Final Fantasy 4 on real hardware via cart mod/powerpak broke

Discussion of hardware and software development for Super NES and Super Famicom.

Moderator: Moderators

Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
Post Reply
Tormenter
Posts: 306
Joined: Sat Jun 03, 2006 9:17 pm

Final Fantasy 4 on real hardware via cart mod/powerpak broke

Post by Tormenter »

Anyone able to get final fantasy 4 to work via repro or the powerpak? Cant get either working correct. On powerpak it just comes up a bunch of garbage on screen
User avatar
MottZilla
Posts: 2835
Joined: Wed Dec 06, 2006 8:18 pm

Post by MottZilla »

FF4 with and without translation works fine on PowerPAK.
User avatar
Bregalad
Posts: 8036
Joined: Fri Nov 12, 2004 2:49 pm
Location: Caen, France

Post by Bregalad »

Yeah it works fine with me. Maybe you'd want to re-download the ROM and re-apply the translation patch.

Interestingly enough, I have a french translation, based on a 8x16 font hack, that works fine in SNES9x and ZSNES, and it was a black screen on BSNES. Sursprisingly, it woked just fine with the Powerpak so I guess there was a problem in BSNES (and not with the patch).

Also I noticed that there is a "transparent line" on dialog boxes in ZSNES on some versions of the game (I think this is due to IRQ timing errors or something in the like). This works fine on real HW.
Useless, lumbering half-wits don't scare us.
Tormenter
Posts: 306
Joined: Sat Jun 03, 2006 9:17 pm

Post by Tormenter »

which version of the rom/translation you all using? I tried 2 different j2e and another random one I found. On the powerpak it goes through the powerpak loading screen, then I just get a bunch of red garbage an dletters on the screen
User avatar
MottZilla
Posts: 2835
Joined: Wed Dec 06, 2006 8:18 pm

Post by MottZilla »

Are you sure your ROM has or doesn't have the 512 byte copier header when you apply the patch? If you have that backwards it won't work correctly.

Another issue you might have with FF4 translated is they did not alter the embedded ROM header which says the ROM is still 8 megabits when it should read 16mbits since it is 12mbit but that is signified by 16mbit in embedded headers. The GDSF copiers rely on this byte for memory mapping as I recall and not changing it caused all information beyond 8mbits to be inaccessible causing messed up text and possibly could cause crashes later on.
Tormenter
Posts: 306
Joined: Sat Jun 03, 2006 9:17 pm

Post by Tormenter »

They were prepatched and worked fine in an emulator so I have no idea. Ill try to remove header then do a patch and see how that goes
MottZilla wrote:Are you sure your ROM has or doesn't have the 512 byte copier header when you apply the patch? If you have that backwards it won't work correctly.

Another issue you might have with FF4 translated is they did not alter the embedded ROM header which says the ROM is still 8 megabits when it should read 16mbits since it is 12mbit but that is signified by 16mbit in embedded headers. The GDSF copiers rely on this byte for memory mapping as I recall and not changing it caused all information beyond 8mbits to be inaccessible causing messed up text and possibly could cause crashes later on.
User avatar
MottZilla
Posts: 2835
Joined: Wed Dec 06, 2006 8:18 pm

Post by MottZilla »

If they work fine in an emulator then it isn't a patching problem. You might try changing the embedded ROM header to change the ROM Size. PowerPAK depends on this information I believe.

If your ROM has a 512byte header (lots of 00 in the first 512 bytes of the file) then goto $81D7 in the file and change the $0A to $0B and it might fix it. If there is no header than $7FD7 is where you should find a $0A to change to $0B.
Tormenter
Posts: 306
Joined: Sat Jun 03, 2006 9:17 pm

Post by Tormenter »

Actually, found a j rom and patched it manually, and seems to work great on powerpak now, hopefully will run after burned to cart as well! Thanks guys
Post Reply