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Messages - DackR

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ROM Hacking Discussion / Re: What Are The DOOM SNES Port Music Ranges?
« on: March 07, 2016, 12:58:50 am »
Yes, that's definitely where the actual song data starts. I'm not sure where it ends, however.

In the ROM, the code for the sound driver starts around $ED60B-ish, and I'm fairly certain the actual data being sent to the SPC700 is directly above that. It looks like the spc data in the ROM is compressed (could be wrong).

I can't help much more than that currently, but if you run a trace while the game boots up, it will load the data for the first two songs into APU RAM.

Just check for writes to register $2141 and check above that in the code to see where the data is coming from. Typically, you should see it transfer the music data from a ROM (ex. ~$4ed5e4) address into a RAM (ex. ~$7f75aa) address-- especially if it's decompressing data-- before storing it in APU RAM. You'll want to convert all addresses referenced in the disassembled code from HIROM addressing to PC addressing (the ROM address I just mentioned would convert to ($ED5E4 PC). Just from quickly looking at the code, this should be where your search should start.

Hopefully that will get you started. Others may wish to chime in that have more experience with the APU. Feel free to correct me if any of my assumptions are wrong as well.

Unfortunately, this is about as much as I know about how the APU functions as I've not had to deal with it much before. Good luck, my friend.

Here are some good documents having to do with editing palettes for the NES:

Hopefully that will get you started. I can't really be any more help with Megaman specifically, unfortunately.

ROM Hacking Discussion / Re: What Are The DOOM SNES Port Music Ranges?
« on: March 06, 2016, 01:48:59 pm »
Perhaps you could compare spc data with data in the rom to determine where the data is stored.

Doom spc files:

Hi. I'm looking for a tile editing program that displays all tiles' palettes exactly like how they are shown in the game. Tile Layer pro can edit stuff just fine, but the palettes show all incorrectly (and you can only pick a single palette combination for all tiles) so it's a bit hard to find the tiles I'm looking for.

If only the palettes could show properly, things would be easier. Can someone help me?

What you are seeing is a technical limitation of most tile editors. Palette information is not usually stored in such a way that it can be easily be associated with specific sprites or tile information. Most times, palettes are stored in a completely different area of the ROM-- they can be mixed with code, or rarely, even generated by code. This is can be different depending upon the game you are looking at.

You can typically extract palette info from save states or some emulators will show you what pallettes are currently in use. What game are you looking at, specifically?

Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: March 04, 2016, 03:49:14 pm »
Beautiful. Above and beyond expectation. Love it.

Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: March 04, 2016, 02:35:26 am »
First, I just want to complement you on your hard work. Not a lot of people can stand to do such a tedious job. So you are one in a million, buddy. Keep it up!

the top right corner of Cid's house seems to have missed some shading detail. It's Baron's only instance of "top right building corner in front of wall," so easy to overlook. But it definitely doesn't match the other buildings' top right corners, or the other corners of Cid's house for that matter.

I guess I don't see the shading on the top-right corner of cid's house as being wrong. It seems to match the shadows being cast by the other buildings to me. Maybe if you were to highlight exactly what is wrong, I may see it, but right now it looks perfect to me. Never mind, I see it now. The inner top-right corner shading is different than other buildings for sure.

The only "strange" place I see is where buildings have a top-right corner next to the grass tiles. It seems like the pattern doesn't quite match the adjacent tiles.

This is especially pronounced in the case of the water and grass tiles being adjacent to one of the building top-right corners. I can understand not wanting to make a special tile to handle the grass-water-corner-- especially if the pallete is restrictive, but maybe just making the grass blend better would be good enough.  :thumbsup:

I can only imagine how much better it would have been to play this game with these graphics when I was playing it for the first time.... Probably would have felt similar to the first time I played Chrono Trigger as a child. Sigh... Good times.

ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: February 26, 2016, 11:33:50 pm »
I agree that command line is good for batch tasks, but it's implemented poorly on Windows (always has been). Path variables are something people are loathe to experiment with; cmd is a pain to copy to every directory; and nobody wants to deal with path names running into the hundreds of characters.

