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Messages - ozidual

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EverDrive 64 / Re: Virtual Pro Wrestling English Translation Beta
« on: February 08, 2020, 03:08 AM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)
I didn't know you could use the whole game code. That makes it useful for distinguishing between regional versions.
Huh, I thought they were already in use.  I honestly have no idea.  I'll see if I can test it with Shiren.

EDIT: Just confirmed that the 4-letter name won't work.  Just the 2-letter or the CRC.  Sorry about the confusion.  So it'll have to be reverted to VP=3 and {the current CRC}=3

EverDrive 64 / Re: Virtual Pro Wrestling English Translation Beta
« on: February 07, 2020, 06:50 PM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)

to the save file.  If that doesn't do it, you can replace



NVPJ=3 (Virtual Pro Wrestling Original)

to force them to be separate.

EverDrive 64 / Re: Mario Artist Talent Studio - English Translation
« on: February 03, 2020, 06:54 PM »
Did you download directly from the website or download it from elsewhere?'s cart version is working fine on my 64drive - I'd test the ED64 but it's set up with my main TV right now.

EverDrive 64 / Re: Virtual Pro Wrestling English Translation Beta
« on: January 28, 2020, 08:57 PM »
Awesome news!  I'm not a wrestling fan, but it's always good to see another Japan-only N64 game translated!

That's great and all but shouldn't you fix your website first? The Custom Robo page has been absent for a while.

It looks like the link is just off.  It points to: but the actual link is

EverDrive 64 / Re: Save transfer question
« on: January 15, 2020, 11:43 PM »
I'm pretty sure that PJ64 save files need to be byteswapped to work on the ED64 (and vice versa).  Saturnu created a program that handles this:

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: January 11, 2020, 04:20 AM »
No news except that we hope to have the translation done by the end of 2020.  Everything is still progressing nicely!  This is more of a reminiscing post :)  You see, it's now officially one whole year since I made the first post in this thread.  It's also a perfect time to look back at the year in general.

I started the year by consolidating my previous work on Shiren and having another go at making a translation hack.  You can see the first couple posts, but Shiren had a few false starts since 2017.  The more I dug into it, the more I doubted it would ever be translated.  That was fine by me at the time.  I liked hacking Shiren!  It came with a built-in VWF, and after doing some digging with the letters, it was a very simplistic ASCII hack.  Though I knew the 2nd text section (called the "Everything Else" text) was going to be a beast to hack.  For fun I threw the 1st text section (called the "Dungeon" text) through a machine translator and learned how badly even that simple text could come out.

A couple of months later I put Shiren on hold because I had a translator contact me about translating Getter Love.  By the way, GL is still being translated, just very slowly.  Life overtook the translator, but I do occasionally get updates.  Getter Love's hack was barely there so I had a lot of catchup to do on that.  It is NOT an easy game to hack.  I don't know a good way to explain it, but it's like GL has it's own game engine that takes in only command characters and spits out the game you see.  The majority of the hacks are going through the exact same loop of code over and over to trace out a byte here or a byte there that need fixing.  That was a solid few months of work on GL until May.

That's when Shiren's translator contacted me.  I took a little time off of GL to get Shiren's text a little more ready to translate.  My time was still mostly spent on GL trying to get the Name Screen just right (It's about 98% done right now, I just need to fix deleting on the re-name Name Screen - the max # of characters is even VWF based now).  Towards the end of the summer, the translator hit that solid wall that is real life and the translation hack itself felt pretty good.  So things shifted mostly to Shiren.

In late summer/fall it looks like I went from one Name Screen to the other.  I did some initial work on Shiren's Name Screen (It's currently at a good point, though I'd like to make the max # of characters VWF based as well).  I spent some time fixing the 's' for multiple items and 1'st', 2'nd', 3'rd', 4'th'.  Throughout it all I kept tweaked the "Everything Else" spreadsheets.  One of them has had 26 revisions and is currently on v3.7je, the other has had between 20 and 60 changes and is currently on 'v3.6d with 5C calcL'.  At least a few of those revisions required the translator to adjust to a new spreadsheet.  He has patiently withstood it all and for that (and many other reasons) he is amazing!  I also did more work on the Name Screen and fixed one or two minor things not related to the "Everything Else" text.  Oh, and learning all about Controller Paks and a few weeks figuring out how to decompress and dump all the textures.

That brings us to December which pretty much brings us to today.  December was full of sickness and vacation.  I started January with a couple Shiren fixes, but the time since has been very similar to December.  In a week I hope to take things up again and get back to it all though. 

Throughout it all Shiren's translator has moved steadily forward, tweaking old text and translating new text with multiple playthroughs.  I knew it was going to be a beast of a translation, but even with the translator making leaps and bounds, it has been a long road.  It is all worth it though to see this game in action.  I'm really excited to share it with you all later this year.

