Jump to content
NHL'94 Forums

TA_Marcos_Translations

Members
  • Posts

    26
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by TA_Marcos_Translations

  1. This is an awesome post! But I think some EA Sports games have compressed graphics following its own way of compression.
    There is no way to find the EA Sports logo of the intro or even the background in FIFA series, among other stuff.

    Regarding this issue of using of repeated tiles, sometimes it limits the romhacking work but I think there must be a way to be rewritten.
    As far as I'm concerned in some games exist "a pattern code" that can be rewritten, so you can choose what tile/tiles of the tile map in a specific image is gonna be repeated and where.

    Patrones Mapa.png

    As you can see attached, this is a file I created on TM where I show every single Super Monaco GP, Grand Prixes maps.
    The first GP is San Marino, which is not using any repeated tile but has (like every map) its own way to be shown in a 7x11 tile map.
    The following one is Brazil GP. Red marked tile is the original tile that's gonna be repeated. Those repeated ones are also red but with a blue spot based on the original red with no spots. Also, you can see a yellow marked tile which is a tile that is gonna be repeated BUT in this case, its tile that is based on is flipped. Those are yellow marked tiles with a blue spot.

    I know where these pattern orders are located, but there is no way to understand a logic sequence on them.

  2. Hello,

    So long, NHL94 forum. I am currently working in another project for brazilian retro gamers which is MSU-MD Futebol 1.0 (I am thinking about to change for another title).
    I have a full excel with relevant information about hacking FIFA Soccer 95 that I completed since 2018

    I have seen there is almost nothing pending to find out in NHL94 Sega Genesis Rom. That's my goal for FIFA Soccer 95. I am going to need help finding the following:

    1) FIFA Soccer 95 Menu Background. I don't have a clue where to find. As far as I am concerned, this type of menu is based on 4 screens, giving the effect the menu is "flying" in front of the background. This must be compressed and if it's compressed, what type of compression did EA Sports programmers use?

    2) Music. There are 5 menu tracks in FIFA Soccer 95. What I could find is the following concerning Music and SFX:
    From 60000 Hex to EB5CF Hex all the samples and SFX are inserted in the game. Every single sample weighs 32kb with the following data:
    Code: Unsigned 8-bit PCM
    Byte Order: Little Endian
    Channels: 1 channel (mono)
    Frequency: 11025hz

    The only exception is "Ea Sports - If it's in the game" voice, whose quality is ADPCM and frequency is around 6000hz.

    In FIFA Soccer 2020 I could manipulate the SFX and insert new crowd chants and SFX without any kind of trouble.

    As you can see in the attached picture, there are five samples that includes music samples (Guitar, drums and effects).
    So, what I am exactly looking for is where is located the music menu in the ROM.

    Thanks in advance


    TA Marcos Translations

    FIFA95.png

  3. Hi all,

    I am currently working on my latest project "UEFA Champions League 2021", a hack from J-League Pro Striker 2.
    As many of you know, the original game was released only in Japan, so almost the full game is in Japanese.
    I am having a hard time adapting some screens from original Japanese Kanji to Spanish because of the limitation of characters.
    But this is not the big issue. The main problem that's happening in a couple of screens (maybe three or four), is the "forced" tile orders or tile patterns those Kanji have.
    I understand that because it is pointless to repeat the same tile on and on and it is a good idea to save ROM space.

    Below an example:

    Ciudades Todos.png

     

    These tiles belong to the Game's Ending, when every result of your League's matches is displayed before the final credits. As you can see, tiles for the names of the team's cities are all together,
    but if we check the game...

     

    Resultados Japonés.png


    ISSUES:

    1. Kashima is using the same tiles than Hiroshima because it needs the Shima Kanji.
    2. Yokohama Marinos and Yokohama Flugels are sharing the Yokohama Kanji
    3. The programmed separation (spaces) between Kanji "syllables"

    As a consequence, in order to use a tile that isn't used more than once, the result is not very visual and attractive at all:

    Resultado Español.png


    With the exception of Real Madrid (Initials R.MAD because Nagoya has three Kanji Syllables with no spaces between), the rest aesthetically is hard to watch (the idea of the initials works somewhere else in the game, but not in this screen).
    BOR- Borussia Dortmund
    RBL- Red Bull Leipzig
    BMG- Borussia Mönchengladbach
    CHE- Chelsea
    FCB- Fútbol Club Barcelona
    BAY- Bayern Munich
    PSG- Paris Saint-Germain
    LIV-  Liverpool
    ATM- Atlético Madrid
    MCI- Manchester City

    So that's the question: Is there any way to avoid these orders where these spaces between characters are programmed and manipulate these tile patterns?