I don't agree with this at all. Windows Command line can easily be set up if you take the time to learn. Just as easy as Linux and in some cases, easier. Why the hell would you copy cmd to every directory?? (In file explorer, in any folder, as long as no files are selected, shift+right-click open command prompt here... Or make a batch file using a relative path.) And long path names? Just put your files elsewhere-- but this is not really relevant if you know what you're doing either.

There is always more to learn. I just posted a video on YouTube about locating and changing pointer tables... If people want more like that, I can work on other topics. Video editing isn't my favorite thing, but I can at least get the information together.

Here's the post with video tutorial:,7783.msg298509.html#msg298509

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: February 25, 2016, 12:56:46 am »
Just posted a Tutorial Video on finding and modifying pointer tables.

Please leave comments, good or bad. Made with beginners in mind, but hopefully not too long-winded.

Also working with the guys who made the translation of Shikigami no Shiro to get all the voice-overs edited and inserted (I also translated the Windows UI menus and made a launcher... And translated the installer...)

ROM Hacking Discussion / Re: Megaman X2 / X3 Password Predicament
« on: February 20, 2016, 10:43:57 pm »
In case anyone is interested, I went ahead and made IPS patches for all the games in the MMX series so that a special key combination is not needed to make full use of the full power up passwords.

I didn't do Megaman 7 because it wasn't really necessary in that case.

Here ya go:

I figured, why not, right?  :beer:

That would be wonderful, thank you. I have the new voice files in .wav format as well, so keep me posted on what you'd need. Someone at shmups figured out the file format, but they said it's a pretty outdated format.

Heh, pretty sure your link is the fourth stage boss, Baumann.

Cool, cool.

Yeah. kane on shmups is right, It's a RIFF file. It contains all of the voices and sound effects. Looks to me like they used this file format in order to store instructions for altered file playback such as pitch bending and the like.

I am able to re-insert modified wav files, but currently I'd have to do one at a time. Good thing there aren't a lot of them. :) Also- the program kane suggested will probably not work.

I will be back tomorrow with the full wav dump. :)

Edit: And turns out I can extract the data faster than I thought. I'm sending you a PM with the full voice wav dump now.

I can probably help with this. I was able to extract some of the voice-overs.

Here's an example:

Might take me a few days until I can work on this, but I can extract the wav files and send them to you if you'd like. If you sort the new voices using the same names, I will try to figure out how to re-insert the data.

I ended up re-coding my script builder for MBuild (similar to atlas) over the last couple of days. Essentially, it reads parameters from a custom xml data file and is now able to generate custom pointer tables. Right now, it just supports 2-byte little-endian tables with a seperate bank pointer table. (What ended up working the best for a side project I'm working on.)

One of the major advantages to the script builder in MBuild is its ability to take a list of empty/free space in a ROM and utilize this space "as needed" for translated scripts that end up taking significantly more space than the original without the need for expansion (3-byte pointer table variants only).

Regular 2-byte, 3-byte, and seperate low, high, and bank table generation (with options for creative combinations) will be supported shortly and I'll update my github repository with the latest changes in the next week or so.  :beer:

Edit: Here's a link to the Github repository:

Someone pointed me at the source for this editor a few weeks ago after I offered some C++ help.  I now have a local copy of the editor with the following changes:

- X2 and X3 support
- Event editor
- Minor tweaks to make the Scene and other editors easier to use
- A really basic (hack) Sprite editor (displays a fixed region of memory as 4bpp graphic tiles)

There's also code to resort the tiles for better compression, but it's not very smart or well tested.  This makes it easier to edit tiles and have them fit into the same space as the original compressed region.

This is the first time I've done windows gui programming or any rom hacking (snes or otherwise) so some of the changes are not clean.  The editor also has some things that could be improved that I haven't touched.  E.g. losing edits if the level is changed without saving.  The code could use some cleanup if I were to share it so I wanted to see if it's useful to anyone.  I need to learn how to use git, too.  Let me know if there is any interest in this.

