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#21
RBI Baseball / Re: Help with modifying ProYak...
Last post by Beastmode - 09/21/25, 10:03:28 PM
Quote from: Gantry on 09/19/25, 01:19:46 PMI'm pretty sure I wrote/modified the code for the second player pause in US RBI, but I don't remember any details. I doubt I have any files on it, unless I made a forum post with the specifics.

Here is the og post on it I believe https://forums.dee-nee.com/index.php?topic=2764.msg33993#msg33993
#22
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/21/25, 12:19:50 PM
I'm including here the table used in names of the translated rom. If there is other standarized way of displaying romanized japanese characters, please let me know.
#23
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/21/25, 12:12:35 PM
 ;D Didn't notice I used the full patched version for the screenshot, but it's fine, because I can explain how I handled romanizing the kanji.

Before explaining: My goal is to use rosters from NPB, MLB and LMB (Mexican League). Consider that when reading.

There are two steps:
1) Romanize the kanji in the tiles is the first step, but I found the issue of how to handle both "゛" and "゜" which are not unique letters, like the acute(´) or tilde(~) in western alphabets. Simple, I converted them to "ez" and "sn" (for "son"). Both are common endings of last names meaning "son of" in english and spanish, like "Henderson", "Tyson", "Perez" or "Hernández", and not used in japanese. But only using that would leave out many japanese names, and that goes against the goal.

2) So, when realizing that "゛" and "゜" were used always alongside other letter, using TWO spots of the name, why not changing the reference in the table to use other TWO letters? Let's use Egawa as example, and it's easier to check since it's the first pitcher of the first team.
He appears displayed like this "えか゛わ" which in the rom appears as "2B 2D 56 53" (see the screenshot as reference for the table) so, when translated I had to modify the name to "2B 10 28 53". This change in a non-translated, or original, rom it would display as "えGあわ" in the game. I know, in japanese it would not make sense, but it does when translated to western audiences.

BTW, if not changed the bytes of the name "Egawa" in the translated rom, it would display as "ekaeza".  ;D

In the first post I uploaded the IPS to translate the original rom, including the names modified.

I hope the explanation is not confusing.

#24
RBI Baseball / Re: Help with modifying ProYak...
Last post by NoroNoro - 09/21/25, 01:32:16 AM
Quote from: ProfessorW on 09/18/25, 03:37:58 PMI forgot. The IP Patches I mentioned were downloaded from this site (use Google Translate)

http://www.ttttom.website/Mayuemp/Famista/Patch/Patch.html

Basically are zips with a lot of IPS patches, including a README in japanese. The description of some patches in the README did not make too much sense to me, but probably the same README file was used in all the packs for all the different FamSta games.

@NoroNoro, I was more interested in what the README says for some of the patches, that was I tried to wrote in the previous post.

Many of them break the game, but a couple of them are interesting: DH, Uniform_94 (including screenshot of this one when applied to the game). I want to test the 2P one, which if I understood the file, allows second player to pause the game.


I checked the screenshot and wanted to share a few points.
The batter's name "YASHIKI" is correct, so no problem there.

However, Japanese hiragana has 46 basic characters, and including voiced marks (like "ka" + dakuten = "ga") and semi-voiced marks (like "pa") brings the total to 71.
If you are aware of this, no problem, but I wanted to mention it for reference.

The idea of converting each hiragana character into romaji is excellent.
That said, implementing this on the Famicom may be quite difficult.

For example, with "ka" and "ga":

- G team 'Egawa' -> 'E' 'GA' 'WA'
- T team 'Kakefu' -> 'KA' 'KE' 'FU'

Japanese names can be converted this way.
However, some names cannot be split neatly character by character. A famous example:
- Dodgers 'Ohtani' -> 'Oh' 'Ta' 'Ni'

By the way, ProfessorW, can you see Japanese characters displayed correctly on your side?

