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Messages - puzzledude

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Newcomer's Board / Re: How to tell if a ROM is headered or unheadered?
« on: January 06, 2015, 04:42:56 pm »
I recently made a post saying that I can't run Metal Gear on fMSX, and someone said that it might be because the emulator requires either an unheadered or headered rom and the ROM i'm using isn't what it needs.
Emulators ignore the header, the external one anyway and display the basic data of the internal header. (But let us forget the internal one). The header is a leftover of the copier, which scaned the carteidge into the rom file and it needs additinal data written at the beginning of the file. This is a nightmare, since all addresses are then shifted, but (for instance) the pointers point to the old locations, ignoring the header. The first thing to do before trying to edit or patch any game, is to remove the header; but some games actually need one, since the creator of the ips decided to keep it.

The TUSH lets you know if the file has a header or not, and will remove it or add it, depends on what you want.

This program is also very usefull, it tells you if you have a header as well as all hashes (file IDs) to verify if you have the correct original rom to patch to.

Newcomer's Board / Re: IPS URL?
« on: January 06, 2015, 04:23:38 pm »
1. go there
2. make account
3. now go there, log-in
4. click "Hack IPS patches"
5. this step should be self explanatory, if not make sure you are logged in
6. after uploading file you should see it on the list, just right-clock and copy the link

I think it should work on submission form, if not try mediafire.
That "mediafire" is funny. This is the worst uploader ever with tons of commercials and other non-neccesary steps (like "are you human" verification and similar nonsense, like "wait 40 seconds" or "send and SMS" before you can download) before it is possible to download and is thus unacceptable by the Romhacking site and various other sites (all sites that have smart admins anyway). The same for Rapidshare, Megaupload etc.

The unwritten rule of most romhacking comminities is to not allow such sites. The acmlm uploader is better but it is also not allowed/accepted by this site due to unique ending of the url, which usually needs to be zip.

The url for the ips must be a direct link. Not even the standard option of the dropbox will work, since it needs to be redone (www into dl) and https into http, since secure http is not yet supported.

This is how it is done (made specifically for uploading):

more info

This Alttp Ultimate Quest you are talking about is so severely bugged and damaged, that you would never come pass the second dungeon of the light world. Not only is the game broken and poorly made (basically a bugged copy of Alttp), but it is also unbeatable/unfinished, with rookie mistakes/edits to the game.
PS Good thing, that it is not in the database (since it hosts only finished projects).

The topic is here and easy to find though:,18518.0.html

Personal Projects / Re: Legend of Zelda ALTTP Hack (Play as Zelda)
« on: November 24, 2014, 05:58:58 am »
Hello, I am Dogeritos (BUY TODAY!), and I'm here to discuss my project to make Zelda the main character of ALTTP! I also plan on putting much more into the hack, but that'll be the main focus. Here are a few images I have so far for the hack.

Actually, this has already been done (with the dress any everything):

Note: the main sprite gfx is not even compressed. You are also going to have to adopt the palettes, but this is easy, due to Hyrule Magic having special areas for main sprite palettes (including sword, shield, tunic/dress etc).

I don't believe, the whole thing has been yet build into an IPS patch.

Personal Projects / Re: *HELP* Legend of Zelda ALTTP Hacking Q
« on: November 24, 2014, 05:27:03 am »
Okay, first off, I've opened its graphics in yychr, and I couldn't find the knights' graphics in there. How do I get to those to edit?
Like any other gfx. The knights are in there (in the bin file, ie decompressed gfx), you just need to choose 4bpp SNES first and then scoll down into second global gfx area, where all the sprites are, load one of the .zst save states under load pal, to see the colours and choose the most appropriate pal (which will probably not match the actual one in-game) and edit the gfx.

ROM Hacking Discussion / Re: .PGF files
« on: October 23, 2014, 09:19:02 am »
But I have no idea how to use this, or how to compile it in C and then execute it - I'm a noob. :/
With a compiler. These files are usually meant for programers to actually edit the behaviour of the program-to-be. Basically the source code files allow you to modify the program. This is however not possible when compiled.

