Bangai-Oh VGA Patch

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fafadou
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Posts: 1662

Re: Bangai-Oh VGA Patch

Post#141 » Wed May 10, 2023 11:21 am

TapamN wrote:One issue I had making the Bangai-Oh patch, that I somehow forgot to mention, is that I didn't extract the 1ST_READ.BIN from the US GDI I was patching, but using a 1ST_READ happened to have lying around from earlier. I was too lazy to rebuild the GDI from scratch, and just did a search to find the code I wanted to patch. When I was trying to fix the vertical resolution, I couldn't find what I was trying to patch in the GDI. Eventually, I realized that the 1ST_READ I was looking at was from the PAL version of Bangai-Oh (from an earlier CDI version I had downloaded), and it had very slightly different video code for that part.


So if you could released a patch for PAL bangaio for european people, I take it ;)
But, please focus on games that need more attention for sure.

TapamN
letterbomb
Posts: 149

Re: Bangai-Oh VGA Patch

Post#142 » Wed May 10, 2023 6:55 pm

ateam wrote:However, what version of "Nanatsu no Hikan - Senritsu no Bishou" (aka "Seven Mansions - Ghastly Smile") did you use as your source when creating the patch? I tried applying your xdelta to the TOSEC GDI's 1ST_READ.BIN, as well as the 1ST_READ.BIN from the Redump version and the v1.3 (latest) of the English translation patch. Unfortunately, there's a checksum mismatch.

Uh, it's some GDI version I already had downloaded. The 7z containing it has a link to replayers in it. I see track03.bin has a time stamp of July 10, 2020. Romhacking.net says the latest version is from December 2020, so I patched an old version... oops.

My new patching method is dropping in about 400 bytes of assembly code and two smaller tweaks, and not something easily listed on a forum... but I'll try.

The biggest part:

Code: Select all

00000000: 224f 43d3 43d4 44d5 54c7 0367 7661 4050  "OC.C.D.T..gva@P
00000010: 10c8 00e0 008b 01e0 1840 0b21 1913 08e0  .........@.!....
00000020: 0b21 6cb0 3ae0 69b0 11e0 67b0 17e0 69b0  .!l.:.i...g...i.
00000030: 7661 018b efe0 0921 61b0 34e0 5eb0 36e0  va.....!a.4.^.6.
00000040: 5cb0 33e0 5ab0 35e0 58b0 37e0 56b0 38e0  \.3.Z.5.X.7.V.8.
00000050: 7661 4c50 1e14 0c31 1a13 50b0 3be0 7661  vaLP...1..P.;.va
00000060: 1d60 0474 0f14 fc74 1360 2840 0f14 4d50  .`.t...t.`(@..MP
00000070: 0c31 2840 0c31 1b13 41b0 3ce0 264f 3da0  .1(@.1..A.<.&O=.
00000080: 32e0 224f 24d5 26d3 22d4 3051 37b0 1ae0  2."O$.&.".0Q7...
00000090: 3151 34b0 1be0 35b0 3351 22d0 0921 10e0  1Q4...5.3Q"..!..
000000a0: 2840 0b21 4050 20c8 0189 1fd0 0c31 26b0  (@.!@P ......1&.
000000b0: 17e0 3451 23b0 13e0 ffe1 1841 1fb0 46e0  ..4Q#......A..F.
000000c0: 4ce0 3e01 1bb0 3de0 3651 18b0 12e0 19b0  L.>...=.6Q......
000000d0: 3551 1960 80cb 0961 4050 20c8 02e0 008b  5Q.`...a@P .....
000000e0: 0b21 1513 fee0 0921 09b0 11e0 50e0 3e01  .!.....!....P.>.
000000f0: 08e0 0b21 264f 02a0 3ae0 0900 7661 0840  ...!&O..:...va.@
00000100: 0b00 1605 05d0 0260 1940 03c9 0b00 0088  .......`.@......
00000110: 90ce 438c d0cb 438c 0080 5fa0 3000 80ff  ..C...C..._.0...
00000120: 64ce 438c ffff 0fc0 00c0 0300 0000 1600  d.C.............
00000130: 0000 0000 0000 0000 1401 0000 5903 0c02  ............Y...
00000140: 0401 1500 4503 7e00 0402 2400 3fc6 d607  ....E.~...$.?...
00000150: a400 0000 1200 1200 0000 4503 0000 1600  ..........E.....
00000160: 0000 8000 0000 0000 0001 0000 5903 0c02  ............Y...
00000170: 0802 1500 4503 7e00 0802 2800 3f93 f103  ....E.~...(.?...
00000180: a800 0000 2800 2800 0000 4503            ....(.(...E.