Dude. No question this would be helpful for people. Put it on github so we can fork it! :)

Sounds like you've improved it enough to submit an addendum hack. (This is a category in the hack submission form.)

You just need to provide a patch between the old hack and the current version (for people who wish to patch from the old version). You can also include a patch for the original game like you've mentioned above.

Go for it. Couldn't hurt.

^ That's cool. Hopefully you'll release the VWF version of this game, and the specialized translation tools that go with it, like you promised.

You said 2016, right? ;)

I've released the English project files here:

This includes a script editor as well as the tool I made to keep track of changes, encode the script, and other tasks (MBuild). --However, only the binaries have been released so far.

I'm using MBuild for the Super Famicom Wars and Super Bomberman 5 projects. It currently supports all Lunar Compress compression types as well as compression for SFCW and SBM5.

I'll be working on the VWF version of Marvelous after the break. ;) I guess I'll clean up the tool source code a bit and make it available on Github soon.

So @DackR,

Does that mean that this game doesn't have anymore bugs?

v1.06 should have all of the script bugs fixed that were mentioned above. I'm taking a little break from Marvelous. :) Rest assured, I'll be back at it soon enough.

About a week ago I noticed I was running a really outdate version of easy68K. Since updating I've found that it now has the ability to directly patch existing binaries with revised code so unfortunately DackR using this integrates the patching process into the tool I'm already using for coding / compiling meaning I think I've got my bases covered where MBuild would fit in.

Hey, that's alright. Thanks for looking into it.

Especially if you work a lot in code rather than mostly modifying data, there are many tools that are better for that purpose

Mbuild is still a young project and I'll keep adding onto it to suit my purposes. :) I have a added Super Bomberman 5 and Super Famicom Wars compression algorithms recently. There are more on the way that Proton is working on...

Personal Projects / Re: [GBA] Magical Vacation English Translation
« on: February 04, 2016, 10:51:09 am »
Good progress is being made. The script is going through its second pass. Menu and battles are mostly translated although there's still a lot of text that needs manual repositioning to look good. I've also finished most of the graphics hacking and just finished hacking the name select screen so here are some comparison screenshots:

As for testing, I will be mostly playing through and testing myself. After all, playing through a buggy incomplete patch would probably spoil the experience  ;)

Beautiful work! :)

Trust me, you will want as many people testing for bugs as you can get. There is only so much one person can do. However, if you feel like you've got it handled, more power to you. ;)

Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: February 02, 2016, 07:21:57 pm »
Well i'm learning Assembly for the 6502 at the moment. I'm hoping that will help. Once i have done that it should be easy to move to 65816.


Good plan. :)

Here's a quick update:
I've been working some more today on my compression algorithm for Super Famicom Wars.

Here are some stats for the nerds:
Jp Super Famicom Wars Logo--
     Uncompressed: 7.33KB
     Original Compressed : 5.10KB
     New Algorithm: 5.45KB (Not a big deal because I've relocated this already)

ddstranslation's font--
     Uncompressed: 12.0KB
     ddstranslation compression: 6.70KB
     New Algorithm: 2.35KB

Current Font set--
     Uncompressed: 12.0KB
     Old Algorithm: 3.88KB
     New Algorithm: 2.90KB

Jp Font Set--
     Uncompressed: 12.0KB
     Original Compression: 8.09KB
     New Algorithm: 8.62KB

I suspect there are more optimizations to make, but I doubt I'll need to pursue them. I'm pretty happy with where it's at. For now.  >:D

Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: January 30, 2016, 11:11:55 am »
Thanks for the info... I'm still working on great strategy expert WWII. I relesed a version that just has the menus.. I'm hoping to one day do the rest. It would be cool if there was a utill that could scan through a file and show up compressed parts etc.

Some games have pointer tables for all of the graphical assets in the game (Marvelous, and Super Bomberman 5 have pointer tables for this purpose). However, generally, there are not many games that use the exact same encoding method for the pointer tables. These can vary in complexity, arrangement, and completeness. There isn't a one-size-fits-all approach besides learning how to read through the disassembly logs using a good debugger.

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