16 sprite.  The sprite it loads is from the brown area.  This is where the animated tiles are, so they are stored in the rom 8 times. So I moved the tiles to the red area (player) data, so now each character can have a unique 8 x 16 tile (makes it WAY easier to edit) and it's not being repeated 8 times.

Also Luna's floating animation was in the blue area.  I moved this to the red area (player data) so it only gets loaded when you select her.

There are things I do need to fix:
- Adjust the height carrying values while holding an item (there are a bit off when they kneel).
- Make the Hydra boss use the Sprite palette 3 set.
- Add SpiderDrake to the title screen.

ROM Hacking Discussion / Sega Mega Drive - Setting breakpoints on VRAM
« on: March 11, 2017, 06:36:28 am »
The game I'm hacking is Dr. Robotnik's Mean Bean Machine where it stated off as a spoof hack replacing the dialogue.  While working with my brother on this, I felt I needed to modify the font to include letters like * & ( ) etc.

Long story short, this game is a modified version of Puyo Puyo.  In that game, it uses a custom graphics compression.  The rest of the graphics that were added to DRMBM use Nemesis.  I used Nemesis Search and found 53 graphics (one being the font, which I can now edit and found the table values).

My crazy idea is, any graphics that use that custom compression, I can compress with Nemesis compression instead (I'm guessing the game can detect the type of compression, or I have to tell it).  Two graphics I want to edit are the Playing Field Background and the 8x16 Playing Field font.

So the problem I'm having is, how do I set a Breakpoint to check what gets written into the VRAM?

The two debuggers I've been using are:
- Regen
- r57shell Mod Gens

Using Regen, I can see the custom compressed font graphics get stored at 0500:

Using the Main 6800 Debugger does allow Breakpoints to be set in the VRAM:

It says I can set the VRAM access between 00000-2FFFF, where at this point I got confused.  Hopefully someone can clear it.

I have heard r57shell Mod is better for Breakpoints (although it is slower than Regen when more things are open).

This was also in the hook_log:
  Genesis memory map (Mem_M68K.asm):
  $00:0000-3f:ffff = ROM
  $a0:0000-a7:ffff = Misc (I/O)
  $c0:0000-c7:ffff = VDP
  $ff:0000-ff:ffff = RAM

Since I don't want to bump my old topic / ruin the information, I have made a new one.  The old one can be found at this location, which contains information on the hacking process:

What this hack does is imports all the songs from the Japan version into the US or EU version.  Before people go and say "why not just play the Japan Version", well because of a few issues:
- Navigating the Japanese Menus.
- Have to use the Japan BIOS to save the game.
- Has a lame mode from Donkey Konga where all the beats are hidden while the US/EU replaces this mode where the beats are randomized, so that's neat.

So this hack will fix those issues for people who want it.  I have had a lot of requests to upload this, although because of a few issues which I will explain later, is the reason I've not rushed to upload this.  I'm trying to also sort my computer files out, so my aim is to get them organized.  Also, I'm hoping this may get people's attention to help fix some issues.

The links are below:
- Donkey Konga 2 (US) - 1.0
- Donkey Konga 2 (EU) - 1.0

Please beware that each file is under 200MB, which you can blame the music files.  The patching files will only work on Windows.  As for the way the patching works, you should be able to use any ISO that you download / dump yourself.  In short, once you shrink the file, it should always have the same MD5 and SHA1.  Check the Read Me for more details.

Both patches also have a different Game ID.  This means a different save file will be created, leaving the original Donkey Konga 2 save files on your memory card.

As for which version to use, I'll list them:

USA Version:
- Game Region: USA (NTSC-U/C)
- Language: English
- TV Output: NTSC (480i)
- Progressive Scan: NTSC (480p) if using Component Cable

Europe Version:
- Game Region: Europle (PAL)
- Langauges: English, French, German, Spanish and Italian
- TV Output: PAL50 (576i)
- Alternative Output: PAL60 (480i)
- 1 Extra Song: Super Mario Bros 3 Theme

As for playing this hack, if using a Wii or Wii U, I recommend using the Homebrew Channel and using Nintendont.  What is great about this app is you can run the game from the SD Card or USB, but it loads the required BIOS and TV Output.  This means you play the US version on a EU Machine and vice versa.  Plus you can chose which language to use (EU Version only).  If you have the GameCube Adapter for the Wii U, then you can still use the Bongo Controllers.

As for playing on the GameCube, there is this SD Media Launcher which can be setup to play backups. I plan on getting one to try this out myself.

