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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 11-04-06 05:20 PM, in A Celebration of Many Things Link
Huzzah!


The violent death of spambots is always worth cheering for.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 11-08-06 02:18 PM, in Zelda 3 ASM hacks Link
I just thought I'd use this thread to mention my own intention to work on a Zelda 3 hack once MoN's editor is complete. We've spoken back and forth some months ago about it, and while I'm by no means lazy or unwilling to learn, I've found Hyrule Magic to be obtuse in design and overly inflexible in its capabilities. I've got too much other stuff on my plate to devote to learning it, so in the meantime I'm waiting for MoN's editor.

We'll see what it looks like, but I think I'll be able to do some really, really nice things with it when it's available

Edit: Which reminds me. Math, what sort of solution have you got in place for editing the event script assembly? Changing that will certainly be a big part of my hack, and while I can do it manually (in xkas) it'd be nice to have something built into the editor


(edited by Gideon Zhi on 11-08-06 01:20 PM)
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 11-08-06 03:21 PM, in Zelda 3 ASM hacks Link
I'd actually really like to see that day/night code. I was hoping to have semirandom weather effects built into my hack; day-night stuff would be neat too! So long as I can tweak it to be enabled on a per-world basis - the concept of my hack casts the dark world/golden realm simply as another region of the world where the sun never sets, at least initially.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 11-09-06 06:28 PM, in Seeking a NES game but don't know its name x_x' Link
Not sure about the second, but the first is Power Blade and the real version of the third (i.e. the version that they hacked Mario on top of) is called Armadillo.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 11-26-06 07:27 PM, in Super metroid hack: Ice. Link
I can't speak for anyone else, but I certainly have absolutely no interest in this until you at *least* convert those images into links, if not directly embed them into the message. You're basically making us excersize and unduly large amount of effort to even see what your screenshots look like, and I for one am simply not going to indulge you.

Sorry.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 11-29-06 10:21 AM, in Playstation Translation (Video) - Super Robot Wars Alpha Gaiden Link


I figured this didn't exactly belong in the screenshots thread, 'cuz it's not really a screenshot, is it! Besides, the amount of work I've put into this in the past week really deserves more than a "oh hay guys this is my project" post.

This video shows off 1) TIM replacement, for the series titles in the demo sequence, 2) character names replacement and pointer editing for combat sequences, which are stored in a separate file in the ISO, and 3) the successful dynamic dumping and recompiling of the combat sequence quotes file. No spoilers are contained herein, as this video plays when you let the game sit idle at the title screen for about 30 seconds.

Featured in this video, in the order of appearance, is....

Mazinger Z (Kouji/Mazinger Z vs AI)
Gundam Wing (Heero/Wing Zero Custom vs Wufei/Shenlong)
Macross Plus (Isamu/YF-19 vs Guld/YF-21)
Raideen (Akira/Raideen vs AI)
Xabungle (Jiron vs Timp)
Getter Robo G (Ryou/Getter vs AI)
Zeta Gundam (Kamille/Zeta vs Jerid/Baund Doc)
ComBattler V (Hyouma/ComBattler vs AI)
Dancougar (Shinobu/Dancougar vs AI)
V Gundam (Usso/V2 Gundam vs Mariemaia Army Soldier)
Great Mazinger (Tetsuya/Great vs AI)

See the video here!

No release yet, unfortunately; there's a good four megs of text in the game, a sizeable chunk of which has not been translated yet. Chrissy, the project's translator, is beyond dedicated though, so it'll definitely get done eventually! This post is simply to try to bring the project a bit more into the public eye.

Super Robot Wars, for the uninitiated, is a strategy/RPG. It is somewhat similar in gameplay to Fire Emblem, Shining Force, or Advance Wars; you move your characters around on a square grid and have them attack each other. SRW's big selling point, however, is that it takes characters from a number of different anime series and throws them all together into the same world and plot. The usual claim is that "anime games suck", however Super Robot Wars has not only been around since 1991, but there are as many SRWs as there are Megaman titles - and with each new game, SRW has gotten steadily more refined. By the time the fifth title (SRW4 in this case) came around, the system and plots had begun to get quite a bit more refined; by Alpha Gaiden, featured in the above video, it has become world-class. SRW is one of the top five game series in Japan, rivalling the greats such as Dragon Quest and Final Fantasy. It is -big- and it's a hell of a lot of fun.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-06-06 11:48 PM, in Progress of FF6 Gba rom hacking project. Link
More than likely, this is going to Thai.