To convert it back to binary, place that in a text file, then use "xxd" to convert it with "xxd -r BINARY.TXT > BINARY.BIN". Take that and replace what's at 0x152A84 (the NTSC video mode setting function) in 1STREAD.

Another, smaller patch:

Code: Select all

00000000: 01d0 2b40 0900 0900 062b 168c            ..+@.....+..

Place this at 0x1375A0 (sets rendering output registers).

Then at 0x102B96, replace 2D 94 with 00 E4.

That should work. If it doesn't, I'll redo the patch using the version on cdromance. I'm going to redo all these patches anyways, once I get NTSC support working.

fafadou wrote:So if you could released a patch for PAL bangaio for european people, I take it ;)
But, please focus on games that need more attention for sure.

I'm planning on doing the PAL version at some point, but working on totally VGA incompatible games has been a priority over patching up a game that has some version with VGA support.

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ateam
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Posts: 489

Re: Bangai-Oh VGA Patch

Post#143 » Thu May 11, 2023 7:01 am

TapamN wrote:My new patching method is dropping in about 400 bytes of assembly code and two smaller tweaks, and not something easily listed on a forum... but I'll try.


Awesome, thank you!

For anyone else that would like to make use of this, simply download the existing English translation patch (https://www.romhacking.net/translations/5809/) and follow all of the instructions to build a new uncompressed CDI. If you're not an ODE user, of course use the compressed/burnable version.

Before using BootDreams or LazyBoot to actually build the disc image, patch 1ST_READ.BIN from the English translation using Delta Patcher (https://www.romhacking.net/utilities/704/) or another similar utility, using the following .xdelta file:

1ST_READ.BIN.xdelta
https://drive.google.com/u/0/uc?id=110E4EHYJJKUbVLGYysFQbU1aFpKM2UDr&export=download

I haven't dug too deeply yet, but for some reason I'm having trouble building a GDI using the patched data (not TapamN's, but rather the English translation patch data). The game's own internal debugger throws an error or missing/not found data/file(s). I'll investigate further someday (probably).

In any event, I expect my friends who did the translation will release an update to their patch which includes TapamN's VGA patch code, but for now, you can follow the steps listed above.

EDIT: For anyone wanting a convenient way to patch ANY version of this game, you can use the files below. For example, open 0x102B96.bin inside a hex editor, then copy all of its data into offset 0x102B96 inside of 1ST_READ.BIN. Repeat this for all three of the files below. From there, you can rebuild the disc image, whether it be the English translation patch CDI, or even the original NTSC-J version.

0x102B96.bin
https://drive.google.com/u/0/uc?id=1M59SnIO0bxOkHFAeId87AFQE_AAhNrFy&export=download

0x152A84.bin
https://drive.google.com/u/0/uc?id=1Yqkm1c3fr6nRWqZ6Itah7zhrAeBgmN1l&export=download

0x1375A0.bin
https://drive.google.com/u/0/uc?id=1e_Wbh7Jok7eLG334NRx42QUSuDAB1489&export=download
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MoeFoh
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Re: Bangai-Oh VGA Patch

Post#144 » Fri May 12, 2023 1:28 pm

Update: VGA only edition v1.4 is now available at cdromance:
https://cdromance.com/dc-iso/seven-mans ... h-patched/

To test - [GDI] SEVEN MANSIONS GHASTLY SMILE (EN)(VGA) v1.3 of translation.
Briefly tested on GDEMU 5.15 FW, Hyperkin HDMI Cable.
Credits: VGA Patch = TapamN, Patch Implementation = ateam, Cover = dubcity, Translation = SnowyAria & team.

https://www.mediafire.com/file_premium/sikmnrvrvrhuhi7/SEVEN_MANSIONS_GHASTLY_SMILE_%2528EN%2529%2528VGA%2529.7z/file

Note: Patch makes the game VGA only, NTSC support is lost (at least at the of this writing).