=======================================================================================

スクリーンショットを確認しました。少し気になる点があったので共有します。
打者の名前「YASHIKI」は正しい表記ですので問題ありません。

ただ、日本語の平仮名は基本46文字ですが、濁点(「か」+「゛」で「が」など)や半濁点(「ぱ」など)を含めると71文字になります。
ご存知のうえで計画されていれば問題ありませんが、皆さんへの参考としてお知らせしておきます。

平仮名1文字をローマ字に変換するアイデアはとても良いと思います。
ただし、ファミコン上での実装はかなり難しいかもしれません。

例えば「か」「が」の場合:
・Gチーム「えか゛わ」→ 'E' 'GA' 'WA'
・Tチーム「かけふ」→ 'KA' 'KE' 'FU'

日本人の名前はこのように変換されます。
ただし1文字ずつ変換できない場合もあります。有名な例:
・ドジャース「おおたに」→ 'Oh' 'Ta' 'Ni'

ちなみに、ProfessorWさんの環境で日本語が正しく表示されていますか?
#25
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/20/25, 12:24:41 PM
Quote from: NoroNoro on 09/19/25, 11:57:16 PMI also use patches from this person (Mayutch) to edit and play with Famista '93. I haven't really worked with the first Famista.

I think 2PTime.ips should work as well. (However, since it's the type of patch that writes a subroutine into a free area, it may break if another patch overlaps that area. In that case, you just need to relocate the address.)

About enabling "Time Call" with the second controller

1. Find the routine that checks controller 1's input address $0B for the value #$10 (Start button), and identify the time-call check
2. Turn that time-call check into a new subroutine and branch to it
3. In the new subroutine, reuse the controller 1 check, and also check controller 2's $0C. If either is pressed, jump to the original time-call routine and then return

First Famista
=============
(before)
A5 0B          LDA $0B
29 10          AND #$10
D0 06          BNE $AAF6
--------
(after)
20 78 EF       JSR $EF78  ; jump to a free area (address is up to you)
EA             NOP
EA             NOP
EA             NOP
(new) subroutine (place it at $EF78 or any free area you prefer)
$EF78:
A5 0B          LDA $0B
29 10          AND #$10
D0 07          BNE $EF85
A5 0C          LDA $0C
29 10          AND #$10
D0 01          BNE $EF85
60             RTS
$EF85:
4C F6 AA       JMP $AAF6

->I have updated the code.

-------------------------------------------------------------------------------
私もこの方(Mayutchさん)のパッチを利用させてもらってファミスタ'93を編集して遊んでいます。私は初代ファミスタは使ったことがありません。

2PTime.ipsも動作すると思いますよ。(ただし、空きエリアにサブルーチンを書いているタイプのパッチなので、他のパッチとエリアが被ると壊れる可能性があります。その場合はアドレスを変えてあげれば大丈夫です。)

2コントローラーでの「タイムコール」について

1) 1コントローラの入力アドレスの$0Bの値#$10(スタートボタン)を確認する処理を探し、タイムコール判定を見つける
2) 判明したタイムコール判定を新しくサブルーチン化し、そこにジャンプさせる
3) サブルーチンでは1コントローラーの判定を移植し、2コントローラーの$0Cでも判定し、今までどおりタイムコールサブルーチンへジャンプさせ、サブルーチンから抜ける

初代ファミスタ
==============
(before)
A5 0B          LDA $0B
29 10          AND #$10
D0 06          BNE $AAF6
--------
(after)
20 78 EF       JSR $EF78  ; 空きエリアにジャンプ(アドレスはお好みで)
EA             NOP
EA             NOP
EA             NOP
(new) subroutine (place it at $EF78 or any free area you prefer)
$EF78:
A5 0B          LDA $0B
29 10          AND #$10
D0 07          BNE $EF85
A5 0C          LDA $0C
29 10          AND #$10
D0 01          BNE $EF85
60             RTS
$EF85:
4C F6 AA       JMP $AAF6

-> コードを修正しました。

WOW, I'm amazed. I can grasp some concepts in this explanation, but still lacking the needed how-to.
So basically any assembly instruction it's the same when translated to byte? Amazing, I'll look at patched files with new eyes.
#26
RBI Baseball / Re: Help with modifying ProYak...
Last post by NoroNoro - 09/20/25, 12:13:32 AM
Quick way to enable the monitor in the first Famista

Reference: https://tcrf.net/R.B.I._Baseball

Memory address $183:
#$00 → Monitor ON
#$01 → Monitor OFF
-------------------------------------------------------------------------------
初代ファミスタで簡単にモニターを起動する方法

参考:https://tcrf.net/R.B.I._Baseball

メモリアドレス $183:
#$00 → モニターON
#$01 → モニターOFF
#27
RBI Baseball / Re: Help with modifying ProYak...
Last post by NoroNoro - 09/19/25, 11:57:16 PM
I also use patches from this person (Mayutch) to edit and play with Famista '93. I haven't really worked with the first Famista.

