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The most kick ass translation

 
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Opus
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Joined: 05 May 2004
Posts: 98

PostPosted: Fri Apr 24, 2009 4:18 am    Post subject: The most kick ass translation Reply with quote

Hey all!

It's been a good six years now since I've done any hacking and was thinking about hitting the computer one last time and creating a patch for none other than Mobile Golf!

There's just a few issues I'm concerned about before attempting this.

First off, I'm having the worst time finding any information on the game. So I'm not all too sure what download content can be put onto the cartridge and how to obtain that after all these years since its initial release. It most likely will need to be hacked to have all the courses and characters to be available.

Second, a good portion of the graphics, as well as the text, is compressed and I'm wondering if anyone could take a look at this.

If it can be uncompressed, and still run through Goomba Color, I'd really like to give this a try and have it properly translated.

Most of my old projects fell by the wayside since I was relying on internet people to help with the translation.

I've since made some good friends in real life and think that it's quite possible to get it completed this time around.

Anyway, post back on anything that could contribute to this possible project.

Cheers!

Oh, and I just found an old page that I never posted that has some screenshots of the game in progress.

Be warned though, it's Angelfire, so you most likely will get pop-ups from hell looking at this page. Smile

http://www.angelfire.com/goth/patches/MobileGolf.html
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Dwedit
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Joined: 26 Feb 2004
Posts: 2218
Location: Chicago!

PostPosted: Fri Apr 24, 2009 4:46 am    Post subject: Reply with quote

This looks exciting!
I've done some ASM stuff with GB games before to figure out decompression routines, you should see that level viewer I made for Oracle of Ages/Seasons. All data seen there is compressed in some way.

Also, I think you should make a thread at a dedicated Romhacking board like one of these:
Romhacking.net
Justus League
Acmlm's Board II
Zophar's Domain
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Opus
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Joined: 05 May 2004
Posts: 98

PostPosted: Fri Apr 24, 2009 7:23 am    Post subject: Reply with quote

Hey Dwedit, what ever happened with your level viewer for Zelda?

It looks awesome but I'm curious what exactly your intention was for this.

Anyway, I'd rather not post to those sites you mentioned. Most people online are twat waffles, but those who come here seem to be the best around to ask. Smile

So yeah, if you could, take a quick peek at Mobile Golf and just post some initial impressions of how the game is structured inside the cartridge.

I'm only asking for a basic, gut feeling analysis. No numbers or computer jargon is really necessary at this point.

I'm looking for any guidance on how to tackle it, so even a small comment from you would mean a lot to me.

Thanks for the post by the way!

Cheers!
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Dwedit
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Joined: 26 Feb 2004
Posts: 2218
Location: Chicago!

PostPosted: Fri Apr 24, 2009 8:06 am    Post subject: Reply with quote

Whenever I want to get a gut feeling on a game, I fire up Rom Corruptor, and hack away. Probably the only romhacking program I made that I still use to this day.

About the Zelda viewer, I originally wanted to make a new Zelda game of the style of Oracle of Ages in Flash or something, but later decided that reverse engineering the original game was more fun. So I made the VB viewer, then later figured out how the game loads its graphics, and made the C++ viewer.
Of course, something like this just HAS to be made into an editor. I think the only real way to possible make an editor is to expand the rom up to 2MB, then save the levels either compressed or uncompressed, doesn't really matter once you've doubled the size of the ROM.
The showstopers? Once you have only Map editing and nothing else, you end up with CryEdit, my crappy abandoned Crystalis editor that only edited overworld maps. Need to at least find enemy information, and switches, doors, and items for dungeons.

Sure, there are plenty of furries and weirdos at Acmlm's, and people who create tons of drama which led to the board getting split into 3 pieces, but it's still a decent forum if you only visit the romhacking part.
I think Romhacking.net is more civilized. Zophar's? Meh.
I'm glad this board has the most ban-happy admin I've ever seen.

