[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 2 KB, 160x144, Yu-Gi-Oh! Duel Monsters [T. Eng]_1581305919237.png [View same] [iqdb] [saucenao] [google]
6191939 No.6191939 [Reply] [Original]

Let's talk about rom hacks. What are you playing or working on. Working on a Yugioh romhack myself.

>> No.6192267

>>6191939
what tools are you using?

>> No.6192745
File: 5 KB, 160x144, Yu-Gi-Oh! Duel Monsters [T. Eng]_1581301666582.png [View same] [iqdb] [saucenao] [google]
6192745

>>6192267
WindHex, notepad++ (for tables), and CHR. Also a copy of a later gbc game for English font.

>> No.6193014

>>6191939
What's the best setup for GB/GBC assembly coding?

>> No.6194568

>>6193014
RGBDS is certainly the most popular because the Pokemon disassemblies use it.

>> No.6194669

>>6193014
Something too complicated for someone who asks that question. Not even joking. You'd do a lot better to say what your level of skill and experience is (if any) and what you're using now (if anything) and ask how you could improve.

>> No.6195606

>>6194669
Gatekeeping bullshit. Assembly is way easier for most people to pick up than you seem to think.

>> No.6196018

>>6195606
>bullshitting bullshit
>reading comprehension is way harder for me to pick up than you seem to think
Back to le facebook you angsty little spergboi

>> No.6196363

>>6195606
the random tard can barely get into jabbascript, asm is off the question

>> No.6196381

>>6195606
his own fault for expecting an actual answer to any tech question instead of being sneered at, this just isn't the place

>> No.6196998
File: 436 KB, 1971x2048, IMG_20200103_063341.jpg [View same] [iqdb] [saucenao] [google]
6196998

What are some good Super Metroid romhacks? This like the 10th time i replay it and wanted to give it some twist.

>> No.6197116

>>6196998
Y-faster was good.

>> No.6197452

>>6191939

How do you manage the complex interaction between cards where pretty much every card has to be able to react to every other in the correct manner?

>> No.6197771

>>6196998
Arcade, I guess? It’s the closest you’ll get to a rougelike.

>> No.6197806

/vr/os' thoughts on >>6197269 ?

>> No.6197856

Use existing thread before making a new one.

>>6193102

>> No.6197920

>>6197856
This thread was up before that one and >>6197269 were made. If anything, those two threads shouldn't exist.

>> No.6197980

How would I do a double for loop without using any RAM?

>> No.6198005

>>6197980
use 2 registers?

>> No.6198079

>>6198005
Yeah but then I have to reset them to their original value somehow

>> No.6198098

>>6198079
I don't see that happening unless you can use the stack

>> No.6198107

>>6198079
maybe you could find a different place to insert your code? so then you don't have to reset the registers

>> No.6198118

>>6198098
ld a, "A"
loopA:
ld b, "B"
loopB:
dec b
jnz b, loopB
dec a
jnz a, loopA

would this work? I realize I dont have to reset the outer loop of course

>> No.6198147

>>6198118
that looks correct
I assume you're loading the value A into register a and the value B into register b ?

>> No.6198150

>>6198118
also i've never used this language before, i assume you can use dec on registers

>> No.6198232

>>6198150
its castrated z80, the gameboy cpu

>> No.6198256
File: 34 KB, 716x680, Untitled.png [View same] [iqdb] [saucenao] [google]
6198256

Any of you weebs can identify these characters? Trying to have a go at translating the items for this

>> No.6198398

>>6198256
Looks like it says, fuck sony, nintendo best girl

>> No.6198495

>>6198256
Get yomiwa on your phone and try to draw it out.

>> No.6198520

>>6198256
火迅風魔刀
回復の剣
斬空剣
If you can't even figure that stuff out, why waste everyone's time translating?

>> No.6198524

>>6191939
Interesting OP will it be original rules? What sort of mod could you possibly make on an old yugioh game?

>> No.6198547

>>6198524
Something simple. Just a translation. The original yugioh game is so weird and nothing like the show or card game, so I figured I'd take a crack at it. It's very much a learning experience so no promises on anything too crazy.