Also, there's plenty of kanji. SOUJIN is the only character who doesn't seem to use much of it.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-06-06 11:53 PM, in Playstation Translation (Video) - Super Robot Wars Alpha Gaiden Link
Originally posted by Metal Knuckles
SSSHHHHIIINNNEEE SSSPPPAAARRRKKK!!! ZOMG!!!

I've already given comments for this translation at the other forums, but seeing it go is just that much greater. And I'm glad to see the sudden amount of work you put in. As of 3 days ago, saying barely any battletext was translated, to now with this. My god, did you put the duck into the oven when it came to progress this week! It's all summed up by a solid "OMGWTF".


This was actually a two-part deal. Coding the dumper, the first part, was completed quite a while ago. We weren't able to test most of the actual text until only just recently, however, as the rebuilder program for the combat strings binary was being annoying. I sat down one night a few weeks ago, determined to get it working, and within a few hours, I did! So I passed it over to Chrissy, and collectively we decided to get done one of the demo sequences so we could take a video of the game in action. It's just too cool for static screenshots
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-07-06 12:02 AM, in General Project Screenshot Thread Link
Reworking my old Ys 4: Mask of the Sun translation. This time, it will work on your copier. Script was slightly wooden before so it's getting spruced up, and we've added a pretty new font to boot. It's also got a new 24-bit text load routine on top of its old 1000+ word dictionary compression, so space is most definitely not an issue.





Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-07-06 08:19 PM, in ROM Structure Link
What Kej has said is mostly correct.

SNES ROMs can have two different kinds of headers - a copier header and a cartridge header. The data in the last 64 bytes of the first bank (C0:FFC0 hirom, 80:FFC0 or 00:FFC0 lorom) is the cartridge header. This contains things such as interrupt and reset vectors, the name of the cartridge, things like that. This header *must* be present.

A copier header, on the other hand, is 512 bytes of (for our purposes) vestigal data. This provides some small information to a backup unit when the game is run from the backup unit's internal memory. (This has nothing to do with programming your own carts, Kej.) For the purposes of romhacking, the copier header serves only to confound calculations and make things more complicated than they should be. Delete it.

Otherwise, you might want to look into lorom/hirom, fastrom/slowrom, and cartridge pinouts. I can tell you about lorom and hirom addressing, but I'm hungry and I haven't eaten since breakfast. Food is more important right now
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-08-06 11:42 PM, in ROM Structure Link
This is, again, mostly correct The only thing I have to add/change is that LoROM $80-$FF can be mirrored at $00, although I'm not sure what exactly happens past bank 3F. It could be that you can address up to 28 megabits in lorom mirrored $00 range (up to bank $6F) but I'm not positive of that. I've also seen situations were LoROM games use HiROM addressing for certain data (see Super Robot Wars Gaiden...) but I don't really know much about how exactly that works, I just know it does.

Also, Static RAM begins at bank $70. Work RAM is contained in $7E:0000-$7F:FFFF irregardless of LoROM or HiROM mapping.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-12-06 12:31 AM, in General Project Screenshot Thread Link
Here are some screenshots of a new translation project ("Real Robots Final Attack" for the PS1.) They reflect current progress quite well - I expect I'll be finished with major hacking operations on this tomorrow, but I need to actually, well, beat the final boss first so I can see how the unlockables work...





The game plays quite similarly to Cybertroopers Virtual On. It's very good, but then, I'm a sucker for Virtual On


(edited by Gideon Zhi on 12-12-06 12:14 AM)
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-15-06 01:34 PM, in Burning Sega Creamcast CD. Can I get some help? Link
Mind you, an unfortunate side-effect of making a disc self-booting is that the music on games that use the DC's equivalent of Redbook Audio will be out of synch - it'll be playing the wrong tracks at the wrong times.

