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infinest
Posted on 08-19-15 12:13 AM, in Help needed for translation (rev. 6 of 08-19-15 12:16 AM) Link | Quote | ID: 160707

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Hey there!

So i wanted to make a patch to play the prototype rom of the japanese Monster Party in english.
This is pretty much my first translation so i'm pretty happy that everything was going so well and i already translated some of the stuff ingame. Most of the dialogue is only the boss enemies talking but after finishing the dialogues for the first level i wanted to translate the intro next.
For now i just wanted to put the intro text from the english release into the rom but there is one thing i can't find a way to fix and i think you guys will definitely know how to fix it.
Basically in the intro script 'FF' tells the game to switch to the next scene and continue on with the script. My problem here is that it seems to be hardcoded in where the script skips to next.
For the first two scene switches there was no problem since i simply left a gap and
continued my text where it would skip to (probably not very good either) but the third one is what kills it. The third scene change jumps to a portion of text that has already been displayed so it basically repeats itself.
Here's a screenshot which should show what exactly i mean. The red signs are the scene change bytes.
(40 bytes collapsed: )
And here's a recording of it ingame repeating itself
click

I already tried finding pointers but i had no luck. This might've been my incompetence though. Any tips on how i can try fixing this?
Well if anyone wants to help me out here is the download with the ips and the table file.
click

The original rom's name is just "Monster Party Famicom Proto.nes" and should be easy to find

infinest
Posted on 08-19-15 01:20 AM, in Help needed for translation (rev. 7 of 08-19-15 01:57 AM) Link | Quote | ID: 160709

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Posted by Quick Curly

snip



Wow! Thanks for the welcome and the indepth post.

I sat on this and tried around for a while and the pointers were right above it *facepalm*.
Could you explain how exactly the hex values for the pointers are translated to the adress itself. I've found one guide on this but i think i kinda misread it before since i've searched for other pointer values.

Yep i'll actually move my text into those spaces again once i figure those NES pointers out. I just made those since otherwise it would skip that text with unmodified pointers.

Your post hasn't been confusing for me at all
You pretty much summarized all there is to say about this part of code so anyone with a little tech experience should understand it. Very neat!

I actually noticed afterwards that this was kinda more about Forum help and not Rom hacking help. Sorry for that

Edit:
So you basically
take the adress

0x011FC4

remove the first two bytes

0x1FC4

subtract the header

0x1FB4

add 0x8000

and then reverse the two bytes

Could you explain why we add 0x8000?

Edit2:

I just remembered that i have another thing i'd like to change but don't exactly know how to

(40 bytes collapsed: )

Since the japanese in the Game over screen is shorter than the english version i needed to stretch the menu out a bit. I'd love to have it centered though. I guess this would need a little ASM editing especially for the selection indictator (the head). How could i find out what asm codes would need to be edited for this. Is there an easy method for editing drawing routines?

infinest
Posted on 08-19-15 02:24 AM, in Help needed for translation (rev. 3 of 08-19-15 04:16 AM) Link | Quote | ID: 160712

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Wow that is a LOT of stuff you've written up there.
Thank you so much for helping me. You're a awesome!
Looks a bit overwhelming but i'll read through it step for step once i got put the rest of the intro into the proto rom (It actually works^^) and will try to understand it as best as possible.
I don't want to annoy you with questions or anything but do you also have any knowledge on how this could be solved?

Posted by infinest

Edit2:

I just remembered that i have another thing i'd like to change but don't exactly know how to

(40 bytes collapsed: )

Since the japanese in the Game over screen is shorter than the english version i needed to stretch the menu out a bit. I'd love to have it centered though. I guess this would need a little ASM editing especially for the selection indictator (the head). How could i find out what asm codes would need to be edited for this. Is there an easy method for editing drawing routines?

Could this also be done with the data logger to find the coordinates for drawing these elements?
Anyways you already helped me out a lot! I just hope i don't kill your fingers if you type so much out for me ._.




