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Messages - DackR

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61
Personal Projects / Re: [SNES] Super Bomberman 5 Translation
« on: January 08, 2016, 08:29:36 pm »
Thanks for the support guys! I'll try to work on this some more this weekend. :)

DackR, could you post that unused content? I would like to document it over at TCRF. You'll get credit for the discovery of course.
I'll try to put a list together, but I'd say the most interesting piece is the SBM3 Logo. After looking at it again, there is a "plus" in the logo. Perhaps there was a planned sequel to Super Bomberman 3 at one point?? I'm using the palette from the original Super Bomberman 3 logo since I don't know if the palette is actually stored anywhere in the ROM for this.



You can download the decompressed bin files for the logo here:
https://googledrive.com/host/0B7Lih2HxwoqqLS1nWmZXenFRbmkzcUtYcVpWMEN4dw/SBM5_SBM3PlusLogo.zip

It's likely because Hudson soft made sbm5 next on snes after sbm3 and where likely using the same development tools and environment. Sbm4 was developed by produce, not Hudson.
This makes a lot of sense. I've never even heard of "Produce" before. Have they done any other notable games? Very interesting indeed.

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Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: January 07, 2016, 12:12:11 pm »
Excellent work! I can't wait.  :)

63
Luciano (ie Xeeynamo) has been kind enough to release the source code as freeware via github:

https://github.com/Xeeynamo/MegaEdX/

I've volunteered to help out with this project. I have no experience rom hacking, but I'm familiar with C++, assembly, and hexadecimal so reading some guides to get a better understanding of making this level editor work the best. I've talked to a few people and gotten SMILE so that may unlock the secrets to getting it work. I'm also looking a lunar magic as a comparison, but I haven't seen any location where they have source code available.
This is awesome news! I asked Xeeynamo about the source code sometime in March 2015 and he said he intended to release it after he finished a few things. Freaking awesome that it's out there now!

This is interesting.

I think this game may be my next venture once I quit Zelda 3.

Already started an hack of MMX-1 and worked on and off for the past three years but don't know if there is still an interest in that game to continue working on it.
The first MMX is special to me because it was the first in the series that I played through to the end. I'm sure I'd play your hack if you released it, considering the apparent quality of your other work.

Side note: I made a story skip patch for MMX and RMX a couple years ago with the intention of using it for unofficial speed runs. I'll have to try out this tool and see what else is possible... :beer:

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There's the review from Siliconera, but there are more reviews, which some of them are from Nintendo game sites (Nintendo Life, Nintendo Everything, Nintendo Everything etc.).
It's weird watching someone play through the game. (One of the sites had a youtube video.) I feel like a stalker. lol...

I think that I might have missed a puzzle in chapter 1.   In the fish pond, one of the fish is slower than the rest, and the dialogue regarding it mentions that while it won't take the line & hook, it might be possible to capture it through some other method.  I tried to corral that fish, but no luck.   Am I just fooling myself about that fish?  This is after getting the key from that pond.
I don't think you're missing anything. :thumbsup:

I've been throwing around the idea of making a guide book for this game... If I do, it won't be soon. :p

By the way, I've submitted version 1.05 for approval. Barring any game-breaking bugs that may pop up, this will be the FINAL release until I finish the VWF patch-- Which I haven't done much with yet. Maybe I'll finish up Bomberman 5 and then come back to this afterwards.  >:D
http://www.romhacking.net/translations/2558/

EDIT: My Marvelous Localization Tools are available here until I get around to making a proper submission for them:
https://googledrive.com/host/0B7Lih2HxwoqqLS1nWmZXenFRbmkzcUtYcVpWMEN4dw/ATI_Localization_Tools.zip


Edit: All localization tools are available on github!
https://github.com/danielburgess/Marvelous-SFC-EN

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I did something stupid, and got a graphical glitch out of it.  I suspect this isn't related to the translation patch, but here goes anyways:   After passing the wind turbines, I tried to use the fishing rod on the minion that was manning the fans.   Parts of the fans disappeared, wherever the hook and line overlapped.
Interesting. I tried this on the Original Japanese game and in the translation and saw no difference. Thanks for looking for bugs! You've been a huge help!

Dude, your hack is appearing on ALL video game news sites. Look it up! :D :)
Oh cool. Is there one specifically that I should look for? :)

I am not sure if the "13" puzzle is flawed.   The clue for the puzzle has 8+8 = -3, but here is the problem:  The "=" has an extra line, which can fool the player into thinking that there is special meaning behind it.   The "lg" in the clue also made me think that it might be related to the Legs puzzle, but that doesn't seem to be the case.  Maybe these features were intentionally put there to throw off the player, or perhaps it just an accident.   Dunno, but there ya go.
Is this one of the puzzles on the ship first encountered in Chapter 1? I know there are a few meant to throw you off a bit, but I'm not sure I know specifically which one you are talking about.

EDIT: Nevermind. lol... Yes, that is indeed... a bug... or I guess more of an oversight on my part. I'll need to fix that. (Should read: "8+8-3=")

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Just played through it 10 min ago. Not a bad game at all, some minor quirks that just make it pretty annoying. Ah well, no game's perfect.
Thank you so much for keeping track of these as you went through the game!! I really appreciate it!

http://i.imgur.com/cbjsm21.png Some control code error?
Yes, This one is related to the control code typo that Sabin Stargem pointed out. (I made the same mistake a few times, but all of these are fixed in v1.04)

http://i.imgur.com/cJCOwTz.png Soldier Blue caused some bugs too when I got it... (the blurring is also noticeable here, so it does happen on 1.5.3 too)
Ack! This one I missed. I forgot that it was one of the two-liners. Unfortunately, Until VWF is implemented, I've got to shorten the text here.

http://i.imgur.com/oat4wAT.png
This one was caused by the control code typo as well. Double-checked and it's fixed in v1.04.

http://i.imgur.com/Q8MTiFL.png
Gina's lines in the ship also had a couple things, more control code (I guess) and the D in Behind is left out.
This one was just me asleep at the wheel. :) Should have a fix for this shortly.

http://i.imgur.com/krrMYRX.png Dunno if just me or emu settings, but it seems the whole map for Mavericks cave is glitched up :( (Played on 9x 1.5.3)
Nice!! It's most likely caused by a graphic that I updated and re-compressed in the ROM taking more space than the original. I'll just need to figure out which one is the culprit, and relocate it to an unused spot so it doesn't break the map graphic.

http://i.imgur.com/sM12WPW.png A line break seems to be placed in between the words here in this grade.
Hmm... This one I'm not sure why it's happening. Can you send me your SRM file via a PM? I'll try to figure out why this happens with that ranking.

Aside from those and the ones listed by Sabin, fucking amazing job with this patch, you guys are sick. Thanks Tashi and DackR :)
;D Why thank you very much! I'm glad you enjoyed it!

BS-X games next? :P
Perhaps-- I've poked around in them before and it seems like a do-able project. However, I remember reading somewhere that the available ROM dumps are missing some information from the original broadcast. (not just the voice) It might turn out to be even more challenging to work on those than the main game was!   :'(

I did see that the original BSX broadcasts are available to watch on youtube... Very cool.

67
I don't know if this is intentional, but it looks like some text is untranslated.   When pulling the Monkey's various bits, you can get a reaction where it becomes angry and pushes away the player.  Takes about 4 neutral responses before it gets annoyed.

Oh good! Thanks for finding that! I had wondered where that text was used (though it's been so long, I forgot all about it)! I couldn't put a context to it, so I wasn't sure how to handle it. I'll get it translated and in the next patch.

EDIT:
Before:


After:


That monkey has murder in his eyes!  :laugh:

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I am playing with the Bizhawk emulator, set on Compatibility Mode.    Found some issues:
Bizhawk appears to be running on a BSNES core... Interesting.

#1
There is a text bug during the PK Soccer Session, in which talking to the boy on the right would cause the dialogue to glitch.  It completely obscures the text, along with causing a Missingno effect for some of the background.
Thank you for finding this bug~! It was from a typo in a control code. It looks like there were 3 other cases of typos like this in the script. The fix for this will be in patch 1.04.
 
#2
During Jim's "Don't Be Unlucky" mini-game, there are minor graphical glitches at the corners of the screen.   This seems to happen during the reward dialogue.
It looks like this happens when the luck rock icon scrolls off the screen. I'll look into replacing the game's built in luck rock icon with one of my own to see if it fixes this.
(EDIT: This is actually related to the way the game handles the number of luck rocks as the text is scrolling. Will be fixed in patch 1.04.)

