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  1. BlackPaladin

    Translations Ningen Heiki: Dead Fox (English Translation) NES

    The game does have a completely different script from the localized version of the game as well as, of course, the title screen. As for combining my patch with Big Hairy Marty's patch, I haven't tested combing his patch with mine. I'll have to put that on my "to do" list. :P I would've asked...
  2. BlackPaladin

    [Translation] [FDS] Apple Town Monogatari *COMPLETED*

    I've decided to pick up Apple Town Monogatari as a "Current Project". I do, however, need help. I'll need someone to translate the game's text. The bulk of the game's text has to do with games you can play with the randomly-named girl in the game. One involves a personality test by blood...
  3. BlackPaladin

    [Technical][FDS] Fix Yes/No mojibake in Ultraman Club FDS *COMPLETED*

    As luck would have it, the modifications made to the Yes/No selection had nothing to do with the annoying bug I had discovered with Ultraman Taro and the Glacier stage. This bug will occur even in the unedited FDS ROM. When I thought I saw the Ultra Freezer go off normally with dealing damage...
  4. BlackPaladin

    [Technical][FDS] Fix Yes/No mojibake in Ultraman Club FDS *COMPLETED*

    I may have spoken too soon. I tested out that newly inserted code to make the apparently hard-coded Yes/No to display caused a bug. (This only been tested with Ultraman Taro.) When I attacked random kaiju with Ultraman Taro's Ultra Freezer, it caused no damage and the kaiju is not frozen in...
  5. BlackPaladin

    [Technical][FDS] Fix Yes/No mojibake in Ultraman Club FDS *COMPLETED*

    SUCCESS!!! I managed to get "Yes/No" to display in the save menu instead of that accursed mojibake! This is the code I had used... LDA #$98 A9 98 STA #068A 8D 8A 06 LDA #$B5 A9 B5 STA #068B 8D 8B 06 LDA #$C3 A9 C3 STA #068C 8D 8C 06 JUMP $B4CC 4C CC B4 NOP NOP NOP This...
  6. BlackPaladin

    [Technical][FDS] Fix Yes/No mojibake in Ultraman Club FDS *COMPLETED*

    Yes, that's exactly what I'm seeing here. "CA" is "z", "B2" is "b", and "B4" is "d". So it looks like four letters could be loaded to display "Ok/No" here. But I also have an idea as well. From a past script insertion process I managed to get 26 bytes free in RAM B4CC-B4E5. Maybe... I could...
  7. BlackPaladin

    [Technical][FDS] Fix Yes/No mojibake in Ultraman Club FDS *COMPLETED*

    This is an issue with the game that I don't know how to fix. The text that's supposed to display "Yes/No" is in mojibake at the moment, and I think this is hard-coded. (I suspect that the area in which displays the hard-coded "Yes/No" text is located at around 0x87DF (RAM BD2A). This will...
  8. BlackPaladin

    [Technical] [FDS] Titanic Mystery - Naming Screens Help *COMPLETED*

    The naming screen issues, thanks to some kind individuals on Discord, has been resolved. The game is now undergoing beta testing as of this point.
  9. BlackPaladin

    [Technical] [FDS] Titanic Mystery - Naming Screens Help *COMPLETED*

    Here's some observations regarding the naming screens... There appears to be a table regarding 8x8 tiles regarding the sprites that make up the characters on the screen. According to FCC, the characters in the naming screens are stored not as text strings but as sprites. Also, the script does...
  10. BlackPaladin

    [Technical] [FDS] Titanic Mystery - Naming Screens Help *COMPLETED*

    This project had been in deep freeze because of two issues with the translation: The translated title screen and the naming screens. The translated title screen had a marquee effect showcasing the game's title in katakana, each displaying 14 hex values at a time in a vertical pattern. Using...
  11. BlackPaladin

    [Translation] [NES] Looking for Translator: Tatakae! Ramenman

    Recently, I started laying the ground work for a translation patch for an infamous piece of NES kusoge... "Tatakae! Ramenman: Sakuretsu Choujin 102 Gei". I managed to identify all dictionary entries used throughout the game and thanks to some valuable help, enabled Dual-Tile Encoding into the...
  12. BlackPaladin

    [Technical][NES]Script Insertion Help/ROM Expansion for Kamen Rider SD

    I had posted this on another message board, so I'm copying and pasting it here... I'm having a hard time with one of my more recent projects. It's for the NES game, "Kamen Rider SD: Grandshocker no Yabou". I need to insert a rather large script into the ROM. Here's what's been done so far...
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