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Gil-Galad
Posted on 12-08-07 11:01 AM, in SMB Japanese Translation... (rev. 3 of 12-08-07 11:05 AM) Link | Quote | ID: 71371


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Posted by Googie
I was looking through all of my CDs that I've been holding onto for years, so I stumbled on this hack translation that I forgot I burned, all the info you need to know is in the readme file. I figure somma you might wanna take a look at this, and without further ado, screens...

Enjoy, I'm playing through the game as I type this.


Yes, I remember that translation hack quite well and the guy who made it. I think that was when #romhacking on Dalnet was still around.

Yes, it's a translation from English to Jananese. I remember when I and Laxidman was talking about it. He thought that there should have been a Japanese version of the game. The rom has severe space issues as many are aware of. So that was a challenge for him at the time to get all of the text in there and the Japanese title screen.


I haven't seen Laxidman in ages, I wonder how he is doing.

Gil-Galad
Posted on 12-08-07 11:17 AM, in Bokosuka Wars II Preview Link | Quote | ID: 71372


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I've been messing around and hacking the universally hated BOKOSUKA WARS!! game lately. So far I've updated the graphics of the game, including adding a background. I've also hacked the music engine in this game. I've left some graphics the same in order to keep the resemblance similar to the original game.

Over the next few weeks I am going to continue trying to improve the overall look of the game. Also I've been tinkering with the game mechanics and how it determines just exactly how "WOW YOU LOSE!!". Many other things that players deem the game to be annoying.

Here are some screen shots to look at as a preview.









Gil-Galad
Posted on 12-11-07 09:54 PM, in Bokosuka Wars II Preview Link | Quote | ID: 71555


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Someone had mentioned to me about some of the letters on the title screen being hard to see and the "II" almost looking like an "H". So I worked on that last night and was working on finishing the "Bravo You WIN!" screen.

I am thinking about revising the losing tune here soon. I am planning on documenting the game to some extent and attempting to hack the gameplay to balance it out some maybe. I haven't really decided if I am going to change the game play or not since I did not have a problem beating the game. Some careful strategy and planning, you won't have too much of a problem winning. I must have beat the game at least 10 times in the last couple of weeks in hacking the game.

As far as the "sprites" are concerned, I would need to have way more space in order to change them from background tiles to real sprites. So far I have decided to work within the original space constraints to see what I can do without expanding the rom.

Gil-Galad
Posted on 12-11-07 10:03 PM, in SMB Japanese Translation... Link | Quote | ID: 71558


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Posted by Googie
I can imagine how hard it was to pull this off back in the days, I give props to this translation. Last I heard of Laxidman he was going to college, but that was back in 2005 when TekHacks had their last message board.


Yes. that was a challenge and one he pulled off quite nicely. Yes, 2005 is about the last time that I saw him as well. I wonder what happened to TekHacks.

Gil-Galad
Posted on 12-23-07 04:49 PM, in Bokosuka Wars II Hack Release Link | Quote | ID: 72053


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I've decided to release the first initial version of Bokosuka Wars II, a Bokosuka Wars hack. Keep in mind this is a first version, I have plans to continue to hack the game to address the many issues of the game.

If you wish to check out this hack go to my site Here.

Merry Christmas and Happy Holidays to all.

Before



After




Gil-Galad
Posted on 12-23-07 11:05 PM, in Bokosuka Wars II Hack Release Link | Quote | ID: 72061


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Posted by Santa-ojisan
After getting a Bokosuka Wars ROM off dgemu, finding that nester will complain about its header and not play it at all, I finally got it running in fakenes.

While I see some graphical improvements, I don't get the game at all.

Post some kind of guide?`


The game runs fine in most of the emulators I've tried except for Nesten and Nesticle, perhaps a few others as stated in the readme. I just checked the header, for some reason it become mapper 3. It's still mapper 0. I am going to correct the header on the next version. I don't understand how the header was changed. I never touched it.

Bokosuka Wars is an Action/Strategy RPG of sorts. There are plenty of guides out there on how to play the game.

Briefly, you operate the hero of the game against the evil king. Your goal is to travel the entire 599 meters to fight the evil king who has taken over the land. Along the way you'll gather your units by bumping into trees, bushes, etc. Also, you'll battle many foes along the way. Pick your battles carefully. Sometimes it's a good idea to use your units against some enemies. Avoiding them can be a good idea as well.

Once you get your units, you can switch back and forth between your hero, soldier, warrior anytime that you wish. For the first few hundred meters, it's a good idea to level up your hero and your units.

The first time that you beat the game, it gets harder along with some skull tiles that can kill you upon touching it, unless you have a soldier remove it.

I had no problem beating this game, it can be difficult without cheating, yes. The randomness is part of the games determination of battles, landscape structure, etc.