Edit:
I'm finally done with the intro
Here you can see the intro the dialogue for the first boss and the (unaligned) game over menu
Video

infinest
Posted on 08-19-15 10:35 PM, in Help needed for translation (rev. 14 of 08-20-15 05:22 PM) Link | Quote | ID: 160733

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Thanks a lot man. It's really cool that you're writing all this up. Really helps me to learn what you can do with FCEUX to find stuff out.
I actually made the lines like this because it's like that in the original rom.
I might switch it a bit around to make the text better readable.
I'll try to replicate your steps later when im free. I'll report back on how it went

/Edit: I've no reproduced your steps.
I kinda thought moving the menu was was trickier that that
Anyways i tried around and got everything working. everything but moving the cursor to the left a bit.
I noticed something off about the adresses you listed for the horizontal values. They actually aren't the values for them but something else.
(40 bytes collapsed: )
So when i changed 0x1048D to 65 the sprite only slightly glitched but didn't move at all so i kinda got the vibe that it isn't what you think.
Second of all only 0x1048D did something. 0x1048E does nothing at all.
All 0x1048D does just like 0x10495 is screwing up the sprite.
I don't know in what exact way these adresses fuck them up but i actually found the real values nearby.
It's 0x10497 and 0x10498 for each of the two selections.
Finally, this is what i came up with now.
(40 bytes collapsed: )

One more question though.
How did you find the area of code that contained the data about the selection skull?

Thanks for helping me again!

/Edit:
I've worked a little bit more and now got the password system and everything up to World 7 translated. I just added the unused totem boss into World 7 so you can actually battle him and also fixed the boss counter for it so
you will actually be able to get the key with 3 bosses killed. Not even the producers of the american version thought of that when they added another spider boss xD
It doesn't actually do much since it wasn't really finished i think but even if it's easy to beat it's still nice to have in there i think
(40 bytes collapsed: )

I would just wish a mod would move this.
Do you think i should just make another thread in the right section?

infinest
Posted on 08-25-15 05:35 PM, in Help needed for translation (rev. 4 of 08-26-15 03:21 AM) Link | Quote | ID: 160922

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Thanks for helping once again!

The program you pointed me at sadly only works with the US Offset and these do not match up with the prototype
I think im actually finished with my patch though so that's something good to say.
It'd be awesome if you could try it out and tell me what you think. After all you helped me a lot with this so i guess you'd be interested in how it turned out too ^^.
Download

Thanks to whoever moved this by the way

infinest
Posted on 08-31-15 01:15 PM, in Help needed for translation Link | Quote | ID: 160974

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Sound reasonable xD
I hope you'll have fun with it. It's actually a lot more challenging than the US release.
And thanks man i couldn't have done it without you.

infinest
Posted on 09-01-15 09:06 PM, in Help needed for translation (rev. 5 of 09-01-15 09:56 PM) Link | Quote | ID: 160991

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Posted by Quick Curly
Thank you. I know I will. I've always enjoyed playing this game before. I welcome the different level of challenge, too. It should be interesting.

By the way, I saw this help ad on Romhacking.net yesterday:

Monster Party
Posted by "Pennywise"
I am currently entertaining the idea of working with someone else to finish the prototype ROM of Monster Party. For all my projects, my main focus is always to just translate a game, but the prototype of this game is unfinished and needs to be finished. I don’t want to just release a translation for the unfinished game, I want to do additional hacking to make the game complete.

I am in the process of translating/localizing the boss text and once I am finished with that, I want to start adding back the changes that were made to the US release. It would be ideal if someone were working concurrently with me, which would speed things up.
Just curious if you knew about this, and what they could be doing differently than what you've already done.

To be honest im not that much into Rom hacking and i mostly did this translation because i wanted to translate it and put it onto a cartridge for myself so i nope i didn't know about this.

There is some stuff that wasn't implemented yet in the proto or was glitchy.
Some stuff that comes into mind is the Shrimp Boss.
In the US Version it actually consists of three bosses. The shrimp, the onion ring and the shashlik. In the proto only the shrimp has been implemented and you can only fight him. Anothert thing that comes to mind is the boss i reimplemented. It definitely is not finished since it only moves from left to right and does nothing special.
One more thing i noticed is that the pallette in the last bosses room is glitched.
There's some stuff that could be worked on for sure.
I guess they're trying to finish this game up code wise or something
Pretty cool that someone's trying to polish it up.
Again, here's an exact documentation of the proto and its differences
https://tcrf.net/Proto:Monster_Party

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