Now there a few issues that do need fixing.  The good news is you can play all the songs!  The bad news is the Song Select Menu isn't so pretty at the moment.  If the game does crash, let me know and I'll investigate.

This is what it looks like in the EU version:

Basically, the song order is incorrect.  I need to figure out the code in the main.dol file on how to fix this issue.  Hopefully I can get some help in figuring this out.
Before someone goes "why not just change the order", because that takes ages and is not the correct way to do.  However, I will use that method as a last resort.

This is what it looks like in the US version:

Like the EU version, the songs are not in the correct order.  Not only that, the Genre text doesn't appear and the genre color backgrounds are slightly different.  I'm pretty sure the Genre text has been programmed to be ignore them, because if I delete the text file with the genre text, it crashes the game.  Again, help is required.
As a last resort, I could just organize the songs and make each background color "Yellow, Green, Yellow, Green" like in the US version.

Now while I can't use all the Japan sound effects, since they use way more than the US / EU version, I have instead replaced the ones you can buy in the shop with some from the Japanese versions of Donkey Konga 2 & 3.

List of new sound effects are below (for both versions):
DK2_00 = Smash Bros.
DK2_01 = Drums
DK2_02 = Western
DK2_03 = Sea Mammals
DK2_04 = Star Fox
DK2_05 = Birds
DK2_06 = Pac-Man
DK2_07 = Disc Jockey
DK2_08 = Tambourine
DK2_09 = Starfy
DK2_10 = Dinosaurs
DK2_11 = Triple Bongos
DK2_12 = R.B.I. Baseball
DK2_13 = Pikmin
DK2_14 = Monkeys
DK2_15 = Samba

What I would also like to figure out is how to get the Donkey Konga 1 sound effects unlocked by default.  At the moment, it checks a save file from Donkey Konga 1, and if it's unlocked on that save file, it's unlocked in Donkey Konga 2.

The rest of the stuff, I can fix myself.  First, while I'm sure the banana difficulties are correct, I will double check.

Some of Dixie's Notes will need to be changes.  If you check my old topic, I kinda started it.  It's just checking the edits that are fun.

Improve any misc text.  One being when you select the "Random" button, it mentions "It's anyone's guess what songs will appear."  It's only one song that will be selected, silly text.  So it should say "It's anyone's guess what song will be selected."

I will mention that while no graphics need editing for this project, PhOeNiX did implant the ability to view the ".nut" graphic files used in Donkey Konga (well only the first texture).  Can be found here.  Hopefully it can be updated so they can be fully edited if any do need to be edited.  Need to contact them.

Finally, the text for the other languages (EU version).  So if you speak French, German, Spanish or Italian, let me know and I'll supply the required files to edit.  The main files that will need to be edited are:
- The Songs
- The Sound Effects (the ones in the shop)
- Dixie's Notes (the ones that I have made edits to)
- Any misc text.

For the Japanese songs, you will notice I have included the English translation above.  Well you can include the translation for the required language.  For example (I'm using google translation for the example, do no need to point that out):

Pour l'amour.
Thème de fin pour "Jeu, set et match!"

Enjoy Donkey Konga 2!

Newcomer's Board / If a hack / translation does not get accepted
« on: January 16, 2015, 08:22:05 pm »
If a hack / translation does not get accepted, shouldn't the submitter get an explanation?

I submitted a patch for "Puyo Puyo Fever (NDS)" which disables the Mic.  For what ever reason, it is not in the Submission Queue now ( and has not been added to the website.

Really would like to know why it got denied?

The Japanese version use different instruments to the US / EU version. Just wondering what the translations for them are. I could only find a list for the first game:

The last three are to do with the "Donkey Kong: Jungle Beat" game. That last one can only be unlocked if you have a Jungle Beat (Japan) save on your memory card.

コンガ - Bongos
スマブラ - Smash Bros.
アヒル - Duck
機関車 - Locomotive
恐竜 - Dinosaur
柱時計 -
スタフィー - Starfy
殺陣(たて) -
たそがれ - Twilight
ぴょ~ん -
かけ声 - Shout
飲み屋 -
ゲーム場 -
ファミコン - Famicom (NES)
雷 - Thunder
クイズ - Quiz
声援 - Cheer
カラオケ屋 -
エレキドラム - Electric Drum
タンバリン - Tambourine
トランス -
3つのコンガ - 3 Kongas
マリオ - Mario
クラリネット - Clarinet
マラカス - Maracas
タップダンス -
民族楽器 -
電話 -
わんわん -
コングクルー -
マーチ -
WooHa! - Woo Ha!
おもちゃ -
ピクミン - Pikmin
アルプス -
スーパーカー -
ジャングル -
SF -
ラテン -
ゼルダ - Zelda
サイレン -
オーシャン -
木魚 -
音符の色 -
チャイナ -
じゃんけん -
純正ドラム -
カルメン -
いたずら -
DJ -  Disc jockey
パンポンチャ! -
春 -
夏 -
秋 -
冬 -
ウエスタン -
ラテン -
魔法 -
食べ放題 -
バ・ナ・ナ -
サンバ -
ロボット -
ファミスタ -
パックマン -
STARFOX - Star Fox
JBコンガ -
JB小猿 -
JBボクサー -

