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04-23-23 08:48 AM
Acmlm's Board - I3 Archive - - Posts by Gideon Zhi
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Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-12-06 03:02 AM, in Translation Release: Esper Dream 2 (omg konami vrc6) Link

It's done and it's a lot of fun!
Relevant linkage: Aeon Genesis

For those of you unaware, Esper Dream 2 is an action/rpg for the NES. Our hero is an ESP-endowed bookworm who is charged with saving the precious Rings of the Book Worlds from evil monsters! The plots (as there is one for each world, along with the overarching thread) are fairly simplistic, but it's a fairly fun game nonetheless!

This translation is from Japanese into English, and features an 8x16 font hack (the original was 16x16 and, if you ask me, looked rather nasty.)
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-12-06 03:17 AM, in Translation Release: Esper Dream 2 (omg konami vrc6) Link
I've been at this for over seven years; I'd better be producing quality shit by now
It's already gone through an extensive bout of in-house testing. I've played through it fully and I've had two testers go through it too; they both found only a few issues, each of which were extremely simple fixes. I do not think you'll find any problems.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-17-06 08:12 PM, in This is what happens when stag019 get bored Link
In decimal!? For heaven's sake, why!?

One does not use decimal for romhacking. Romhacking with decimal is like trying to buy a pound of meat in a predominantly-metric nation.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-18-06 11:43 PM, in ROM Expanders Link
Uh... what? You never mentioned anything about supports or paired endings or anything. You didn't even tell us what you were working on. You just asked about expansion.

Care to be a bit more specific?
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-19-06 12:23 AM, in The Quick Quiz (Huh. Look. There's new stuff.) Link
c) cesium 133.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-21-06 05:51 PM, in What game(s) are you looking forward to? Link
I'm excited about Devil Summoner: Kuzunoha Raidou, Persona 3, Super Robot Taisen Original Generation 2, Touch Detective, and Contact. Less so about the new Zelda title and FF12.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 09-27-06 12:56 AM, in Translation Release: Madara (konami vrc6 omg) Link


After a more years than I care to remember, Aeon Genesis has finally released a complete translation patch for Madara on the NES. It's a decent game, with a superb soundtrack and some excellent cinematics; it's quite the technical feat for the NES, and the hacking work is absolutely top class. There are no known issues, so share and enjoy!

The plot revolves around a foundling babe whose arms and legs were chopped off, eyes gouged out, ears removed, throat cut out, and even his heart removed. The elder of Niso Forest, Tatara, fashioned mechanical replacements for the child's missing limbs, and named it Madara. Fifteen years later, the Moki generals who stole Madara's body parts have begun to overtake the Fuduraku continent, and Madara must journey forth to recover his real body, and in the process, his real strength, eventually to combat and destroy the evil Emperor, Miroku, who leads the Moki.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-01-06 09:04 PM, in Translation Release: Madara (konami vrc6 omg) Link
I didn't consider that an issue. It's literally impossible to move the cursor up one row without the code affecting every other menu in the game; further, if the item name and price are on the same line, everything after the 8th letter in the item name gets overwritten by the price, and it would have taken more code space than I had available to move the price up a line.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-02-06 06:45 PM, in A Super Metroid ASM question Link
Conceptually, something like this is fairly easy to code. You're basically describing a teleport room styled after Symphony of the Night; the assembly for your flag-checking is really very simple. Triggering it in the game, and teleporting the player to the desired room, is a completely different matter altogether.

I'm not a Super Metroid hacker, so I don't know how doors, room/palette/tileset swaps, and items/objects/savepoints work, but what I'd generally recommend is using the save platform as a template, linking it up with the door routines if possible when the player activates it, and doing the simple flag check then.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-03-06 01:13 AM, in Romhacking.net is down. Why is Romhacking.net down? O_O; Link
Nightcrawler's doing server updates. Tonight was an Apache upgrade; more are planned. Don't worry about it.

I know you already saw about that on RHDN's forums, but for the benefit of those who didn't...
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-18-06 03:47 PM, in F-Zero Climax - Translation Link
I do a lot of RPG translations, and most of my stuff features font width hacks. I don't do much GBA stuff though, and I don't really know the language, I can't really help you there. But you'll find plenty of examples of width-hacked text on my site. Here're a few examples...





Each and every one of these had its font width changed in some fashion or other. In the cases of Valken (upper left) and Madou Monogatari (lower right), a 16x16 was changed to an 8x16. In the case of Front Mission: Gun Hazard (middle left) a 12x16 was changed to 8x16; for Shin Megami Tensei 2 (middle right) a large-width variable font was changed to 8x16 fixed, to fit with the font from Persona 1 and Soul Hackers. Shiren (lower left) was already variable width but the widths were altered to fit the new font, and Cyber Knight 2 (top right) had its font code completely retooled by yours truly to be variable width (whereas the original was 16x16, I think.)
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-18-06 11:42 PM, in F-Zero Climax - Translation Link
Originally posted by Heian-794
F-Zero Climax isn't very text-heavy and we could certainly get by with an 8x16 font if that's easier to implement. Could it be something as simple as finding the place that tells the game to move ahead 16 pixels after printing a character, and changing that number to 8?


