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#31
Newcomer's Board / Re: How can I set a variable e...
Last post by FAST6191 - September 29, 2023, 10:55:18 PM
Every few frames is more tricky. Is there a particular reason you want that over a constant write?

For the basic constant write (which might well be once a frame*) then GBAATM-rebirth can hardpatch a cheat into a game
https://gbatemp.net/threads/gbaatm-rebirth-gba-auto-trainer-maker-a-new-hope.564321/
More links on the formats below

Every few frames then means you will want something that acts as a counter (games usually have several, you might be able to latch onto one) and only activates under certain conditions. GBA cheat engines are capable of the conditional part, and you probably could do an addition and greater than reset and equal to therefore write.
https://doc.kodewerx.org/hacking_gba.html
https://problemkaputt.de/gbatek.htm#gbacheatdevices

*there are two ways of doing a cheat hardpatch. 1) is you do as most cheat engines do and add something to a vblank (once a frame the normal execution is halted and while ostensibly for updating the screen a lot of other stuff happens, often including a cheat engine). 2) is you find whatever is altering your area of choice and kick that in the head (something may well be removing one second from a timer every second, change the sub into a NOP and no more clock).

If you are sticking with PC emulation there is also the option for a lua script. Lua is fairly widely used amount the tool assisted speedrun world, and some others as well, and has options to... it is a full programming language and the emulators also provide frame advancement and probably counters as well. I am not sure what we are suggesting these days for GBA emulators with it (I normally see it on the DS if I am doing anything, or far older stuff).
#32
Personal Projects / Re: Bunkai's Tinkering, Serve...
Last post by Bunkai - September 29, 2023, 09:59:12 PM
#33
Personal Projects / Re: JP->EN Kidou Senshi Gunda...
Last post by PTwr - September 29, 2023, 08:40:40 PM
Ace Mission text is 90%+ done.
Could only play through 6 out of 10 Aces without progressing story, but that's 13/20 actual missions.
Now that I saw Gaia ugly mug I identified bastard and translation was quickly fixed :)



Some translations that are shared between two places will need to be tweaked to look good in both:


But both game and my patcher program can deal with per-screen texts.
#34
Newcomer's Board / Re: Need help in hacking GBC g...
Last post by hmsong - September 29, 2023, 05:56:15 PM
Oh wow.  My Rom's CRC32 is a089c656, it seems (according to https://emn178.github.io/online-tools/crc32_checksum.html).  Which one is the "good" one?  I'm guessing one of the ROMs has something unnecessary, hence why the different CRC32 number.

Also, thank you for finding that information.  It works!
#35
Personal Projects / Re: JP->EN Kidou Senshi Gunda...
Last post by MD_Prometh - September 29, 2023, 05:22:08 PM
It's great to see someone tackle this game, more Gundam game translation projects are welcome. Hopefully you can get the radio chatter implemented natively, R?MJ and Iblard show that it can be done. I don't think people will mind if the text covers the screen, as long as it can be read that's what counts.

FYI, I think that earth should be Earth to be consistent with the Nozomi subs of 0079. Also, have you considered adding in a VWF to fit in more text?
#36
Script Help and Language Discussion / Re: Pokemon Trading Card Game ...
Last post by FCandChill - September 29, 2023, 05:01:53 PM
Thanks! I updated the table file with your corrections along with some other miscellaneous corrections. I also updated the script file.
#37
ROM Hacking Discussion / Re: Graphic consultation MK3 N...
Last post by drax01 - September 29, 2023, 12:56:51 PM
Quote from: Cyneprepou4uk on September 21, 2023, 04:53:35 PMUltimate Mortal Kombat 3 (14 People) (Unl) [!].nes

0x0671C = cursor X and Y position, 2 bytes per each portrait


0x0829F = cursor destination when pressing right/left/down/up, 4 bytes per each portrait


0x076CE = CPU opponents list starts from here, don't know how many of them exactly (I only know that 32 max)



Ready, thanks friend, now yes! I'm fine now.  :woot!:   :thumbsup:   :laugh:

#38
Newcomer's Board / Re: Need help in hacking GBC g...
Last post by Nezz - September 29, 2023, 11:50:58 AM
May I point out that you haven't even told us which ROM you're hacking? I found one with CRC32 048AEC38, but that would be the "SGB Enhanced" version, not the one from the screenshot on page 1. This one, however, does break on 4442 on an item drop, so looking at that:

The RAM address you had identified gets loaded with the value of BC. At 443B, BC is loaded with 020C, but that is skipped if 4436 calls its subroutine, 4CA5.
Looking at that:

It calculates an offset and 4CB8 applies it to 4E35, and BC is loaded with that value.

So my guess would be that the item table starts at 0x34E35 in the ROM, each item is 2 bytes and the default item is 0x020C.
#39
Personal Projects / Re: Metroid: Zero Mission colo...
Last post by Piggy Chan! - September 29, 2023, 11:36:35 AM
It would be a bit of work, and I have another project I want to finish first (self-imposed deadline, related to the game's upcoming anniversary), but it does seem unfair of me to have initiated this project on the US version of a somewhat story heavy game while I was extra careful to use the international versions of FF4 and FF5 Advance for those patches. I'll definitely consider it.
#40
Personal Projects / Re: JP->EN Kidou Senshi Gunda...
Last post by PTwr - September 29, 2023, 10:07:19 AM
Progress going stronk.
UI is 90%+ done, some text is in textures
All texts were MTL'ed then turned into mostly proper English. There will be numerous TL errors and/or text not fitting on screen, but I am correcting what I find as I play through the game.
Some text layouts also have to change, as in many places two-character Japanese "word" has to be replaced with numerous Latin letters.

Here I changed from "table" layout of key-value display of weapon stats to inline, which moved colons around.
It can be fixed by either:
1. Adding bunch of spaces to "sometext : @variable@" string, not very precise due to variable-width font being used in most places.
2. Splitting description and variable back into two strings, and using StringGroup TabSpace to move them left/right. Annoying to use as i have no idea what the value is relating to.
3. Modify 3D Model Bones/Materials, where exact position of text field is encoded. Not supported in my current patcher.


Unpacker and Patcher programs have been prepared if anyone wants to check out current progress.

I have also tested riivolution on-the-fly patching, it appears to be working correctly and will simplify patching process once I switch to it.

Character names during chat sequences are, annoyingly, a texture. I have located where they are in game files and there won't be much problem to replace it. But for now I am delaying it as I can use Dolphin Custom Textures for testing.


Current blitz is targetted at getting all the campaign briefing and in-battle objectives translated, which will make game fully playable in EN. Although you'd miss on a chunk of backstory.