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Messages - Spinner 8

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81
Gaming Discussion / Re: Famicom Wars patch question
« on: March 10, 2016, 06:04:38 pm »
@ Spinner 8 - i have just applied your addendum patch for famicom wars over the good rom and everything seems to work fine so far, i was just wondering if it's possible to apply the pacnsacdave addendum patch over a rom prevously patched with your addendum without breaking anything.
 the reason i ask is because the pacnsacdave patch was intended to be used with the old v1.11 bad dumped rom patch, even though the pacnsacdave only translates the title screen it would be nice to have your version with the pacnsacdave title screen.
 i don't want to apply the title screen patch if there is a chance that it could mess something in the game up.

No idea.

82
Gaming Discussion / Re: List of untranslated Famicom games
« on: March 09, 2016, 10:22:10 am »
I'd say that Hokuto no Ken 3 and 4 should be classified as RPGs, not brawlers (although you could probably chalk them up as both if you really wanted to, but at their core they're RPGs).  Also, I'd classify Jumpin' Kid as a platformer instead of an action platformer, but that's just me. :) Also, Digital Devil Story: Megami Tensei II was released in 1990, not 1991 apparently. :)

Thanks, I've corrected each. :) Let me know if you find anything else.

83
Gaming Discussion / Re: List of untranslated Famicom games
« on: March 02, 2016, 07:35:37 pm »
Bio Miracle Upa: Not sure if you want to get technical, but I believe the Wii VC release used the FDS version.
I think the Dragon Wars prototype has crashing issues. Though I think the game was a port of a western computer game (Apple II? Mac?).
Fire Emblem - Ankoku Ryuu to Hikari no Tsurugi: DS remake officially translated ("Fire Emblem: Shadow Dragon") Didn't Smash Bros. also give the FC version an official English title at least (I forget right now what they called it)?
I don't know what exactly "Namco Prism Zone" (other that some random screen in the game) is but I don't think it's part of the title to Dream Master.
I'm guessing the two latter Nantettate!! Baseball games are expansion carts for the former. I bought NB simply because it was a weird-looking FC cart. :D (It's a U shape with an expansion slot in the back).
I'm not sure RPG Jinsei Game is an RPG. I think it's probably closer to board game (Jinsei Game is what they call the Milton Bradley board game "The Game of Life" and Japan has like a thousand video game versions though I think I've only seen one western version, for PC)

Thanks for your input! I really put it all together by hand, so I'm sure there are these and many more mistakes. :D

Upa: Ehhh, not a big deal. I suppose it's worth clarifying, at least. :)

Dragon Wars: You're right... I didn't investigate the game any further once I saw that a prototype existed, but... according to the Lost Levels thread, it's not really worth playing. The game seems to have been released on most computer systems, though.

Fire Emblem: I forgot all about that! SSBB calls it "Fire Emblem: Shadow Dragon and the Blade of Light". I'll make a note of it, but like FF3, I think too much changed in the remake to really consider it "officially" released.

Dream Master: All the names are from the No-Intro database. "Namco Prism Zone" is on the game box, and No-Intro put it in the filename because... that's what No-Intro does. :)

Nantettate!: Right, they're just expansion carts, but, I dunno. Somebody might want to translate them??? I might take them off of the list, though.

RPG Jinsei Game: From what I can tell, it's pretty RPG-y. You walk around and talk to people and have "random encounters" in the form of life decisions. :D In any case, it's definitely more RPG than board game.

84
Gaming Discussion / Re: List of untranslated Famicom games
« on: March 01, 2016, 03:44:43 am »
Momotarou Densetsu is listed twice (10/26/1987), probably a copy/paste issue of some sort or maybe it's just me - I can't recall any MD Board Game from 1987. :)

Fixed, thanks! :) The second game is Momotarou Dentetsu, the weird board game about trains that sprung from the RPG series. I had the wrong release date for it.

85
Gaming Discussion / List of untranslated Famicom games
« on: March 01, 2016, 01:24:35 am »
I mentioned in the other thread that I was working on a comprehensive list of all Japanese games and their availability in English. At first I was like "god, are they ever going to stop translating NES games, MOVE ON, people" but now I'm looking at it and I'm like "YAAAAAAY only 318 left to go!!!!!!!"

This was time-consuming, but a lot of fun. I might work on a list for SNES next (or Playstation, as someone suggested, but testing all the games seems really difficult).

