News: The Bad Side of Doing Projects on the Internet

Thursday, September 13, 2018

Hey! It's been a few months!

I've currently moved on to working on more official projects to expand my profession portfollio rather than hobby projects, so there hasn't been much to post about here. I've stepped back from the SNESClassic hacking and development community almost entirely. I don't keep up with the day to day stuff anymore. But a few days ago I was brought back. At first for a good reason, but it quickly turn bad.

Dev Log: Star Ocean Canoe Patch

Monday, April 02, 2018

When I started the development of the Star Ocean canoe patch, for some reason I thought to try and keep a reasonable log of my point of view at that time as I thought that some people may find it interesting what goes into developing something like it. I planned to post it in a more broken up multi part post series, posting each part shortly after that part of development took place. But I ended up deciding against that as, I didn't know when the final patch would be released, and I didn't want to generate any extra hype for the patch that would feed any impatience. Doing so felt like it would just be an unfair teaser to people. So I held it off, thinking that I might post them shortly before I released the patch. But even then, I just wanted the patch out and elected to post it after, if at all.

Due to some recent unjust slander against me, causing me to have to defend myself against bogus claims, I'm now feeling more need to post my log. Originally this log would have made up 3 long posts, but I'm going to try and edit it and condense it down into this 1.

Release: Star Ocean (Canoe Patch)

Saturday, March 31, 2018

Several months ago I set about creating a patch for Star Ocean to allow it to be played on canoe. In doing so I had to dust off my barely used ROM hacking skills, advance said skills, unlock the format of the data storage in the ROM, reverse engineer the SDA pointer format used by SFA2, and write code to dump and generate a patch in the same fashion.

I would have hoped the testing period would have been shorter, but I've decided that it's now time to release it to the public. I can't say that there won't be issues. Crashes, soft locks or bad tiles. I can only say that testing of the current patch shows no such issues. If you do find such an issue, please provide me with a description on how to reproduce, and most importantly save files!

That said, I'll try to keep this post short, and instead probably post details later of the journey (I took notes).

Enjoy! =)

P.S. #1: FYI, this is of course exclusively a SFROM Tool patch, and thus requires SFROM Tool.

P.S. #2: If you're interested in the story behind the development of this patch, you can find it here.

Release: SFROM Tool v1.1.1.0

Friday, March 30, 2018

This is a small update consisting of mainly just minor improvements and fixes.

You can download the new version over on the SFROM Tool page.

Update Notes:

  • Advanced window will refresh if you select a new file while its open.
  • Added a menu option to force the database.xml to reimport/recompile.
  • Fixed the database.xml to now check and reimport as needed when the program is run via command line.
  • Fixed detection/compatibility for "Space Football - One on One".
  • Fixed a issue with the patch select popup always defaulting to the first option, no mater which you chose. 
  • Added console output messages for the various steps of the patching process, so CE users can better know when and what has happened. 

Release: sfrom Tool v1.1.0.0

Friday, February 09, 2018

Today I've released an update to sfrom Tool. Outside of bug fixes, this update mainly consists of a UI overhaul. Gone are the large buttons in favor of a more traditional Menu Bar. Also the Tabs setup has been replaced, and instead now the Advanced settings have their own window (where the Patch Status list ow resides).

This new interface will allow me to expand the features of the tool as I see fit. A first example of which is the sram conversion options on the new Extras menu. While not directly "sfrom" related itself, it was just an easy to code nifty little feature I figure should be in the hands of as many people as possible. It will allow you to continue progress of games previously played on different emulators, now on canoe. Or vice versa.