#3
The font for the letters 'm' and 'w' are too thin, causing them to be nearly unreadable.  They are noticeably different from the font around them.
#4
When the Fishing Team members takes a fish, the "I" "l" and "!" part of their dialogue resembles the unreadable font from #2.   To quote the dialogue:
"Sweet Skills!  I'll take that."
#5
Yesh.   "Y" and "V" this time.   I think the pattern is that letters that mirror each other are getting mucked up.   EG:  "I", "l", and "!".  "Y and V".   "W" and M".   Whenever these messed up fonts pop up, they are shadowed, unlike the white characters of readable font.  Upper and lower case like "D" and "d" seem unaffected.
Anyhow, this instance of font-ruination comes from fishing the Luck Rock from beyond the fence.
#6
...Yeah.   During the dialogue with gathering a piece of firewood, the following letters are shadowed:   "r", "T", "Y", "i", "w", "m", "l", "!".   I really hope my next entry is for some other issue, just for variety's sake.
Numbers 3,4,5,6 are all dealing with the same issue. Essentially, when high-res mode is turned on, it seems to me like the BSNES core is not handling this correctly. I've verified that the Japanese font does the exact same blurring effect in BSNES. I'm betting this doesn't happen on real hardware. In fact, I'm relatively sure it doesn't because I've played through the original game on my SNES and there was never any blurring of the font that I can recall in high-res mode. I guess I'll need to grab my Marvelous cart out of storage to be sure. :p

In the end, I recommend using SNES9x 1.53 to play this game on a PC. Just all-around better for playing games.

69
Does that mean that the script in this game is compressed?
Not necessarily. I don't really know as I've not done much with this game before.

What does it mean to dump the script?

In this case, it means using a tool such as Cartographer: http://www.romhacking.net/utilities/647/

If you have a complete table file, and you've identified crucial information such as where the text pointers are located, control codes, etc., it can be relatively simple to dump the script to a text file for easy editing and then to insert the script with the changes.

I've found it's helpful to dump the script and then try reinserting without changes to verify everything is working correctly before moving forward with any edits.

To reinsert the script after you've made the edits, you would use a tool like Atlas: http://www.romhacking.net/utilities/224/

I've rarely used these tools because I like to create my own, so I cant really be of much more help with these tools specifically, but check the readme files.

Edit: I'm operating under the assumption that the other character names are hard-coded into the script. But hopefully what I've written points you in the right direction.

70
I believe the place you want to look for the main character's name should be @: 0x203143

This is where it pulls the name for the character naming screen.

Edit:
For other names, you will need to dump the script and re-insert it after you manually change the names (find-and-replace should do it).

71
Personal Projects / Re: [SNES] Super Bomberman 5 Translation
« on: December 31, 2015, 12:46:00 am »
Damn. I see both Goemon 2 AND Bomberman 5 being worked on on a single visit to this forum? This is my favourite visit ever.

Anyway, so you need help editing sprites? I don't understand romhacking at all, but I can help on the graphics side of things (if it's needed). I'm looking to get into pixel art. Editing sprites would be a great experience.

Let me know if you need a hand.
I appreciate the offer, but it's probably not something that you could easily work on without knowing at least a little bit about ROM hacking. Thank you though!

Quick update-- I'll add screenshots later, but we've got compression working and I've been working on the English font for the screen headings. I'll be tracking down the tilemaps for various menus and such... It looks like it probably wont take long to finish the menu portions of everything.

I must note that the way this game stores font data is terribly inefficient. There are multiple copies of the font spread all over the place. Essentially-- each menu screen uses it's own font. No joke. Luckily there is a complete version of an English font stored in the ROM-- along with the title screen for SUPER BOMBERMAN 3. Yes, you read that right. It seems like there is a lot of unused stuff scattered everywhere... It's quite odd.


Update (2016/01/01):
Much progress has been made over the past couple of weeks. Here's the first translated menu screen:

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I'm interested to hear if anyone has completed a play-through of this translation yet? Any feedback? I guess just let me know...

Until then, I'll assume it's perfect.  8)

73

I think it'll be a bit better 8)

December 25, 2015, 01:01:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)

I see. I will consider changing it for the next version if enough people complain about it.

I love this game so much. Thank you so much for finishing this translation, you've just given me an excuse to replay it

I have a question though, does the game still crash in chapter 3 when you give a chili to the scaredy-cat guy in the room with the jukebox, like it did in tashi's patch?