Newcomer's Board / Max File Upload Limit?
« on: November 19, 2013, 04:19:54 am »
Out of interest, what is the maximum size file that can be uploaded for a rom Hack / Translation? I can't find it any where on the website.

I'm asking, because I plan on uploading a beta patch for "Donkey Konga 2 - Japan Songs [Beta]" patch which is 170MB, but I guess that is way to big for this website, unless that is allowed. It's no biggie as I can upload it to FileTrip (which max single file size is 4GB).

Script Help and Language Discussion / Donkey Konga 1 Song Translations
« on: September 07, 2013, 06:15:46 pm »
I've updated the wiki page to include the Japanese songs from Donkey Konga 1 (JP):

Most of the translations came from this FAQ:

Basically, I a couple of things I'm not happy with:

森のくまさん (Mori no Kuma-san) - It's a song based on "The Other Day, I Met a Bear", but the translations is "The Bear in the Woods" or "The Bear in the Forest".

クラリネットをこわしちゃった ((Kurarinetto wo kowashichatta) - Is based on the ""J'ai perdu le do de ma clarinette" french song which in English means "I Lost the C on My Clarinet". The Japanese title from what I gather means "I Broke My Clarinet", but me thinks it should be "I Lost My Clarinet".

ハム太郎とっとこうた (Tottoko no Uta) - Opening to "Hamtaro" (Japan) but can't find any English translation.

愛のうた (Ai no Uta) - Too many websites state this means "Song of Love" or "The Love Song".  Both sound correct, but is that the case?

またあえる日まで (Mata Aeru Hi Made) - "Doraemon - 1979 Anime" Ending Theme No. 8. Only the FAQ gave a translation "Until the Day We Meet Again" but I can't find a website to confirm that.

ミニモニ。ジャンケンぴょん!(Minimoni. Jan-Ken-Pyon!) - The FAQ says "in Japanese "jan-ken-pon" is "paper-rock-scissors".  "Pyon" is the sound rabbits make when they bounce.  So that's how I came up with "paper-rock boing"." Is that correct?

恋のダンスサイト (Koi no Dance Site) - Websites say "The Dance Site of Love". Seems correct.

DESIRE ‐情熱‐ (Desire - Jyounetsu) - Why are there -- between the word 'Passion'? I did think it was to act like brackets, but then it would have used ~.

明日への扉 (Asu e no tobira) - Only found one translations, that being "Door to Tomorrow". But the Japanease word for tomorrow is 'Ashita' so that can't be right.


"明日になったら・・・" is the song title for the Japanese dub opening to Donkey Kong Country. In romija, it makes "Ashita ni Nattara...". The only translation I found was "If I become tomorrow...", but that sounds like terrible English.

"ドレミファだいじょーぶ" is "Do-Re-Mi-Fa Daijoubu", but what does daijoubu mean?

"ヨーデル食べ放題" I think means "All-you-can-eat" yodel and is a novelty song. Basing on the Japanese wiki page.

"いい湯だな" I have no idea. All I could find was it is used in Japan Hot Springs.

"手のひらを太陽に" I'm getting as "Sun in the Palm", but I can't find any website about this song.

Also, anyone know who the artist is for "TOMORROW"? Difficulty to find due it just using a single English word.

To do list:
- Title Screen replaced [Done]
- Import 33 Songs [Done]
- Get translator to check song translations [Done]
- Extend memory card save title / edit [Done]
- Change Game ID to: G2JE [Done]
- Remove unwanted / Japanese files [Done]
- Edit text in Dixie's Notes [In Progress]
- Replace "Drum Sets (ones brought in shop) [Done]
- Edit misc text
- Change date record to be: Month / Date / Year
- Unlock "Drum Sets from Donkey Konga 1" by default
- Get the Genre text to display in song boxes
- Set Genre background colors to be the same as the Japan / Europe version

Video Preview 1
Video Preview 2

If you have played the "Donkey Konga" series, you may have read that each region version (Japan, USA & Europe) contain different songs. One problem is, the Japanese versions of the Donkey Konga games will not save on a US or EU Gamecube (something to do with the fact the game checks which BIOS is being used), so not many people got to play the Japanese songs.