This download should work the same as the official v1.4 update. The update notes only mention the VGA patch.
Last edited by MoeFoh on Mon May 15, 2023 8:37 pm, edited 6 times in total.
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ateam
Heroine Console
Posts: 489

Re: Bangai-Oh VGA Patch

Post#145 » Fri May 12, 2023 1:55 pm

MoeFoh wrote:To test - [GDI] SEVEN MANSIONS GHASTLY SMILE (EN)(VGA) v1.3 of translation.
Briefly tested on GDEMU 5.15 FW, Hyperkin HDMI Cable.
Credits: Patch = TapamN, Patch Implementation = ateam, Cover = dubcity

https://www.mediafire.com/file_premium/ ... 29.7z/file


Just a heads up, official v1.4 was built today, so expect to see it around soon.

EDIT: And here it is! There's a CDI version, as well as GDI.
https://github.com/Eight-Mansions/SevenMansionsDC/releases/tag/release
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VirtuaShenmue
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Re: Bangai-Oh VGA Patch

Post#146 » Sat May 13, 2023 11:11 am

TapamN wrote:One issue I had making the Bangai-Oh patch, that I somehow forgot to mention, is that I didn't extract the 1ST_READ.BIN from the US GDI I was patching, but using a 1ST_READ happened to have lying around from earlier. I was too lazy to rebuild the GDI from scratch, and just did a search to find the code I wanted to patch. When I was trying to fix the vertical resolution, I couldn't find what I was trying to patch in the GDI. Eventually, I realized that the 1ST_READ I was looking at was from the PAL version of Bangai-Oh (from an earlier CDI version I had downloaded), and it had very slightly different video code for that part.

I have a fixed Airforce Delta patch, with the correct aspect ratio this time, using my new patching method. I also have a patches for the Seven Mansions translation, and Psychic Force 2012. I haven't implemented NTSC compatibility yet, so they're all still VGA only at the moment. I'll update them later. They're UDCP patches this time.


Psychic Force patch is for the Pal or japanese version?
could it be converted in a codebreaker code to be used with retail copies?

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mistamontiel
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Re: Bangai-Oh VGA Patch

Post#147 » Sat May 13, 2023 4:19 pm

Oh jeez, well Seven Mansions CDI is another of those that the rev0 rejects won't boot

Put in my secondary for s-vid and it is effectively butchered to allow for 480p I presume. Good thing I stashed v1.3

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MoeFoh
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Posts: 1051

Re: Bangai-Oh VGA Patch

Post#148 » Sat May 13, 2023 7:16 pm

mistamontiel wrote:Oh jeez, well Seven Mansions CDI is another of those that the rev0 rejects won't boot

Put in my secondary for s-vid and it is effectively butchered to allow for 480p I presume. Good thing I stashed v1.3


Indeed, I'm not sure they realize the update makes the game VGA only (at least for now) and they've taken the v1.3 patch down, which would be needed for composite/s-video/rgb users.

I noticed cdromance is only offering the v1.4 now.

dubcity still has the v1.3 gdi in his non-vga section: viewtopic.php?f=22&t=14508
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ateam
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Re: Bangai-Oh VGA Patch

Post#149 » Sun May 14, 2023 2:26 pm

Side note, v1.3 has been made available again on romhacking.net and the GitHub repository. Spike at CDRomance will do the same.
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fafadou
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Re: Bangai-Oh VGA Patch

Post#150 » Mon May 15, 2023 11:59 am

ateam wrote:Side note, v1.3 has been made available again on romhacking.net and the GitHub repository. Spike at CDRomance will do the same.


Thank you very much for your work.

Just an ask, @Truemaster1 had patch the ip.bin and the Y1.CSV just after the 1.3 release, I don't remember what it was, but do you have use those files for the vga patch release ?

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