Showing posts with label save data. Show all posts
Showing posts with label save data. Show all posts

Friday, December 10, 2010

The greatest RPG that no longer exists


They say dead memory cards tell no tales. In my case, a dead memory card means one of the greatest (maybe) RPGs ever made with RPG Maker on the PS1, Morishinden Chojin, will never be played by anyone. By the end of this blog post both myself and you, the reader, will have made a cat smoke an entire packet of cigarettes.

(images stolen from Mobygames and are NOT of Morishinden Chojin)
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Yesterday I bought one of those PS1 to PS3 USB converter things, to back up memory cards. After 10 years of procrastinating I was finally going to give my RPG Maker games to the world. The adapter was overpriced at $20, but I had store credit I wanted rid of. It actually works like a piece of crap, though I did manage to back most stuff up.

Three memory cards didn’t register, one unofficial, and two official. I tried them on a PS1 unit and the official ones were fine (one contained my brother’s FF7 and 8 save files, the other my Japanese MGS and CV save data). The unofficial one, the red PSW card, held nothing. IT HAD DIED. Actually, I had suspected it had died about 2 years ago when I had trouble loading my Suikoden save file. Along with it went all my PS1 Goemon data, and my first PS1 RPG Maker creation: Morishinden Chojin.
This really upset me. Now that I’m in adulthood and concerned with everyday crap like taxes and federal gun smuggling charges, old save data from PS1 games are irrelevant. Except in this case it wasn’t just save progress, it was a beautiful thing which I’d created. A bright, shining kusoge which I should have protected more, and its loss was like coming home to find my collection of stolen Dali paintings up in flames. The memory card in question was given away free on the cover of a magazine which cost something like £3. Considering cards back in the day cost £20 or more, I thought this a bargain. Lesson learned: it’s cheap for a reason.

I must have made MC sometime around 1999/2000 – the ridiculous name was a result of me studying Japanese as part of my high school curriculum, and wanting something cool sounding. I can’t remember its exact meaning, something about forests of the dead. Regardless, it has nothing to do with the game. The games contains the following things: obfuscated design, a giant NAKED GUY with 1970s hair, a packet of cigarettes hidden in a chicken egg, Samurais on a Plane, Monkey Island-inspired INSULT KUNG FU, stealth sections with GRENADES, a rather clever spotlight section on a bridge, suicidal lightning samurai, long cut-scenes of ABSOLUTE GIBBERISH, a FIRST PERSON DUNGEON SECTION inspired by Dungeon Master (seen in the FIRST PERSON), plus a final boss battle where you need to FORCE A CAT TO SMOKE CIGARETTES after which he reveals that HE’S YOUR FATHER.

With the memory card dead and my data gone, this blog entry is the first, last and only surviving record of the game which never was: Morishinden Chojin.

It was a game where I set out to break all the rules.


I’M NAKED!
You start on an aeroplane constructed from the medieval machine tiles available in RPG Maker. Some guy says he’s your commander and your mission is to infiltrate the enemy base, procure weapons on site, and then make a cat smoke cigarettes. There’s no explanation, you don’t need to know why. There’s also 3 treasure chests which contain a change of uniform and which allow you to play as either a Pirate Man, a Thief Woman, or a Big Orange Naked Guy with hideous 1970s style wig. Thinking about it now without the mind-altering haze of too-much-Pepsi in my system, logically the chests must have also either contained gender changing magic, or I had inadvertently given players the option to play in drag (honestly, I sincerely thought I could encourage women to play the game by offering a female character). The naked guy was a custom sprite I’d made. I actually just took the default silver robot sprite from RM who looked like a naked silver humanoid, and did a palette swap from silver to orange, then drew a big mop of hair on his head. The robot wasn’t anatomically correct, so you’re in effect controlling a genderless steroid fiend. In high school, the option to BE GORO (be naked) seemed like a funny idea.

