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Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 1/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
English translation patches for Puyo Puyo Sun 64 and Densha de Go! 64 have been updated to support SummerCart64.
It also shares the same bonus features as the 64drive; rather handy, since those aren't being produced any longer. In addition to some boring bugfixes, Densha de Go now has a gallery feature if you take screenshots with the debugger. Click here for the patch! Puyo Puyo Sun 64, by comparison, just runs. Click here for the patch! |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 2/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
As the proud dumper of two arcade mahjong titles, commendations on your good taste ;*) |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 3/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
After much study, it's safe to say the developers of SRW64 were drunk at the time of compilation. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 4/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Posted by Morrigan Aensland-Hill Why stop there? Arcana neko ponytail mod! |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 5/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
The translation + conversion patch for the Aleck64 arcade title "Mayjinsen 3", aka "Blitz Shogi Championship Series 3" has been updated!
For those just tuning in, the original patch lets you select between English or Japanese and converts the game to work on both retail consoles and arcade hardware...but what was once semi-automated hardware detection is now fully automated! The updated patch! https://mega.nz/file/I2pDhY5J#r-gvw7reoJmZfVOBrqCWk8sy2UP2CwtEjXFCKfwpSIE Depending how you look at it, this is either a major or negligible update. A new method of hardware detection is used based on how the CPU is wired up in arcade units versus retail consoles. Being much less awful, arcade units are no longer limited to the dedicated input panel in whatever mode it was locked in before. You can use normal JAMMA sticks, both digital and analog input out of a dedicated panel, or a modified retail controller. E90 boards are now semi-compatible as a result; no JAMMA for you (too lazy to support the wiring difference), but you can use N64-alike controls. Retail mode is completely unchanged. However, this requires the Config register reports a clock divider of 7 on retail units and 0 on Aleck E92 or E90 boards so any noncompliant emulators will be broken until fixed. Ares already does this and who knows, might even work. Sorry to say, but if I've got a stack to drop it ain't goin' to vulkan, I'm pickin' myself up a laseractive. The old release video is the new release video! The exact same ROM behaves differently depending on the platform used. Holding P1 Start at boot on a retail console opens a menu where you can set softDIPs. Language can be set via this menu as well. The menus themselves are a repurposed version of the original debug menus. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 6/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Oooh, that is nice!
The PSP had some nice official translations. Glad to see somebody else prefers the JP PSX stats as well. Have to give this a try! Ditto on the uploading too. Rather like it here, but it will wither away unless some kind of submissions exist in the future. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 7/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Really impressive! The new ferns really suit that setting.
Red Soul -> if you think that's witchcraft then Former Dawn will blow your mind ;*) |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 8/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Really do have to ask, anyone here ever play Mahjong Hourouki Classic on N64? It has the very peculiar mechanic where cheating is both allowed and integral.
Basically, at the start of the round you--and everyone else--has the opportunity to apply a cheat, usually stacking your hand in some way. They're applied in order too, so depending how everyone is cheating, turn order, and whether your cheat is physically possible considering the shuffle would be which ones get applied. ... It's also a bit peculiar that the actual focus is the mahjong itself (not the story based on the manga based on the semi-autobiographical novel it's a promotion for), so much so that the matches are at double the resolution of everything else. Nothing's gameplay is ever higher res than the menus, except this of course. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 9/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
It's safe to go a step farther and say few games really used any of the SGB features, much less used them well. They'd set a shade for FG & BG, add a border, then call it a day.
Sure, not everyone will find a use for running arbitrary SNES code on the side, but it has some cool 2 & 4 player support. Among the many emulators that muck that up are the official ones embedded in the Pokemon Stadium games. They'll recognize MP games are possible (testing controller count is part of detecting SGB after all) but use controller 1 for all inputs. The horror! Would be neat is somebody stretched the limits of that one day, like using the SNES-side to do sprite replacements of the MC or something. A sort of "what it the framebuffer does nothing but pass display data?" demo, if that makes any sense. Be more sensible than covering the lower-left corner with an (admittedly kinda cool) graphic. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 10/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Very true, SGB is quite unique from GBC.
Softer colors--if that makes any sense--and more reminiscent of NES-era sprite colorization. Maybe similar limitations at work? GBC often feels oversaturated and GB on GBA actually was oversaturated. Colorspaces are real. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 11/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Thank you for righting a great evil.
Whatever possessed them to random select characters in the first place... |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 12/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Cave made some sweet shmups, that's for sure.
As an interesting aside, the original arcade units are a bit easier to play because the hardware couldn't keep up when the screen was overly filled with stuff. The lag in bullet hell situations made it slightly easier to dodge than playing on emulators/re-releases. For as awesome as their games were you'd never guess how (comparatively) low-tech their hardware was. Been playing Onegai Monsters, the closest thing to a mobile game pre-y2k. Mostly want to figure out the best way to play it. It's not really a mimikyu (like Robopon) but a management game. You basically do a bunch of setup and burn time until the profits--like a lot of mobile/facebook games. Breeding is the single most important thing, where the kid has a slew of stats and abilities from its birth that otherwise would take time and effort to get. You aren't keeping pets; selling off the parents is a whole thing in its own right. It's a lot of planning and preparation, then set the clock to advance. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 13/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Spend more time hacking games than actually playing them.
