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Messages - dshadoff

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Total Commander (Windows) and some of its many homages (for example, Krusader on Linux) have a "compare by content" selection under the "Files" menu item.  This package is a split-window file explorer made for fast navigation/copying/other file operations between one place and another.

The "Compare by content" item will do a line-by-line text diff for text-type files, or show binary differences for anything else.

You would select a file from each of the windows to effect the comparison.
It's particularly effective if you are comparing two directories (using "Synchronize Dirs"), and find that one of the files is 'different'; you can find out what changed.


Newcomer's Board / Re: How to go about tile editing for the PC-Engine?
« on: January 07, 2019, 01:46:56 am »
A watchpoint (also known in Mednafen as a watch address) is a breakpoint you can set, where the debugger halts execution when a specific part of memory (or I/O) is accessed, instead of just an execution address.  You can set Mednafen to stop as the VRAM is getting loaded from the cartridge.

Which brings us to the second point - if you just look at VRAM, you may not be able to get the desired result.  The VRAM is loaded from the cartridge (on some games, this happens multiple times because VRAM is often in short supply).  If you want Doraemon's head to appear differnetly, you need to alter the source data on the cartridge, not just the VRAM data.

But having found it in VRAM is a big step; from this, you can find the cartridge data by doing one of the following:
1) Set a watchpoint on the VRAM write to that location, examine the loop where it's being loaded, and determine the source location of the data.
- or -
2) Now that you have a dump of the data, see if you can search the source ROM for the same byte sequence.

I'm not sure about tools to do the editing though.


A deficit of translators for games on this system is (at least for the past 10 years) the primary bottleneck.

Emerald Dragon's translation is incomplete.
Seiya Monogatari has been extracted but not translated.
Dead of the Brain will receive a French translation first, because there is no English translator for it.
..And there are various other projects with partial (and even complete) extracts but no translators.

So, if anybody here is a translator with a track record on large projects, and would like to work on a PC Engine translation, please let us know.


Newcomer's Board / Re: How to go about tile editing for the PC-Engine?
« on: January 04, 2019, 07:53:11 pm »

That was my plugin (but I didn't write TMOD2).
What game(s) are you looking at ?

Sometimes the tiles aren't so easy to see because the ROM-storage format isn't precisely the same as the VRAM format (I wouldn't call this compression exactly).  For example, if the sprite only uses 4 colors (i.e. 2 bits), but the video processor is set for 4 bits; the video load process would 'unpack' it.

(Note: Fighting Run is (AFAIK) the only game that uses native 2-bit sprite mode.)

You might want to search video memory for the sprite, once it has already loaded, then restart the game, but this time with a watchpoint on the VRAM write.


Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 16, 2017, 12:31:56 am »
But before I concentrate on that, I need to concentrate on getting Zero out and Ziria translated.

Have you already received a fully-extracted script for Ziria ?

The "recipe" thing was an analogy.

Please feel free to interchange it with "fan anime mashup video", or "home remix version of a hit single", or "fan fiction", etc.
Essentially any derivative work created without permission of the original author.  Such works are generally created for the own personal enjoyment of the secondary author -- although others might enjoy them, and the original authors or copyright holders may perceive infringement.

My point was that although a thing may be "commercially valueless", it does not follow that the work has been "worthless", and further does not follow that it is therefore public domain, or that it must be mandatorily volunteered as community property.

I just wanted to keep this idea separate from the idea of whether infringement is taking place, or what perceived value that infringement might denote.  I noticed that some posters seemed to be implying that "infringement" should beget "mandatory publication", which is clearly not true.

While it is an interesting conversation, I am seeing that some posters are confusing two completely separate thoughts as being the same thing.  That is to say, "does the creator of a modification have the right to ask for money", and "does the creator of a modification have any rights at all".

I'll illustrate with an analogy - a pancake recipe.

If I come up with a new pancake recipe, based on a very famous pancake recipe, it may well be true that I shouldn't ask for money for it, or refer to the original pancake recipe, or use it for commercial purposes, or perhaps even refer to it as a recipe for "pancakes".  I think most of us agree on that point.  We may disagree on the degree of how wrong any of those things are (ie. damages), but let's put that aside for the moment.

HOWEVER, just because I shouldn't be asking for money for it, and may not even be able to use the work "pancake" in public, it does not hold true that I should give away this recipe to anybody who asks, simply because they want it in their own collection of derivative recipes.  That is a separate concept.

