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Messages - torridgristle

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1
http://www.easexp.com/xsearch/

Lets you search for hex strings in a directory.

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: July 01, 2019, 11:31:20 am »
I emailed Sic about releasing what he's already made but he hasn't replied. I do have a version of this ROM hack from when he was working on changing the underwater air supply timer but I'd like some feedback on if I should release it. On one hand it's good and lots of people were interested in it and people might work to finish it, but on the other Sic probably would have released it himself if he wanted it out there. I don't want to be scummy about it.

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: April 20, 2019, 06:19:02 pm »

Have you seen the homebrew Sonic NES game Espitene?

It seems to be a newer version of Sonic Mal included in a multicart. Here's a screenshot. There's a rip of Sonic Mal where it's just the singular game but the levels are different and it might have been modified for a Plug N' Play console.

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News Submissions / Re: Translations: Pokémon Diamond for the NES?!
« on: April 20, 2019, 08:09:23 am »
You're gonna end up needing to change pointers. I did this in my own copy to enter full-length Pokemon names since there's a bunch of free space here and there in the ROM. I used Kruptar7 which recalculates pointers for you but Atlas / Cartographer or whatever else is popular might do it too as long as you tell it where the free space is located.

5
http://mrchecker.web.fc2.com/

Came across these disassemblers for NES, FDS, SNES, SNES SPC700, Game Boy Z80C, PC Engine 6280, SMS Z80, and MSX Z80. They look nice, but they're in Japanese so I hesitate to upload them to the website. Still, if anyone knows Japanese or wants to give them a try anyway, I thought I'd share them.

6
What emulator is this? I want to experience it.

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Newcomer's Board / Re: Easy Sprite Editor?
« on: March 31, 2019, 11:25:37 am »
CrystalTile2 allows you to assemble tiles, export a BMP or PNG, edit it somewhere else, and then re-import it.

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 28, 2019, 04:32:59 pm »
You can PM it to me if you want, but here's the bytes I'm searching for to find each so you can search your version:

Expecting to find C9 3D B0 02 E6 9A C6 9B 10 04 A9 00 85 9B C6 9C to edit #$3D
Expecting to find C9 3C 90 09 A5 1D C9 09 F0 03 4C FF 89 60 0A AA to edit #$3C
Expecting to find C9 30 90 09 A5 1E C9 09 F0 03 20 2C AA A5 9B F0 to edit #$30
Expecting to find A9 3B 38 E5 9A 85 28 F0 0A 10 00 C9 06 90 05 A9 to edit #$3B

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 28, 2019, 01:52:25 pm »
I didn't think to check if code was moved around between Somari and Jabu & Ti's version.

I searched for the surrounding code for each part and located them in the expanded ROM. The offsets for each value are:

#$3D is at $7EAD8 (Header)
#$3C is at $2A2A4 (Header)
#$30 is at $36292 (Header)
#$3B is at $36A3F (Header)

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 27, 2019, 12:29:14 pm »
In the original Somari the air byte is $9A and this counts up.

Air Level Value Triggers:
#$30 changes the music to the low air warning music
#$36 flashes countdown at 5
#$37 flashes countdown at 4
#$38 flashes countdown at 3
#$39 flashes countdown at 2
#$3A flashes countdown at 1
#$3B has no visible countdown
#$3C is death
#$3D I'm not sure about

(PRG ROM addresses are without headers)
PRG ROM $2E5B8 increases AirLevel ($9A) by 1.
PRG ROM $3CBB5 compares the AirLevel ($9A) with #$3D and then jumps to $3CBBB if the carry flag is set.
PRG ROM $2A293 compares the AirLevel ($9A) with #$3C and then jumps to $2A2A0 if the carry flag is set.
PRG ROM $3A281 compares the AirLevel ($9A) with #$30 and then jumps to $#A28E if the carry flag is set.
PRG ROM $3AA2E loads #$3B into the accumulator, sets the carry flag, subtracts the AirLevel ($9A) from the accumulator, stores the accumulator in $28, and branches to $3AA41 if the zero flag is set or jumps to $3AA39 if the number isn't negative, then compares with #$06, then jumps to $3AA42 if carry flag is clear.