News Submissions / Re: ROM Hacks: Legend of Link 1.2 Released
« on: October 12, 2014, 01:59:07 pm »
Exactly. Of course it would be a different thing if roms would be legal by default, but of course they are not and this is why all romhacking sites have the no-rom standard.

A very good idea is the Retron5, which allows users to plug in Alttp cartridge and choosing the ips, which transforms into a mod. However players say this is still emulated. Unfortunately real snes hardware has no "soft patching" option.

Wow, this site is asking $145 for a cart with this Rom on it! Here I was thinking $25 maybe $30 to cover the cart, label and shipping, this is ridiculous....
The record still goes to Alttp Parallel Remodel (my remodel of Parallel Worlds, which make this famous Alttp snes mod less difficult), which was soled for 305 euros on ebay. And the cart was made in France.

Shame that this fine Zelda1 remake by Infidelity was also carted (before the final version of the game was even out).

Regarding the legal issues, I can tell you that by strict law all romhacking is not allowed. However if the modder and user were not a part of any monetary transaction and if the rom was never released (only the patch), this falls under the "fair use" and "private use" which doesn't harm the company in any way. But what this still bring into the gray is the shared copyrights between original authors and modders (specially if various gfx was used).

Romhacking was originally born with translations and so called Master Quests. For instance if I own the original game and someone made a freeware "add-on" to make it more difficult, am I not intitled to this difficult version as well. Same with the game being in another language.

News Submissions / Re: ROM Hacks: Legend of Link 1.2 Released
« on: October 11, 2014, 05:56:35 pm »
It's the principle, the honour if you will. If the author asks the community not to make and sell carts of his mod (like it was in my case), because carts are hardware and you thus need money to make and sell them; but the repro makers do it anyway, then this is disrespect.

Plus giving any roms (and a cart is a rom) to any other user is not really welcome - otherwise why are we bothering with patches on the Net, why don't we just give away roms and save the beginners a lot of patching problems.

The repro makers basically make us look bad and bring the romhacking from barely legal to illegal. So the author of any hack should not allow the carts to be made, because the copyrights are shared with original authors.

Another Irony: a lot of repros for Legend of Link were made out of v3.2, which is not even the final version of the game and has some bugs.

I'm assuming you want to redo Alttp game (ie Snes game) so that it looks and plays as Zelda1 (for Nes).

If you truly want to edit Alttp in any way (even into Zelda1) then go here:

You should also know, that people will not do things for you. There are rare ASM Alttp masters and they have already done some impossible achievements. It is higly unlikely and very complicated to "make" new items, which are not in the game.

There is also to be noted that a lot of effort with making any Zelda game goes into dungeon creation and general debugging. If you can not do these things yourself, you can not expect, that others will.

You have 1 post on Romhacking. The general idea is this: the so called Supervisor (in this case you) should do most of the work for his project and it is thus expected to know a lot. It is a paradox, that someone who is not in charge would know more, than the one in charge of the project.

For instance I could remake Alttp into Zelda1 mimic or Link's Awakening mimic, but only Overworld and dungeon wise. The new items and events are really not happening! (way to much Asm). And what would be a result of this: the game that we all know already.

We are thus more busy with making actual Alttp hacks, with overworlds and dungeons, which players never seen before, and using Asm to create those new items which the engine would allow without bugs.

I can only suggest to you, to try to make a so called Master Quest of Alttp, to first see, how this is edited. A true Zelda1 on Alttp rom is highly unlikely to be achieved (spoken by me, who knows Alttp inside out). You can however create a very decent mimic of the game:

For instance: there are 9 dungeons in Zelda1. But 1,+3+1,+7+1 in Alttp. You can not tell the Alttp engine to suddenly have 9. Not to mention what this would do to menu which has 3 pendants, 7 crystals default... and the hardcode to 7+3 rooms to drop main items; or in other words 9 crystals can never drop, to then have the "out-tro" sequence of a solved dungeon.

So I would say, you have much better chances of making the Zelda1-Alttp hybrid. For instance: Asm to skip to the crystal collecting was done by Euclid. The 7 crystals dungeons can then match/be redone to the 1-7 from Zelda1. 1 dungeon could be additional (main item but no boss or crystal). Level-9 of Zelda1 would then be build on top of Alttp-Ganon dungeon.

