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发表于 2022-10-26 14:12 · 四川
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补丁的完整笔记(游戏里还可以运行FC模拟器?)
.: Notes :.
*) Saves from Japanese version games are (largely) incompatible due to changes in iQue's text print functions. However, data can be imported from an iQue. Japanese Controller Pak data will thankfully NOT be detected by this version, expecting a slightly different filename.
*) Not all changes to ** library are reversed, only those which directly affect operation or expose iQue-specific registers to emulators (console won't be affected, but emus may throw errors). This includes rewriting system initialization, controller pak detection, preNMI, and most dedicated save-related functions to some degree. Other code is already isolated when iQue hardware is not detected. In this case, however, a large amount of direct hardware access embedded within menus (NAND & clock access) was reversed and rewritten--in duplicate, in triplicate, sometimes quadruplicate. Menu SK calls, such as reset to iQue's main menu on fatal read errors, are also removed or suppressed.
*) (Virtual) Controller Paks were assumed to be the only available device on iQue; many menus were rewritten to behave more like J, redirecting appropriately when a different device is present--not crashing or looping infinitely. The most common cases have been checked (different device, common faults, swap, full, scrubbed, dirty connections) but it is advised you not stress-test it too much (switching devices mid-read, etc.) and remove weird stuff (fishing controller, heartbeat monitor, anything involving printers) before play. Typically, if a pak cannot be read properly (any user of transfer Paks should be familiar with this) it will presume a damaged Controller Pak is present instead and will act accordingly. Please submit bugs found along with notes on their behavior and habitat.
*) Like "Yueye Motuo / Excitebike 64", Transfer Paks are tested for but unused, a side-effect of the way the Controller Pak library sorts out communication errors. Detection, but not support, for Rumble Paks and Transfer Paks have been added to ensure the repair feature functions. The function to read EEPROM is still present, part of an old protection scheme targetting backup units.
*) There were multiple vendors and units for FLASH chips, some with different page sizes. Emulators typically report a MX_B/D. It was tested and confirmed working on the MX_C chip in my Doubutsu no Mori cart. On that note, a function existed to (falsely) report the FLASH ID. It sets the maker to Macronix proto A, type to 0x11118001 (1Mb).
*) As the only cartridge with an RTC on it, clock access has been confirmed via Dr.V64jr passthrough. Note the RTC is not required to run the game--you will be asked for the time each session--but certain flashcarts may grumble when handed the unfamiliar protocol due to their own SI device emulation.
*) Ironicly, most of the RTC library is present and linked in iQue, simply not used. It's an effect of including the unused read/write RTC RAM functions, never updated to utilize new hardware.
*) If you want to enable debugger level 2 the "natural" way in any version of the game, set the version code at 0x3F to 0x23 (The GUID will read "BAFC#" in this case). This does not require checksum correction. Enter the crash debugger code on controller 2 to enable and disable the debugger. The most notable changes are cheating an FDS and full RW register access. The debugger can be used to repress Resetti ;*)
*) Elements of the standalone debugger (including player select) and save type select remain in mojibake. Like several other "unused" messages, it remains in Japanese but is printed using the new character set, resulting in jibberish.
*) The "No Controller" warning, originally mojibake, has been translated to match Smash Bros.
*) There are over 30 known mentions of the iQue card, memory area, and bindings that have not been re-localized to N64 hardware nomeclature. I'm not about to rewrite them without a grasp of the langauge and transcription of the ~7000 glyphs in the font. For the most part, dialog redirects to relevant messages during travel, etc. and prompts/errors written in red to the framebuffer should be repressed. If this isn't the case, apologies. Please report the issue and brace yourself for a flurry of emails.
*) Animalese code wasn't updated for iQue; they might not have noticed the feature (mostly) simulates standard Japanese while parsing text. As a result, the original Japanese sound mapping table was used. It recognizes 00 as a printable char instead of NULL, sets aside different values for control codes, maps special-handled characters (notes, punctuation, etc.), but worst of all presumes all text are a single byte despite the buffer itself being large enough to map the entire +7000 font. In all, about 7% of all sounds either won't play at all or make peculiar noises (ticks, beeps, etc.). The current soundbank is insufficient for every base sound (ta, te sure, but tian? tang? etc.), but did split the difference. Table is rewritten to map valid sounds to printables and correctly assigns control codes. It's still mostly gibberish & atonal, but at least it's not beeping at you (unless you hit a pure-Japanese placeholder message). Ideally, sets of sounds should be combined into unique sfx to emulate voices better and the pitch variation function apply tonal modes, but considering even devs don't realize this was a feature it's not being considered.