>> No.6198567

>>6198520
Only trying to figure items and menu options not gonna go a proper translation

>> No.6199036

>>6197980
I assume you mean a nested loop. Use the stack.
Start your outer loop, then push that junk on the stack, do the inner loop, then pop it off and continue the outer loop.

>> No.6199069

is it romhacking if I use cheatengine to give myself infinite lives?

>> No.6199241

>>6199069
No

>> No.6199313

>>6199069
technically that would be ramhacking

>> No.6199329

How I enlarge my canvas in YYCHR

>> No.6199420

>>6198150
Do you know any any can't decrement registers?

>> No.6199524

>>6199420
Yes, well what I meant was, the NES 6502 uses DEX, and DEY for its syntax

>> No.6199534

>>6199420
while NES 6502 DEC only works on RAM

>> No.6199801

>>6199534
oic. I thought maybe you'd worked with parts that didn't have an instruction decrement registers.

>> No.6200256

Is PSound/jPSXdec still the best ways to rip audio from PSX games, or has something newer come along?

>> No.6202389

Since the other thread is dead, here are some links.

Recommended download
https://www.mediafire.com/folder/50m95vbbuyf25/vr's_ROM_Hack_Recommendations
https://mega.nz/#F!JcsF0T5a!K3ECQlMzhDoDXJfyOxzR9w

Pre-parched and Improvement
https://mega.nz/#F!jpMxlQyZ!oCwbRyPFaMcZl3gOF5mvSg

General hack / Translation
https://www.romhacking.net/hacks

SMW hacks
https://www.smwcentral.net/?p=section&s=smwhacks

My Kaizo Kollection
https://mega.nz/#F!6xVSmK6J!cbYBOHrZxJs6-iOeOw_ofA

Metroid Hacks
http://www.metroidconstruction.com/hacks.php

Super mario 64

https://www.smwcentral.net/?p=section&s=sm64hacks

sanic

http://info.sonicretro.org/Sonic_hacks
https://sonichacking.org/

New hacks on the horizon:

Super Mario Sunshine 64 (self-explanatory, only partially completed until the team disbanded): https://youtu.be/29hnyxfi8u8

>> No.6202685

>>6202389
Thank you

>> No.6202715

>>6202389
based pre-parched poster

>> No.6204149
File: 350 B, 46x50, f046.png [View same] [iqdb] [saucenao] [google]
6204149

>>6198520
hey man can you identify this one too? its the last kanji i need to complete the table, cant get any ocr to recognize it either

>> No.6204471

Might as well ask here, since I couldn't find any info anywhere else.

A couple days ago, I saw a video of an in-progress Fire Emblem GBA demake of Three Houses. The video got privated, and the link to their discord got taken down. Does anyone know if they got C&D'd by Nintendo, or if they're just laying low to prevent that from happening?

>> No.6204490

>>6198567
Thank god for that.

>> No.6204507
File: 266 KB, 1072x1651, Screenshot_20200215-091858_Yomiwa.jpg [View same] [iqdb] [saucenao] [google]
6204507

>>6204149
Closest thing I can find. Post context if you have it.

>> No.6204531

Looking to get into translating PS1 games
Familiar with hex editing and learnt about all the relevant tools today (WindHex, xdelta UI, Monkey-Moor)
I've combed through the games bin with a hex editor and then extracted it all to see if I could finding anything inside, but just found hundreds of .PAC files with no common header.
I've tried using tables like Shift-JIS on both and still nothing.
Any willing to help or provide some resources online I can follow? Seems like it's just a matter of getting the right tbl file, pairing it with the correct file, then slowly editing each letter.

>> No.6204535

>>6204149
Yeah, Japanese isn't really legible if you crop it down to a single character. At least for us foreigners.

You need to post _at least_ a few characters of context, preferably the whole line...

>> No.6204537

>>6204507
Yeah, it's probably a terrible 漢

>> No.6204616

>>6204149
That shit looks like a trashbag trying to fuck a walrus.

