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Messages - Scio

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ROM Hacking Discussion / Re: Persona 3/4 Hacking
« on: January 29, 2015, 03:04:17 pm »
The new portrait worked on both PCSX2 and a real PS2, but I'm not sure what I did differently that doesn't crash the game.
Probably there's some internal check performed while the logo is displaying. It's not unheard of.
Did you test it via HDloader/USBadvance or did you burn a disc? Could be a faulty disc too.

ROM Hacking Discussion / Re: NES to Sega MD
« on: January 05, 2015, 02:38:49 pm »
That's not how it works. You can't just change some values to convert a NES game to MD because they aren't even the same format. Old consoles didn't use portable languages like C, they all used Assembly instructions. Those instructions are processor-specific, so one processor will never understand the instructions of the other processor. The NES uses a MOS 6502, and the MD uses a Motorola 68000. Completely different. There's also the issue of memory mapping and how differently those consoles display graphics on the screen.

Let me put in simple terms. It's like trying to run a PC game on a Playstation 1.

The only way you can get what you're asking for is to rip the assets (sprites, sounds) and reprogram the whole game from scratch for the MD. And I'm pretty sure you don't want to waste your time doing that for just one game.

The only rule I use is, if the character says the name of the attack, I leave it as it is, even if it was known as something else in other media, or even if the attack is known by another name in the menu. You know that in SRW some pilots nickname their attacks, there's probably an example with the Nadesico people in this game.

By the way, don't get too hung up on details. They can be cleaned up later.

During the first part of the game, Axel is still amnesiac, so he acts more jovial and cocky than usual (even his tone is less serious), so I think "y'know" can indicate that.

Programming / Re: ZSNES Changing sample 44100Hz to 43200Hz permanently
« on: December 23, 2014, 10:04:22 am »
Change the .cfg file to your desired values and then make it read-only.

Newcomer's Board / Re: Help Translation of Tales of Vesperia
« on: December 21, 2014, 11:35:09 pm »
It's not as simple as overwriting the original files with the translated files. There are quite a lot of games with differences between their PAL/NTSC versions. So you'd have to find a way to convert the patch to work with the NTSC version. Sadly, there's no tool that can do this for you, because every game is different in its own way.

Like mrrichard999 said, the painless way to go is to use a modded console.

ROM Hacking Discussion / Re: SD Hero Soukessen - Taose! Aku No Gundan
« on: December 19, 2014, 11:46:34 am »
Someone translated it to Portuguese just a few days ago. The guy said whoever programmed it was lazy as hell.

Newcomer's Board / Re: Asm hacking psx help
« on: November 21, 2014, 02:57:56 am »
This document is not romhacking-related (just someone testing codes), but see if it can help you:

Search for "801E6124 - 2183", which is the PAR code to play as Vega II.

//BLOCK #000 NAME:              Dialogue Block
//Block Range: $21ADF - $22888
どっちとしょうぶする?<LINE BREAK>
 スーパーセーラームーン<LINE BREAK>
 スーパーちびムーン<LINE BREAK>
Who will (I?) fight with? (Need context... maybe "Select your fighter"?)
Super Sailor Moon
Super Chibi Moon
どっちとしょうぶする?<LINE BREAK>
 セーラーマーズ<LINE BREAK>
 セーラーマーキュリー<LINE BREAK>
Who will (I?) fight with? (Need context... maybe "Select your fighter"?)
Sailor Mars
Sailor Mercury
どっちとしょうぶする?<LINE BREAK>
 セーラージュピター<LINE BREAK>
 セーラーヴィーナス<LINE BREAK>

Who will (I?) fight with? (Need context... maybe "Select your fighter"?)
Sailor Jupiter
Sailor Venus
どっちとしょうぶする?<LINE BREAK>
 セーラーウラヌス<LINE BREAK>
 セーラーネプチューン<LINE BREAK>

Who will (I?) fight with? (Need context... maybe "Select your fighter"?)
Sailor Uranus
Sailor Neptune

Script Help and Language Discussion / Re: Translating an insult
« on: October 26, 2014, 07:55:22 am »
It probably means "Two-faced bastard" in this context. A Noh Mask usually has a "conniving face" expression (think Gin from the anime Bleach or Soujiro from Rurouni Kenshin), but they also have the quality of changing expression just by tilting the mask a little.

Programming / Re: Any easy to use side scrolling game creators?
« on: May 30, 2014, 05:16:11 am »
Not to chastise you, but you have a misconception about RPG Maker. You do need scripts for even the simple things, like opening a door or a chest. Just because it's a few lines of "OpenDoor, ChangeSprite", it doesn't mean that isn't a script. Most of the game maker tools will require some learning.

It's better to take care of the font issue before you reinsert the text. If you don't care for the font, then just go for it.

FRAPS, Camtasia, DXtory.

I've only used FRAPS.

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 05, 2014, 09:44:36 pm »
You should open the individual files, not the ISOs. The 00 are probable dummy data.

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 04, 2014, 06:03:31 pm »
Atlas is for reinsertion. It's because Cartographer dumps in an "Atlas-compatible" format. Don't worry too much about that, since you only want to dump the script.

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 04, 2014, 05:42:42 pm »
You have to use a tool to dump the text with line breaks. Windhex just dumps every character after the other.

Take a look at Cartographer and Romjuice in the Utilities section.

Read this:
(Click Download File on the right, then Manual Download)

Bottom line, the NDS has a filesystem (so it's more akin to a PC), and most of the file formats used have been reverse-engineered. What helps even more is that developers usually adhered to the standards present in Nintendo's SDK, so it's harder to find a game with a custom format (at least for text and graphics). Also there are no banks to deal with.

Newcomer's Board / Re: Mario RPG Text Dumps
« on: April 27, 2014, 10:36:19 pm »
You can make a table file (.tbl) and load it into a hex editor that can use them (WinHex can use them).

A table is a single file formatted like this:
00 = A
01 = B
02 = C
FF = <break>

And so on. There are a few documents on this site about Table Creation.

Newcomer's Board / Re: Help ripping PS1 Interactive Demo Soundtrack!
« on: April 27, 2014, 06:45:03 pm »
.STR files are movies.
If I had to guess, it would be bundled together with the menu (MENU.FF).
I never used jPSXdec, but isn't there an option to look for other audio formats that aren't .XA (the most common one)?

Are you really sure you want to try to translate this? VNs (Visual Novels) have tons of text. TONS.

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