While the UI overhaul was needed in general, what sparked the change at this time was my desire to help some newcomers to the SNESC development scene, who unlike previous developers, actually want to progress things forward and are willing to accept others contributions. Formerly just a personal fork of hakchi2 by u/princess_daphie, now a group collaboration by the newly formed TeamShinkansen, their new fork "hakchi2 CE" is fastly becoming the defacto hakchi2 build to use, and at the very least the one I'd recommend. While SFROM Tool is still going to remain its own program that I develop and expand as I see fit, keep an eye out for this fork to soon be able to utilize SFROM Tool to generate .sfroms using its extensive database and patches, and help see to it that more users are playing with the best possible compatible games as possible! =)

The new sfrom Tool update is available over on the dedicated sfrom Tool page!

Project: Star Ocean on the SNES Classic (canoe)

Monday, December 25, 2017

Merry Christmas! =)

From day one of the SNES Classic release, when I first got my hands on it, my goal was to get Star Ocean running on the SNES Classic. And I don't mean that dumb Retroarch option. I mean Nintendos official emulator itself, canoe!

My research into it lead me down a path that saw me solve how to get every other 3 of the total 4 S-DD1 SNES games running on canoe (3 different region versions of SFA2), but successfully cracking the puzzle of Star Ocean eluded me. SFA2 was different, and comparatively easy. Known Preset IDs existed for 2 of them (the other was figured out easily), as well as the required ROM/SDA patch data. The pieces just needed to be found and pieced together with a little bit of effort for the games to work on canoe. Star Ocean is different however. It was never released on a Virtual Console like SFA2. So any work on running it had to be done blind, from the ground up. From scratch. Frustrated with only making minor advancements, I had to put that "project" on the shelf and focus on more productive things, like cataloging the entire list of known/unknown Preset IDs, and eventually working on yesterdays release of my sfrom Tool.

Release: sfrom Tool

Sunday, December 24, 2017

After a bit of back and forth on releasing the project at all, I've decided to release it for Christmas! "But this is Christmas Eve!", you may say? Well, I figure people will probably be pretty busy tomorrow, and well... I have something else more suited that's planned for then. Stay tuned! =)

So what is sfrom Tool? The SNES Classic uses a game ROM format of .sfrom. But no other program makes GOOD, PROPER, COMPLETE sfroms. The ones made by hakchi2 are bad. The creator wrote his poor implementation of the format off of early, flawed tech documents for formats of different platforms. He didn't bother to research the format of the actual SNES/SFC Classic sfroms themselves. I noticed flaws in it right away, and despite my bringing it to his attention and providing better info... I was just ignored. So I made this!

I'm back? In more ways than one.

Sunday, November 12, 2017

Just realized its been almost a year since I posted anything here. My professional projects started taking so much of a focus, I basically forgot I even had a hobby project blog. Not that I really had anything to post about here.

But things have changed now! A couple months ago I got into SNES communities again, though this time related to the then upcoming SNES Classic. It was nice to feed an old passion again, for the SNES. I found I had a ton of knowledge to share about it on places like reddit, that others could use. After the SNESC was released and I got mine I found myself delving deep into the modding portion of the community, to the point that I was made a mod on r/miniSNES which I happily accepted to help control the spread of proper true information.

Back to the Drawing Board

Saturday, December 24, 2016

After 2 long months, this VR Jam is finally over. I put more effort into it than probably any project in years, if not ever. With my $0 budget and limited time constraints I was stretched all over, digging deep to find new levels of talent I had never seen before from myself. I had to do scripting, 3D modeling, shader coding, texture creation, animation, logo design/creation, menu creation, design new original game mechanics, scene composition, design a consistent aesthetic, create story/premise, design and create a trailer, come up with humor for everything, testing with limited to no proper hardware, and probably stuff I'm forgetting. It's an insane amount of areas I have to have skill in and divide my limited time between.

My First Game!

Sunday, November 20, 2016

Yesterday I announced on my new website that I'm finally making my first game! It should be noted that I don't count W.A.R.P, the game I made for last years oculus VR Jam, because I tried to make a game with that, but don't feel I succeeded and didn't plan to move forward with it. But this one I do! I hope to one day release this commercially!