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04-28-24 10:20 PM
Acmlm's Board - I3 Archive - - Posts by magno
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magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-15-06 07:39 AM, in I need help with Mytical Ninja (SNES) Link
Hasn't had enough information with that I provided you, DarkN?

I have just answered your email. By the way, I never told you OAM has the tile organization; OAM has the data for sprites, 128 at most, using 4 bytes + 2 bits for each sprtie, making a total of $220 bytes (that is the size of the whole OAM, which is a separate video memory).

About your question, you can find OAM table at the beginning of ZST file, just befor $00:0C13. If you really wanted to have the address, you could have asked me for it


PS: That lines which the addresses of a ZST is pretty equal to the email I sent you the last day..................................


(edited by magno on 02-15-06 06:44 AM)
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 03-20-06 08:56 AM, in Secret of Mana 2 / Seiken Densetsu 3 in Spanish released! Link
Well, I think the title explains itself We have managed to translated this doomed game (it was dificult indeed!) based on that fabulous translation from Lina Chan and Neill Corlett from scratch (I mean, wtihout any help from Neill nor other romhackers).

If you want to get the patch, go to http://www.nekein.com/magno (in spanish).

I am also making the insertor utility I programmed suitable for translations to other languages, but it is not complety finished yet.
Maybe is anyone interested in it, maybe translating it into Brazilian/Portugues, Italian, Swedish, Norwegian....?
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 03-20-06 02:20 PM, in Secret of Mana 2 / Seiken Densetsu 3 in Spanish released! Link
I didn't use your patch, man.
I took a savestate from the German version, took the graphic from VRAM and and recompressed it into the game.

Anyway, if there is any problem about using the same graphic, I will modify it in the next version I release, although I think the new graphic will be pretty much the same as the current one and will say too "Secret of Mana 2".
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 03-20-06 04:46 PM, in Secret of Mana 2 / Seiken Densetsu 3 in Spanish released! Link
Ops, sorry, I misunderstood you, dude.... I thought you wanted credit for making that logo

Yes, of course, you may use anything you like in the patch. I have just changed the logo to darken the borders a bit, but I will updated the patch in some weeks.

The compression scheme was LZ for the title screen and the ASM code which decompress it is attached to this post as "SoM2_title_logo_decoder.asm".

The compression scheme for the logo in the credit screen was some kind of RLE with pattern: the chunk of data begins with a bit-pattern in a byte: if the bit is '0', the byte to the output ir read from the input; if the bit is '1', then the byte sent to the output is the the one which was outputted two bytes before the last one; this way, the compression ratio is higher for 4BPP tiles as each two layers are empaired. The code for decompressing it is in the same file at the bottom.

Attachments

SoM2_logo_decoder.txt (23353b) - views: 59
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 03-21-06 10:17 AM, in Secret of Mana 2 / Seiken Densetsu 3 in Spanish released! Link
Originally posted by d4s
nice work, but honestly, i think that the logo both of you took from the german patch sucks. alot.



I think you are completly right, d4s And we aren't the only ones who think that, but I aren't too skillful with tile editing... It took me 3 hours to make the credit logo, and it was smaller than the title one... Anyway, I'll try my best to make my own logo for a future update.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 03-31-06 08:11 AM, in Secret of Mana 2 / Seiken Densetsu 3 in Spanish released! Link
Originally posted by iamstillhiro1112
Yo quiero secret of mana zapatos.


Uh? That makes no sense in Spanish. If you mean you want Secret of Mana to be re-translated, it will be soon.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-15-06 06:50 PM, in SNES Pal - NTSC differences Link
Hi!

I would like to know what are the differences between NTSC and PAL SNES games and hardware. I know all about NTSC and PAL systems, so what I want to know specifically is:

- Is there any changes in code between PAL and NTSC versions? NTSC NMI gap time is shorter than PAL one, so I suppose NMI routines would do their stuff in shorter time; anyway, I don't think that means major changes in code. NTSC resolution is bigger than PAL so... NTSC SNES has a higher resolution than PAL one? I suppose it doesn't, as both would have 32x32 tiles in screen.