It's my pleasure. I've enjoyed working on this game very much.

In response to your question, there were a few places that I found in the original translation that froze the game due to missing/misplaced control codes. Much of what you see in this release comes from a careful, line-by-line editing process.

I've personally compared every script line in the Japanese version to each corresponding line in Tashi's version. If I found control codes out of place, I've restored them. If I found that the translation didn't convey the original intent, I re-wrote the line. If a translation was missing, I added one. My version was not meant to merely fix the previous version, but it's a complete re-tooling of the entire process. If you find that there is a bug in this version, please let me know. I don't currently know of any. :)

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The logo of Nintendo in the title screen is too small…
For a moment, I thought you were talking about the logo that comes up as the game boots. lol But yeah... sacrifices were made there.

75
Personal Projects / Re: [SNES] Super Bomberman 5 Translation
« on: December 23, 2015, 08:12:29 pm »
It is somewhat I call rle-backreference method. For example: data located at 0x15a545 in headerless ROM. I can provide you my source code.
Cool- send me a PM. I'm not too far into this yet, so with your help, we may be in business.


12/27/2015 Update: Proton has been a huge help so far! Freaking amazing work. Most of the decompression code is sorted out. I'm thinking that if Proton wants to, we can make this a joint hacking project. More developments soon...

Here's a screenshot of some of the graphics we've been able to dump using the decompression routine by Proton (not finished sorting through all of it yet):


76
Personal Projects / Re: [GBA] Magical Vacation English Translation
« on: December 23, 2015, 06:18:13 pm »
Looks beautiful. I noticed the distance between icons and text in the menus could use some work, as I'm sure you are aware... Anyway, Really looking forward to this! (especially since I'll probably play it on this: http://rosecoloredgaming.com/revo-k101.html)

77
Personal Projects / Re: [SNES] Super Bomberman 5 Translation
« on: December 23, 2015, 06:11:00 pm »
This game has several types of compression of graphics dats. I have got a decompressor for one of them.

...Which one? And is there source code?

78
Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: December 20, 2015, 02:00:23 am »
Cool that someone is working on this. I'm guessing the only reason it hasn't been done yet is because there's a variant for the GBA(?). I'd rather play a SNES version though.

I've been wanting someone to work on it for years as well. :) I've only played the original Famicom Wars and the first Advance Wars games (and sfc wars, just not in English), but I enjoy strategy games quite a bit.

If you get this one fully done, you'll deserve my full respect (well, you'll get it when I play at last the Marvelous translated game  :thumbsup: )

Hopefully Marvelous lives up to your expectations. It's been a labor of love for sure. I plan on making a future update to implement VWF, but I released it as is because I had already optimized the text to fit the current space. Thanks for the kind words.

Quick update: The compression routine is nearly finished. I'm working on optimizations at the moment. I'm trying to get the algorithm to output a compression quality very similar if not better than the original. I find it useful to make direct comparisons between the current compressed data and the data output by my code. I may post some details later if I feel like talking through it.

12/24/2015: Been working on this a bit more this week. For the most part, it's complete, but the compressed size of my test file is yet to match the existing compressed data. Looking for inspiration... Let me know if you've got any.

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I've updated the patch link in the original topic post.

I've added update patch files for Tashi's original translation, expanded the ROM size to a more standard 0x400000 (4194304) bytes, and added some more information to the readme file.

If you downloaded the fixed version last night, you don't really need this. However, this will come in handy to those of you who only have a ROM file that's been patched with Tashi's translation.

---------------------
12/19/2015 (4:12PM EST) - A bug has been reported for the Journal save menu when using the Save&Quit option. Some garbage appears after saving a Journal Entry. I've prepared a fix for this issue. Since this is a non-critical issue, I'll wait a bit before rebuilding the patch and releasing it-- just in case other issues are reported that need to be addressed between now and then.

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I found a game-breaking bug. Please stand by while I fix it. I'll have a patch together shortly. :banghead:


...A few Minutes later...

I had to relocate some event graphics because they were corrupting the display of any treasure box sequence (and crashing the game afterwards  :-[).

The patch has been updated. Re-download and re-patch. Everything should now be working properly. Please let me know if any other bugs are found.
(Link Removed- Check First post in this topic for a patch link.)

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