How Close Are The Famicom Zelda Translations?

Started by okame, March 22, 2013, 04:14:40 pm

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Rosser

Its been a min since I played the OG Zelda but really how much text is there?

is it even necessary? 

I know its an RPG but not in the traditional text base way

P

Quote from: UglyJoe on March 27, 2013, 12:57:03 pm
Failed rom-hacking attempts are usually good learning exercises, so I'd say go for it ;D

Just what I was about to say. It builds character and tempers the spirit! ;D

okame

February 10, 2014, 11:03:41 am #17 Last Edit: February 10, 2014, 11:14:19 am by okame
It's been a while, but I'm gonna try to do this. I need some questions answered, though. First of all, would making it an SNES ROM, that I could put on an actual SNES cart, with the original 8 bit graphics, solve the memory limit for the translated text? I just got a Supaboy, and playing a faithfully translated, stereo FDS sound, yet still 8 bit version, would be pretty cool. I know it's a lot to ask, especially for a 1st project, but with this game, it's all or nothing for me. Also, what is the easiest, most user friendly ROM editor, for an Intel Mac OS 10.9,that could make an 8 bit SNES game? Does that program even exist? Are there programs that do that, or is this just another pipe dream that will never be? I figure if they did the Satellaview version in 16 bit, keeping it an 8 bit version wouldn't be that much of a problem. Lastly, is there someone who could transfer it to an SNES cart for me? If so, how much, and would you accept PayPal?

L___E___T

Check out the Rom Hack Database - I wonder if you could make a hacked ROM of BS Zelda - that could be the best start, but it won't ever be the same as the 8-bit version of course.
My for Sale / Trade thread
http://www.famicomworld.com/forum/index.php?topic=9423.msg133828#msg133828
大事なのは、オチに至るまでの積み重ねなのです。

okame

I've seen SNES translated repro carts of BS Zelda, even SNES ROMs of it. They're hard to find, though. It took an hour or so for me to get the right ROM. I wanted to play my translation of the 8 bit version on my Supaboy, so I'd need it to be an 8 bit SNES game, if that would be at all possible.

P

Oh you always wants to take the hardest and roughest path possible. Converting a NES game to SNES is quite straightforward I heard since the Super Famicom CPU is just a slightly upgraded Famicom CPU and it's built in a similar way (I don't know for sure though). But it still means that you would have to manually rewrite lots of code, plus  the Famicom is using it's CPU as an APU (Audio Processing Unit) while the SFC is using a Sony SPC700 as a dedicated sound chip. That means you would have to totally rewrite the whole sound engine!

Usually when you are out of memory for a Famicom game, you convert it to another mapper board that allows more memory. If the FDS doesn't allow for enough memory it's probably easier to translate the cartridge version instead and convert it to a mapper that allows enough memory for your translation (if it doesn't have enough already that is). That's much easier than to convert it to a SFC game at least.


BS Zelda has translations and other hacks here: http://bszelda.zeldalegends.net/bszelda.shtml
It looks like they are using the official script though.

L___E___T

February 11, 2014, 05:30:18 am #21 Last Edit: February 11, 2014, 09:48:02 am by L___E___T
I'm with P and I've noticed you generally very unusual questions about things which as a rule involve going about the most difficult way around something because of a set rule of paramaters you've got in place.
If I were to check all of your posts, there's a definite pattern there and it does get a little tiring to go through this process each time with each request, only for it to be forgotten about and a new one spring up a few weeks later.

Having said that - you could maybe hack the Famicom version - then play on PC and try to find a way to place it on a ROM.

As for playing on the Supaboy because that's what you've got coming - you could use a converter and try that, but it would be cheaper and easier to build your own Famicom clone handheld out of a budget PC than learn to do all that SNES code in the way that you want.

Admirable dreams are admirable, but you do have to be realistic about what is likely to be achievable within time and cost overall if you want to bring this and other projects to fruition.  I mean all this in the nicest way possible.
My for Sale / Trade thread
http://www.famicomworld.com/forum/index.php?topic=9423.msg133828#msg133828
大事なのは、オチに至るまでの積み重ねなのです。

80sFREAK

Quote from: okame on February 10, 2014, 11:03:41 am
It's been a while, but I'm gonna try to do this. I need some questions answered, though. First of all, would making it an SNES ROM, that I could put on an actual SNES cart, with the original 8 bit graphics, solve the memory limit for the translated text? I just got a Supaboy, and playing a faithfully translated, stereo FDS sound, yet still 8 bit version, would be pretty cool. I know it's a lot to ask, especially for a 1st project, but with this game, it's all or nothing for me. Also, what is the easiest, most user friendly ROM editor, for an Intel Mac OS 10.9,that could make an 8 bit SNES game? Does that program even exist? Are there programs that do that, or is this just another pipe dream that will never be? I figure if they did the Satellaview version in 16 bit, keeping it an 8 bit version wouldn't be that much of a problem. Lastly, is there someone who could transfer it to an SNES cart for me? If so, how much, and would you accept PayPal?

Im honestly trying to get thru this text. honestly...

...stereo FDS sound...
...friendly ROM editor..., that could make an 8 bit SNES game...
...

okame, my friend, i'm pretty sure that plenty experienced people, who could do this(SNES cart) for you, exist, but... i very doubt, they will treat you serious until you offer $10k+

P.S. No, i don't do anything related to SNES/SFC and money doesn't matter.
I don't buy, sell or trade at moment.
But my question is how hackers at that time were able to hack those games?(c)krzy