- What are the differences between PAL and NTSC cartridges? Maybe only CIC chip? I mean, if I change that chip, I could play NTSC games in PAL SNES? I can't figure out why not

- I think major differences are in SNES hardware; NTSC SNES video sub-system is different than PAL one, but I heard about some way of using NTSC SNES video chip to play PAL games. Is that true?


All those questions are about changing ROM contents in NTSC cartridges to play them in a PAL SNES. I would like to know what should I change to do that.

Thank you all!
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-16-06 09:18 AM, in SNES Pal - NTSC differences Link
So both NTSC and PAL game source code are the same?
Which way an SNES PC emulator does detect which type of ROM is then? Looking at ROM header at bottom of first bank?
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-16-06 09:49 AM, in SNES Pal - NTSC differences Link
So if I change the right byte in the internal header, could I be able to play a PAL game in an NTSC system or viceversa?
That means that if there are differences in some games, as MathOnNapkins says, that differences are programmer's whim, and not necessary for NTSC or PAL conversion, doesnt't it?
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-18-06 12:55 PM, in SNES Pal - NTSC differences Link
Changing the "Video Type" byte in the internal ROM header changes the video playback rate in ZSNES and SNES9x. I guess the real hardware must do the same thing to detect it. That means video subsystem will interrupt the CPU with NMI more often in NTSC than PAL but the code executed during that NMI will be the same, so the re-calculated position of any sprite will be the same too. Then, the animation of any movement will be slower in PAL.
If the programmers want to achieve the same animation speed in both version, PAL version code must be changed to re-calculate properly the position of any sprite.

Am I wrong?
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-18-06 03:18 PM, in SNES Pal - NTSC differences Link
Maybe you don't get my point, HyperMackerl My original question was what were the differences between a NTSC game/cartridge and a PAL one; I got to conclusion that SNES "knows" which type of game is reading the internal header (which other way could it use to figure it?) so if I change that byte, the only difference should be speed playback.

If you got my point and it is me the one who doesn't get yours, then tell me please what would be the problem in doing what I told last reply.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-18-06 06:12 PM, in SNES Pal - NTSC differences Link
Well, actually SFC japanese cartridges are exactly as PAL ones so they fit in PAL consoles. I don't think a game can detect which system has been slotted in, as any game has such logic and I don't think it could be detected by software (maybe I am wrong and would delighted of being told about what is my mistake).

Anyway, you said something essential to understand the very source of my doubt:
If you do manage to put a PAL game in an NTSC SNES, it will either run at the wrong speed
Is that the only effect of playing a NTSC game on a PAL SNES? That's what I want to know and why.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 06-19-06 11:57 AM, in SNES Pal - NTSC differences Link
Thank you veru much, d4s! That is just what I wanted to know!

I did all these questions because I want to begin some project like Super Flash Card and those kind of dev cartridges. I think I worked too much in SNES ASM till now and wanted to try with real hardware. My aim is to develop that kind of generic dev cartridge and then release all information to public, as I think there is a lot of information about that but not really useful. I plan to release VHDL code, schematics, parts used and things like that.

I have visited your web, d4s, and that SNES seems a hit, but there isn't any information about how you did it, and that's why I want to do something that may be useful to others.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-03-07 04:16 PM, in Request for approval from Magno Link
Hi,

I am a Spanish romhacker since 1999 and would like to ask for approval for posting on Romhacking forum; I registered Acmlm forums some years ago and I even posted some answers on the forum to help people mostly with 65C816 ASM doubts, SNES hardware and so on. I have done some important translations into Spanish: Secret of Mana (with my own VWF font and a lot of bug fixed from the original PAL version), Tales of Phantasia (based on the patch from my friend DarkeForce, which I improved), Chrono Trigger, Seiken Densetsu 3, SoulBlader and I am currently working on Treasure Hunter G. I have also programmed some utils to translate Chrono Trigger and, more recently, a powerful tool to translate Seiken Densetsu 3 into any language easily (currently being translated into some language).

My homepage is http://welcome.to/magno (in Spanish), where you can see some screenshots from my translations.

Thanks!
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-03-07 08:08 PM, in Seiken Densetsu 3 / Secret of Mana 2 Multilingual Link
Hi everyone,

I have programmed a full utility for translating Seiken Densetsu 3 into any languaje easily, no complex knowledge of romhacking needed; the only you need to know is how to edit tiles. The tool was created a year ago when I finished translating SD3 into Spanish but I have been all this time improving it to make it easier and more powerful.