Right now, I'm working on the pocketnes rewrite. Now making the speedhacks much smarter and nondestructive.

edit: Gotta admit though, the characters in that golf game look a lot more boring that what Mario Golf had Smile
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Asaki
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Joined: 15 Apr 2009
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PostPosted: Fri Apr 24, 2009 6:17 pm    Post subject: Reply with quote

So I take it this game is unrelated to Konami's Golf Master Mobile games for the GBA?
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Opus
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Joined: 05 May 2004
Posts: 98

PostPosted: Mon Apr 27, 2009 8:13 pm    Post subject: Reply with quote

Quote:
So I take it this game is unrelated to Konami's Golf Master Mobile games for the GBA?


Yeah. Mobile Golf is basically Mario Golf 2. Smile

Hey Dwedit, I'm having some issues with this game in Goomba Color.

For some reason, it doesn't like saving the file to SRAM.

Also, I'm getting some painful slow down, especially while playing the miniature golf course.

Am I missing out on a trick for either of these two problems?

Thanks.
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Opus
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PostPosted: Thu Apr 30, 2009 12:08 am    Post subject: Reply with quote

Well, I'm only guessing here, but it looks like Goomba Color can't handle the size of the 128 kb sram for the game.

Ah nuts. Sad
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Asaki
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PostPosted: Thu Apr 30, 2009 3:34 am    Post subject: Reply with quote

Isn't 32 the limit? In the readme, it says games like Pokemon need to be saved with save states (which are broken in Goomba Color).

I find sometimes you just have to run those pesky slow GBC ROMs on the DS instead, unless you don't have one.
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Opus
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Posts: 98

PostPosted: Fri May 01, 2009 7:35 pm    Post subject: Reply with quote

Yeah, I resorted to just playing it on my DS and it works flawlessly, great stereo music by the way. Smile


Well, I posted over at romhacking.net, we'll see if anything becomes of it.

Not expected much of a response though.

Cheers.
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Asaki
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PostPosted: Sat May 02, 2009 4:36 am    Post subject: Reply with quote

Yeah, Idunno =/

I asked for help on a few of my GBA Color Restoration projects, and nobody helped at all...heck, nobody even volunteered to playtest for me Mad

Maybe I'm just used to a different sort of game dev community.
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Opus
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Joined: 05 May 2004
Posts: 98

PostPosted: Sat May 02, 2009 6:28 am    Post subject: Reply with quote

Hey Asaki, I'd be willing to help out on a project of yours if no one shows any interest in Mobile Golf.

I tried to colorize all five Megaman games a long time ago, the actual coding and not just through emulation, but finally gave up in frustration at the difficulty and because they were supposed to be rereleased.

Too bad the GBA Megaman compilation that Capcom announced never happened.

Well, post back if you'd like some help. Smile
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Opus
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Posts: 98

PostPosted: Fri May 29, 2009 7:18 am    Post subject: Reply with quote

Ah nuts.

Never really got much of a response over at romhacking.net

Stupid toolies over there if you ask me. Smile

Anyway, the game runs perfect under Lameboy and I'm about 20 hours into it.

If you enjoyed the original Mario Golf for Gameboy Color, this is so much better. Not just in content and extra fluff and features, but even the course design really makes you think through ahead with your next shot and encourages extra play to keep getting your character leveled some more.

So yeah, give me a couple days on this and I'll post up a patch here.

You won't find much English for the game except when you're on the course but at least it's something for those who enjoy this series.

Cheers.
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Asaki
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PostPosted: Fri May 29, 2009 6:32 pm    Post subject: Reply with quote

Opus wrote:
Hey Asaki, I'd be willing to help out on a project of yours...


http://www.romhacking.net/forum/index.php?topic=7444.0

There's a little problem where a few tiles are loading the wrong palette (in SMW and SMB2)...spent way too much time trying to figure it out, with no luck =/

Playtesting and/or emu saves would be really nice, too. I should probably get back to work on SMB2, I've still got a bit left to do in that one.
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Opus
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PostPosted: Fri May 29, 2009 10:02 pm    Post subject: Reply with quote

Sure, I'll take a look at it when I have the chance.

Seems like it would be a simple search.
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