    By the way, if you are interested in the hack, I share a link:
     



    Thanks in advance,




    TA Marcos Translations

  4. On 7/29/2020 at 4:19 AM, halifax said:

    did you finish this hack? would love to try it out. thanks!

    Gretzky was correct. It is that one. Hack was "officially" released the 30th of June, one month ago.
    That's just the patch.
    You are going to need Lunar IPS tool and the original FIFA Soccer 95 rom to convert into a binary ROM file.

    Best,



    TA Marcos Translations

    • Like 1
  5. 17 hours ago, NHL98FAN said:

    Thank you. The intention of the post is going further than that. The information is good, but what is important for me is that those players should have their suitable attributes.

     

    13 hours ago, CamKneely2 said:

    Cool idea. At first I forgot what FIBA means and was like "How the hell are you converting soccer to basketball?". I am familiar-ish with the international players and could help.

    Thanks CamKneely2. I have created an excel file. If you feel ready, I can send it to you. It's a heavy work. Your mission is refill every empty cell with values between 50 (minimum) and 99 (maximum), in every parameter (FIELD GOAL, 3 POINTS, OFF. REBOUNDS, SPEED, AGILITY....) corresponding to every player, and trying to be as realistic as possible. In this file there are 14 teams. 2 of them are marked in red (Argentina and Brazil) because I have already done it. Once you finish filling in this file, I will send you the others 15 teams in order to be filled in as well.
    Also you can see the players that are marked in green are part of the starting line-up.

     

    NBA Live Hex Data.xlsx

  6. A few days ago I started a project of hacking NBA Live 97 from Sega Genesis.
    I will convert it into FIBA World Cup (no year) with up-to-date rosters based on the event and performances of the 2019 FIBA World Cup in China .
    What I have done until now is modify the names of the teams, insert a few logos and modify three rosters (for Spain, Argentina and Brazil). It is a project I am working slowly and I want it finished before summertime.
    I have to recognise I don't watch too much basketball since 2009. So, what I need for this project is someone who was an expertise on international basketball:
    Must know most of the players.
    Players main attributes.
    Players Strenghts and Weaknesses.

    Concerning I want a very realistic game, I want realistic attributes and skills of the players.
    Below there is a list of the national teams that there will be in the hack (ordered by FIBA ranking):

    1. USA
    2. Spain (finished)
    3. Australia
    4. Argentina (finished)
    5. Serbia
    6. France
    7. Greece
    8. Lithuania
    9. Czech Rep.
    10. Brazil (finished)
    11. Russia
    12. Italy
    13. Poland
    14. Croatia
    15. Turkey
    16. Puerto Rico
    17. Slovenia
    18. Germany
    19. Dominican Rep.
    20. Venezuela
    21. Canada
    22. Nigeria
    23. New Zealand
    24. Montenegro
    25. China
    26. Angola
    27. Tunisia
    28. Japan
    29. Ivory Coast

    See attached the following screen captures:

    FIBA1.png

     


    FIBA2.png

     

    FIBA3.png

     

    FIBA4.png

    Thanks in advance.

    Best,


    TA Marcos

    • Love 1
  7. Regarding the issues I found hacking the rom. 

    1. There is no possibility to add the extra two teams without the "sacrifice" of others two.

    2. EA Sports and Renegades teams contains repeated tiles in their prematch logos and names. That's why I had to insert as "CZ REP." and "FINLAND_" (That _ is part of the L)

    3. I corrected CHECH REP as CZECH REP. I know that was an issue. In that graphic text there is a Z, but it is not showed when you type Z on hex. The Hex code for the Z for that graphic is "29."

    4. I had to look after the prematch logos. Because of the limitation of 16 colors in that screen, every team MUST use the same palette. If you modify a palette of a determined team you can see the logo as local team OK, but being visitant not. Both logos depend on the local team palette.

     

    Best, 

     

    TA Marcos

  8. Oh I understood the ice logo was black and the kit was red. The solution is very easy. Anyway, I am going to send you a private email with that modification of that logo and you can upload it here or wherever you want. I did already on my site.

    Best,

     

    TA Marcos

  9. I guess you modified with a tool like Hivepal. If you modified one color, those colors that are shared are modified too.
    I will modify the logo also. Gimme a small amount of time, I am finishing the hack ;)

  10. 11 hours ago, skip said:

    I love what you guys are doing here. I really wanted to do a full updated 32-team National ROM for NHL'94 but never got to it, only got to the IIHF Legacy ROM which has 2020 rosters + some classic teams. Made it easier lol. Nice work - LOVE seeing more international ROMs being created! 

