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Information on Phantasy Star Collection |
TrekkiesUnite118 - Mar 10, 2019 |
Fandu | Mar 12, 2019 | |||
I allways thinked Sonic Jam was not a regular port, since it includes the special move on Sonic 1 that was not in the original game. Is there any chance the Saturn load MD roms? |
vbt | Mar 13, 2019 | |||
maybe sega did static recompilation and that's why they kept the roms with the game, there are such project for nes so why not for megadrive : Statically Recompiling NES Games into Native Execu... Mos2Mot v1.1... Windows Converts 6502 assembler files to 68000. Originally coded by Fernando Borovsak. |
TrekkiesUnite118 | Aug 21, 2019 | |||
So I had a crazy thought a day or so ago about this. I tried making a Java program that would scan the Saturn EXE for Phantasy Star II looking for pointers that are in the address range of the Genesis ROM file. Upon finding them I had it check the Japanese ROM file to figure out what data was at those values, and then scan the US ROM file to find similar data. Then I had the code update the pointers to align with the US ROM. This worked pretty well and after some tinkering to figure out some special snowflake pointers, I was able to get these results: However, there's a snag. First as you can see the characters are all called " ". So something is off there. But the bigger issue is that the US version of the game implemented Nemesis Compression on the background tile graphics to free up space for the English Script. The Japanese version didn't do this. So the US ROM's tile data for the maps is compressed and the Saturn code doesn't know what to do with it. So while the game runs and doesn't crash as far as I can tell, you have no background tiles: So I'd imagine what would be required here is a Saturn implementation of the Nemesis decompression code and then an ASM hack to redirect any attempts to read that data to the new Nemesis Decompression code. |