Patching a ROM is extremely easy, and there are 2 ways to do it: You can utilize the aforementioned Delta Patcher or its command line counterpart, or the Hack64 website, which has an online patcher ready to patch just about anything!
The learning slope wasn't the smoothest. Some parties in local romhacking circles had a vested interest in having a wider library of Arabic NES games because illegal ad-infested online emulators, or reproduction cartridges, were easier to profit from if it's NES games than GBA games. That stance was pushed aggressively, to put mildly, down to stealth-deleting informative posts and withholding learning material and techniques that may be applicable to bigger and better games, and other drama we'll spare you the details. Needless to say, we distanced ourselves pretty quickly from that unappealing situation once we realized how deep the rabbit hole went.
As a result, the initial project wasn't the planned Fire Emblem 6 (not counting BS) but the very first game that begun it all. Much of it was done on paper, transcribing letter figures directly to hex values, and hex-editing that manually. As it was wartime, the last hour (between 4PM and 5PM) before curfew and electricity is cut, was spent on a rush transcribing English text to paper, and then working out a translation and the hex equivalent. We fortunately received better information and tools (for the Arabic conversion) from fellow JRPG fans that helped expedite the process and rekindle our love of the hobby.
That first patch was released in 2015, with a recent bugfix revision. Please apply it (BPS format) using Floating IPS or similar beat patchers. Many thanks to the original translators for making this possible.
Another talented romhacker, MasterGrand, started work on Gaiden (FE2) by then, but eventually had to abandon it as he lost interest in romhacking altogether. We're now in the process of porting our complete translation (as he worked on J2E's version which wasn't... ideal) and his unpublished work he kindly shared with us (a right-to-left routine in particular) to the 2009 English version, as a Kruptar project. Again, much thanks to the English team for making much of this possible.
While we were soured by some of the meta surrounding this enough to make it a low-priority project, we didn't want all of this work to go to waste, and as such we are slowly wrapping it up (its text is already finished, as are the insertion script tests) Besides, the prospect of a completed Arachnea trilogy is a much welcome one, all things considered. More on this later.
Is there a sizeable Arabic fanbase for Fire Emblem? They should try being a bit vocal if there is. People have been saying they want some more Arabic aesthetic in the series for a while now. If Nintendo knows they have fans who would appreciate it they might go ahead and do it.
The Supercard is a flash cart for the Game Boy advance which can play ROMs and other files off of assorted flash memory. I recently found my Supercard SD and Superkey for NDS, which acts as a Passcard/Nopass device (allow DS and ROMs to boot from the GBA slot). I also remember that in order to run any ROMs from the Supercard on the DS itself, you needed to "patch" them with a special tool made by Supercard. It looked something like this:
The GBA's memory controller can be configured using WAITCNT, an MMIO port at 0x04000204, to use slow or fast timing when accessing the Game Pak slot. The BIOS sets slow timing at startup, in case Nintendo would release games on slow ROM. Nintendo ended up releasing all games on fast ROM, and when a game starts, it writes a value to WAITCNT to enable fast access.
The SuperCard is made to be cheap, not fast. When you start a game, the firmware copies it from the SD card to 32 MiB of DRAM that can't keep up with fast access. If you start a game, it will crash soon after the WAITCNT write because the memory can't get the data lines to settle by the time the GBA's memory controller in fast ROM mode expects them to have settled. So the patch removes the write to WAITCNT, keeping the system in slow mode and thus within the RAM's spec. It's not necessary for homebrew games that do not write to WAITCNT or for "multiboot" game demos smaller than 256 KiB that load entirely into the GBA's RAM.
I don't know if this applies to this card in particular, but in all likelihood, one of the things the patch program does is to patch in custom save game functionality so that the ROMs can write to the flashcard rather than expecting their own flash memory to be present. Later cards were sophisticated enough to do this patching on-the-fly. I'd recommend if you want specifics to compare the output of the patcher to the input in a hex editor.
NNU-Patcher is a simple tool that allows Wii U consoles on older firmwares to access the Nintendo eShop without needing to update the firmware. It also allows game updates to download (with certain conditions) while still blocking system firmware updates. It supports using TubeHax DNS, and also allows older firmwares to connect as long as they are spoofed to the latest firmware.
If you have TubeHax DNS enabled, there is no need to disable it to access the eShop anymore. If you are not on the latest firmware, you will need to be spoofed to the latest firmware. Use WUPInstaller to do this.
Prepare you console for the Homebrew Launcher, and then download the archive from above and extract it to /wiiu/apps/nnu-patcher on your SD Card. The app can also be downloaded from the Homebrew App Store.
After running the program, you will be returned to the Wii U menu. Once this has happened, you can access the eShop. Game updates will also be downloaded. Note: if you are on a spoofed firmware, game disc updates will not download, only updates to downloaded games will occur. Use WUPInstaller to install game updates if needed. You will continue to be able to access the Nintendo eShop servers until you either turn off your console, or open/close System Settings.
This program works by patching the eShop's version checking algorithm, and also fetching the IP Address of the eShop server (bypassing TubeHax DNS if it is installed). The name literally refers to the patching of a function called NeedsNetworkUpdate
I just found this and was trying to patch my .iso of the game with the .ups i downloaded using NUPS but i keep getting an error saying "the patch doesn't match the file, patching canceled". How do I solve this? I'm really looking forward to being able to use this, Thanks for any help!
New yo this, just a question: last time I played XG it was v.1.0.4, and so I patched a clean ISO with v.1.1.8 to see if the save files we're compatible, wich they weren't and still ran the v.1.0.4 save file. Will starting a new game let me play the v.1.1.8 patch?
If you still wanna keep a regular save and not using save states, you can make a new file on v1.1.8, save, load state (if it works) and then the game should let you resave normally. Once again, if loading a state works... Really don't know how that stuff works since all I knew was that there were some differences in the saves because of the patches, never heard about incompatible saves because of it.
Hey Stars! I know you get this a lot, but I made an account so I could post in this thread. Thanks for all of your hard work, I've spent probably around 200 hours between all of the hacks and such that you've worked on (and still growing too!).
I'm playing version v.1.1.8, and I used your XD randomizer on it. I got to the point in the game where I can get Pokemon from Pokespots, but I think that because all of those Pokemon are randomized too, it's making the game crash. I enter the Pokespot where a Pokemon is and the screen is black with the music continuing for a few seconds before the game crashes. I have a feeling it's probably something relating to the Pokemon models that are supposed to show up, maybe?
im having a problem patching the game i have a clean copy of the game and i made a copy so i could play the original and the hacked one but it keeps telling me the error system.outofmemoryexception was thrown and i can click ether continue or quit when i click quit the patcher closes if i click continue the error vanishes and nothing seems to happen also ive had this error pop up before with continue and quit on other stuff but it didnt say system.outofmemoryexception was thrown it said other stuff before but on those if i click continue it turns out whatever i was trying to do failed the same thing happens when i try to patch the game to both continue and quit end up making the patching fail please help?
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