Just finally got the Windows versions of the Ketsui Arrange 1.51 and Mr.Stoic Bugfix patchers compiled, so release is now! I finished these up the other day after being bored a bit.
Release page blah blah here: http://dodonpachi.daifukkat.su/ketarr/
Just finally got the Windows versions of the Ketsui Arrange 1.51 and Mr.Stoic Bugfix patchers compiled, so release is now! I finished these up the other day after being bored a bit.
Release page blah blah here: http://dodonpachi.daifukkat.su/ketarr/
Yes, really. I’ve decided to do commissions. Contact me in any way to discuss pricing/rights ownership and we’ll see where it works out from there. I’ll do games on arcade and almost any console.
Looking forward to messing with some strange games
How do I keep forgetting to release things on my blog. I’m so silly…
Anyhow, quickly hacked this up a few months ago. Displays rank where the high score should be, and shows deltas in the blank space above that. Also automatically unlocks boss rush and level 3 character select, as well as turns on ? and ! by default.
Most of this code originally existed in Bakraid, I just had to enable it (and make a few tweaks). This will apply correctly to both the US Unlimited and Japanese Unlimited versions.
Inspired by Keigox68000′s Garegga rank patch.
Hashes:
prg0u022.new (Japan, set bbakraidj) CRC(3611bfe7) SHA1(15d979f19268375cc30f79520b74c9b9cdc51139)
prg0u022_usa.bin (US, set bbakraid) CRC(5967a8c9) SHA1(c155c3f3ca3b93c8d34550bb99586a6dc852a03b)
prg1u023.new CRC(7324586d) SHA1(3fb2db234746b5c9035079d2ede83e2ef60d61bd)
prg2u021.bin CRC(85013656) SHA1(44175f784b49536c0552c01a44da719092598db7)
prg3u024.bin CRC(3ab87209) SHA1(5e151fe204159868d2387be802c9d1829a5d8719)
Download: http://daifukkat.su/files/traprom.zip
The other day on Shmups Forum, BPzeBanshee bumped a thread requesting information on G-Stream G2020. So after playing a bit, I thought maybe it’d be a good idea to fix the sound. Later BPzeBanshee popped up in the #shmups IRC and asked if I was going to fix the sound. I was hesitant, but the fairly decent amount of sound errors made me want to go in and fix it. I spent a couple hours reverse-engineering the code that generated the banking data, but that didn’t really get me anywhere. So then I tried to modify the old code that was being used to bank. This also didn’t get me much of anywhere.
Then I wrote up a small program that converts raw OKI sound data to PCM data (for analysis in another tool, such as Audacity). Once I converted all the ROMs to PCM, I could actually figure out what banks had what data in them. From here I added some debug prints that would show the value being written to the banking register. After a bit of analysis, I came to the conclusion that the values weren’t meant to be interpreted at much larger than single bits. It was about here that I moved the latter two sound ROMs from the first OKI to the second (thus separating the two). I did this because in my analysis, I noticed that the sound-effect bank was duplicated in the first ROM and the 3rd ROM. After that, I decided to deconstruct the banking value into binary, and I started to notice a pattern. Soon I figured out how the values corresponded to the banks.
In the end, the final algorithm I came up with was:
OKI1_bank = ((BIT(data, 6) & !BIT(data, 7)) << 1) | (BIT(data, 2) & BIT(data, 3)); OKI2_bank = ((BIT(data, 4) & !BIT(data, 5)) << 1) | (BIT(data, 0) & BIT(data, 1));
A bit messy, yes, but it has worked for every banking value that the game has thrown at it. If I ever get access to a PCB, I may try to test this algorithm with other values and refine it further.
Download link for the patch (should apply to any recent MAME version, but 146u5 does not work): http://daifukkat.su/files/gstream.diff
Totally just realized I never released this no-buffer patch officially. Anyways, apply this to a relatively recent MAME to make it “lagless” (a bullshit term used to describe removing a frame of sprite buffering from drivers that buffer sprites to keep in sync with backgrounds).
Download here: http://daifukkat.su/files/bufpatch.diff
Today I got a bit fed up with some of the bizarre UX choices that Google made with their Google+, so I decided to take matters into my own hands. Thus, I present to you:
Goop!
Features:
Update 2012.06.20:
Update 2012.06.25:
You can get it over at http://userscripts.org/scripts/show/136414
Earlier today, IDA 6.3 was released.
Changes include:
The unSP module, as well as the MIPS and PPC improvements were done by yours truly.
Go get it!
More info: http://www.hex-rays.com/products/ida/6.3/index.shtml
I’ve done/released more NMK fixes. You can read the full post here: http://www.raidenii.net/2012/03/more-nmk-fixes/
Sorry about the downtime, we upgraded the server we were using, and during the upgrade we went from MySQL 6.x back to 5.x (as recommended by the MySQL team), and that broke a bunch of tables we were using because they apparently changed some collation IDs. Anyways, we finally were able to fix the tables, so everything’s back up!
P.S.: 2 secrets coming soon.
Over the past 6 days, I have been working on an Arrange mode for the original DoDonPachi. I have finally finished all of the work (done painstakingly through nothing but a hex-editor, IDA Pro, MAME debugger, and a notepad), and have released the ROM set for it. You can find it over on http://dodonpachi.daifukkat.su/ (check the title bar for DoDonPachi Arrange). The changes made, as well as how to use the new ROM set are provided.
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