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Author Topic: FF Mystic Quest  (Read 2915 times)
DarknessSavior
Guest
« Reply #30 on: February 13, 2007, 04:33:03 pm »

Could that have anything to do with the issues I have? o.O

I think SNEStool can remover headers, plus I have an emulator somewhere (a version of SNES9x, I believe) that automatically asks to do so.

~DS
Tauwasser
Guest
« Reply #31 on: February 13, 2007, 05:40:26 pm »

Umm... Take a hexeditor and just cut off the first 0x200 bytes. That's 0x000 to 0x1FF Smiley Or use Geiger's Snes9x  (the one you're talking about) and use that Wink

I'm still figuring things out. I'm not too familiar with snes, however, very interested, that's why I offered myself, so I could learn a thing or two. I know enough about compression to work it out by hand if need be... I just don't happen to like that very much Wink

cYa,

Tauwasser
Lenophis
Guest
« Reply #32 on: February 13, 2007, 06:42:31 pm »

Quote from: Tauwasser on February 13, 2007, 03:07:27 pm
First off, you're using a headered rom. Please remove the first 0x200 bytes... Really, headered roms are EVIL 
Nice opinion there.

Quote from: DarknessSavior on February 12, 2007, 02:19:37 pm
Also, I now have another question. I figure'd out the table easy enough, and I used WindHex to search for some of the terms in the game. That's how I found the stuff from above. However, I tried searching for the first line of dialogue, and nothing came up. I tried searching for the first few characters in that line, and a few things came up, but nothing that matched what I was looking for.

I know that you might say "Maybe there's two fonts?", but I'm pretty sure that there's only one. Is there a way I can check and see if there IS two fonts? Or does this have to do with the compression stuff?
There's another possible explanation. The game might be using DTE, which for some reason really messes up search results with tables. WindHex32 is especially bad with that. It is quite possible that there is another font, though I don't know personally.

Quote from: DarknessSavior on February 13, 2007, 04:33:03 pm
Could that have anything to do with the issues I have? o.O
No. Headers won't do anything to thwart searches within a hex editor. If you are using a game-specific program to edit, then it would matter if proper header detection wasn't added in. Most game-specific programs don't, however.

I'll see if I can dig up SharkESP's old notes on this game, he managed to figure a lot out before he vanished.
Aerdan
Guest
« Reply #33 on: February 13, 2007, 11:04:58 pm »

Or you can use NSRT to remove the header. That's what NSRT is *for*.
DarknessSavior
Guest
« Reply #34 on: February 14, 2007, 02:23:28 pm »

Quote from: Tauwasser on February 13, 2007, 05:40:26 pm
Umm... Take a hexeditor and just cut off the first 0x200 bytes. That's 0x000 to 0x1FF Smiley Or use Geiger's Snes9x  (the one you're talking about) and use that Wink

I'm still figuring things out. I'm not too familiar with snes, however, very interested, that's why I offered myself, so I could learn a thing or two. I know enough about compression to work it out by hand if need be... I just don't happen to like that very much Wink

cYa,

Tauwasser

Yep. That's the one I was talking about.

I really appreciate any help, Suzaku is doing the translation on this project (as well as the Chrono Trigger project, Arigatiou Gozaimasu Suzaku-san!), and I would like to try and get a script dumped soon. >.<

Quote from: Lenophis on February 13, 2007, 06:42:31 pm

I'll see if I can dig up SharkESP's old notes on this game, he managed to figure a lot out before he vanished.

Thanks, I appreciate that too. Any old notes or anything on Mystic Quest would help out in the hacking department. ^_^

~DS
Tauwasser
Guest
« Reply #35 on: February 19, 2007, 11:37:16 am »

So I found out that it simply uses address translation and no fancy compression scheme at all...

It starts DMA'ing from $07:8230, meaning 0x038230 in rom. Font is at $07:8A30, that's 0x038A40 in rom Wink

It uses address translation 01, which means

01 = Remap addressing aaaaaaaaBBBccccc => aaaaaaaacccccBBB

so it takes 0x40 bytes between each word (or rather 0x3E when you count the length of a word of a tile, too)

I can write up a little visual basic programm in no time if you want me to.

