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Messages - optiroc

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Personal Projects / Re: Super Famicom Wars (translation project)
« on: July 26, 2018, 04:05:41 pm »
The v1.1 version of our translation patch is now available here!

And for anyone interested the full source code and assets are available, too!

Programming / Re: Recommended source control for a hack
« on: July 21, 2018, 04:46:37 pm »
Here's the repository for the Super Famicom Wars translation, if anyone's interested: SuperFamicomWars-Translation

It contains all tools needed to build the final ROM and patches from source, something I usually find myself doing for these things with a pretty low number of small tool dependencies.

Most patching code is generated from python using a little library that generates data/code insertion assembly, with the freedom to specify absolute addresses, free placement within a bank, or completely free placement anywhere I've marked as free space. Graphic assets are generated from PNG files as part of the make script.

Personal Projects / Re: Super Famicom Wars (translation project)
« on: July 21, 2018, 04:26:12 pm »
I found another bug!

This happens specifically to capturing, but only during my part of that one day.  As soon as Blue takes their turn the Capture messages come back as if nothing happened.  This took many many games to run into, though.
This bug (and related very occasional garbled menu text) is probably fixed with the v1.1 update which I'm submitting today.

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 15, 2018, 11:06:26 am »
What really bothers me is this:
Does WLA really have macro support???
"doesn't substitute macro calls with macro data" ... isn't that the very essence of what macro is???
"Instead WLA jumps to the macro when it encounters a macro call at compile time" What exactly that mean? it add jmp instruction to the macro or ???

If I have definition:
Code: [Select]
.macro Clear


what will I get as output in 'Clear'?

Yeah, well, that blurb in the docs is pretty confusing I guess. I suppose what they mean is that macros aren't expanded in a pass prior to assembly – it's all done during the first pass (pass_1.c). A call to your Clear macro will output the clc opcode.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 15, 2018, 06:54:56 am »
This hack is pure beauty! I love that you went the extra mile and included translated printed matters as well.

I've been holding off playing this "for real" since I saw that work on an SD2SNES core with SPC7110 functionality was in progress. This was just around the time of the initial translation release. Didn't see much about it after that; anyone heard anything more about it?

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 15, 2018, 04:21:56 am »
Thank you for the suggestions guys! My responses are slow, because I try to evaluate each one!
 Could you elaborate more? More precisely I'm interested in your observations on macros.

The showstopper for me is that it doesn't support using several important assembler directives in code expanded from macros. You can't create new memory sections/segments via macros for example, something ca65 supports (it also has directives for pushing/popping segments).

So depending on what you want to accomplish it may be perfectly suitable, but when I had decided to use WLA for a pretty big ROM hack I quickly realized I needed a separate macro preprocessor and basically only used WLA as a basic assembler/linker.

Programming / Re: Bsnes problem
« on: January 12, 2018, 04:59:01 am »
If I'm not completely misremembering you can't safely write to any of the PPU registers outside of the blanking intervals (except INIDISP). It seems you're setting up the VRAM write registers "whenever", then wait for vblank and kick off the transfer.

But I took only a cursory look so my assessment could very well be completely off.

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 11, 2018, 12:52:43 pm »
Here’s my Sublime syntax defs for ca65-flavored 65816/SPC700/GSU-1 assembler, btw.

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 10, 2018, 08:27:16 am »
TBH I don't have any preferences except good Macro assembler, easy to use editor (IDE) and if possible, editor that I can press a button and it make the ROM or even start it in emulator (then I will consider the editor an IDE :D ).

Having the built ROM image run in a (debugging) emulator is simple enough to accomplish by adding that to the build script. There's you IDE! ;)

Good macro support is worse. I actually generate all assembly code using python and feed WLA one huge file, which lets me get around WLA's pretty awful macro language and some other quirks I've ran into when linking several object files in "patching" mode.

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 10, 2018, 06:57:58 am »
Depending on what you want to accomplish, you might want to reconsider your choice of assembler. WLA-DX does have a few unique advantages, but they are often outweighted by its quirks, bad macro support and outright buggy behavior.

That said, I actually went with WLA for my Super Famicom Wars translation in the end. It's the only 65816 assembler I know of that both has pretty decent "patching assembler" features and uses a decent linker which can automatically put code and data in sections you've defined as free.

In other cases I prefer the ca65 assembler (not that it's perfect by any means either, in particular I've never made good friends with its macro language). Most other people seem to prefer xkas or bass.

As for "IDE", using the bsnes+ emulator/debugger in conjuction with a good text editor is probably the best option. Sublime Text is a vastly more efficient text editor than VSCode. For small source files that's no issue (unless when on the go and you don't want a JavaScript app to eat through your laptop battery in no time), but reading trace files which more often than not are 10 000 to 100 000 lines with VSCode is pretty much a no go. Both have excellent syntax highlighting support and can easily invoke a Makefile and output the results in a docked log view.

ive sunk at least 2 dozen hours in this translation since it came out around christmas. This is a great translation, the help section is great. I have played this on several different versions of snes9x and not had any emulation/gameplay issues. At work i play it on my phone and on windows and at home i play it on my snes classic using the default emulator. I have not had any text or graphical glitches at all. This game is awesome. You can just dive right in and play the maps in whatever order you want. This instantly became one of my favorites. I'm curious to see whats in store for the 20th av version coming up in a few months.