*) Saving no longer fades out the music, nor will it make a copy of the framebuffer and write messages directly to it. This was necessary on iQue, primarily when the card could be removed. Music is in a constant state of loading samples from ROM; if the card is removed this would fail.
*) The Controller Pak manager is rehooked and can be accessed by holding Start on controller 1 while the game is booting. The menu was originally partially localized from Japanese to Chinese, and is now fully translated as it's readily accessible during gameplay at the Post Office and Train Station. It's also accessible on iQue...if you were to feed it a full Controller Pak. Its two missing / incomplete displayed errors now have assigned text and the repair feature should be functional.
.: Gameplay Notes :.
The internet is only as accurate as Wikipedia, itself only as accurate as the internet. Here are a few gameplay notes that are difficult to find accurate information on.
*) Traveling to another town requires one Note and 18 Pages. Its filename extension is "A" and is created automatically when you ask to leave at the Train Station. Saving mail requires one Note and 103 Pages. Its file uses the extension "B" and is created when you ask about mail storage at the Post Office.
*) You travel to another town with one Controller Pak only. There is no feature to "travel directly" with two. This refers to a different version of the game. The only feature that ever looks at Controller Pak 2 is the Famicom emulator.
*) When you travel, if you collect the town's map from the Police Station it will link this town to your own. When you return home this is saved your own to towndata. There are several repercussions:
1) When you travel to this town again you still retain its map and the characters recognise you.
2) You will start to get requests for fruit exclusive to the other town and deliveries for residents there.
3) Residents from your town will move there.
*) Remember that Famicom games are two player with two controllers, and that games can be imported via Controller Pak in either controller if you have an FDS.
*) The three songs only available by request are:
可可之歌
我爱你
昨天的昨天
*) If emulation proves problematic--this game has a history--the old solution is to run under interpretter, set the save type to FLASHram, and copy whatever database settings exist for the original title.
-Zoinkity
机翻:
.: Notes :.
*) 由于 iQue 文本打印功能的变化,日文版游戏的存档(很大程度上)不兼容。但是,可以从 iQue 导入数据。谢天谢地,此版本不会检测到日本 Controller Pak 数据,预计文件名会略有不同。
*) 并非对标准库的所有更改都被撤消,只有那些直接影响操作或将 iQue 特定寄存器暴露给仿真器的更改(控制台不会受到影响,但 emus 可能会抛出错误)。这包括重写系统初始化、控制器包检测、preNMI,以及在某种程度上与大多数专用保存相关的功能。当未检测到 iQue 硬件时,其他代码已被隔离。然而,在这种情况下,嵌入在菜单中的大量直接硬件访问(NAND 和时钟访问)被反转和重写——一式两份,一式三份,有时一式四份。菜单 SK 调用,例如在致命读取错误时重置到 iQue 的主菜单,也被删除或抑制。