While I was playing Donkey Konga 2 (JPN) and having fun navigating the menus, it made me wonder if I could just import the songs into the US / EU version, so everyone can play them on the US / EU Wii / Gamecube. Surprising, it is actually very simple to do.

In the "Score" folder, contains the "beats to hit" files. Each song has 9 for each mode: Easy 1P, Hard 1P, Expert 1P, Easy 2P, Hard 2P, Expert 2P, Share, Quartet & Battle. These file names can be renamed.

In the "stream" -> "Score" folder contains all the music files in ".dsp" format.

Now the interesting part. The JPN version just stored all the data in the "Start.dol" file. The US / EU version made a folder called "Resource" which stores the game text. They are in ".res" format. I use Notepad++ (setting the 'Encoding' to Shift-JIS) to change any of the text. No need to worry about size limits and you can use ASCII, ASCII Extended and Japanese characters.

There is a file called "SongInfo.res". This file contains the necessary data on the song. Here is one example:
Code: [Select]

What does this all mean? Well:
SONGNAME= Title of Song (Shift-JIS).
FILENAME= Beats to load in "Score" folder (.mid files).
OFFSET= Delay before the song starts. Used for timing the beats.
LENGTH= All have 180 (besides 'I Just Wanna Live' in EU version = 200)
PRICE= Amount of coins to buy Expert version of song.
1E= Single Easy Difficulty (shown by bananas 0 - 9).
1H= Single Normal Difficulty (shown by bananas 0 - 9).
1X= Single Hard Difficulty (shown by bananas 0 - 9).
2E= Co-Op Easy Difficulty (shown by bananas 0 - 9).
2H= Co-Op Normal Difficulty (shown by bananas 0 - 9).
2X= Co-Op Hard Difficulty (shown by bananas 0 - 9).
4= Concert Quartet (shown by bananas 0 - 9).
B= Battle Difficulty (shown by bananas 0 - 9).
C= Concert Share Difficulty (shown by bananas 0 - 9).
RUBY= Displays smaller text above SONG NAME (Shift-JIS).
COMMENT= Comment below Song Title (Shift-JIS).
GENRE= Sets color background and genre text in top left corner.

List of GENRE colors (US version):
Code: [Select]
0 = Blue
1 = Green
2 = Yellow
3 = Green
4 = Purple
5 = Orange
6 = Orange
7 = Dark Blue
8 = Yellow
9 = Red
10 = Blue

Now the problem that I found was, finding the data in the Japan version is stored in "Start.dol" file. So finding the necessary data was going to be difficult. However, in the US version, there is a file called "SongData.res". To my surprise, they have all the necessary data that we need. Below is the information for one song:

Code: [Select]
# Song Name

# Song Name's Ruby

# Song 1 Line Comment
COMM_00=ドラマ エースをねらえ! EDテーマ

# Expert Score Price

# Song Genre

# Song Offset

# Difficulty : Range 0-9
DIF_00=4, 6, 4, 4, 5, 3, 4, 4, 3

There was no length data in there, so I'm going to take that 180 is the default length. What this means is I have to put the information into the US format.

As for displaying the text, I could just copy what is in the JPN version, or set it up like so:

Song=For the Sake of Love.
Comment="Aim for the Ace! (Drama)" Ending Theme

This way, if you don't know any Japanese and want to research more information about the song, you can.

I also had a look at "Donkey Konga 3" and they use the ".res" as the US / EU version (which means translating the game would be easy, but that doesn't help with the saving problem). You can however import the songs (besides the Famicom one) into "Donkey Konga 2", since they use the same format as the US / EU version. Neat!

Sorry for the rush topic, but I'm stuck with out internet until the end of the month and using my parents Internet connection.

Basically, I'm editing the Super Mario Bros 2 (US/EU version) title screen for the "Pony Doki Panics" hack.  I know where the data is stored (I'll post offset soon).  The way it lays out the tiles is like so:
X Position, Y Position, Number of Tiles, Tile ID , Tile ID etc

Now I know the data tells the game which palette each tile uses.  But the format is entirely different to the tile position and I can't find much on the subject.

I'll try and upload a screenshot of the problem.

I've been adding information to wiki about the e-reader support in F-ZERO: Legend of Falcon (F-ZERO: GP Legend) and I was hoping someone could confirm the names for the custom courses are correct. 