     

    I guess I am going to start to ask for money for working in all these stuffs....

  11. Hi Thornton,

    Checking the way is programmed as follows below, there is a possibility to include Czech Republic and Finland, BUT you should "sacrifice" two teams instead:
    The solution is as simple as going to the "No cheats" area in the ROM and use the pointers of Czech Republic and Finland wherever you want.
    So it is up to you, if you want to go ahead or not. If it yes, let me know which two teams do you want to remove from original game.

    Team List.png

    Best,

    TA Marcos
     

  12. 6 hours ago, Thornton97 said:

    Dear TA_Marcos_Translations. There is a slight flaw in this mod. The national teams of the Czech Republic and Finland hidden in the menu have the opportunity to play with the national teams of Canada, the USA and Europe, but there is no way to play matches between the Czech Republic, Finland against the national teams of Russia and Sweden. I already consider you a great Master and I hope that the Teams of the Czech Republic and Finland can appear in the main menu of the game.

    Hi Thornton,

    I got something similar for FIFA: Increase or decrease the number of teams in every domestic league.

    In this case, being this a cheat I may make something else besides modifying 1byte-value.

    I will check and let you know.

     

    Best,

     

    TA Marcos

  13. Update until now:

    SWEDEN at 100%
    RUSSIA at 100% - I need to correct a graphic error that duplicate a couple of tiles in the main logo.
    CZECH REP. - I have checked on the screen before the game start, there is no way to add the "Z." I checked the graphics for that letter and the Z was not there. I modified the X which is useless on that screen. I will take a look later on.
    FINLAND - Working on it.

    I think by tomorrow I will finish the whole thing.
    From now, have a look to the screens captures I made:

    RUS-SWE2png.pngSWE-RUS.pngRUS-SWE1.pngSWE-RUS5.pngRUS-SWE3.pngSWE-RUS4.png

     

    Best,


    TA Marcos

  14. Thanks for the quick answer.

    I don't know anything at all about NHL players and team performances. So what I suggest is me being in charge of the graphic and sound part:
    Look after the details of the logos and graphics names on the menus and in the ice.
    If you want any extra screen in the game I can assemble that.
    Regarding the sound, players voices, crowd reaction, I am able to modify that.

    Anyway the main idea is to fix the logos of the national hockey teams and their names on the menus and ice logos also. The rest is a heavy work, and being just a small and interesting update, this is enough for a good work.

    I will get in touch with you soon.

    Best,

    TA Marcos Translations

  15. See below the idea:

    Of course this is improvised. I would need to correct on HxD those errors given by Tile Molester, and repaint them again.

    2.png1.png3.png4.png

     

     

  16. Hi Thornton97,

    I have just tested your hack with the best national hockey teams. Just a couple of things:
    Firstly, how can I play with Finland and Czech Republic?

    Second, as I could see you edited the text for the names of the teams on the game screen (not on the menu) and also the players.
    If you want, I can edit the real team emblems and colors in the menu. This would be a small update of a small update, that we can call: NHL 97 v.2.1.
    What do you think?

    Best,

    TA Marcos

  17. Hi kingraph,

    Thanks for you reply.
    Definitely yes, it is grabbing the color palette also. That's the point.
    I moved the title screen to a new empty part starting from 00 1F EC 00, and  I chosed the original colors address for EA Sports (00 10 61 7C)
    All these instructions I made them just above of 00 06 00 00, where there is a big empty area.

    I am gonna share what I have done until now with you in a PM.
    Thanks for your help

  18. Super Monaco GP: The Process:

    - Nelson came up with Super Monaco GP Brunette version (in Brazil Morena version) in 2017-2018. He modified the colors of the cars like original ones, the menus, and the tracks. Also he translated the rom into portuguese (of all the plain text) and he modified the name of the cars, even comprised text like the big yellow letters of the main title of the teams.

    - On Feb 2019 I went for Super Monaco GP En Español 1.0, just a color hack, translation into Spanish of the plain text and those comprised texts of above.