I'm sure I got a lot of stuff wrong, so I'm counting on all of you to correct me. :)

https://docs.google.com/spreadsheets/d/1tvtZ5O9Uwd51GVdnMgEan-V1xBQcYj1XzTJ5tbpUl-w/

86
Gaming Discussion / Re: Famicom Wars patch question
« on: February 29, 2016, 08:36:49 pm »
I dump my Famicom games legitimately with my Kazzo NES dumper by InfiniteNESLives. I recently got a hold of Fire Emblem and FamiWars and want to apply Aka Translations' patch to my copy of the latter, but apparently it was only meant for the overdump featured in GoodNES. Will it work on my clean dump or will I have to download that one? Thanks.

I managed to find the ROM after a long search. It's amazing how ubiquitous GoodNES used to be, and nowadays you can barely find GoodXXXX downloads anymore. Not that that's a bad thing.

It looks like the CHR-ROM was duplicated on the [o2] ROM, and unfortunately the patch does change data in that overdumped space. Give me a few days and I may be able to fix it, though. I'll put it on my "to-do" list. :)

[EDIT]

Well, that was a pretty easy job - only a few very minor graphics were changed on the overdumped CHR. Most of the changes, like the font, were on both. :)

I'll be adding this to RHDN shortly, but you can use this link for now:
https://dl.dropboxusercontent.com/u/19013694/Famicom%20Wars%20%28Japan%29.zip

87
Gaming Discussion / Re: Untranslated Famicom RPG list
« on: February 17, 2016, 11:43:54 am »
I'm working on a full list of all untranslated Famicom games - it's a side project, but it should be ready in a week or two. I didn't include FDS though, so you've got me there.

Text adventures:

Akagawa Jirou no Yuurei Ressha
Be-Bop Highschool
Business Wars
Erika to Satoru no Yume Bouken
Gozonji
Hissatsu Shigoto Nin
Hokkaidou Rensa Satsujin
Idol Hakkenden
Jarinko Chie - Bakudan Musume no Shiawase Sagashi
Lipple Island
Marusa no Onna
Masuzoe Youichi - Asa Made Famicom
Meiji Ishin
Meitantei Holmes - Kiri no London Satsujin Jiken
Meitantei Holmes - M kara no Chousenjou
Metal Slader Glory
Mindseeker
Nishimura Kyoutarou Mystery - Blue Train Satsujin Jiken
Nishimura Kyoutarou Mystery - Super Express Satsujin Jiken
Osomatsu-kun
Pro Yakyuu Satsujin Jiken
Sanma no Mei Tantei
Satsui no Kaisou - Power Soft Satsujin Jiken
Sekiryuuou
Shounen Ashibe
TM Network
Toki no Tabibito
Touhou Kenbun Roku
Yamamura Mia Suspense - Kyouto Hana no Misshitsu Satsujin Jiken
Yamamura Mia Suspense - Kyouto Ryuu no Tera Satsujin Jiken
Yamamura Mia Suspense - Kyouto Zaiteku Satsujin Jiken

88
I guess no one tried this hack yet then? But thanks for the other info.

It's just a graphics hack - it replaces most of the tiles and sprites with their Dragon Warrior IV counterparts.

89
Newcomer's Board / Re: Translation Policy Question - Not in FAQ
« on: July 14, 2015, 01:43:30 am »
Please include actual gameplay in at least some of your screenshots. Just now, actually, I was browsing through the NES list and came across a game, and thought to myself "gosh, I've never heard of this game here! I wonder what it's like and if I should play it?"

And this happened. I lost my interest pretty quick.

90
ROM Hacking Discussion / Re: Open call for bugs.
« on: May 24, 2015, 01:26:16 pm »
I sent you an email about this in 2008. :) Never got a response though, probably for the reasons you mentioned.

In Dark Lord, when you're selecting members of your party (after they've been created), you can press Select on any of their names to pull up their stats. The stats window pulls up about halfway, and then the game crashes. In FCEUmm, it just shows a green screen. In Nestopia, a sprite glitch appears in the lower right of the green screen, and a sad little song plays. :)

No pictures, but it's really easy to duplicate.

91
Did Namco just phone in the DS Tales games? I can't come up with any other explanation for why both this and Tales of Innocence are terrible...

Not "phoned in" so much as "farmed out". :)

92
I don't care how bad it is, I am excited as all heck. :) Thanks to everybody who made this patch; more Tales games in English is never a bad thing.