BAD DESIGN ON PURPOSE
On the aeroplane was a giant egg, inside of which was an essential item to finish the game: a pack of Lucky Strikes cigarettes, for that smoooooth tobacco flavour. If you failed to look inside the egg, and then parachuted out of the plane, you couldn’t finish the game. I really liked the idea of including an item which made progress impossible without it – kind of like those old adventure games. I also wanted a game which tackled the taboo subject of smoking in a wholly irresponsible and inappropriate manner, especially since companies at the time were against tobacco usage in games and MGS was something of a strange anomaly.

KUNG FU
I couldn’t do parachuting with the basic tools, so your guy falls to earth via the game’s built-in lightning animation. He starts in a forest which is easily navigated to an enemy base on a cliff side. Outside is an old man. I wanted to do a Custom Battle System, or CBS as the RM community calls it, since the default battle system sucks. I based it on Monkey Island’s insult sword fighting and Suikoden’s one-on-one duels. So the guy would say stuff like “Come and get me!” and that would be your cue to pick an option which implied defending, because he was powering up a special move. If you lost you had a good idea of what you should have chosen. RM has a fairly robust system of triggers and flag switches to play around with, plus multiple choice dialogue boxes, so with a little effort you could create lengthy dialogue trees with specific outcomes. Lose and you warped back to the forest. Three wins and he gave you a keycard to enter the base.

STEALTH
Next were two simple stealth sections. I created some basic mazes and put guards in it, but they were designed so that you could only enter their field of vision in a specific block, which was an invisible trigger switch which resulted in them walking down and capturing you, whereupon you reset to outside the base. There were also some fairly obvious places you could stand to then select and use an item (in this case grenades from a box). Doing so in the correct place results in the guard walking there to investigate, switching off the invisible trigger tile, and allowing you to move past. There were only two such puzzle rooms, but I was really pleased at how well they worked – it was clunkier than MG on the NES, but it was convincing in the game’s context.

SPOTLIGHTS
Following the MGS theme, once beyond the guards was a long bridge where I’d used RM’s custom colour overlay to give the screen a dark blue hue, like nighttime. Next I filled the bridge with NPCs, except the sprite I used was a plain looking disc, coloured yellow, so it looked like a spotlight on the bridge. They moved randomly, and if you touched them the screen effect turned bright white, like you were spotted, an alarm sounded, and you were taken back to the start of the bridge. This was actually an ingenious idea which worked tremendously well. A couple of friends played it and they got caught a few times, totally freaking out when a spotlight came close. In truth, the spotlights couldn’t move into you – getting caught required you to push INTO THEM. So if you stood entirely still you’d never get caught, and it was possible to slowly move to the bridge’s end quite easily. Still, it was a perfect illusion of roving spotlights. At the end of the bridge there’s a giant explosion somewhere and the screen shakes.

SAMURAI LIGHTNING
I forget what came next, but you eventually came to another cliff’s edge, where the plane you were on had crashed (hence the explosion). There’s wreckage and flames everywhere, and plenty of dead bodies and blood splats (I think I made a custom blood splat tile for this). In the middle of the carnage I put RM’s pre-made sprite of a Samurai Sword in Puddle of Blood. Investigating it results in the samurai from the plane flashing down on lightning, and revealing that it was HE who betrayed the organisation, and there’s a cut-scene. All I remember of the dialogue is it was pure insanity, the likes of which only a sugar-high high-school student could invent. He mentions something about the secret of the cat and then shoots you to the edge of the screen, he explodes in a shower of blood and then you fall off the cliff’s edge.

(although I made reference to Snakes on a Plane at this entry’s start, I was obviously unaware of the film when making this game – I just thought samurais would be cool to include)

FIRST PERSON
I seem to recall that you then wake up in what appears to be a Dungeon Master inspired first person dungeon / sewer tunnel, which is the best bit of the game. I’d created a bunch of custom graphics titles, plain coloured squares and a series of half-square triangles, which I then used to create the impression of standing in a water filled tunnel and looking down it. The custom tiles drew the tunnel shrinking into the distance, ending up as a black square, while I used RM’s built-in sprite invisible options, to make the main guy invisible. I made about 5 such rooms (normal corridor, dead end, right turn in the distance, right turn close up), with water for the tunnel’s base. It ended up looking “windowed”, since I kept a black border of nothing around it to conserve my limited tile memory.