On a side note: I'm just wondering, but is there an emulator that actually lets you at *least* see the contents of the hardware registers [21xx and ~4xxx and the like]? I had to use vsnes to see where it's doing what. I did find that Geiger's Debugger couldn't do that (maybe with logs, bug hell I care about logs... and the descriptions what is really being logged are vague too :-/ ) Huh?

cYa,

Tauwasser
« Last Edit: February 19, 2007, 12:02:33 pm by Tauwasser »
creaothceann
Guest
« Reply #36 on: February 19, 2007, 11:52:41 am »

bsnes v0.19 shows the vectors in the debugger, iirc. SNEeSe shows them, and Super Sleuth as well (tools | state inspector | interrupt).
Tauwasser
Guest
« Reply #37 on: February 19, 2007, 12:02:58 pm »

Sorry, I meant hardware registers, like 2115 and 2116/7 and so on.

cYa,

Tauwasser
DarknessSavior
Guest
« Reply #38 on: February 20, 2007, 09:07:51 am »

Quote from: Tauwasser on February 19, 2007, 11:37:16 am
So I found out that it simply uses address translation and no fancy compression scheme at all...

It starts DMA'ing from $07:8230, meaning 0x038230 in rom. Font is at $07:8A30, that's 0x038A40 in rom Wink

It uses address translation 01, which means

01 = Remap addressing aaaaaaaaBBBccccc => aaaaaaaacccccBBB

so it takes 0x40 bytes between each word (or rather 0x3E when you count the length of a word of a tile, too)

I can write up a little visual basic programm in no time if you want me to.

On a side note: I'm just wondering, but is there an emulator that actually lets you at *least* see the contents of the hardware registers [21xx and ~4xxx and the like]? I had to use vsnes to see where it's doing what. I did find that Geiger's Debugger couldn't do that (maybe with logs, bug hell I care about logs... and the descriptions what is really being logged are vague too :-/ ) Huh?

cYa,

Tauwasser

Holy hell, that means almost nothing to me. Less than Kanji in Japanese does to me. >.<

Yes, I'd appreciate it VERY much if you'd write me a VB program to help make sense of the font. ^_^

~DS
Tauwasser
Guest
« Reply #39 on: February 20, 2007, 12:15:56 pm »

http://rapidshare.com/files/17414303/FFMQ_prj1.zip.html

I uploaded it there for you to enjoy. Pretty self explanatory, I hope.

cYa,

Tauwasser
Guadozoku
Guest
« Reply #40 on: February 20, 2007, 10:10:35 pm »

Question: And if this is dumb, disregard.

But it seems you're no expert at hacking, and hacking japanese roms usually involves text expansion and the like.

Now you have a US rom, so why not just translate the japanese, and put the new text in the english rom, saving yourself alot of headache. In tranlhexation, hacking english text is  trivial, and can be done with little to no hacking knowledge.
taarna23
Guest
« Reply #41 on: February 21, 2007, 12:53:24 am »

Because then it would be considered a hack, not a translation. He's picky.
DarknessSavior
Guest
« Reply #42 on: February 21, 2007, 01:19:57 pm »

Quote from: Guadozoku on February 20, 2007, 10:10:35 pm
Question: And if this is dumb, disregard.

But it seems you're no expert at hacking, and hacking japanese roms usually involves text expansion and the like.

Now you have a US rom, so why not just translate the japanese, and put the new text in the english rom, saving yourself alot of headache. In tranlhexation, hacking english text is  trivial, and can be done with little to no hacking knowledge.

You're right,  I'm no expert, but what I do know how to do, I can do quite well. Doing projects like this (and Chrono Trigger, for that matter) is my way of getting better at hacking. I know that I would have to expand the rom so I can fit more script in, and that is something I'm looking into learning how to do.

Plus, as taarna suggested, if we were to take a translated script and throw it into the English rom, it would be considered a "Hack" instead of a "Translation". What she got wrong is that's not my doing, it is apparently a RHDN standard or something (as my Chrono Trigger Redux, which used translated Japanese script and such is considered a "Hack" until I make the changes to a Japanese rom). So I would rather it be a "translation".

@ Tauwasser: I tried using the VB program you made, what is the exact filename that it looks for? Is it "Final_Fantasy_USA_-_Mystic_Quest_(J).smc"? I tried a few variations and it kept telling me that it couldn't find the rom. O.o

~DS
Tauwasser
Guest
« Reply #43 on: February 21, 2007, 01:50:32 pm »

Well, you need to input it along with the path, sorry... I just wrote path, but it should be the full path including the filename Wink C:\\temp\\whatever.smc.fds would work, too...

cYa,

Tauwasser
DarknessSavior
Guest
« Reply #44 on: February 21, 2007, 01:53:11 pm »

Thats what I did the first time I tried it. Still didn't work. Another issue might be that I don't have a "temp" folder on my C drive. Should I make one?

Why did you add ".fds"? O.o

~DS
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