Gil-Galad
Posted on 12-26-07 02:19 AM, in Bokosuka Wars II Hack Release Link | Quote | ID: 72144


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Posted by Googie
Cool, I'll give this a spin tonight since all my family members who visited are gone (Damn ingrates) thanks for releasing it Gil-Galad.


Yeah, I couldn't agree more about family myself, lol.

I am planning on working on the hack here again soon, after newyears. I have some NSF's that I am planning on releasing on new years day, hopefully. I have five ripped so far.

Enjoy the hack and thanks for checking it out.

Merry Christmas!

Gil-Galad
Posted on 01-01-08 05:19 AM, in Bokosuka Wars II Hack Release Link | Quote | ID: 72506


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Actually the music hack is nothing revolutionary. I did change a few things to make tunes sound a bit differently. As I understand the code a little more I've been hacking it to try and make completely new music instead of just changing the sound or a couple of bytes. Although I have changed one byte for the playing field where it does in fact sound a little different and heavier as well.

I am going to leave the title screen and start music the same, I like those.

Gil-Galad
Posted on 02-07-08 12:02 AM, in Lode Runner Documents Link | Quote | ID: 76541


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I have just released a couple of Lode Runner documents to help those hack the game.

You can get the documents HERE on my documents page.


Gil-Galad
Posted on 02-07-08 12:33 AM, in SMB Japanese Translation... Link | Quote | ID: 76545


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Posted by Laxidman
Posted by Heian
Pieguy, I'm wondering the same thing -- "Mario", "World", and "Time" could go into katakana (the phonetic script for foreign words) easily. I can only imagine that there was only enough space to include hiragana (for native words) and not katakana.



It was purposely left intact. If I can recall, I think that decision was based off of the Japanese version of Super Mario World- Japanese text but the top was still in English.

Posted by Surlent
Aside from that, there is not very much text in SMB anyway, but the title screen looks funny, all in katakana.


The title screen was the best part, I had found an SMB advertisement where the text was in katakana and copied the font. Seriously a pain in the ass. I also think it's nice since you don't see many decent SMB title screen hacks.


Yes, go through the Goodnes 3.10 set and find out how many good title screen hacks are out there. IE.. A few but not very many. Laxidman's title screen hack is an excellent one.


Gil-Galad
Posted on 02-08-08 05:41 AM, in Lode Runner Documents Link | Quote | ID: 76727


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Posted by CKY-2K
I usually dick around with cheat finder on PocketNES, and I'm really good with finding values. I could never find the death flag for load runner though. When you think about looking for something on a cheat finder, you gotta think how it's triggered and what pattern it goes. like if it does a counter by starting at 00 and going up per increment, or if it starts at FF and goes down, or if it does some strange pattern.


Yes, I know that I do not have many memory addresses listed on the document. The reason being is that I had about 2 days to work on it and I got as much done as I could before the editor Lode Funner was released.

I use several methods myself to find memory addresses. If you would like to help out and find a few yourself, that would be great. I would appreciate it.



Gil-Galad
Posted on 02-08-08 03:59 PM, in Lazy Shell - Rom Locking - Yay or Nay? Link | Quote | ID: 76752


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I'm not in favor of locking a rom with a password or encryption of some sort, etc. Some roms you may be able to do this if free space or padding at the end of a bank is available.

Usually I would not want to spend freespace for such a thing. Also, if there is no free space available, this action could comprimise the ROM and I would not like that.

Also I agree with other reasons for not locking a ROM. The ROM could be locked from being used in a certain editor but wouldn't prevent you from hacking the game in a hex editor or other applications, generally speaking. Unless the data has been rearranged to prevent other editors from editing the game.



Gil-Galad
Posted on 02-08-08 04:24 PM, in How Do I Use ROM Corruptor to Find Music? Link | Quote | ID: 76755


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A document about the SMB1 music format has been written by Necrosaro. The disassembly is a big help as well has having the NSF where the music engine has been isolated from the game code. Would be simple as tracing the pointers and locating the data in this way.

Use GNSF if you want to hack the NSF. You can turn off and on the sound channels. VirtuaNES has a very very useful NSF player with the keyboard showing the keys that are being pressed as the NSF plays.


Gil-Galad
Posted on 06-02-08 05:34 PM, in MM1 Music Hacking Link | Quote | ID: 84566


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All of the music data and code is located in a 16K sized bank. You can use the current NSF rip, take a few bytes and search in the ROM. Or, if you don't want to deal with the current NSF, dump the bank on your own using FCEU MOD or Nesten, by setting a write breakpoint to the address range $4000 - $4004, once you get a snap, dump $8000 - $FFFF. Trim off $C000 - $FFFF, you don't need it as it's the hardwired section of the ROM. Now you will have a nice isolated chunk of the sound driver. Doing this here could even be your introduction to very basic ASM.