Took a bit of an interest in which house or non-standard rules are used in older mahjong games, and here's a couple that happened to be handy. In Super Real Mahjong VS (Arcade): 十三不塔 / Shiisanbudou / 13 Unconnected Tiles 大車輪 / Dai Sharin / Great Chariot (only on dots though) 百万右 / One Million Years (100 10000 years, because it's a full flush where the points top 100) 南北戦争 / USA Civil War (1861 in one suit, 1865 in another suit, plus pungs of North & South Winds.) Not sure if 九種九牌 / 9 Kinds of 9 Tiles is a non-standard rule too. Also gives a double yakuman for Nine Gates w/ a 9-way wait and 13 Orphans with a 13-way wait. In Mahjong Hourouki Classic (N64): 大車輪 / Dai Sharin / Great Chariot (only on dots) 三連刻 / Sanrenkou / Three Consecutive Triplets (three triplets, each +1 the last.) オープン立直 / Open Riichi 八連荘 / Paarenchan / Eighth Consecutive Dealership (automatic yakuman on 8th win. Can be either 8 consecutive hands, 8 hands as dealer, or gained 8 honba on their own.) 裏ドラ / Wall Dora (aka ウラドラ, a local yaku? has a baffling condition) 四連刻 / Suurenkou / Four Consecutive Triplets Incidentally, this game uses older period-specific names for some yaku. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 14/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
I cut my teeth on WANG. Games? What are games?
Have a VM made from the HD of an old win3.1 laptop that recently died, all whopping 4MB of storage. It's hilarious that whole OSes fit in kilobytes of space, especially considering how 32bit OSes are meeting their end now because the amount of RAM required to run minimal services can't be addressed. That's a pretty neat smartchessboard ;*) |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 15/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
What would be funny is to use some common bug in inaccurate emulators as a cue to play the message ;*) |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 16/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
![]() Ever have one of those projects where you're basically done, then stumble upon a bunch of debug stuff? This one was basically complete ~one month ago, and...then the above image. The kirby on the bottom is part of a set of smileys that indicate the quality of the piece you drew. At other times, that displays error and debug messages. Only one line long though. The top of the screen, from left to right: 1) Lowest byte of game counter (increments each time the interface function is called). 2) Current menu mode out of 256 total. 3) Current mahjong state out of 160 total; i.e.: 4 tests for Suukaikan each turn. 4) Most recent byte pushed to Tx buffer. 5) Most recent byte from Rx buffer. 6) Attempted UART receive count, max 120 attempts (give or take). 7) Sequential connection errors, max 120 attempts (v1.1 tries periodically anyway). 8 & 9) Aren't used consistently but always relate to allocated memory. When animations are playing, these are the upper two bytes of total allocated image data, little-endian. During normal gameplay, this is a big-endian count of 0x100 page allocations. If a riichi animation plays it (probably) takes precedence until another operation occurs. ...and then the below image. ![]() This one lists the first blocks of allocated memory. Word the left is the offset from the start of the allocation, word on the right its size (minus 8 for the header/handle). Only 14 out of, uhm, up to 2300 at one point? Incidentally, the top bar on that game type select screen is one of three. The other two are for when a player is deciding to join or turned down a game, or at least they would be if it swapped the images out. Added some logic to do that. It might even do it right. Besides these on-screen debug features there's also a bunch of unlinked Partner64 messages. Anyway, compiling it all together for TCRF and another whopper of a readme. It's not absolute overkill like Dezaemon3D was (who knew it had extra, optional hardware?) and probably will leave out the majority of stuff it doesn't print to your Partner64. Well, there is this one cool one. It takes the current tile and prints out some crazy intricate stats. It computes how likely it will be a winning tile based on 1) tiles the player can see and count of how many are left, 2) a more clairvoyant approach based on what will actually be drawn, 3 & 4) names of which yaku it contributes to and the likelihood you'll be able to finish them, again from both player and deific vantage. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 17/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Posted by ArceusI Tried a PS1 title once in the past, that bomb defusing game. It's awkward. Worst bit was English support in the save manager was a very tight fit the first time and needs to be duplicated like 20 more times in less space. You would think something like that would just be resident in memory, but that's sort of disk design, isn't it? It's really 20 different isolated programs in a framework. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 18/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Can't even imagine trying to hack something on a smartphone.
Like, at all ![]() The method would just be so radically different from how I usually operate it's hard to imagine what it is. It's not just the keyboard & mouse shtick but the whole workflow, from reliance on fixed folder structures, automated backups, bouncing between scripting runtimes and hex editors, or just how the heck you'd redraw something. People do it, somehow. Some people also pull buses with their teeth. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 19/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Been here for a few months, but might as well do an intro.
I'm your token N64 hacker and translator, oftentimes both. Wasn't always a specialist, but for the last decade or so haven't done much outside N64 and its derivatives. Most of it falls in the realm of "huh?", like platform (or multiplatform) conversions, re-enabling unannounced features, new interfaces for undocumented hardware--which is why you've likely never heard of any of this work much less downloaded it ;*) Virtually none of my patches work with emulators as a result, though that situation has been changing lately. Always try to spit out a translation a year, at least. Those get the occasional takers (when the game to be patched has actually been released). Also have a youtube channel with random weird N64 hardware and demo stuff that never gets updated. Patch announcements go up there too, about the only reason anyone follows it. |
Zoinkity |
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![]() Bronto Burt Level: 8 Posts: 20/26 EXP: 1708 Next: 479 Since: 10-16-24 Last post: 42 days Last view: 19 hours |
Being arcade and all, I'd suggest using MAME's debug interface to set read watchpoints on the data and see how it's accessed.
Basically, start mame with the -d flag and read through the help on "WP" as well as the various other commands you can use. Every processor seems a little different in the specifics; I've only used it for MIPS. It's probably something like a offset from a different pointer or they worked their way up from a base address. No matter what crazy scheme though the WP should trip. If it doesn't...well, then there's something else going on entirely. |
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