I think 2PTime.ips should work as well. (However, since it's the type of patch that writes a subroutine into a free area, it may break if another patch overlaps that area. In that case, you just need to relocate the address.)

About enabling "Time Call" with the second controller

1. Find the routine that checks controller 1's input address $0B for the value #$10 (Start button), and identify the time-call check
2. Turn that time-call check into a new subroutine and branch to it
3. In the new subroutine, reuse the controller 1 check, and also check controller 2's $0C. If either is pressed, jump to the original time-call routine and then return

First Famista
=============
(before)
A5 0B          LDA $0B
29 10          AND #$10
D0 06          BNE $AAF6
--------
(after)
20 78 EF       JSR $EF78  ; jump to a free area (address is up to you)
EA             NOP
EA             NOP
EA             NOP
(new) subroutine (place it at $EF78 or any free area you prefer)
$EF78:
A5 0B          LDA $0B
29 10          AND #$10
D0 07          BNE $EF85
A5 0C          LDA $0C
29 10          AND #$10
D0 01          BNE $EF85
60             RTS
$EF85:
4C F6 AA       JMP $AAF6

->I have updated the code.

-------------------------------------------------------------------------------
私もこの方(Mayutchさん)のパッチを利用させてもらってファミスタ'93を編集して遊んでいます。私は初代ファミスタは使ったことがありません。

2PTime.ipsも動作すると思いますよ。(ただし、空きエリアにサブルーチンを書いているタイプのパッチなので、他のパッチとエリアが被ると壊れる可能性があります。その場合はアドレスを変えてあげれば大丈夫です。)

2コントローラーでの「タイムコール」について

1) 1コントローラの入力アドレスの$0Bの値#$10(スタートボタン)を確認する処理を探し、タイムコール判定を見つける
2) 判明したタイムコール判定を新しくサブルーチン化し、そこにジャンプさせる
3) サブルーチンでは1コントローラーの判定を移植し、2コントローラーの$0Cでも判定し、今までどおりタイムコールサブルーチンへジャンプさせ、サブルーチンから抜ける

初代ファミスタ
==============
(before)
A5 0B          LDA $0B
29 10          AND #$10
D0 06          BNE $AAF6
--------
(after)
20 78 EF       JSR $EF78  ; 空きエリアにジャンプ(アドレスはお好みで)
EA             NOP
EA             NOP
EA             NOP
(new) サブルーチン($EF78 または任意の空きエリアに配置)
$EF78:
A5 0B          LDA $0B
29 10          AND #$10
D0 07          BNE $EF85
A5 0C          LDA $0C
29 10          AND #$10
D0 01          BNE $EF85
60             RTS
$EF85:
4C F6 AA       JMP $AAF6

-> コードを修正しました。
#28
RBI Baseball / Re: Help with modifying ProYak...
Last post by Gantry - 09/19/25, 01:19:46 PM
I'm pretty sure I wrote/modified the code for the second player pause in US RBI, but I don't remember any details. I doubt I have any files on it, unless I made a forum post with the specifics. 
#29
RBI Baseball / Re: Help with modifying ProYak...
Last post by BeefMaster - 09/19/25, 12:52:56 PM
Quote from: ProfessorW on 09/18/25, 03:37:58 PMI want to test the 2P one, which if I understood the file, allows second player to pause the game.

This is something that nightwulf had built into standard RBI at one point, so it's definitely possible, and the code might be in a forum thread here as well.
#30
RBI Baseball / Re: Help with modifying ProYak...
Last post by ProfessorW - 09/18/25, 04:10:15 PM
Quote from: Ninja Baseball Batman on 09/18/25, 11:39:36 AMIt would be awesome to modify some of the famista games with RBI rosters. I can't recall which game it is but it has a box showing the batters statistics for game

It's my goal, but not only with RBI rosters.
But patience, probably will take me years.