Perhaps I'm satisfied to enjoy it myself, or occasionally for special guests who visit my home.
After all, even distributing the recipe for free might be considered to be against the law... so why would somebody put themselves at risk, simply because of the request of a stranger ?

Please think about this, while you're thinking about the first part.

Programming / Re: 8 vs 16 bit addition in z80
« on: December 03, 2013, 06:31:00 pm »
I think you misunderstand what ADC does.  ADC will add the specified register to the accumulator along with the Carry Flag.  Plain ADD instructions can always set the carry flag.

ADC will now give you a pseudo-random value on the output, because the carry flag is not deterministically reset (based on the code snippet shown).

ADD would ignore the carry flag as input to the opcode, but would still set it as an output.

As a side-note, it's common in Z80 to do 16-bit math as an ADD on the lower-byte first, followed by ADC on the higher-range, whereas 6502 will have you do CLC, followed by ADC and ADC.

Programming / Re: 8 vs 16 bit addition in z80
« on: December 03, 2013, 01:25:31 am »
I see.  The problem is that you're constrained on space.

I think Malias' solution is probably the closest to what you're really looking for (although it's bigger than the original code).

I think you're probably going to have to relocate this piece of code, *or* avoid lines which would force the math to cross a 256-byte boundary.

Programming / Re: 8 vs 16 bit addition in z80
« on: December 02, 2013, 10:34:03 pm »
Not enough information included here...

What do you think is supposed to happen here ?

Are you expecting to get 3C10h ?
You'd need to INC D depending on the state of the carry flag...

More to the point... you say you're hacking, but what was the original state (are you showing original code?), what is the state you want it to be in (are you trying to add a larger value than the code originally dealt with ?), and what are your constraints - ie. cycles, bytes, etc.

Script Help and Language Discussion / Re: [PCE] Nazo no Masquerade
« on: September 01, 2013, 11:16:18 am »
Nice work so far !

Newcomer's Board / Re: TG16 compression question
« on: October 31, 2012, 08:43:53 pm »
1) On a HuCard, the first thing you should do is find the font.
2) The sequence in which the characters are stored, will likely give you the character encoding for text.
3) Then try relative search; don't assume that they are using SJIS or anything of the sort (although sometimes you might get lucky).

Script Help and Language Discussion / Re: What dictionaries do you use?
« on: October 27, 2012, 10:42:09 pm »
I prefer dedicated electronic dictionaries, although I use web-based ones too. I just got a new EX-word D10000 to use in my teaching and research. It's got the Green Goddess, the Blue Goddess, and a crapload of other dictionaries built in. Up until now I've been using mostly the electronic version of Progressive from my old EX-word, which is still a great dictionary, but from what I hear the Green and Blue Goddesses are the best dictionaries out there, so I'm glad to finally have them at my disposal.

Noooo !  Say it isn't so !  The Blue Goddess in a Casio ?  I have a slightly older XD-A10000, and narrowly decided NOT to get the D10000 last month on my trip to Japan.  It was priced nicely too, at around 40000yen in Bic and Yodobashi...

My XD-A10000 has the Green Goddess, but for English->Japanese, only Shogakukan-Random House, Genius and Readers.  Dang it.

One thing I added though, was the Kanji Learner's Dictionary which is really useful when "super jump"ing around new kanji.  But not 100% useful, as quite a few kanji aren't actually in there.  Note: the Casio loader tool (for the CD version of that dictionary) required that I change Windows' locale to Japan, rather than just run plain or even with "Applocale".  I wonder if they've sorted that out yet.

I also use rikaikun plug-in for Chrome when browsing the internet.

As a side note, I have always felt that such translating dictionaries are terribly limited, because they see their own role as trying to find drop-in replacement words, however they don't try to explain what aspect or sense of the replacement word is correct.  Sample sentences go a long way to rectify this problem, but they are usually too sparse.  A better style of translation dictionary would give a longer definition, or explain whether the origin word has emotional content, whether the connotation is positive, negative, or neutral, etc.

Take for example 「しつこい」and「ねばりづよい」... Even the Green Goddess defines these as "persitent", "tenacious", etc. and even their sample sentences don't effectively convey the depth of negative-versus-positive connotation of these words.

One thing I try to do from time to time, is to use the excellent Koujien on my Casio, but my Japanese isn't up to anywhere near good enough to use this and expect to learn anything... it's usually just depressing, but occasionally I get something out of the experience (getting better slowly....).

