+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Demon's Blazon Bug/Feature
Pages: 1 [2] 3
Author Topic: Demon's Blazon Bug/Feature  (Read 2 times)
Gideon Zhi
Guest
« Reply #15 on: January 23, 2008, 11:12:09 am »

It's copy protection, yeah. Megaman X does something similar.
DaMarsMan
Guest
« Reply #16 on: January 23, 2008, 11:16:58 am »

Why not just copy all your original data from the unexpanded rom into the expanded section? Then put your text somewhere far away from that stuff.
MathOnNapkins
Guest
« Reply #17 on: January 23, 2008, 11:43:42 am »

I thought it might be copy protection! Didn't want to talk out my ass though... I remember I used to see a site out there that had hex hacks to disable copy protection. They were, of course, created by people trying to get their roms work on a copier, not an emulator, so it's like 1995-1998 era information.
Nightcrawler
Guest
« Reply #18 on: January 23, 2008, 12:19:04 pm »

Quote from: DaMarsMan on January 23, 2008, 11:16:58 am
Why not just copy all your original data from the unexpanded rom into the expanded section? Then put your text somewhere far away from that stuff.

Yes. I thought the same thing during lunch when this issue popped in my head again and was going to come back and post it. Effectively copying the first 32K ROM chunk to the $C0:0000 should effectively 'trick' the game just fine in all similar cases. It depends on whether the game uses any other tricks in other spots that may access something else.

I would definitely suggest heavy play testing of this game when you're done to make sure they didn't embed any other tricky things that might not show up easily. A programmer who really knew their stuff and really wanted to cause havoc could do all sorts of devious things. They probably didn't go beyond the basics, but you never know. Wink
DaMarsMan
Guest
« Reply #19 on: January 23, 2008, 01:06:31 pm »

Has anyone ever seen a ROM do a cyclic redundancy check or anything similar? Just curious.
MathOnNapkins
Guest
« Reply #20 on: January 23, 2008, 02:21:36 pm »

http://ucon64.sourceforge.net/ucon64/faq.html#12

Apparently ucon64 can do this for your automatically (remove copy protection.)
DaMarsMan
Guest
« Reply #21 on: January 23, 2008, 02:29:46 pm »

There is even an example on there...


Demon's Crest:
   ucon64 -stp "Demon's Crest.swc"
   cat "Demon's Crest.swc" "Demon's Crest.swc" > "Demon's Crest (SWC-fix).swc"
   ucon64 -swc "Demon's Crest (SWC-fix).swc"
DarknessSavior
Guest
« Reply #22 on: January 23, 2008, 04:07:14 pm »

Wait, there's a program that could've fixed this? >_>

I'm gonna try both solutions when I get home tonight; a  :cookie: to whoever was right. Thank you so much guys.

God, do I ever pick the terminally ill projects. Copy protection? Anyone else dealt with that in a translation?

Edit: Wait, Demon's Crest was the example? Wow. Apparently it is very well known for it.

Also, does my ROM have to be .swc format? I sincerely hope not, because my ROM wasn't dumped by a Super Wild Card, or at least, it isn't AFAIK.

~DS
« Last Edit: January 23, 2008, 04:15:03 pm by DarknessSavior »
DaMarsMan
Guest
« Reply #23 on: January 23, 2008, 04:16:16 pm »

Every project has things like this that you run into. I have noticed that nothing usually works out as easily as planned in romhacking. Fixing one thing can break another. Anyways, I'm curious to know the results. I put a bit of effort into this project myself.
DarknessSavior
Guest
« Reply #24 on: January 23, 2008, 04:18:42 pm »

Oh, that I understand. But for some reason every project I have is weird; though I tend to blame it on the fact that 75% are Square RPGs. FFMQ has no pointer system that I've seen, CT is a bunch of garbled mess. FFIVET has wound up being quite nice to work with, though.

Now copy protection in DB. I've never even heard of that before. >.>

~DS
creaothceann
Guest
« Reply #25 on: January 23, 2008, 04:27:36 pm »

Quote from: DaMarsMan on January 23, 2008, 01:06:31 pm
Has anyone ever seen a ROM do a cyclic redundancy check or anything similar? Just curious.

Well, d4s' BoF2 translation performs a check.


Quote from: DarknessSavior on January 23, 2008, 04:07:14 pm
Also, does my ROM have to be .swc format?

The file extension shouldn't matter to emulators. As long as it's not interleaved or something like that...
RedComet
Guest
« Reply #26 on: January 23, 2008, 04:31:49 pm »

I for one have I learned something new. Thanks NC. Smiley
DarknessSavior
Guest
« Reply #27 on: January 23, 2008, 04:34:59 pm »

Quote from: creaothceann on January 23, 2008, 04:27:36 pm
Quote from: DarknessSavior on January 23, 2008, 04:07:14 pm
Also, does my ROM have to be .swc format?

The file extension shouldn't matter to emulators. As long as it's not interleaved or something like that...

Oh, that I know, I was wondering if ucon64 required .swc format, since it's specifically dealing with issues created by Super Wild Card copiers.

~DS
DaMarsMan
Guest
« Reply #28 on: January 23, 2008, 04:47:10 pm »

Just convert and then convert back afterwards. I don't know the tools to convert to swc though. I'm sure they are around if you google.
DarknessSavior
Guest
« Reply #29 on: January 23, 2008, 04:50:27 pm »

http://www.zophar.net/trans/snes.html

There's a patch there that I used back when I first got into emulation, because my Demon's Crest ROM did the same thing. I almost completely forgot about it. Doubt it'll work, but it's worth a try. >.>

~DS
Pages: 1 [2] 3  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC