ROM Hack Undubing Megaman Zero Collection

Zarcon said:
Alternatively you test out batches of overlays and reduce the load that way.
So swap all of 000~100 and test, if no blood then test 101~150, etc, etc.
There's no need to do it one at a time.

This is the best way to go about it. The only hitch will then be finding the correct file(s?) for the desired effect.
 
Deathwing Zero said:
Zarcon said:
Alternatively you test out batches of overlays and reduce the load that way.
So swap all of 000~100 and test, if no blood then test 101~150, etc, etc.
There's no need to do it one at a time.

This is the best way to go about it. The only hitch will then be finding the correct file(s?) for the desired effect.

and hex editing that 7y.bin to correlate with the OVERLAY folder
 
perhaps you can extract the text of both games (Japanese and USA) and then traslate the japanese version to english

so we keep the blood and the language dont you think?

sorry for my poor english
 
Progress D00D!

Replacing the overlay_0004.bin file and hex editing the first line of y9.bin seems to have given Ciel her voice back in Z4. Only problem is that it crashes after the intro.

Gonna try using a savestate to bypass it to see if it really works.

OMFG NO FREAKING WAY.

Hex editing the first line of the y9.bin file in the US version to match the Japanese version is what gave Ciel her voice back, but Z4 still crashed, so it's not really as complicated as I had thought before.
 
Nuclear Raven said:
Hex editing the first line of the y9.bin file in the US version to match the Japanese version is what gave Ciel her voice back, but Z4 still crashed, so it's not really as complicated as I had thought before.
Thatt means....the voice data is still there, right? Maybe we could do the same with the blood. :0
 
Nuclear Raven said:
Progress D00D!

Replacing the overlay_0004.bin file and hex editing the first line of y9.bin seems to have given Ciel her voice back in Z4. Only problem is that it crashes after the intro.

Gonna try using a savestate to bypass it to see if it really works.

OMFG NO FREAKING WAY.

Hex editing the first line of the y9.bin file in the US version to match the Japanese version is what gave Ciel her voice back, but Z4 still crashed, so it's not really as complicated as I had thought before.


so that means all we possibly need to do is worry about hex editing that y9.bin??

if this is true that means the :

Blood, voices, and narration are already on the (U)...just locked away never meant to be opened..

Like Soul Calibur and Bioshock DLC...already on the disk...

why capcom!?..why did you have to be such an asshole!?!
angry.gif
 
hey guys, I'm just wondering if it's possible to insert the remastered tracks. I thought maybe it could be possible, but I'm guessing that the tracks are "Midi".
 
takun32 said:
hey guys, I'm just wondering if it's possible to insert the remastered tracks. I thought maybe it could be possible, but I'm guessing that the tracks are "Midi".
They're all in a midi-ish format, where they use instrument overlays over midi-like notes. So no.
 
We need to edit both.
Overlays contains all the things that the game needs.
We need also to edit the y9.bin, as it's a Overlay Table file.

I happened to know what is that first line...
Overlays is only copied to the RAM.
The first line specify which Overlay it is, where it's gonna get copied to the RAM, and the Uncompressed size of the Overlay (yes, it's compressed).
The second line, i don't know much, except the compressed size :
Code:
Offset - Size (Bytes) - Description
0x0 - 1 - Overlay Number
0x4 - 4 - RAM Address where the Overlay is copied. (Little Endian)
0x8 - 4 - Uncompressed Size (Little Endian)
0xC - 4 - Unknown
0x10 - 4 - Unknown
0x14 - 4 - Unknown
0x1C - 3 - Compressed Size (Little Endian)
0x1F - 1 - Always "01".
And the same thing repeats.

I think, by the fact he moved the data, it gave Ciel's voice, but since the data has moved, he can't get anything else.
 
Ok, I figured out what I had done.

I had hex edited the first line of y9.bin in the Japanese Version to match that of the US version

The next four lines were from that of the Japanese version, completely unchanged.

All of the rest of the lines were modified to match the US version.

In addition, I opened the Japanese version and the US Version in CrystalTile2.

I believe the hex address/offset for the blood graphics was 3E30F34. In the Japanese Version there are these pixels splatters that if shrunken in size seem to resmble blood spatters. These do not exist in the US version thoguh

Not sure if any of this helps.

To be honest, all I care about is getting the voices and the vocalized ending song for Z4 back in.
 
I finished all the Megaman Zero, in normal mode, I realized that the text of Megaman Zero 4 is a bit different from the GBA and I realized that the version of NDS All Japanese voices were preserved rather than the introduction of the Megaman Zero 4 and blood, and the end if this vocalized.
 
I'm sorry to say this guys, but I have given up on this.

Yep, good old Okuu is done with this.

I just don't have the time, patience, or the will.

Since I understand a little bit of Japanese (Not enough to do a full translation), I can easily play the Japanese Version anyway.
 
Rozalin, here's the progress.

I've given up, quit, vanished from it.

I just don't have the time, patience, will, or anything else to bother. Coupled by the fact that I own, played, and have beaten all 4 GBA Zero Games, and know just enough Japanese to read the menu's, I really don't have any reason to even bother with this.
 

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