>> No.6204724

>>6204531

This method is intermediate level, since you’ll need some debugging experience, but you may want to consider it once you get familiar with a debugger and can read a bit of ASM:
1. RAM dump when a text string is on display
2. RAM dump when the next text character or string appears. As closely as the previous one, the better. Next frame, ideally.
3. Compare RAM data

Besides timers (which are easily to spot), changes will be relatively few, and most of them related to reading text data, displaying font sprites, next character spacing, VRAM coordinates of font and palettes... All useful things you need to know if you’re translating from japanese, as you will not only be modifying text but also adjustment character spacing, the font, etc. You can spend an hour or two identifying these values (simplest way is to selectively modify data and see what changes in-game), and once you find addresses related to text display (graphics), or text data reading (the actual text), you can breakpoint on those addesses to find and document the subroutines and code that use and modify them.

You’ll very soon run into the actual text data. If it's S-JIS, you can start modifying character in RAM directly as a test. Once you've verified it's text, you can copy a chunk of that RAM data and search for it in the disc files. Some games have these files concatenated with several files (PS1 hacking of this level usually involved figuring out custom file packing and repacking), but also there’s games that have a "TEXT" directory in the disc, with plain text files. It varies wildy from game to game.

As I said, you will probably need to get familiar with ASM, tracing RAM addresses, etc... I recommend picking up these skills before attempting a full blown translation project.

(Cont.)

>> No.6204726

>>6204531
>>6204724

I recommend this quick follow-along excercise using no$psx about locating some useful RAM addresses and doing basic modifications on Mega Man Legends.

https://youtu.be/aZxtts7HBNY

It's not perfect, but it's a serviceable hand-holding through the process of locating stuff on RAM and modifying it. There are three parts. Watch it all, but it's the no$psx debugging what you should focus on.

Don’t get too involved with the first part about using CheatEngine and ePSXe, it's informative. It's informative to learn basic concepts, but the method itself is tedious and unnecessary (there's literally nothing in that step you can't do directly on no$psx). You can more easily start finding useful RAM address using my method described above: comparing RAM dumps before and after a relevant change occurs. You won't need to dump the whole thing each time, as you'll be narrowing down the relevant address ranges as you go. You can also use known GameShark codes for the game to locate general RAM ranges where a certain type of data is stored (GameSharks format is simply [RAM Address][Value to write]). For example, basic playthrough information (think stuff you'd store in the savefie) is usually one big table of values. You can use those as start point to tracing your way into various aspects of the game you need to change.

Check the video, learn to find basic useful RAM addresses (remember to check known GameSharks), learn to read the subroutines that write and read those values, and learn to modify a few instructions on those subroutines. For example, you can try removing the instruction that reduces your HP values when you get hit. That's a basic invincibility hack. Congratulatios, you're a romhacker. After that, you'll have the basic foundation to start working on what you're aiming to accomplish. (We can talk about disc file handling after you're actually able to change something)

>> No.6204747

>>6204531
>>6204724
>>6204726

A few more resources to keep on your bookmarks. You won't need them today, but you'll definitely want them handy when you start modifying subroutines:

https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/Bitwise_operation.html
An explanation on the basic few CPU operations you'll find in assembly languages.

https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/MIPS_instruction_set.html
MIPS instruction set. These are the actual instructiouns you'll be reading while debugging assembly code, based on the basic operations explained on the previous article.

http://problemkaputt.de/psx-spx.htm#cpuspecifications
Nocash's PS1 documentation. The CPU Specifications section is a PS1 debugging bible. Here the instruction set is explained further in the context of the no$psx debugger.

>> No.6204752
File: 88 KB, 640x576, ygo opening progress.gif [View same] [iqdb] [saucenao] [google]
6204752

Morning progress.

>> No.6204781

>>6204752
Why are you translating that game? What does it offer that other games haven't covered?

>> No.6204791

>>6204781
Completely unique duel mechanics. It doesn't play like the manga, anime, or real card game. Probably won't finish it, just wanted to see what I could do.

>> No.6205241

I love /rhg/. All three of them.

