Madara and Esper Dream 2; question about internal headers

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Gideon Zhi
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Madara and Esper Dream 2; question about internal headers

Post by Gideon Zhi »

Hey folks, first time posting here, but I'm not exactly a newbie to the whole 6502 thing. Some of you may be aware that I'm working on translations of Madara and Esper Dream 2 (and Lagrange Point, shhhh); well, Madara is almost ready to go! I just had a question, and figured this would probably be the best place to ask.

I've added simple compression to the game (helps immensely) and have used trailing bits of the final PRG bank extensively in my work. As a result of this, there is quite literally no space remaining in it; I even had to overwrite the internal rom name at NESRAM $FFE0 (ROM $3FFE0+$10ines header.) My question is this - is it a bad thing that I killed the rom name? I've played through the game in its entirety; it's quite beatable, and I made sure that I didn't muck with the vectors that immediately follow the romname at NESRAM $FFF0. So while it seems to be fine, I just wanted to doublecheck that there's no evil voodoo hardware reason that last line has to be intact.

That said, the translation itself looks really fantastic. I've got up to 15 letters displaying on-screen for item and skill names; three item names have been truncated as a result of the screen-size limit, but only by removing the space ("Mizumitama Spear" becomes "MizumitamaSpear", for instance.) Everything else remain in its full glory; no P.LTHR in this translation! The script was a tight fit, and some things did have to be clipped down, but thanks to the compression it remains largely true to its original form.

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Esper Dream 2 looks even better, too! The 16x16 font has been chopped down to 8x16, and compression has been implemented for virtually all of the game's systems. The main dialogue only overflows by 236 compressed bytes (of 23676 compressed, roughly twice that or more decompressed); a trifle of a distance which I'm sure will evaporate as I work on polishing the script. It's not without its current issues, but they're getting whittled away at quite quickly - three days ago, the game was still spewing cavespeak garbage, and now it's actually looking quite nice!

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Quietust
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Re: Madara and Esper Dream 2; question about internal header

Post by Quietust »

Gideon Zhi wrote:I even had to overwrite the internal rom name at NESRAM $FFE0 (ROM $3FFE0+$10ines header.) My question is this - is it a bad thing that I killed the rom name?
Nothing wrong with overwriting that. Not all games even have it, let alone populate it with correct information (SMB2 claims to be "ZELDA").
Gideon Zhi wrote:(and Lagrange Point, shhhh)
*poke* :P
Quietust, QMT Productions
P.S. If you don't get this note, let me know and I'll write you another.
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blargg
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Post by blargg »

Here's what your Esper Dream 2 translation might look like on a NES connected to a TV (simulated using snes_ntsc):

Image

(tepples: I've discovered "save for web" in Adobe Photoshop Elements and am very impressed with its 256-color PNG output quality, used for the above image)
Gideon Zhi
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Re: Madara and Esper Dream 2; question about internal header

Post by Gideon Zhi »

Quietust wrote:
Gideon Zhi wrote:I even had to overwrite the internal rom name at NESRAM $FFE0 (ROM $3FFE0+$10ines header.) My question is this - is it a bad thing that I killed the rom name?
Nothing wrong with overwriting that. Not all games even have it, let alone populate it with correct information (SMB2 claims to be "ZELDA").
Gideon Zhi wrote:(and Lagrange Point, shhhh)
*poke* :P
I figured that was the case, but also figured I should double-check with the folks who're in the know anyway.

LP's... making progress. Recent progress. Expect to see visual signs... sometime soon. Maybe.
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Memblers
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Post by Memblers »

Yeah, nothing uses those little internal headers. I wonder if someone's old ROM programmer would show the title from there or something.

I'm just replying though because I wanted to mention I really enjoyed the Shin Megami Tenshi 2 translation. :D
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kyuusaku
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Post by kyuusaku »

Tensei</nitpicking, sorry!>
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Post by Bananmos »

I just want to say: Great job! Madara, Esper Dream 2 and Lagrange point are three games I've wanted to play for a long time, but I am far too lazy to learn japanese. :)

I could help you test these two translations on the real deal if you want to. I doubt your code should do anything weird on a real NES, but better to be safe than sorry...
Gideon Zhi
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Post by Gideon Zhi »

Esper Dream 2's out, for what it's worth; you can get it here.
CaH4e3
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Post by CaH4e3 »

Such headers used mostly in japanese roms (or just not removed for other countries) for compatibility with Famicombox device.
http://tripoint.org/kevtris/mappers/fam ... index.html
Device can check internal checksum and use internal name for its own purposes, but if you don't planned to export it to japan then don't mind. :)
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Post by tepples »

Is Super Mario USA still called "ZELDA" in the header?
Gideon Zhi
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Post by Gideon Zhi »

Madara's out now, too :D Same place!
Cybergoth
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Post by Cybergoth »

Does anyone know wether The Bard's Tale 2 was ever translated by someone?
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Memblers
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Post by Memblers »

Cybergoth wrote:Does anyone know wether The Bard's Tale 2 was ever translated by someone?
Nope, not that I can find. For any other translations, you should look here: http://www.romhacking.net/
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Post by Cybergoth »

Memblers wrote:
Cybergoth wrote:Does anyone know wether The Bard's Tale 2 was ever translated by someone?
Nope, not that I can find. For any other translations, you should look here: http://www.romhacking.net/
Thanks for the link. Too bad regarding Bard's Tale II though. I wish I could read and understand japanese :)
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commodorejohn
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Post by commodorejohn »

Is there any significant difference between that and the other versions of Bard's Tale II? You could just get VICE and a C= 64 disk image of the game...

Also, eagerly awaiting a Lagrange Point translation...
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