You can also use Unofficial Nintendulator's debugger. Set a write breakpoint to the sound register range stated above, once you get a snap, look at the Offsets for the banks loaded.

You can find the sequence data the hardway, without ASM by corrupting small chunks of data within the offset range where the sound driver is located at. I recommend using GNSF, as you can turn off and on the sound channels. This will help you track down the data a little better. Sliver-X has written a document explaining the process.

What I do, takes less than one minute. Load the NSF up and set a PC address break for the init address entry point. Find out where the pointers are loaded at and then track them down in the ROM. Once you find the pointers, I bet that they are in a table as usual. The pointers will of course point directly to the data.

Once you find the data, now the true hard part comes in modifying the data to make decent music.


Gil-Galad
Posted on 06-02-08 05:42 PM, in Dragoon X Omega II v1.30 Link | Quote | ID: 84567


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Posted by XTTX
looks good ill have to give this a try sometime!!!

XTTX


I highly suggest that you play the game. I had a lot of fun doing so, a few areas were really challenging.

I suggest that you pay close attention while playing, or you will end up getting your ass kicked fast.

Gil-Galad
Posted on 06-04-08 10:15 AM, in Looking for translated ROMS Link | Quote | ID: 84647


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Posted by DiscoPeach
I've found some Japanese roms translated to English (like the kickass Sailor Moon RPG for the SNES). There are many other great games out there that I'm sure are just as kickass but not yet translated. I've been rummaging through google but to no avail. Does any body know any pages where I could find translated roms or if anybody translates them? I'm searching in particular for the Ganbare Goemon series for the snes (also known as The Legend of the Mystical Ninja). Nintendo USA only distributed one in English for the snes - and it's a great game! I recommend it to anyone. There are others that were released but for super famicon only. I guess my question is a plea for help in obtaining these roms.

Thanks!


Go to romhacking.net and surf through the translations there. You can apply the patches to the rom.

Gil-Galad
Posted on 06-19-08 11:28 PM, in DuckTales NES ROMhack: "DickTales" Link | Quote | ID: 85379


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Jomb:

Stop flapping your cocksuckers for once and listen.

Humor doesn't justify making a crappy romhack. You and your bunch of circle jerk friends can celebrate once your pile of shit humor hacks enters the pile of shit of crappy ROM hacks in the GoodNES set.


Gil-Galad
Posted on 07-23-08 11:40 AM, in Storehouse No.18 Preview Link | Quote | ID: 87873


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Warehouse No.18, which has been translated to be re-named as Storehouse No.18 is a Russian Sokoban clone. I can only speculate that this game was deveoped for play on a Dendy, which is a Russian Famicom clone. This game is also PAL, so be sure to set emulation accordingly.

According to Wikipedia, "Sokoban (倉庫番, Sōkoban?, warehouse keeper) is a transport puzzle in which the player pushes boxes around a maze, viewed from above, and tries to put them in designated locations. Only one box may be pushed at a time, and boxes cannot be pulled."

As far as playing the game is concerned, I have gotten about 10-15 minutes worth of fun out of this game each time that I have decided to play it. Even for the NES/Famicom/Dendy standards, the graphics are really bland.

Despite the short commings of this game, I have decided to translate the game to English from Russian. Blackhole89 has translated the Russian script, I have done all of the hacking so far. What remains to be done is the title screen hacking.

Gil-Galad
Posted on 07-23-08 09:32 PM, in Storehouse No.18 Preview Link | Quote | ID: 87890


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Here is what a Dendy looks like, in case that anyone is wondering.



Raccoon Sam: I'm glad to hear that you like Sokoban. Soon, not sure the exact date, I'll be releasing the English translation patch. The name of the game in it's GoodNES designation is Warehouse No. 18 (R) [!].

I haven't even made a page for the translation on my website yet, which also should be soon. My page is Here. I will probably post here once it's done so you don't have to keep checking a lot.

blackhole89: I hope that you got the chance to play the Dendy. Would have been awesome if you had. From what I had read, the Dendy became popular after the U.S.S.R. Some people are saying that the Dendy was not licensed by Nintendo, which could be a good reason why you had not seen any Nintendo brand name on the console.

Also, the materials used to construct the Dendy have been said to be cheap, you have to be real careful when operating the console or you can break it.

Gil-Galad
Posted on 07-24-08 08:26 PM, in Storehouse No.18 Preview Link | Quote | ID: 87934


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Posted by Googie
I was playing a game like this last week. I got really into the game, are you planning to change the graphics around?


I'm thinking about giving the game a overhaul. I expanded the ROM and got rid of the hack protection scheme of the ROM and many other problems. So it's certainly possible.
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