>> No.6205338

>>6198547
Oh man a translation of those old games would be great! I'm one of the few people who somewhat likes the playstyle of Sacred Cards and Reshef, so seeing what they based those off of would be neat.

>> No.6205456

>>6205338
I'll probably only do the first game. Because the early games are so iterative, I think DM 1, 3, and 5 are enough for English speakers to see the progression.

>> No.6205513

>>6204724
>>6204726
>>6204747
Holy shit thank you so much. You really want above and beyond here giving me all of this.

I've tried getting my game to work with no$psx earlier but it would just throw a fatal error.
Tested with MML and that's working though. I'll see if there's any workarounds or if an earlier version works.

I'd love to stay in contact if you don't mind. Do you have Discord or anything similar?

>> No.6205769

>>6205456
If you do, I'll make sure to destroy your shitty translation by pointing out your countless mistakes in excruciating detail.

Just saying.

>> No.6205830

>>6205513
acd#3706

>> No.6206192

>>6205830
Sent you a request, thanks again.

>> No.6208129

>>6191939
Little Samson decensor/restoration hack. Also working on a Last Starfighter to Uridium hack. I also remove the names of hackers from the title screens of translation hacks.

>> No.6209635
File: 29 KB, 360x359, mine.gif [View same] [iqdb] [saucenao] [google]
6209635

SMW hacking is pretty comfy

>> No.6211558

>>6208129
>remove the names of hackers from the title screens of translation hacks.
What did he mean by this?

>> No.6211573

I know nothing about rom hacking but I always wanted to do one for Pokemon Yellow, replacing the trainer with Pikachu kinda like PMD

>> No.6211729

>>6199036
so like this?

.y
push bc

.x
; blablabla

pop bc
dec b
jr nz, .y

?

>> No.6212221

Hypothetical question, since I don't know the first thing about coding.
Let's say I'm playing a platformer, I press down, then down forward. Is there usually just some kind of code that keeps the character from walking forward because down is also pressed?

>> No.6212432

>>6211558
He meant something that even an underage ESL should understand

>>6212221
No. It happens because the baby jesus wills it. Code isn't even involved.

>> No.6212605

>>6212432
Ok thanks

>> No.6212693
File: 46 KB, 740x654, fuck.png [View same] [iqdb] [saucenao] [google]
6212693

>>6209635
Beautiful layout, Anon. The cloud and stars usually sell me on these. I feel SMW hacks are the only games that still have a sense of wonder and exploration for me, though that's probably 16-bit nostalgia. Only gripe is everyone makes them hard now.

>> No.6212959
File: 274 KB, 504x506, Librisv2.gif [View same] [iqdb] [saucenao] [google]
6212959

>>6209635
This is looking fabulous, but have you thought about replacing the layer 3 tides with something that isn't vanilla?
>>6212693
I know exactly what you mean, but I wonder if it's because the original game with its maps and secrets made such a huge impression on the doughy brains of children, that it still carries over to mods.
Trying to capture that feeling is pretty much the goal of my own hack.

>> No.6213846

>>6212959
Nice, this looks excellent, love the detail and the variety of biomes. Would want to try it as soon as possible.

>> No.6215481

>>6191939
>Working on a Yugioh romhack myself.
based

>> No.6215541

is there anything that rivals minus infinity yet?

>> No.6215808

>>6204149
Possibly 漠. The reason these mangled kanjis get put into games is because the context usually makes it completely clear. Just sayin...

>> No.6215849

>>6215808
yeah I realized it was a silly question. I was printing individual kanji so I could complete the table and dump the script in one go.

and yeah that's the correct one;
砂漠の町イルパ

>> No.6217518

>>6191939
I'm working on some hacks to make games zoomer friendly. Unlimited lives or unlimited continues. I want them to work on original hardware and some flash carts don't support cheats so I have to patch the ROM. With a good emulator that has a good debugger this is a piece of piss. Is there any emulator/debugger for the PCE that has anything like the features FCEUX does?