Newcomer's Board / Re: Unable to find an unmodified rom with Lunar IPS
« on: October 10, 2014, 05:42:29 pm »
I see by the other thread you're trying to patch a RAR file.
I didn't realize until now, that the same person made both posts in 2 threads.

The only way I can find the unmodified rom is if I select "all files", so when I manage to make and a patch with the file that apparently isn't a rom, and apply said patch with a copy of the unknown file that acts and looks like a rom but isn't a rom according to Lunar IPS, the so-called "rom" crashes upon being loaded in to an emulator.
I believe this was answered/assumed/pre-told already then:
Doki Patch creator can patch anything to anything, but this doesn't mean that the game will work. For instance if you patch one of the IPS patches on this site to any RAR file, the game will not work (obviously).

General solution to the problem: UN-rar that thing.

Newcomer's Board / Re: View japanese text
« on: October 10, 2014, 01:20:57 pm »
Works for me: 学校

You just need to copy the text into the Word and select MS Gothic font or MS Mincho font. Of course if you are copying from the Website, you must not close the browser until the Pasting is complete (otherwise it will come out as rubbish).

Of course it is a different question if you are talking about file names. This tends to be solved with the so called translated-Windows version. So if you instal Win7-eng, you need to also install the Japan language add-on and file names should should also be covered. Same with other programs: they need to have support for these special simbols (ie: be translated and adopted accordingly).

Newcomer's Board / Re: Unable to find an unmodified rom with Lunar IPS
« on: October 10, 2014, 01:12:39 pm »
Impossible to say, what it wrong here. Lunar IPS should display both roms, original and modified. It would be helpful, if you could tell us, what kind of the rom it is (nes, snes etc) and what extension of the file both roms (original and modified) have. There is obviously something wrong with your original rom (either has a false extension or is not a rom).

For instance let's take SMW for Snes. Original and modified must obviously be a .smc file. So to make an IPS in this case, you need to first select the Original file (which should display) and then the Modified file and lastly the name of the Ips file.

If this ips is patched to the original rom, it must change into the modified rom.

News Submissions / Re: ROM Hacks: Legend of Link 1.2 Released
« on: October 10, 2014, 09:00:39 am »
You have the correct rom. Namely: the CRC given is the rom crc, but you have the file crc, which matches with the info bellow under file Crc32. Try to load your game in this Hasher, you should see that your rom crc32 is 3FE272FB.

Here's the whole thing from snarfblam's Rom hasher

Legend of Zelda, The (U) (PRG0).nes

Platform           Nintendo Entertainment System           
ROM format         INES                                   
External Header    Yes                                     
File Size          131088 (20010)                         
ROM Size           131072 (20000)                         
ROM CRC32          3FE272FB                               
ROM SHA-1          A12D74C73A0481599A5D832361D168F4737BBCF6
No-Intro entry     Legend of Zelda, The (USA)             

File MD5      337BD6F1A1163DF31BF2633665589AB0       
File SHA-1    DAB79C84934F9AA5DB4E7DAD390E5D0C12443FA2
File CRC32    D7AE93DF                               
ROM MD5       D9A1631D5C32D35594B9484862A26CBA       
ROM SHA-1     A12D74C73A0481599A5D832361D168F4737BBCF6
ROM CRC32     3FE272FB                               

Suggestion for the site. What do you think of this standard: load the game in the snarfblam's hasher and simply choose copy all under "General" and "All hashes". The result is the above, and this surely is all the info needed for rom/iso id. And the process is quick and automated. This should be the standard for Rom/Iso info.

Current info under "Patching info" is "No Special Requirements". However this is not really true. From the above info we can see, that the file needs to have the header (and we can also see, that it is 10 in hex or 16 bytes in dec long).

Newcomer's Board / Re: What utilities do I need to patch .rar files?
« on: October 10, 2014, 06:28:01 am »
I was just thinking about this. The .bin files on my comp were sometimes asociated with winRar. If someone thinks this is the actual rar file and wants to extract it, then they are beyond help. (Hope this is not a case here, but then again, why would someone want to patch the actual rar file).