EDIT: Added images because it's more fun than a wall of text.  Please excuse the GL images here.  I didn't want to update two threads with a review of the year, and I am very proud of the work done so far on Getter Love even if it isn't my focus.

They decompiled Mario 64, and I figured that decompiling the other versions would be next, or at least adding in the rumble feature.  I'm not sure why it isn't out there yet.  Maybe the different versions are vastly different.

I just checked file sizes, it matches It is the same right?

Nope, all patches will be the same size every time no matter what differences they have.  The only way to tell is to do a comparison at the hex level.  A quicker though less reliable check is to compare the checksums at bytes 0x10 to 0x18.

Let me preface this by saying that you should download the latest version of Petrie's Challenge and try playing that as is.  I think GBM still saw the problem the last version he played, but I want to say that someone streamed a speedrun of that version of Petrie's Challenge with no problems.  Maybe they skipped that section entirely.  That said:

Here is a patch that can be applied to the PAL Master Quest ROM (NOT the debug rom) to create Petrie's Challenge + GBM fix (NOT the latest version of Petrie's Challenge)

Here is the version of Petrie's ROM that all of my patches apply to.  It's the patch that I downloaded in March of 2017 and used as a basis for my GBM fix, GCto1.0 and GCtoN64 changes.

Again, you are probably better off playing the latest version of Petrie's Challenge and not my patches.

I think Petrie made a change since the last patch I created.  Unfortunately due to how they created Petrie's Challenge, I've always had to deal with the compression manually which means recalculating everything and making massive shifts with large amounts of data.  I think I also manually edited the text last time to make it fit properly too. 

I hope to get back to it at some point to get it working again, but right now I'm tied up in too many other projects.  Sorry.

I hate to say it, but you're better of passing on this one.  While there are near (or even complete) English translations for Animal Crossing, they're all buggy.  They're all based on a patch created by Zoinkity way back in the day (

It's been a while since I read the notes on it, but I believe there's a bug tied to text that will crash and burn everything (Save file and Controller Pak data).  If you do decide to go forward with a playthrough, save often and keep a backup history.  I'm not even 100% sure the game can be completed.

EverDrive 64 / Re: Doom 64 isn’t bright enough
« on: December 30, 2019, 04:33 AM »
Give these a shot:


These patches don't do quite the same as above's GS code, but it seems to brighten it up while still leaving some shadows.  There is a line of code where it ANDs the above locations with 0xFFF7.  I just changed it to 0xFFFF.  These all appear to affect the VI though I didn't spend long checking things out. 

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: December 28, 2019, 05:03 PM »
Good question, I should have mentioned this - no, it's entirely from the text changes.

I think I mentioned earlier that one large section of text is filled with command characters.  Well some of those command characters are used to jump to different spots in the code (like GOTO in BASIC).  Those same commands are also used to define values used by other things.  In this case, I blanket identified hundreds of these as GOTO statements when a few of them were not.  That changed the value here from 0x0B to 0x0D.  0x0D made it a Dungeon level 2.  0x11 makes it a Dungeon level 6, etc.  This has caused problems a few times before and I'm sure we'll run into more, but we're pretty good at catching them.  I think half of my fixes have been identifying these as GOTO (which may need recalculation for longer sections of text) or not GOTO (which should not be changed). 

This is the first time it's messed with Dungeon levels.  In the past it's changed the displayed image (turning characters or items into other characters or items), made characters walk across the title screen or just plain crashed the game.

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: December 27, 2019, 09:11 PM »
A week or two ago the translator ran into an interesting bug.  With the current hack (Shiren v0.2.040DebugSaveHeaderDebug2), taking the cart to the Summit turns the Summit into a dungeon.  It's easiest to tell if you have the map up:

But you'll also notice in that 2nd image above and the one below that you can fight monsters too:

It's equivalent to the 2nd floor of a dungeon (as you can see from the 2F along the top).  Otherwise the area acts like normal.  You can build castle parts and talk to everyone like normal.  There is no staircase that I can find and as soon as you leave the Summit it reverts back to normal (no dungeon).  Pretty cool.  It's a very huge maybe, but someday I'd love to purposely enable some of these errors and release a patch with them.

The translator has been working like crazy this month on Shiren and a Shiren related project - more on that another time.   For me December was a wasted month.  Between illness and holiday activities I got next to nothing done.  I'm hoping January will be a catch up month for me.

EDIT: Fixed it, but I also figured out how to change what floor it thinks you are on.  Fun stuff.  I'm still not 100% sure how to make it happen elsewhere, just for taking the cart to the Summit at the moment.  Here's a cool view of a Pumphantom coming after me over the water on a 85th Floor Summit dungeon:

EverDrive 64 / Re: Doshin the Giant 1
« on: December 27, 2019, 08:17 PM »
I updated the patches in the links on the main post to apply to the latest ROMs available on LuigiBlood's site. 

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