93
News Submissions / Re: Site: RHDN Pro and Jazzy Themes
« on: January 25, 2013, 04:57:23 pm »
I wasn't terribly impressed until I pulled up a translation page, and, wow. This is some damn fancy work.

It's a shame that visited links don't change color anymore, though. I kind of depended on those.

95
Gaming Discussion / Re: Bloody Bride Movie Patch ?
« on: December 15, 2012, 02:05:33 pm »
Well, I thought I had it on my laptop along with all the other patches I've got, but it doesn't seem to be there. Sorry. :(

Have you already tried contacting HairRaiser? The email should still work, I'd imagine.

96
Gaming Discussion / Re: Bloody Bride Movie Patch ?
« on: November 11, 2012, 06:55:14 pm »
I've got it sitting around on another computer, I think. Give me a few days while I figure out a place to upload it.

97
News Submissions / Re: Site: Annoucement: Credit List
« on: June 19, 2012, 11:35:06 pm »
Hurray! It's nice to see everybody get their due in a public place. It used to not matter *as much* back in the day when everybody was strictly divided up into translation groups.

I'm probably going to slowly go over a lot of the old translation projects and add credit lists in, unless someone else had plans. I put in hours and hours of work and research on (wraith)'s and my planned Whirlpool revival a couple years ago, and eventually I had a full list of credits for about 95% of what was out there (as of February). It seems like a waste not to put it all somewhere.

edit: actually, forget "slowly"... since it's all stored on Parodius, I should probably get to work on that soon.

98
Programming / Re: Why would you do this? (SCD 68k)
« on: March 05, 2012, 08:35:05 pm »
Crap, you're right! Well I stand corrected. :)

I figured out the compression this afternoon; pretty simple stuff. Now I just need to code a decompressor (and a recompressor, once I think I can manage it).

99
Programming / Re: Why would you do this? (SCD 68k)
« on: March 05, 2012, 05:18:36 pm »
As far as I know, for word and long-word accesses, the data has to be at even addresses.

Is that true? That would make sense then, since those long-words are on both odd and even addresses. I was wondering that myself. :)

It still doesn't explain why the left-shift works the way it does. Maybe since the LSL opcode only has three bits dedicated to the rotation amount, 0 actually could mean the same as 8. But, none of the documents I've read have ever made mention of it.

Anyway, mednafen has a pretty nifty Genesis debugger with read and write breakpoints, so if you want to step through the code and see what's going on, that's also a good alternative. You'll need to use a recent WIP version, though. Genesis emulation is a pretty fresh feature, only introduced in 0.9.18-wip, if memory serves. The debugger takes some getting used to, but it's otherwise perfectly serviceable.

That's neat, Mednafen's PCE debugger came in handy when I was figuring out the font in Die Hard, but it's too bad Sega CD emulation hasn't been added yet. Guess I'm stuck with Gens Tracer and Gens KMod for now.

100
Programming / Re: Why would you do this? (SCD 68k)
« on: March 05, 2012, 01:20:12 pm »
No, 0 and 1 both only log each instruction once. I think I managed to figure it out, though; it was just a matter of me starting the trace too early. I set hook_log.txt to

Code: [Select]
hook_rd1 7 2174ee 21751c
where 2174ee is the location of one of the control codes, and the 7 meant that it would automatically start tracing once it read that memory location, and not before. It still only logs each instruction once, but it makes a lot more sense now:

Code: [Select]
FF:55FC  1E 18  MOVE.b  (A0)+,D7     D7=00000000 xnZvc
** [FF:55FC] R08 = 03 [2174EE]
FF:55FE  E1 8F  LSL.L   #0,D7        D7=00000003 xnzvc
FF:5600  1E 18  MOVE.b  (A0)+,D7     D7=00000300 xnzvc
** [FF:5600] R08 = DF [2174EF]
FF:5602  E1 8F  LSL.L   #0,D7        D7=000003DF xNzvc
FF:5604  1E 18  MOVE.b  (A0)+,D7     D7=0003DF00 xnzvc
** [FF:5604] R08 = FF [2174F0]
FF:5606  E1 8F  LSL.L   #0,D7        D7=0003DFFF xNzvc
FF:5608  1E 18  MOVE.b  (A0)+,D7     D7=03DFFF00 xnzvc
** [FF:5608] R08 = F1 [2174F1]
FF:560A  30 3C  MOVE.w  #$000F,D0    D7=03DFFFF1 xNzvc

So I guess I was right and "LSL.L #0,D7" shifts D7 by a byte, but that still doesn't make any sense to me.

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