Newcomer's Board / Re: What utilities do I need to patch .rar files?
« on: October 09, 2014, 10:37:39 am »
A patch doesn't necessarily apply to a file type. A patch simply contains all the changes and it is made by comparing the file no1 (ie the original game) with the file no2 (ie hack).

So why would you want to do this with the rar file. Can be done obviously if you want to change the rar file-1 into rar file-2. But this is unusual, since it has nothing to do with playing or patching roms. It will simpy change one rar file into another rar file.

I think you want to unzip the rar first?

This patcher can create patches by comparing Any 2 files

It can also patch anything to anything, but this doesn't mean that the game will work. For instance if you patch one of the IPS patches on this site to any RAR file, the game will not work (obviously).

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 03:44:29 pm »
Well... I used Lunar Expand and expanded vanilla Super Mario World to 8MB. I tried all five 8MB versions from the program on two emulators: "snes9x 1.52-rr" and "BizHawk 1.8.2." All of the roms loaded perfectly except for "64 Mbit ExLoROM (8 MB) 2" which gave me a black screen on snes9x. But it loaded fine on BizHawk.
It doesn't work like that. If you simply expand the original game to 8MB with Lunar Expand, for instance SMW, it it actually not 8MB, since the space is filled with the Exlorom mapping. So after 4.5MB there are only 00 bytes. (SMW is 0.5MB, and Exlorom starts at 4MB). So this falls under 6MB. You need to transfer the data into the last MB (from 7MB to 8MB) and you'll see that snes9x 152 doesn't work. Thus you need to use those recoded emus by Fusoya to actually be able to run 8MB (data beyond 6MB as well).

I just patched the game with the DeJap version and tested on BizHawk and snes9x-rr: Both failed to load. Then I tested on Super Sleuth and it loaded, but there's no sound and the game runs extremely fast for some reason. I don't know if that's a problem with the emulator or I just patched the stuff incorrectly.
This particular hack was designed for real hardware and for Super Sleuth only as stated in the readme.

Whoa, 16MB!? How can I patch a game to this size? The Lunar Expand program only expands to 8MB at max. I wanna know how to do it.
With the hex editor of course. Select add bytes and add another 8MB to the already existing 8MB rom. But 16MB is actually more a theory, however 12MB is possible as said by byuu. However I don't know how this can be sone since all pointer caculations to write data end at 8MB. So basically the SNES address can not be calculated by address calculators if the PC address goes above 800000. So there must be some other way, like bank switching.

Note: if you have a 12MB rom, and the data beyond 8MB are 00 bytes (empty) then you can not regard this as 12MB.

12mb is possible both on a physical cartridge and a digital rom, and it would load fine on some emulators? but then there's 16mb which is only possible with extra mapping chips. Would a 16mb game work both on a physical SNES/SFC and on an emulator? I think things are becoming slightly confusing...
I highly doubt that any emulator will run anything above 8MB (note the upper 12MB hack is not Exlorom as far as I know, so it has a custom mapping which is recognized by Super Sleuth and real hardware).

In fact I can not recommend you to go beyond 8MB.
For instance the best combination is to go for Exlorom or Exhirom mapping and 8MB rom (more that you will ever need for a SNES game). If you fill all banks with data (except for the last part of the rom), the emus by Fusoya will run this normally. For the Bsnes you need to write a custom XML to define the mapping. Similar for real hardware.

The other option is 12MB, but not Exlorom, but rather what the upper hack is using, since this can obvioulsly work on hardware (tested). You are out of luck with emulators in this case, with the exception of Bsnes.

It can't be a full 16MB, because you need some room for the IO registers and RAM.
(and I thought even the proposed 8MB mappings left a bit of that space unusable to avoid overlapping RAM)
Exactly. The same with 8MB. The last part of the rom is reserved for RAM. So it is not wise to map any data on the end of the rom. I actually tested this in my 8MB test rom. The last 7 banks of 8000 were actually not responding (were reserved) to any new data.

Because EPROM chips were expensive as hell at the time. It's not like pressing a CD later on in the disc based era where it's not difference if the disc is filled to the top or not. Every space upgrade costs the publisher more money.
Good to know.