I've tested adjusting the air time by subtracting 10h from #$3D, #$3C, #$30, and #$3B and the music, countdown, and death all played when expected.

tl;dr The numbers you have to change are at the following offsets (with header)
3CBC6
2A2A4
3A292
3AA3F

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News Submissions / Re: Translations: Pokémon Diamond for the NES?!
« on: March 22, 2019, 03:25:16 pm »
Capture2Text with the additional Chinese Simplified dictionary seems to work perfectly with the game's 16px font, and the auto translation from Google tends to be understandable.

https://sourceforge.net/projects/capture2text/
https://sourceforge.net/projects/capture2text/files/Dictionaries/

I don't know how much info you've figured out on items and such so I figure I should share what I have on CPU memory hacking for debugging purposes, like full Pokedex and all items and such.

Spoiler:
00BB Item Count: Pokeball
00BC Item Count: Great Ball
00BD Item Count: Ultra Ball
00BE Item Count: Master Ball
00BF Item Count: Potion
00C0 Item Count: Super Potion
00C1 Item Count: Hyper Potion
00C2 Item Count: Max Potion
00C3 Item Count: Antidote
00C4 Item Count: Paralysis Heal
00C5 Item Count: Awakening
00C6 Item Count: Ice Heal
00C7 Item Count: Burn Heal
00C8 Item Count: Full Heal
00C9 Item Count: Revive
00CA Item Count: Elixer
00CB Item Count: Max Elixer
00CC Item Count: Rare Candy
00CD Item Count: Fire Stone
00CE Item Count: Water Stone
00CF Item Count: Thunder Stone
00D0 Item Count: Leaf Stone
00D1 Item Count: Moon Stone

0098 Number of Pokemon seen ($5D is max) (Pokedex)

0303 Horizontal Location
0335 Verical Location

044F-045B Pokemon that have been seen (Pokedex)
046F-047B Pokemon that have been caught (Pokedex)

04AF Number of Pokemon in your party

Pokemon in party position 1:
04B0 Party Placement (Leave this alone)
04B6 Pokemon ID Number
04BC Level
04C2 HP Remaining, first byte.
04C8 HP Remaining, second byte.
04CE Experience (Relative), first byte.
04D4 Experience (Relative), second byte.
04DA First Move ID
04E0 Second Move ID
04E6 Third Move ID
04EC Fourth Move ID
04F2 First Move PP Remaining
04F8 Second Move PP Remaining
04FE Third Move PP Remaining
0504 Fourth Move PP Remaining
050A Status Effect (Poison is 01)

Pokemon in party positions 2-6 you add 1 or 2 or 3 etc to the addresses for the Pokemon in party position 1.

I've been working on a table for the Chinese text. It takes up B0-BF in the byte pairs what go Bx xx and I'm finding that it's... it's not really a typical text encoding or table or anything. It has duplicates, like 入 is B0 8E and B1 30 and B2 D2 and probably some more once I finish the other banks. 口 is B0 8F and B1 31 and and B2 D3. Maybe this is the pattern? There's a good chunk of things that repeat in each Bx after a few unique characters for the Bx, like 一 which has appeared at B0 0E but nowhere else so far (I've done B0 through B2). It doesn't seem to make things easy to predict though so I can't just find a few and fill out a complete table, so far I've just been replacing the text for interacting with the TV with Bx 00-FF and OCRing the Simplified Chinese what shows up.

Edit: Finished the table. I know for sure a few characters aren't right, but there's images built from screenshots of each Bx character set in case it becomes a problem and needs to be refined. As it stands it's better than trying to find where the text is in the ROM when it's loaded while playing it. https://mega.nz/#!Fk0QkQpA!D-pmAHFdrZGmDQhyo2eDObd20i0Xa4e-LhppV0ov8DM

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News Submissions / Re: Translations: Pokémon Diamond for the NES?!
« on: March 22, 2019, 11:27:37 am »
Sorry for the late reply, I didn't have an internet connection for a while.

I don't think that there's a good remedy for it as of yet. I looked around for reasons why this runs in FCEUX at all, when it shouldn't, and it turns out that a fix for KT-008 boards is coded into FCEUX's MMC3 support with the understanding that they're often mislabeled as Mapper 4. https://github.com/TASVideos/fceux/blob/5be92d3ee50fcdc04ec4d727cef5201fa8fba378/src/boards/mmc3.cpp

It's ugly but you may have to have an IPS for a NES 2.0 mapper 224 header that makes it work in Mesen and possibly some other emulators, and an IPS for an incorrect but still playable iNES mapper 4 header that makes it work in FCEUX and maybe other FCEUX-based emulators.

While I prefer Mesen and understand it to be superior in debugging and hardware-accuracy, FCEUX is undoubtedly popular and has many ports (it even came installed on my little Chinese handheld) and supporting it is important, as much of a headache as it may be.