Great to hear!

Don't get your hopes up too high for the Anniversary Edition, though..! We'll have our second kid the month before (who may or may not get a map named after her/him, like our son did! ;) ). But apart from that I haven't really gotten any bugs reported, so it will probably only contain a couple of graphical touch-ups and hopefully some customization tools and/or additional patches with PvP map balancing. We'll see!

Personal Projects / Re: Super Famicom Wars (translation project)
« on: January 06, 2018, 09:14:52 am »
I think the next thing that you might consider doing is a hack to remove the grid lines. I think that the later games proved that there was no need to that ugly UI element :)

Absolutely! That's one of the "rougher graphics" I've been alluding to tweak for the 20th Anniversary Edition. I've already done some proof of concept with a subset of tiles and it looks pretty nice.

The ironic thing is that the deeper I got into SFW during the final two months or so of hacking, the more I came to enjoy its graphical choices. At this point I vastly prefer its looks over Advance Wars, actually! :D  But still, I think I have a nice set of changes coming up.

Personal Projects / Re: Super Famicom Wars (translation project)
« on: January 04, 2018, 04:09:43 am »
  I couldn't resist suggesting you guys take a crack at 'treasure conflix' ... such a wonderful and beautiful game needs a translation! :) Love playing SFW, thank you again. treasure conflix!

It is an interesting title, for sure. There hasn’t been much going on with it the last few years, right?

Sounds like the same issue that ZSNES has running this. Both emulators are quite inaccurate and do lots of speed hacks. So running this on PSP is probably not possible.

Personal Projects / Re: Super Famicom Wars (translation project)
« on: January 02, 2018, 08:31:05 am »
Our pleasure!  :thumbsup:

Not having a story is probably the reason this game stayed untranslated for so long, but I certainly feel that it is interesting and qualitative enough to warrant the effort!

We’ve started writing a blog series about the tools we wrote to reverse engineer Super Famicom Wars, by the way. We’ll be targeting another untranslated game – which certainly does not need translation, but we’ll do some more things too, and it’s mostly for tutorial purposes anyway. I’ll surely post links here and start a new thread in the ROM Hacking forum when we’re putting it online.

Programming / Re: Any good editors that save 16bit BMPs?
« on: January 01, 2018, 11:13:21 am »
When scaling up values from lower to higher bit depth, left bit replication is a simple and quick solution.

Personal Projects / Re: Super Famicom Wars (translation project)
« on: December 31, 2017, 02:31:44 am »
I ran into a small instance where the menu selections in game were replaced by terrain names.  After I moved the cursor they changed back.

Not sure if I can reproduce this at all though, it happened at random and hasn't happened since.
Aha! I encountered the same bug when running on a real SNES once, actually. Never managed to get to it again so I thought it may have been my hardware acting up (the cartridge connector has seen better days, and the text rendering buffer is in cartridge RAM). But now I at least know that it’s a software bug!

Hopefully I’ll be able to track it down. Thanks for the report!

Personal Projects / Re: Super Famicom Wars (translation project)
« on: December 28, 2017, 06:03:29 pm »
This is amazing, Optiroc! Just in time for me to add it to a late-Christmas-gift Super NES Classic. :D

One problem I noticed, tho, is the use of "PUSH Start" on the title screen. There's a reason Nintendo of America and Nintendo of Europe always go and change that to "PRESS Start" when they release English versions of games. PUSH is what you do with the tip of your finger (like pushing a button on an elevator), while PRESS is what you do with the flat of your finger (like pressing down with your thumb, in this case a button on a controller).

I can see where you come from here, but this is one old "arcadeisms/japaneseisms" I've loved since childhood and decided to use, well aware that "press" is more correct in some sense. It In my early builds there were lots more of those and you should thank Lee "Main Writer" Hyde for pushing for the removal of most of them. :D

"PROTO TANK GET!!" for example...  :woot!:

I've only played the GBA/DS versions.

I just booted this game and all I see are "2-4 Player" modes? Isn't there a regular story/campaign mode? Or by 2 players it means Player 1 and Computer?

The two 2P modes, if played against Computer, are sort of campaigns. You need to clear all 15 maps, after which a final "boss map" is unlocked. There are two final maps per mode depending on which army you play. When the boss map is cleared you get a cute little ending. There's nothing in terms of story, though.

Note that if playing with "Domination" enabled the final maps are really tough, since those start off with the AI having lots of units deployed, and lots of buildings already captured.

The "Classic" 2P campaign consists of all the maps from the Famicom Wars (ie. the "NES" version of the game). The "New" 2P campaign has new maps, with some added features not present in Famicom Wars: Labs that grant you a Prototype Tank when captured, maps with railroads/depots/trains, and if I'm remembering correctly Forts are also only featured in the "New" maps.

Thanks for all the kind words! It feels great to have this bucket list item finally checked off...  :beer:

I think with that the saga is fully translated into English (if there's not a BS version I though).

Thanks to the team involved in this undertaking!  :thumbsup:

And Merry Christmas!!!

There are at least four BS versions actually, of which two have (to me) known dumps. They don't offer any content not in the full Nintendo Power release though, so translating those are not a terribly interesting proposition. :)

I believe none of the Game Boy Wars games are fully translated at this point. Could be a fun challenge, and Game Boy was actually the first console I coded for... Hmm.  :happy:

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