Newcomer's Board / Re: Question About TG16 rom pointers.
« on: October 24, 2012, 08:46:42 pm »
OK, first thing you need to know is that the memory is not 'flat', so the processor doesn't look up an address at such a large number.
In fact, the CPU only had a 16-bit address bus, so it can only address memory locations up to FFFF.

In order to make up for this, the NES uses a vareity of external circuitry called "mappers", but the PC Engine uses a single uniform system which is actually built into the CPU.

On a PC Engine, the memory map is divided into 8KB blocks (ie. 0000-1FFFF; 2000-3FFF; 4000-5FFF, etc.), and these memory areas are used as apertures into the larger ROM.  The CPU uses internal registers called "MMRs" which refer to which 8KB block of the ROM is "mapped" into that area of memory at that moment.

0000-1FFF = MMR0 (this is normally mapped to the hardware area of the memory map, value of FF)
2000-3FFF = MMR1 (this is normally mapped to the 'scratchpad RAM' area of the memory map, value of F8)
. . .
E000-FFFF = MMR7 (this is normally mapped to the first block of the cartridge or system card)

So, that is to say, your text at 0002E750 actually means:
- block 17 (hexadecimal) (since 17 hex * 8KB = 0002E000)
- offset 0750 into that block

And it is addressed in memory at one of the following locations (depending which block is looking at that ROM block):

0750, 2750, 4750, 6750, 8750, A750, C750, E750

...But since three of those possible locations are generally pointing elsewhere in the ROM (ie. not block 17), you can probably assume that the CPU has that area mapped in at one of these locations: 4750, 6750, 8750, A750, C750, and you can search for pointers containing those values (don't forget, least-sgnificant byte first).

See more detailed information here:

ROM Hacking Discussion / Re: FEIDIAN Dumping/Inserting PCE Tiles.
« on: March 18, 2012, 05:13:49 pm »
I've already done substantial work on extracting graphics on this game (but using my own tools).
I have no problem sending you what I have, and helping out with the project.


Script Help and Language Discussion / Re: "and/or" in Japanese
« on: February 11, 2012, 05:33:37 pm »
"ka" is similar but not equivalent.

"Aか Bか..." means something like "whether A is the case, or whether B is the case..." .

The English "and/or" has a stronger feeling that the set of items is limited to only the list which is presented, whereas the Japanese has the sense that other things are simply not part of this discussion (but may exist).

There is also "to ka", but this has a much more casual feel to it, and implies a set of things which is not restricted to the list presented.  More like a slangy list of examples, rather than a proper set of things.

Script Help and Language Discussion / Re: Kimagure Orange Road Stuff
« on: July 28, 2011, 11:37:22 am »
NOTE: I picked "precognitive" instead of "foresight" because I think it sounds better. My dictionary lists both as possible renderings of 予知.

How about "premonitions" ?


Gramps: "It's gotta be during summer break, got it? You've got until the end of summer to pick a bride. Even if you make a mistake you're both in trouble."

NOTE: I'm not sure about this one.

How about "It's gotta be during summer break, got it? You've got until the end of summer to pick a bride.  Even if it's a bad choice, you're stuck with each other !"


ROM Hacking Discussion / Re: PCE/TG16: Moto Roader
« on: May 16, 2011, 10:15:15 pm »
The PC Engine is great fun to do stuff with, and Mednafen's debugger is also excellent.

While I'm not doing any hacks at the moment, I've done various things over the years (though they've mostly been just making things work, rather than modifying game behavior).  Tomaitheous has been much more invovled in serious hacks for the PCE.

While I'm not a huge fan of car-race games, I'm always interested in any hacks etc. which come along.

News Submissions / Re: Translations: Lady Sword English Patch 1.0 Released!
« on: November 30, 2010, 09:18:22 pm »
Well done !
I'm always happy to see more PC Engine translations.   :)

News Submissions / Re: Translations: JPN Translations Project Updates
« on: September 01, 2009, 05:46:50 pm »
I was able to get the text extracted for the PC Engine version of Emerald Dragon (with a few hints from Nightcrawler) - not sure, but maybe that information woudl help with getting the X68000 script extracted too.

(It's a standard LZSS with a 256-byte buffer and nybble-size sequence identifiers, but the "real values" of the offset and length information need to be adjusted slightly from standard).

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