*)(虚拟)控制器包被认为是 iQue 上唯一可用的设备;许多菜单被重写为更像 J,当存在不同的设备时会适当地重定向 - 不会崩溃或无限循环。已经检查了最常见的情况(不同的设备、常见故障、交换、完整、已清理、脏连接),但建议您不要对其进行过多的压力测试(在读取过程中切换设备等)并删除奇怪的东西(钓鱼控制器,心跳监视器,任何涉及打印机的东西)在玩之前。通常,如果一个 pak 无法正确读取(任何 transfer Paks 用户都应该熟悉这一点),它将假定存在损坏的 Controller Pak 并采取相应措施。请提交发现的错误以及有关其行为和栖息地的注释。
*) 与“Yueeye Motuo / Excitebike 64”一样,Transfer Paks 已经过测试但未使用,这是 Controller Pak 库整理通信错误的方式的副作用。已添加检测但不支持 Rumble Paks 和 Transfer Paks 以确保修复功能。读取 EEPROM 的功能仍然存在,这是针对备份单元的旧保护方案的一部分。
*) FLASH 芯片有多个供应商和单位,有些具有不同的页面大小。仿真器通常会报告 MX_B/D。它在我的 Doubutsu no Mori 购物车中的 MX_C 芯片上进行了测试并确认可以正常工作。在这方面,存在一个(错误地)报告 FLASH ID 的函数。它将制造商设置为 Macronix proto A,类型为 0x11118001 (1Mb)。
*) 作为唯一带有 RTC 的磁带,时钟访问已通过 Dr.V64jr 直通确认。请注意,RTC 不是运行游戏所必需的——您将被要求提供每次会话的时间——但由于他们自己的 SI 设备仿真,某些闪存卡在处理不熟悉的协议时可能会抱怨。
*) 具有讽刺意味的是,大多数 RTC 库都存在并链接在 iQue 中,根本没有使用。这是包含未使用的读/写 RTC RAM 功能的效果,从未更新以利用新硬件。
*) 如果您想在任何版本的游戏中以“自然”方式启用调试器级别 2,请将 0x3F 的版本代码设置为 0x23(在这种情况下,GUID 将读取“BAFC#”)。这不需要校验和校正。在控制器 2 上输入崩溃调试器代码以启用和禁用调试器。最显着的变化是欺骗 FDS 和完整的 RW 寄存器访问。调试器可用于抑制 Resetti ;*)
*) 独立调试器的元素(包括玩家选择)和保存类型选择保留在 mojibake 中。像其他几个“未使用”的消息一样,它仍然是日语,但使用新字符集打印,导致乱码。
*) “No Controller”警告,最初是 mojibake,已被翻译为匹配 Smash Bros。
*) 有 30 多个已知提及的 iQue 卡、内存区域和绑定尚未重新本地化为 N64 硬件命名法。如果不掌握字体中约 7000 个字形的语言和转录,我不会重写它们。在大多数情况下,对话框在旅行等期间重定向到相关消息,并且应该抑制以红色写入帧缓冲区的提示/错误。如果不是这种情况,请道歉。请报告该问题并为大量电子邮件做好准备。
*) 没有为 iQue 更新动物代码;他们可能没有注意到该功能(大部分)在解析文本时模拟标准日语。因此,使用了原始的日语声音映射表。它将 00 识别为可打印字符而不是 NULL,为控制代码留出不同的值,映射特殊处理的字符(注释、标点符号等),但最糟糕的是假定所有文本都是单个字节,尽管缓冲区本身很大足以映射整个 +7000 字体。总之,大约 7% 的声音要么根本不播放,要么发出奇怪的声音(滴答声、哔哔声等)。当前的音库不足以满足每个基本声音(ta、te sure,但 tian?tang?等),但确实分开了差异。表被重写以将有效声音映射到可打印文件并正确分配控制代码。它' s 仍然主要是胡言乱语和无调性,但至少它不会对你发出哔哔声(除非你点击纯日语占位符消息)。理想情况下,应将多组声音组合成独特的 sfx 以更好地模拟声音,并且音高变化功能应用音调模式,但考虑到即使开发人员也没有意识到这是一个没有考虑的功能。
*) 保存不再使音乐淡出,也不会复制帧缓冲区并将消息直接写入其中。这在 iQue 上是必要的,主要是在可以移除卡时。音乐处于从 ROM 加载样本的恒定状态;如果卡被移除,这将失败。
*) Controller Pak 管理器已重新挂起,可在游戏启动时通过在控制器 1 上按住 Start 来访问。菜单最初从日语部分本地化为中文,现在已完全翻译,因为它在邮局和火车站的游戏过程中很容易访问。它也可以在 iQue **问……如果你要给它一个完整的 Controller Pak。它的两个丢失/不完整显示的错误现在已经分配了文本,并且修复功能应该可以正常工作。
.: 游戏注意事项 :.
互联网和维基百科一样准确,它本身也和互联网一样准确。以下是一些很难找到准确信息的游戏说明。
*) 前往另一个城镇需要一张便条和 18 页。它的文件扩展名为“A”,当您要求离开火车站时自动创建。保存邮件需要一张便条和 103 页。它的文件使用扩展名“B”,是在您询问邮局的邮件存储时创建的。
*) 您只携带一个 Controller Pak 前往另一个城镇。没有两个可以“直接旅行”的功能。这是指游戏的不同版本。Controller Pak 2 的唯一功能是 Famicom 模拟器。
*) 当您旅行时,如果您从police局收集城镇的地图,它会将这个城镇与您自己的城镇联系起来。当你回家时,这会保存到你自己的 towndata 中。有几个影响:
1)当你再次前往这个小镇时,你仍然保留它的地图并且角色认出了你。
2)您将开始收到其他城镇独有的水果请求和那里的居民送货。
3) 你所在城镇的居民会搬到那里。
*) 请记住,Famicom 游戏是两个玩家和两个控制器,如果您有 FDS,则可以通过任一控制器中的 Controller Pak 导入游戏。
*) 仅应要求提供的三首歌曲是:
可可之歌
我爱你
昨天的昨天
*) 如果仿真被证明有问题——这个游戏有历史——旧的解决方案是在解释器下运行,将保存类型设置为 FLASHram,然后复制原始标题存在的任何数据库设置。
-Zoinkity |
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