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Topics - Pikachumanson

Pages: 1 2 [3]
41
Newcomer's Board / ASM help
« on: November 18, 2012, 09:40:59 pm »
I tried winzip, winrar, rarzilla... even magic iso. But I can't figure it out. How do you do it?

edit: nvm all you gotta do is change the extension apperantly but it won't play on my emu. So I tried another assembler and got a whole bunch of illegal opcodes. I am using dasm6-1.2, the latest version of asm6 which makes the bin file, and nesasm which gives me a whole bunch of illegal opcodes. I thought the process of disassembling and assembling was pretty straight but it's turning out to be a lot tougher than I thought. How the heck do you guys get disassembled asm filed to assemble the right way? I'd like a detailed explanation, please. Is it because when a file is disassembled it's not really assembled right and I have to do it bank by bank?

42
Programming / NES assemblers and disassemblers
« on: November 18, 2012, 03:40:26 pm »
I have a Windows 7 computer I like using DisAsm to disassemble NES games. Unfortunately the mappers it supports are limited and therefore not feasible for my project. Akagawa Jirou no Yuurei Ressha. So I was thinking about switching to IDA to disassemble and create an ASM file for my project and I have download NESASM to edit that file. Is this a good combination? If not I am interested in learning which programs you guys/ladies like to use concerning assembly/disassembly.

43
Programming / Three questions on finding free space on an nes rom
« on: November 18, 2012, 02:59:20 am »
The game I am going to implement dte on is Akagawa Jirou no Yuurei Ressha for the Nes, or Akagawa Jirou's Ghost Train, if you will.
The first question I wanna ask is where in an Nes rom is free space usually located? Also, how would I be able to tell if I am looking at the dakuten/handakuten routine in case I want to replace that with a dte routine? Also, I noticed when I was working another nes rom (4 Nin Uchi), I saw quite a few lines of code that were like "lda undefined" or something like that. Is that free space that I can code over as well?

44
Newcomer's Board / Sprite graPhics and intro screens
« on: November 10, 2012, 02:48:18 pm »
I tried to find the graphics in hex editor using the values i have found in the ppu. But my search was fruitless. Let's say I want to change the title screen by doing tile map editing. Do i need asm to do that?

45
Newcomer's Board / Question about 4 nin uchi majong NES pointers
« on: November 08, 2012, 06:17:28 pm »
Ok, I'm pretty much done translating and hacking the game. But... I'd like to implement DTE so, I've been breaking my head trying to find the pointer table.

I believe I have found the pointer to one string.

00003B5 = Han Ron Pay Tsumo...
0001B35 = A503 possible pointer
 
000017E0 = ()FU HAN=
0000189D = D017

0000130E = I CAN'T


00000CA6 = Next, Chii, pon, kan...


So I find A504 and D017
But I am not sure if they are really pointers.

The other two I can not find. I would love to find the pointer table in this rom. But I am not sure if there is one. If so, is it possible to do DTE without the pointer table?

46
Newcomer's Board / How do you calculate a modulus out of an offset?
« on: November 06, 2012, 01:23:21 am »
I've seen 4000 used to calculate the modulo off of something like 3B77
But what if the number is low like 3C7 do i still use 4000 or does the number differ depending on which rom bank you are on?

47
Newcomer's Board / Decompression techniques for TG 16
« on: November 03, 2012, 04:45:12 pm »
Ok I have found all the letters in the the intro for Necromancer and I am thinking that LZ77 and DTE are pretty much the same thing in this case. The text is non contiguous which means the letters are scattered all the text block.  Also changing one character like the hiragana ka into A changes all the ka characters into A's throughout the whole intro text. What programs or techniques do you guys use for making this data into readable format(english).  Is it a long and involved process? This is the part I was dreading when I started translating this game but I am finally here as I have translated all the text I could using simple hex editing and most of the programs that do compression and decompression I see are geared toward GBA and NDS. Also, after decompressing the text and editing it will I have to compress it again? I'm just interested in seeing how you guys tackle this problem.

48
Newcomer's Board / TG16 compression question
« on: October 31, 2012, 01:10:04 am »
Ok I cannot find the intro text to Jaseiken Necromancer anywhere. So I narrowed it down to to two things. One, it is most obviously compressed. Two, I'm thinking it might be a graphics sprite in which case I might have to make another table or find a way to decompress the graphics. Which leads me to my question. What compression techniques do TG16(especially those by Hudson Soft) games usually use?

49
OK, here goes. I believe I have found the pointer to this block of text in the game that I am working on. It is a TG 16 rom called Jaseiken Necromancer.
 The beginning of this text block is offset 00029C00  so I knock the first four digits and do the subtraction thing and get Pointer 009A which is located in offset 0002D290.

The text I want to change are the hiragana characters ta and te which mean shield. Because I am just working on the menus for and still trying to find the intro text(damn dte) I want to at least make it a three letter abbreviation like SHD. How ever in that little text string there is a 10 which I have named SPACE because that's what the game uses to signify a space between words in the menu. This little text string shows up in two place in the menu, in the equipment menu and the status menu. Now when I try to place a letter in place of that 10 byte, SHD will show up in the status menu but equipment menu will only show HD and make it like the S isn't even there.

Has anyone ran into a problem like this? If so what was your solution? How do change a pointer to increase the text in a string? Does it involve moving memory banks or something?

P.S. I believe this game has scattered pointers as I have not been able to locate the pointer table but I have found other pointers in different places in the rom.

50
Newcomer's Board / Assembly compiling back to rom format
« on: October 26, 2012, 06:15:17 pm »
Ok,I've decided to go the DTE route in my Turbo Graphx rom hacking project. So after a looooooooong search I've finally found a 6502 disassembler and assembler  that is compatible with my computer. TetraDAS Disassembler and HuCEngine Semi Duper IDE for anyone that's wondering. So naturally, my question is, how do I compile my rom back to PCE format? Is there a certain program or method you have have found that will do that for me? I've tried PCEAS2 but that program would even open up the Test.asm that came with it.

THanks in advance!

51
Newcomer's Board / Question About TG16 rom pointers.
« on: October 24, 2012, 12:26:38 pm »
Just for the record I am working on translating Jaseiken(Wicked Holy Sword) Necromancer for the TG 16. I feel it is long overdue for that game to be played in english. How ever I'm kind of confused on the actual process of changing the pointer to increase the amount of text I put in a line.

Let's  say I find a block of text on offset 0002E750. Would the offset be the adress or page number? Or would it be the the first two bytes right before the block of text starts? Also would I needrom where text space is  to do anything with the end byte of that text block?

I've read the Zelda two example in the docs but I didn't really feel it pertained to my game since it has a lot less text than Necromancer and I think it was one of those games where you could change the text length without without too much worry of constraints. I just want to see how you guys handle this situation and what steps you take in changing the pointer around to add more text to a rom where text space is kind of limited.

Also to find the pointer table, am I looking at offsets or the first two bytes before the blocks of text for the address?

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