That said, there are ways to turn a nonselfboot disc into a selfboot disc, but I don't know any of them offhand. There might be some tutorials on DCEmulation; I'd check there first.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-19-06 12:21 AM, in General Project Screenshot Thread Link
Chaos Force, I really like the "one large level" idea, and I'd like to try out your first hack as well. Could you post a link? Mind you, I don't try out many gameplay hacks, so the simple fact that yours has intrigued me ought to be something to be proud of

I do have a few questions, admittedly. How does saving work? If it doesn't, is the game small enough that it can be played in a single sitting, or are you relying on the player's ability to use savestates?
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-25-06 07:32 PM, in ROM Memory banks Link
Originally posted by Alice
HiROM is more efficient, since LoROM has 32K of unuseable blank space after every 32K of data. HiROM also means you can have smaller code and tables by using 2-byte pointers more often.


What the hell? This information is completely incorrect. Please don't shoot your mouth off on subjects you obviously know nothing about.

LoROM databanks are 32K, yes. They are stored consecutively, just like any normal file. There are no empty banks or anything similar between each LoROM bank unless the programmers were stupid and made the game that way; rather, the lower 32K of address space is wired to various registers and a bunch of the first 32K of WRAM ( the $7E/0000-$7E/7FFF range, specifically.)

HiROM databanks are 64K. The only functional differences between LoROM and HiROM are that 1) you can fit more data into a HiROM bank, which doesn't necessarily mean you'll be able to "use 2-byte pointers more often" because you could just as well have a small table of 24-bitters pointing to different tables of 16-bitters in different rom banks, and 2) you can't access ram by loading or storing from addresses below $8000 - you actually need to modify the DBR or do indirect loads if you want to get at ramspace.

Both have their advantages and disadvantages, and I personally can work with either; the only reason I prefer to work with HiROM titles is that it's slightly easier to convert back and forth between SNES HiROM and a file address than it is with LoROM.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-26-06 03:50 AM, in ROM Memory banks Link
It would be nice, certainly. It's probably theoretically possible, too.

There are actually ways to "trick" data load routines into ignoring bank boundaries. I used one of these in Shin Megami Tensei II's translation; when the text load counter overflows the edge of a bank, it just increments the bank number and starts at the "next" byte. Works wonderfully, and I was able to insert the script sequentially without regard for bank boundaries. You have to specifically program for this, though.

Also, far as I'm aware, you can access a full 32mbit with lorom addressing provided your origin address is in bank $80. Further, in SA-1 mapping (unconfirmed - certainly the case in SRW Gaiden) you can access both hirom and lorom space. Threw me for a bit of a loop when I first encountered it.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-30-06 03:17 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
This looks pretty cool. I've just downloaded and patched the game to make sure it works; I'll try it out tomorrow afternoon when I'm not pushing a major deadline and actually have some free time.

In the future, though, do note somewhere that the patch should be applied to a rom with a 512-byte copier header. Because I was unaware of this requirement, I initially ruined a perfectly good Super Mario World ROM image simply by applying your hack to it. Further, such instructions will keep people from wondering why their game blackscreens when the patch is applied :p
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 12-31-06 06:01 PM, in Zelda: Parallel Worlds *Released!* Link
Incidentally, I feel I should mention that "Sahasrala" was amistranslation on Nintendo's part. I believe he was, instead, supposed to be named for the Sahasrara chakra despite the obvious lack of any -other- bhuddist references in the series...
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 01-05-07 08:31 PM, in NaNoWriMo Link
I've done Nanowrimo... five times, I think. I started years ago, so keeping track is starting to get confusing. Haven't finished either, not once, but I don't use it for its stated purpose; rather, I use it as a way to get a lot of writing done in a short span, which I'll be motivated to continue later.

In past years, I've always tried to write the same novel, and I'd always failed. Last year I got the farthest I'd ever gotten - about 22,000 words I think - but I did eventually go on to lengthen that into a complete 75,000 word novel (which I just sent to Random House last weekend, in time for their First Young Adult Novel contest deadline). I'm extremely pleased with how it came out, and am in the process of crafting a half-sequel (same setting, character cameos, new plot and central cast.) I managed about 10K words during this year's Nanowrimo before folding under the increasing burden of romhacking projects, hah. I rather like it so far though; it's got some very cool characters and some fantastic twists planned, so I'll definitely be finishing it at some point.
Gideon Zhi

Keese








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

Last post: 5910 days
Last view: 5907 days
Posted on 01-05-07 11:28 PM, in Need a Japanese translator? Link
You shall be hearing from me before this message hits the board.
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Acmlm's Board - I3 Archive - - Posts by Gideon Zhi


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