    - On May 2019 I released the version 2.0 with the following modifications compared to original game - Super Mónaco GP: Desafío Zakspeed -
    GRAPHIC:
      * Inserted digitized pictures of real drivers of the 1989 FIA Formula One World Championship.
      * Inserted spanish ñ
    TEXT or HEX:
      *Updated chassis of the cars (now every single one is real)
      *Updated engine of the cars (now every single one is real)
      *Grand Prix order is updated according to the 1989 FIA Formula One World Championship, as boxes instructions are their correspondent.
      *Corrected driver’s names and nationalities.
      * For a challenging game, player starts driving the worst team, ZAKSPEED.
      * Modified comprised texts like qualifying and results.
    COLORS:
      * New weather or time in some Grand Prix.
      * New color design for menus.
     CORRECTED FROM 1.0 version:
      *Corrected big yellow characters of the team’s names
      * Corrected challenge team list: .
      *Programmed results altered.

    Two weeks ago I released the ultimate version 2.1 with just a few changes:
    * New pics for Nelson Piquet, Ivan Capelli, Andrea de Cesaris and Ayrton Senna, because I thought their portraits details made in 2.0. were really poor
    * Benetton has its 4 colors like 1989 season.
    * Corrected the pitch of the voices and some tempos of the sound. Now the voices don't sound like a drunk Donald Duck.

    Besides this, on July 2019 I released Super Monaco GP 2019 with the current drivers and F1 2019 World Championship season.
    I rewrote most of the script of the game in English.

     

    More information or downloads:
    My blog in Spanish

    https://ta-marcos-translations.blogspot.com/

    My youtube channel
    https://www.youtube.com/channel/UCYKn2MQj95L3wDDvGztGTyQ

    Nelson's YT channel
    https://www.youtube.com/channel/UCG_yDbU5r1xFyEhnbvx07fQ
     

  19. Hi smozoma,

    I don't want to be misunderstood. I said I had added/inserted new music, but no modifying the music of the menus.
    Analyzing the ROM what I got were just the samples (drums, effects, riffs) of the music. What I think is every single song is not inserted as a *.wav file or any other format. It is sequenced with instructions given using the appropriate samples in its right time and on its right channel.

    How I inserted the music with the audio voice:
    1st step: Find an empty (useless) area in the ROM.
    2nd step: Give instructions for the music to be played as follows:
    Address: x05F5F0 - Hex from that Address:
    33 FC 01 00 00 A1 11 00 33 FC 01 00 00 A1 12 00 41 F9 00 05 F6 62 43 F9 00 A0 00 00 30 3C 00 E2 12 D8 53 40 66 00 FF FA 33 FC 00 00 00 A1 11 00 20 3C 00 20 50 00 22 3C 00 00 FF 80 61 04 60 00 01 14 33 FC 01 00 00 A1 11 00 41 F9 00 A0 00 39 10 FC 00 01 10 C0 E0 88 10 C0 E0 88 10 C0 10 C1 E0 89 10 C1 E0 89 10 81 33 FC 00 00 00 A1 11 00 4E 75 C3 46

    In red: jump subroutine 00 05 F6 62 -> It is pointing C3 after rts (Return to Subroutine) - Here is important the address you are going to choose must be that one that point the C3 value after rts.
    In yellow: 00 20 50 00 is the address where I inserted a wav file with the audio. Of course, I enlarged the ROM.
    In purple: FF 80 First byte is the length of the audio inserted. More value, longer. Less value, shorter. As you can see I used the maximum. Second byte is the pitch of the audio, you can play with this value and find the suitable pitch.

    What else? Yes. We have to give an instruction for this to be played, at the intro, so:
    3rd step:
    Go to address x0288 -> You'll find this: 46 FC 27 00 60 6C 80 00. Replace it giving an instruction to the audio inserted like this -> 4E F9 00 05 F5 F0 80 00, what is marked in red is the address where we inserted the instructions for the audio.

    Regarding the audio itself, Jeff van Dyck and Kevin Pickell (EA Composer and Sound Programmer) told about the sound attributes they used for this game like this:

    They use a frequency of 11025hz
    Code: PCM 8-bit unsigned
    Byte order: Little Endian
    Mono channel

    With the exception of "EA Sports" voice, they used a worse quality, same frequency but coding ADPCM 4-bits , I think.

    So, knowing the YM2612 is going to play a worse quality that I inserted the idea was as follows:
    Insert a better quality audio, 16600hz or 22050hz. The inconvenience here is you will need more space in the hex.
    Insert the same quality 11025hz but modifying the tempo to a faster tempo and high notes. No worries here because the Sega Genesis sound driver play it deeper and slower. So here you can play with the tempos and the pitch.

    Then, save your audio as a wav or bin file. Go to hex, open that file and start copying from the first 00 after the word "data". That's the real information, what you get before data is the header of the audio file and it is not needed.

    FIFA Hack.png

    FIFAOriginal.png

    • Thanks 1
×
×
  • Create New...