Some features of this tool are:

- Translate the secret music test
- Translate the 8x8 city names that appears when flying with Flammy
- Translate the begining and ending credits
- Translate the full script up to about 700 kbytes of text (20% more text than the english
version due to a better script optimization and relocation)
- Translate all items and magics
- Translate the intro easily, with optimization of text tiles for it
- Select the best compression parameters for each kind of script size
- Change the 8x16 dialogue text font, the 8x8 menu text font and the 16x16 intro text font
- Change "The End" graphic
- Change "INN" graphic (both versions of this graphic)
- Change "PUB" graphic (all three versions of this graphic)
- Change "Seiken Densetsu 3" / "Secret of Mana 2" logo in the begining credits
- Change "MISS!" graphic and energy loss number font
- Change level up statistic graphics
- Change all menu graphics
- Correct the graphic bug in the STORE menu



Maybe some of you want to see screenshots to prove what this tool can do; these screenshots were done to a guy called WedNESDay on nedsdev forums, but I think it is anyway useful as an example.

Here there are some screenshots as prove of dialogue text editing and graphic editing.





Here you can see how new characters may be added to the game's charset and that you can locate enemy names as you like during battle.






If anybody is interested on this program, please contact me at [email]traducciones.magno@gmail.com[/email]. Currently, the tool is being used to translate the game into Italian.


(edited by magno on 02-03-07 02:17 PM)
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-03-07 08:25 PM, in 74LS139 vs MAD-1.... encoded? Link
Differences between both chips are about how many chips they can address; it is said that MAD-1 can address two code ROMs and a SRAM (although it can only a code ROM, of course) whereas LS only can address a ROM and a SRAM.

I will look for the doc where it talks about all these, which I was actually reading yesterday....
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-08-07 07:20 AM, in Seiken Densetsu 3 / Secret of Mana 2 Multilingual Link
Yes, you are right: it is based on his English translation, but with no support at all from Neill. I wrote him several emails 6 years ago with no answer from him, so I supposed he wouldn't mind me to hack his work to adapt it to any language. I fixed a few bugs on his work too.

Are you interested in translating it to any language, blackhole89? Or maybe it is just curiosity?


(edited by magno on 02-09-07 01:24 AM)
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-08-07 11:12 AM, in Seiken Densetsu 3 / Secret of Mana 2 Multilingual Link
It would be nice to have a Russian translation... I don't think it will be too much work: edit some graphics and translate the whole script (this should be the hardest part). Anyway, I am NOT really sure whether my tool works properly with cirilc alphabet; I suppose it does, as your charset uses 1 byte encoding (I believe). Whatever... I think it is a great idea you take a look to it and tell me what you think about it.

I will send it in a few hours because I am at work now.
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-09-07 07:25 AM, in Seiken Densetsu 3 / Secret of Mana 2 Multilingual Link
Originally posted by HyperHacker
That's a bit like saying it's not too hard to build a house. All you have to do is get a permit, then build the house.



What is that supposed to mean?
magno

Goomba


 





Since: 01-04-06
From: Spain

Last post: 6288 days
Last view: 6280 days
Posted on 02-09-07 09:26 AM, in Seiken Densetsu 3 / Secret of Mana 2 Multilingual Link
Originally posted by Stifu
Originally posted by magno
What is that supposed to mean?

That it's much more work than you seem to think...


I know translating a game is a hard work... I have done 2 full translations by my own, including ASM hacking and script translation (Chrono Trigger and Secret of Mana), one almost fully done by me (Tales of Phantasia... It took several months to translate the script, and some more to do ASM hacks) and I am still working on Treasure Hunter G, since 2002...

I meant that is NOT that hard work as if you had to do full ASM and graphic hacking, translating the scripts and fix bugs.
How long may it take to translate SD3 scripts? 3, 4 months? Translating to spanish two times the full script took 6 months.......

Anyway, I was trying to encourage people to translate it to their own languages, as this tool could make things a lot easier.
Acmlm's Board - I3 Archive - - Posts by magno


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