It... might be. That's the way it usually works on the PSX, anyway. I'm not too familiar with the GBA's internals, so I can't really say whether it's a tile-based system or not. If it does operate on a tile-based architecture (like the SNES), it'll be a lot more complicated than just changing a 10 to a 08.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-19-06 03:15 PM, in F-Zero Climax - Translation Link
It has nothing to do with text format. When you're dealing with a tiled font, you have to ensure that it only draws half the tile, its draw position is incremented by 8 bytes instead of 16, its tilemap routine tiles only one tile instead of two, and its tilemap position increment is halved as well. There's a lot that goes into an 8x16 font, but even then it's not nearly as complicated as a variable-width font.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-19-06 04:05 PM, in F-Zero Climax - Translation Link
Crazy thought, but have you tried overwriting the 16-bit text with 8-bit ascii? There's a decent chance that your game supports it, and will print it half-width besides. You might not have to do any funky assembly work, if you're lucky.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-19-06 05:50 PM, in F-Zero Climax - Translation Link
The same trick worked for me with Soul Hackers and the PSX Super Robot War games I'm working on Although I eventually want to program vwfs for them anyway, especially the SRWs, it's useful for initial testing.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-21-06 11:30 PM, in I apparently need approval for the romhacking forum. Link
How is noobman able to post in it, but not me? That's like letting Castro into the Vatican, but not an archbishop.

Edit:
Incidentally, if you need a resume, here's the list of completions I've completed.

Accelebrid
Another Bible
Assault Suits Valken
Ball Bullet Gun
Cave Story ~ Doukutsu Monogatari
Chaos World
Chester Field
Clock Tower
Cosmo Genesis
Cu-On-Pa
Cyber Knight
Cyber Knight 2
Cyborg 009
Dai Senryaku NES
Dark Lord
Dezaemon Famicom Version
Dezaemon Super Famicom Version
Dossun! Stone Battle
Dragonball Z Super Butoden
Dragonball Z Super Butoden 3
Esper Dream 2
Front Mission - Gun Hazard
Future Soldier - Lios
God Medicine
Guardian of Paradise
Gundam Wing - Endless Duel
Gunman's Proof
Hiouden - Legend of the Scarlet King
Jutei Senki
King of Demons
Liberation Army
Little Magic
Live A Live
Madara
Madou Monogatari SFC
Magical Drop
Magical Pop'n
Mobile Fighter G Gundam
Mobile Suit Gundam: Cross Dimension 0079
Monstania
Phantasy Star Adventure
Puyo Puyo
Recca - Raging Fire
Rockman 2
Rockman & Forte
Shin Megami Tensei
Shin Megami Tensei II
Shin Nekketsu Kouha: Kunio-tachi no Banka
Shiren the Wanderer
Star Fox 2
Super Robot Wars 3
Sylvan Tale
Tokkyuu Shirei Solbrain
Treasure of the Rudras
Warning Forever
Wizardry 1-2-3 ~The Story of Llylgamyn~
Ys IV - Mask of the Sun

:p


(edited by Gideon Zhi on 10-21-06 10:32 PM)
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-22-06 12:32 AM, in Translation: Actraiser Link

Aeon Genesis has released a complete translation of the multi-genre masterpiece, Actraiser. It is hopefully without bugs, and should be enjoyed immediately by all who read this news. Have fun!

For the doubters, this version contains many subtle changes, both in gameplay and in cosmetics, over the US version, and should prove to be a fresh and more difficult experience.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-25-06 12:39 AM, in Lik-Sang shuts doors thanks to Sony lawsuits Link
Originally posted by Millenia
Wow...over a power issue. You can get that taken care of at a RadioShack for fscking...


That's just why they -won.- The real issue is probably that they either can't or won't meet with European demand, and were upset that they were losing money to Lik-Sang, who was meeting the extra demand via imported PSP units.
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-25-06 03:44 PM, in Questions about hex editors, compare functions in them and kana/kanji in hex Link
Would you be interested in translating if I were to just give you text dumps of the game? I've already done quite a lot of work on it (as can be seen here.) A *lot* of the game's text is simply pictures in the rom; changing these around necessitates the remapping of the game's tilemaps, some of which I've done.

Also, I don't want to be seen as playing mod or anything, but I think this thread belongs in the actual romhacking forum, not in the releases forum. Just a thought!
Gideon Zhi

Keese








Since: 12-05-05
From: ...behind you! Boo!

Last post: 5910 days
Last view: 5907 days
Posted on 10-25-06 09:54 PM, in Questions about hex editors, compare functions in them and kana/kanji in hex Link
The name entry method is certainly an option sometimes, but not necessarily always; it was quite useful for Gun Hazard, but I think it's the only game I've worked on that I've actually employed that particular strategy. Normal relative searches generally work fine; you'll want a romaji relative searcher, which can be found on romhacking.net.

Sutte Hakkun's text, if I remember correctly, is encoded in 16 bits, meaning each character takes up two bytes. A lot of it's a weird hybrid of terminated and fixed length too, which makes it a bit of pain in the arse to dump :/

Generally what we do is get the kanji snapshotted from a tile editor, then write them up in a Japanese-enabled text editor for eventual insertion into a table file. From there we can dump the text using the table just as if the game had English text.
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Acmlm's Board - I3 Archive - - Posts by Gideon Zhi


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