See the red section in the table:

These were translated by RichardTaro (see post here: although some of them don't look right.  The ones I have doubt with:

"Vingt-Cinq Rink" doesn't sound right in English.  Maybe it is meant to be "Ice Rink"?

"Yeti Foot" I'm sure is right, but in English, it might sound better as "The Yeti Foot".  Or, are we meant to add a ' since the foot belongs to the Yeti (I might be thinking to deeply however).

"Grand Rumble (or Rumble Grand as RichardTaro put it)" just confuses me.  Why would a rumble be grand?

"Dukedom Circuit", according to google, it is a title you give to a person.  Seems silly to name a track that.

Any help would be great.

ROM Hacking Discussion / Catrap / Pitman (Gameboy) Level Data
« on: October 12, 2011, 06:35:15 pm »
After recently playing Catrap (Pitman), I was curious to see if anyone had made a level editor.  As far as I'm aware, there isn't one, so I might make one myself.

Well I got most of the data anyway.  The level data itself is stored in 33 bytes (thankfully not compressed).  3 bits (I think that's the term to use) represents 8 tiles.  I figured out how the game calculates the values, I just don't understand how the values are adding up.  I'm hoping it's something simple that I've overlooked.  Any ideas?

My notes are below.  This is for the US version.


Code: [Select]
C111 = Level Data (Where it gets loaded into RAM)

51BE = Round 1 (33 Bytes of Data)
51DF = Round 2
5200 = Round 3
5221 = Round 4
5242 = Round 5

C6A3 = Edit 1 (33 Bytes of Data)
C6C4 = Edit 2
C6E5 = Edit 3
C706 = Edit 4
C727 = Edit 5

Level 1 Data (ROM - Level Size 11 x 8)
B6 DB 6D B6 DB 6D B6 DB 6D B6 DB 6D B6 DB 6D B6
DA 00 00 00 2D 1C 20 C0 56 DB 6D A2 DB 6D B6 DB
Level 1 Data (RAM)
05 05 05 05 05 05 05 05 05 05 05 05 05 00 00 00
05 05 05 05 05 05 05 05 05 05 05 05 05 00 00 00
05 05 05 05 05 05 05 05 05 05 05 05 05 00 00 00
05 05 05 05 05 05 05 05 05 05 05 05 05 00 00 00
05 05 00 00 00 00 00 00 00 00 00 05 05 00 00 00
05 05 00 10 00 02 00 03 00 00 02 05 05 00 00 00
05 05 05 05 05 05 05 05 00 05 05 05 05 00 00 00
05 05 05 05 05 05 05 05 05 05 05 05 05 00 00 00
05 05 05 05 05 05 05 05 05 05 05 05 05 05 05 05
05 05 05 05 05 05 05 05 05 05 05 05 05 05 05 05

Level Size - 13 x 9 = 130
Level Size [Edit Mode] 11 x 8 = 88

The data is sort of like a compression. 
3 bytes covers 8 tiles.
3 bits covers 4 tiles.         

0 = Nothing (NT)
2 = Stairs (ST)
4 = Monster (MO)
6 = Rock (RC)
8 = Sand (SD)
A = Wall (WL)
C = Ghost (GH)
E = Player (PL)

Note: There are three different monster images, Mummy, Frankeinstain and Ghost.
      They all use the same value (4) and act the same.  Depending on the level,
      the game loads the required graphics for that monster.   

Tile1 = ID
Tile2 = Tile1 + (ID * 2)
Tile3 = Tile2 + ((ID * 2) * 2)
Tile4 = Tile3 + (ID / 2)

PL = E00

ST + ST = 200 + (2 * 2 = 04) = 240
PL + PL = E00 + (E * 2 = 1C) = FC0
ST + WL = 200 + (A * 2 = 14) = 340
WL + WL = A00 + (A * 2 = 14) = B40

WL + WL + WL = A00 + (A * 2 = 14) = B40 + (A * 2 = 14 * 2 = 28) = B68
GH + SD + PL = C00 + (8 * 2 = 10) = D00 + (E * 2 = 1C * 2 = 38) = D38

GH + SD + PL + PL = C00 + (8 * 2 = 10) = D00 + (E * 2 = 1C * 2 = 38) = D38 + (E / 2 = 7) = D3F
RC + ST + GH + MO = 600 + (2 * 2 = 04) = 640 + (C * 2 = 18 * 2 = 30) = 670 + (4 / 2 = 2) = 672


E80 = PL + MO
EC0 = PL + RC
FC0 = PL + PL

FD0 = PL + PL + MO
B68 = WL + WL + WL

D3F = GH + SD + PL + PL

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