Anyway: The text pointers, from what I've seen by relative searching for the offsets of what I believe are string terminators (0D 0A), appear to be the offset (minus 10h from the header since I forget that often) + 8000h. For example, at 0606 these 2-byte pointers exist: 478D,538D,6E8D,9E8D,DD8D,EA8D,338E,3F8E,7C8E,DF8E. They lead to 0D47, 0D53, 0D6E, 0D9E, 0DDD, 0DEA, 0E33, 0E3F, 0E7C, 0EDF if I'm correct. Hope this helps.

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News Submissions / Re: Translations: Pokémon Diamond for the NES?!
« on: March 18, 2019, 06:01:53 pm »
I found out why it wasn't running in Mesen even though the original ROM ran. The original ROM was in the compatibility database and what it did was:

System: NesNtsc
Mapper: 224
PRG ROM Size: 1024
CHR RAM Size: 8
Work RAM Size: 0
Save RAM Size: 8
Battery: 1
Mirroring: Horizontal

And, without setting it to NES 2.0, it will run in Mesen if you change the header to 224 (apparently many mapper 224 ROMs are incorrectly set to mapper 4) instead of displaying a gray screen at Prof Oak, but saving doesn't work.

However if you go ahead and change it to a NES 2.0 header then all the compatibility settings would be saved to the file and it works fine in Mesen with saving and presumably everything.

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Newcomer's Board / Re: some graphics hacking issues
« on: January 09, 2019, 10:08:12 pm »
They don't appear to be compressed. If I'm right they're at 0x87010 with four frames.

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ROM Hacking Discussion / Re: Sonic Nes - Help with the continue screen?
« on: January 01, 2019, 06:35:25 pm »
Try it in Mesen, it goes for hardware accuracy as a priority.

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Gaming Discussion / Re: Just got a my first PSP, recommended games?
« on: December 29, 2018, 06:35:50 pm »
Dead Head Fred
Play as a zombie what swaps heads to take on different abilities to solve problems, most of them being combat.

Armored Core 3 / Last Raven / Silent Line
High-action mech battling and customizing. I had hours and hours and hours of fun.

Rengoku 2
Action RPG where you collect body parts to swap with your own for new abilities. Reminds me of a mix of Dark Souls and a mech game.

Soulcalibur: Broken Destiny
It's pretty much Soulcalibur 4 as far as I remember it. Fighting game with weapons and character creation.

Wipeout Pulse
High-speed futuristic racing game with individual left and right brakes for tight turns and weapons.

The 3rd Birthday
Pretend it has nothing to do with Parasite Eve and just take it as an action RPG with guns and some cover mechanics. Handles a lot better than other shooters like Coded Arms in my opinion.

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Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« on: December 29, 2018, 03:59:49 pm »
In case you ever want to edit the font, I found the titles at 030A0A with a width of 16 and the continue screen at 7EDF7 with a width of 12, though the word actually starts at 07EE07 and the last 2 bytes on each line might be important. Replacing the font and re-entering the letters with a new CHR is pretty simple with YY's PRG Editor. It takes the BMPs of CHRs that YY-CHR outputs.



I don't really like it with the 8x16 font I posted, but it's functional with a full alphabet at the very least.

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Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« on: December 27, 2018, 06:52:12 pm »
Oh no. Now my attention has been brought to this, I pretty much demand that you do it. There are no words for how much better that looks.

December 27, 2018, 06:36:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually, you could do the same to the I in SONIC as well, that looks a little rough too



I tried that and nudging the N and I think the N edit looks more even. The N doesn't look that odd in the continue screen either, though there's room for additional letters in the CHR if it needs to be edited for better kerning.

For consistency sake I'd recommend also changing Ring Bonus to a ring icon if you're going for the icon alternative.



My ring kinda looks like a glazed doughnut.

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Personal Projects / Re: SonicNes ♦ Improvement Next ♦
« on: December 27, 2018, 04:43:08 pm »
Could say BONUS instead of TIMER or add a clock icon to the font if you're replacing the word CONTINUE which gives you some extra space.



Got plenty of room in the CHRs you've posted.

Also unrelated to this but the new font's "I" looks a little better nudged right one pixel in my opinion.


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ROM Hacking Discussion / Re: Sonic Nes - Help with the continue screen?
« on: December 27, 2018, 04:36:52 pm »
At that address replace the existing bytes with the bytes given. If using a hex editor on the ROM then use the headered address, if using Mesen to edit the PRG-ROM use the non-headered address. Sorry, forgot to mention that after editing my post to have the second fix.

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