News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SCO

Pages: [1] 2 3 4 5 6 7
Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: October 31, 2019, 03:14:05 am »
The FF1 required pre-patch "AstralEsper’s Final Fantasy Restored v1.0 hack" appears to be broken in some way.

First, the ips applies without warning to the header and non-header version of the rom. The crc32 appears to indicate non-header but considering what happens next i don't even know.

Then if i try to apply the RNG patch, flips freaks out and says it applied but was malformed on both cases. A very bad sign imo.

Then I check the chaos rush retranslation required crcs:

    Database match: Final Fantasy (USA)
    Database: No-Intro: Nintendo Entertainment System (v. 20180803-121122)
    File SHA-1: B0ED4E1573260187E31DA715CED28806EA4A81DA
    File CRC32: 5C892F3B
    ROM SHA-1: C9CFBF5455085E198DCE039298B083CD6FC88BCE
    ROM CRC32: CEBD2A31

Ok, two versions, before and after right? First the 'before' (no-header original rom) is last is counterintuitive.

Then it doesn't indicate what sort of patch checksum was i supposed to end up for the AstralEsper rom (unless it's 5C892F3B, which is unlikely because the (un)headered X RNG combinations don't end with that; - which is fair enough since there were multiple options - but not helpful because now i don't know if the AstralEsper rom is broken as the RNG patch+flips says it is.

Then it since 5C892F3B is not a final result of AstralEsper rom i'm forced to assume it's what happens after this patch is applied, which can't be right because AstralEsper's rom has optional patches

this is the table of (un)header x RNG patched roms for AstralEsper patch:

94178b2c   a.nes header, main patch
872d1677   b.nes header, main patch, rng patch
68a97a09   c.nes main patch
2151b684   d.nes main patch rng patch

and this is that table after all have the chaos rush FFRestored2019ScriptPortv1.3 patch applied:

8d9eeb79   a.nes
9ea47622   b.nes
416cdb98   c.nes
08941715   d.nes

None of them matches the mysterious 5C892F3B on the FFRestored2019ScriptPortv1.3 page, which i assume that if this isn't broken is yet another result of AstralEsper optional patch.

I wouldn't even care about the crc if i didn't suspect the RNG patch was broken and i had any indication if it was supposed to be headered or unheadered. As it is, the chaos rush retranslation indicates unheadered sort of, but with the problems above...

Anyway this is a mess. Could you please make the AstralEsper patch unnecessary? There are no rules against using another patch as a base and incorporating it if you target a different rom. With the RNG patch if possible.

Converting from cdi back to gdi is not that easy apparently.

If people manage that could a concerted effort be made to turn the few dreamcast translations that exist into redump compatible patches? I don't like the current progression of things where every patch uses a cdi base from ancient pirate dumps apparently.

I guess it's because some DC fanatics have a hardware attachment to read cdi or read a cdrom burned from cdi, but that's not a good reason imo.

I tried to apply this to a .hdi image already installed (neko kobe) and it seemed to work, but the patcher crashed near the end because a '.ovl' driver was not installed. Could you try it out to see if there is not a missed file that actually needs patching as opposed to a music driver that wasn't needed in the install? It would be nice if it worked with those hdis.

> I am changing Kaiser Claws to KaiserKnucks and Genji Glove to GenjiGloves.

Please don't. If you don't have space enough, i much prefer a shorter alternative name that sounds and looks good, instead of a larger name that trips my 'dat ain't right' sense.

Ok, it's sent.

edit: it's sent twice because i had a typo in the readme, please ignore the first.

Ehhh - If i used that tool i would need a lot of info about the original disc i'm not sure how to get, such as the original file burn order, if any file is XA audio, dummy file etc. I'm not sure i'm that competent.

I only need to append the extra 'info.txt' of the original translators to have a 'complete' working image after using psx-mode2 right now. I'm really tempted to upload what i have now as a 'new' translation without it, give all the credit to the original on the readme and page, and explain why it exists (work on mednafen and the redump dump) and wash my hands off it, unless that is against the site rules. The title screen gives attribution to the original team and no one except hackers looks at text files in ps1 cds.

PentarouZero is not a member, otherwise i'd ask them.

Specifically this translation:

Won't work on mednafen, which means it also won't work on hardware. Using the ecc tool to fix it, doesn't, because it's not on a ecc error i suspect.

Also of note, the patch is done in xdelta (not xdelta3) and does not apply to the latest redump, but to a older version.

So two things to update this patch.

Find out why it doesn't work on mednafen (tried: run it as mode1/2048 - iso), when the cue says it's mode2/2352 (cue/bin) but didn't work.