>> No.6217697

>>6217518
>pce
>good emu with debugging-shit
lol

>> No.6217754
File: 81 KB, 419x238, doubt.png [View same] [iqdb] [saucenao] [google]
6217754

>>6195606
>Assembly is way easier for most people to pick up than you seem to think

>> No.6217905

>>6217518
Why do zoomers need to zoom up the PCE?

>> No.6219027
File: 30 KB, 256x240, Popeye vs Predator I.jpg [View same] [iqdb] [saucenao] [google]
6219027

>>6191939

I'm currently putting Popeye from the NES game into the Predator NES game.

I'm not exactly sure why.

>> No.6219065

>>6217697
Turns out the debugger in mednafen works well enough. Maybe not as cheat friendly as FCEUX but easy enough if you know what you're doing. And have a magnifying glass or a 640x480 screen. As for good emulators that's a big lol from me as well. They're great toolf for debugging but even my zoomers don't want to use them.

>>6217905
The zoomers aren't doing anything except playing games. Games that have been Gen X'd up to remove the "artificial difficulty" millennial cucks are always complaining about.

>> No.6219089
File: 18 KB, 1004x326, mainmenu.png [View same] [iqdb] [saucenao] [google]
6219089

Starting to become playable! This would be so much easier if there were FAQs or walkthroughs around though

>> No.6219112

>>6219089
Have you tried searching for 攻略 + name of the game?

>> No.6220118

>>6219112
I've looked into a couple of japanese websites but I was thinking more about english walkthroughs, I know they're rare for untranslated game but they exist

>> No.6220858

>>6219065
To follow up on this I found a site that has a bunch of PCE/TG cheat codes for emulators. Now all I have to do is search the ROM for a write to the "unlimited lives" address and change the code. Since I know the opcodes I can just do the disassembly, changes and assembly in my head so it only take a few seconds to patch a ROM. I decided to go with unlimited/255/99/whatever lives and not other with continues. This way my zoomers can 1CC games on original hardware as the developers originally intended. It counts because flash carts aren't emulation.

>> No.6220864

>>6220118
I expect they are written by people that can't read so it's better to avoid them.

>> No.6220885

does anyone have a link to that final fantasy 2 hack that was posted on /vr/ like a week ago? some dude was fixing all the bugs and I never bookmarked it before the thread got pruned. thinking I'll give 2 another try but don't want it to be a broken mess

>> No.6221489

>>6220885

You talking about this one?
http://www.romhacking.net/forum/index.php?topic=29704.0

>> No.6221640

>>6219027
because you are awesome is why

>> No.6223052

>>6221489
thanks my dude

>> No.6223325 [DELETED] 

So what are your top five favorite romhacks? Could be minor improvements or massive changes.

My personal picks:
* Sonic 2 Retro Remix (just for how it changes the gameplay of Sonic to make it more 3D Mario-like
* Super Metroid Arcade (similar concept, turning Metroid into a semi-rougelike)
* Pokemon Fire Red Omega (really, any of Drayano’s Pokemon mods fit for including all the Pokémon and adding modern changes)
* Super Mario 64 Land (again, I like how they took the 64 engine and modified it to make a completely different game)
* Link to the Past Randomizer (just for starting the randomizer trend)

>> No.6223347

So what are your top five favorite romhacks? Could be minor improvements or massive changes.

>Sonic 2 Retro Remix (just for how it changes the gameplay of Sonic to make it more 3D Mario-like
>Super Metroid Arcade (similar concept, turning Metroid into a semi-rougelike)
>Pokemon Fire Red Omega (really, any of Drayano’s Pokemon mods fit for including all the Pokémon and adding modern changes)
>Super Mario 64 Land (again, I like how they took the 64 engine and modified it to make a completely different game)
>Link to the Past Randomizer (just for starting the randomizer trend)

>> No.6223580
File: 17 KB, 502x432, ck.png [View same] [iqdb] [saucenao] [google]
6223580

>> No.6223701

>>6191939
I wish there was easy or med level rom hacks of pre 5 gen games.

>> No.6223750

>>6223580
Has memeing gone too far?