11 March 2016 - Forum Rules
Started by abishur, September 24, 2020, 04:14:05 PM
Quote from: cccmar on September 25, 2020, 02:18:56 AMIf you end up needing testers for the text, let me know. I looked through the script once already for Filler years back, so I could do the testing of the full game as well to check everything in context additionally when all the text is in. For the menu entries you will probably need some ASM magic, so maybe Pennywise or Danke could tell you more about that. As for the credits, personally I'd put them at the end of the game somewhere, in the actual ending credits roll (I find that to be the best place for those), but that's just me.
Quote from: mikeprado30 on September 30, 2020, 01:57:25 AMGreat news, bro! Thanks for your work on this game. I hope to try it this week
***DAT***Loading places from RAM differ. I suggest breakpointing at a controller register after a button input first and making a savestate, to make debugging easier.PPU Write Breakpoint 07:C138: BD 00 07 LDA $0700,X @ $0799 = #$0D>07:C13B: 8D 07 20 STA PPU_DATA = #$00 07:C138: BD 00 07 LDA $0700,X @ $07A2 = #$0A>07:C13B: 8D 07 20 STA PPU_DATA = #$00 07:C138: BD 00 07 LDA $0700,X @ $07A3 = #$1D>07:C13B: 8D 07 20 STA PPU_DATA = #$00=========RAM write 07:CC75: A1 1E LDA ($1E,X) @ $B85D = #$0D>07:CC77: 99 00 07 STA $0700,Y @ $0799 = #$7E 07:CC75: A1 1E LDA ($1E,X) @ $B860 = #$0A>07:CC77: 99 00 07 STA $0700,Y @ $07A2 = #$02 07:CC75: A1 1E LDA ($1E,X) @ $B861 = #$1D>07:CC77: 99 00 07 STA $0700,Y @ $07A3 = #$7EROM Address of "DAT":0x1b86d=========Pointer calculations 07:D829: B1 53 LDA ($53),Y @ $9B2A = #$B7 07:D82B: 18 CLC 07:D82C: 65 1C ADC $1C = #$A6 07:D82E: 85 1E STA $1E = #$5D 07:D800: 65 1F ADC $1F = #$B8 07:D802: 85 1F STA $1F = #$B8 07:CC87: A9 20 LDA #$20 07:CC89: 18 CLC 07:CC8A: 65 1C ADC $1C = #$86 07:CC8C: 85 1C STA $1C = #$A6 Termination for pointer?>07:CCAF: C6 1A DEC $1A = #$02 07:CCB1: D0 AA BNE $CC5D ;load as a constant. Not sure how "LOOK" is handled. 07:D804: A9 02 LDA #$02 07:D806: 85 1B STA $1B = #$02 07:D808: 85 1A STA $1A = #$02
Quote from: FCandChill on October 05, 2020, 01:59:46 PMTakeaways:* Pointers are programmatically generated.* Length of string probably loaded into A from "LDA #$02". Not sure how "LOOK" is handled.With this, I'll say expanding the menu will be a pain in the butt. The code is kind of hard to follow too. Doesn't help that each menu entry's pointer is programmatically calculated.I suggest just removing the dakuten support. This will prevent you from having to move stuff around.Also, I would suggest expanding the rom instead of sacrificing the script. How are you inserting the script? Can you provide the Japanese and English table files?
Quote from: abishur on October 06, 2020, 12:03:13 AMSo the thought of learning how to deal with rom expansion along with basic changes seemed daunting. The second issue is that I can easily write to a cartridge that is configured for UxROM mapper 2 (the format Zoids BotCC uses) and I decided that for this project a primary goal would be to have an end product that was faithful to the translation while at the same time could be played on the same hardware the game was initially designed for.
Quote from: FCandChill on October 06, 2020, 12:28:07 AMYikes, it sounds like you're manually inserting dialogue into a hex editor:
Quote from: FCandChill on October 06, 2020, 12:28:07 AMPlayers won't notice the mapper is different unless they check the file size. I would strongly suggest you expand the rom so the translation isn't compromised. If you have the ability to have more space, take advantage of it. You'll have a better translation as a result.
Quote from: cccmar on October 06, 2020, 10:26:21 AMYeah, we'll need to do another run, because if you play the game legit the NPCs which give you items on the first main continent seem borked. Not sure if the same pertains to the experience system. I'll just grab the savestates before each item (the Ultrausarus' parts work fine, it's just the items for Gojulas).
Quote from: cccmar on October 06, 2020, 11:52:04 AMIt still is, seemingly. Like, the Communicator in the first town - it seems to be mixed up with Float, but I think the correct item appears in your inventory. This will need some more work, but other than that it's just the minor stuff left it seems. The problem is that all of those items are hidden beyond invisible stairs pretty much (pretty common design back in the 80s), but hopefully I'll get it done fairly quickly.
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