After making it work on mednafen transfer the altered files to the new redump dump, taking care to fix error correction data (simple with that tool and this i guess).

Make a new patch if everything works and upload. Any help here, especially the first part? My hypothesis when this happens begins and ends at 'ECD error or file is a iso and is lying in the cue' and both of those failed me.

July 04, 2019, 02:38:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok it turns out that all of the files that are different between the patched bin and the redump bin have the same size (it has a extra text file for 'please don't sell this translation, but i think that should be easy to import), so it should be easy to use the utility above to create a patch for redump. Cross fingers.

July 04, 2019, 03:00:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Turns out that that psx-mode2 tool can't add new files, so the translation info file with the credits is putting a wrench into the works. Any way to do that and not break anything?

July 04, 2019, 03:06:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also can another person update the translation or do i have to do a new page? It's the same exact translation, only it works on mednafen and with the redump image, so i'm not sure.

You can verify it's the same by mounting a prepatched of the old and a patched 'new' and doing diff -r new-mount old-mount and there should be no differences (except the text if i cant add it).

Personal Projects / Re: slidelljohn (a.k.a.[J]) snes projects page
« on: July 02, 2019, 05:47:16 am »
retroarch snes9x has a flicker reduction option. I don't know if it works here.

Does this still work with this new translation like it did with the previous?:

So... has the main patch been updated yet? Why not if there is a fix?

Personal Projects / Re: NES Metroid HD Pack
« on: May 03, 2019, 06:40:25 pm »
Could you make a actual page instead of just linking to a forum? You can put the link there in the description if rhdn doesn't allow that size downloads; and pages can actually be scrappable for updater tools to figure out a game needs a update and to parse metadata.

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: January 22, 2019, 02:44:08 pm »
My librarian soul extremely dislikes romhack patches that do the 'select mix and match' approach (the patches don't have a single stable checksum).

If this is ever released on the main site could you also do a 'dumb' version that just applies the better options all at once? I'm also applying the retranslation and update to the game and compatibility would be nice.

ROM Hacking Discussion / Hack on the database has a too long version number
« on: December 25, 2018, 07:08:14 pm »
This one:

if you check the hack history you'll see two changes to 'fix' the version that did nothing

I'm asking if it's acceptable to remove part of the long version name?

It's supposed to be "Hack 23 (5125)" but turns into "Hack 23 (5". If we removed the 'Hack' it would fit.

Now i'm not the creator so i'm pretty much asking if this makes sense before submitting a change.

It works on the recent translation and the Japan version is simply the best (the music).

In fact this hack wasn't so much abandoned but he started doing equivalent hacks for castlevania 1 and 2 (which already exist and work with some hacks).

It's pretty sweet, the staircase drops aside.

Yes, it still does't work under SNES9X. But that, and several other games, is exactly why I still have old ZSNES around.

P.S. Correction. It wasn't working in SNES9X 1.55, it now works in 1.56-2.
Cool, that hack commit was merged by snes9x libretro too.

Yeah that was weird in that translation. I didn't actually try the game (i just downloaded it for RA dat PRs) but i decided to just ignore it. If it was something which the game was supposed to modify on the emulator provided flash memory and didn't even try and decided to cheat, the translation is simply incomplete imo.

As far as i know, maybe that system (SNK color right?) had a habit of giving out flash memory cards along with the games, or it was supposed to be on the cartridge itself but the emulators prefer to divide the rom into 'writable' and 'not writable' part instead of being sane and doing a copy on write.

Could also simply be a savegame, several translations sometimes give them for convenience or because of bugs on the translation (for instance, the english glyphs for names not working correctly with the charset that the game insists on using for the character generation - more than one translation has a 'oh btw use this tool to modify your save files to get the right name ahaha' admissions of failure).

ROM Hacking Discussion / Re: MK3 Source for PC/PSX and N64 MKT
« on: October 29, 2018, 12:32:08 am »
That fucking AI uppercutting in nanoseconds...

Personal Projects / Re: Zill O'll infinite plus english translation
« on: October 28, 2018, 09:46:46 pm »
I prefer the ps1 one myself, which is why the whole deal of implementing it to the psp version to begin with.
they're both great though, I just have a really soft spot for that ps1 midi goodness <3

Since you're heavily modifying the code anyway, you know what would be godly? Extending the options screen and settings save so it's a runtime switch instead (or as a feature) of a alternative patch.

Probably too much to ask - extending the iso so it can fit two soundtracks and fix their pointers to be runtime switchable instead of just replacing the files can not be trivial - but i'm just throwing the idea out here.

Pity the game still crashes snes9x but good it works on hardware.

Pages: [1] 2 3 4 5 6 7