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 12:27:44 pm »
You don't need extra chips to map 6 and 8 MB games, and I think even 12MB. There is no such thing like "The hardware prefers". You can do whatever is possible with the system, and the hardware will do it.
Exactly. Maybe I refrased it in a wrong way. If you take a look at all Snes games which were released, you can see that 98 percent are bellow or equal to 4MB. Why is that? Let's call it a standard then.

Actually, Star Ocean is just 6MB. That still makes it the biggest game for the platform, on par with Tales of Phantasia. AFAIK no official releases went beyond that.
Oh yea, forgot these 2 games are actually 6 and not 8MB. However Romancing saga 3, which I have is 4MB. This makes Star Ocean and Tales of Phantasia the largest official roms released AFAIK.

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 07:09:49 am »
So far, I've only found three 8MB hacks for SNES/SFC. They are the following:

1) Romancing SaGa 3 (J) (v1.1) - RSaga 3.12+7.2 [Hack20111208_Deva]
2) Romancing SaGa 3 (J) (v1.1) - RSaga Unknown [HackEasy20120809_Various]
3) Romancing SaGa 3 (J) (v1.1) - RSaga Unknown [HackOriginal20120809_Various]

All of them weights 8MB, which apparently is the max rom size supported by the system. But can someone list other hacks that are like this as well (if there are any)?

I don't think there are more original 8MB games, from the ones you listed plus of course the Star Ocean, most known for being 8MB. By the way, you upper "three" games are actually 1 game, Romancing Saga 3. There might be some more.

Original Snes hardware (and emulators) actually prefer the 4MB maximum. Above this number the game needs extra chips to bring it to 6 or 8MB. Hacks however use a different method, an Exlorom or Exhirom (for instance SDW:TLC the SMW hack by Fusoya, which is 6MB). I also made a 8MB rom of Alttp, to see where the limit is, and a 3 byte pointer can in theory only address up to 8MB if Exlorom.

However, I don't know how that 12MB Star Ocean hack is mapped. Byuu once said that you can make a SNES game max to 16MB, some however are talking about the "unlimited" size if custom mappings are involved.

My Wii U is my complete gaming machine for all my library and consoles I have so far, that's why I have everything in there.
To bad. Wii emulators are far behind from PC emulators. Another inconvenience on Wii is the delay. When you press a button on the controller it takes a while before it actually works. The same for accuracy of the game-pad (left up right down). One press of this button will for instance move Link on Alttp to far. This means you will have a hard time in any pit-rooms where you need to be accurate on platforms.

Another inconvenience is that my picture was constantly forced into 16:9, while Snes has it on 4:3. I thus had a very bad time playing Snes on the Wii and a 16:9 Tv. Far behind from what I've experienced on PC with the Usb joystick.

Newcomer's Board / Re: How do I patch non-IPS files to roms?
« on: September 24, 2014, 03:01:13 pm »
How do I patch non-IPS files to roms?
The same way as IPS files, but using a different program for patching.

I've downloaded some hacks, but some of them weren't in ips format. Because of this, I can't patch these hacks to my roms with Lunar Ips. I've even tried converting these patches in to ips format, but they only make the rom unreadable. How do I fix this?
Long story short, you can't fix this. You need to re-download the patches and do Not try to "convert" them. If they are not in ips, you obviously can not use Lunar Ips. You need to use another program, based on what type you have. Most common is Ups instead of ips or xdelta.

If you are wondering why some patches are in a different format. Ips is actually outdated and can produce bugged roms if patched to wrong original roms. Ups and xdelta have a security to prevent this and if the original file is false, then they do not patch. Everything should be non-ips actually.

The logical next step from ips is Ups. Everything should be in Ups patch. I really don't know, why Ips is still winning since most patches are still in this format.

If it were not for Iso/Rom info (and there was a time, when it wasn't), you would basically have no clue where to patch to, or if what you have patched is actually a correct rom (since some falsly patched roms still load the game, until they crash the game somewhere in the middle of it).

So much for Ips format, and its dumb statement "patched successfully". The message should be more like "the program has patched, but has no clue if the process was correct, don't be surprized if the game crashes in the middle or doesn't load at all".

Rom hackers, don't use ips, step out of the dinosaur-era and use something, that at least has a checksum-validator of the original game and prevents false patching.

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