Next, I placed 4 invisible tiles around the main invisible guy (who technically existed in the black border), and set each room’s 4 tiles up with a series of complex number triggers, to represent every possible position he could be standing in. It was so complex it took up all my remaining memory, because I distinctly remember thinking, ahh crap, I can’t make any more turns. In truth, there was about 6 possible spaces to stand in a linear tunnel which only had one turning point which led out the tunnel. But I reckoned with more time and effort, I could create some simple 3D mazes (like those from Mystical Ninja on the SNES), simply by drawing a maze on graph paper, assigning each standing spot a number, and then setting up the tile triggers to change each specific number to another, when one of the 4 tiles was touched, based on only around 8 possible rooms (dead ahead, left turn, right turn, etc etc etc). In the end I added the splashing sound effect each time you moved, to give the impression of walking through sewers (the floor tiles were the animated water ones – which proved tricky because the game didn’t want sprites walking on it).

SMOKE THESE, CAT FATHER!
Once out the tunnel you end up in a cavern. A quick walk through the maze leads you to an innocent looking cat. To finish the game you need to stand next to it and use the cigarette item. This results in RM style turn based battle against the wackiest looking boss I could find. He has 1 hp so goes down quickly. Afterwards you force the cat to smoke the whole pack, resulting in RM’s mist effect filling the screen, the cat coughs for a bit, then there’s a cut-scene where he reveals HE’S ACTUALLY YOUR FATHER.

Yeah, I have no idea what went on there. There’s more deranged dialogue, implying a sequel, whereupon the credits roll.

It had some great ideas wrapped up in an illogical story which, when I replayed it about 3 years ago, seemed somehow even funnier. I’m only sorry I couldn’t share it with you, because the convoluted workaround I’d created for 3D mazes was actually quite cool, and sort of really worked.

Sadly the memory card is dead, and the game lost. And even if I tried to remake it today, it would have none of the teenage energy I’d infused it with. If any reader wants to remake my creation, you have my blessing.

My second RPG creation was a game called Chef Island, based on the cooking minigame in Suikoden 2, which thankfully survived on another memory card. I never finished this game, but I will be making the save data available for anyone who wants it, in a future blog entry in the next few days.

You know what I'd really like to see? ASCII or Monkey Paw Games re-releasing RPG Maker on PSN, so we can all then create awesome games, use a USB key to grab the save data off our PS3's, then upload them online. The PS1 save-data is tiny (like 128kb or something).


FOR THE RECORD:
HG101 does not endorse animal cruelty. My family have owned several dogs and cats over the years, and we have always treated them (and all animals) with care and affection (to the point where neighbour’s pets would actually visit our house and refuse to return to their owners). Making a real cat smoke real cigarettes, is always a bad idea.


Thursday, November 25, 2010

Replacing a Game Boy save data battery

I recently went to a junk store which resulted in the impulse purchase of 9 unboxed monochrome Game Boy games, costing in total $19. Each was $2 a piece, except for the jewel in the bundle Mystic Quest, aka Seiken Densetsu, which cost $3. As luck would have it, the save battery was dead. Join me on my own mystic quest, as I battle magi and dragons to replace the fabled Panasonic CR1616 3V save data battery.
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Actually, first I’m going to regale you with reviews of the 9 games I bought. If you just want the battery replacement guide, scroll way down.

I’ve always loved the original GB, since there’s something wonderful about those tiny cartridges and the system’s limitations. I also feel that it’s a comparatively undocumented system, with a tonne of overlooked but awesome games no one talks about. For a bit of fun I sometimes buy random carts without knowing anything about them, and on occasion I strike pay dirt, such as with Mercenary Force which yielded an HG101 article. Maybe there are hundreds of potentially incredible games still waiting to be found?

This lot were tucked away in a series of plastic security boxes at my nearby second-hand junk store. They cost $2 each, except for Mystic Quest which was $3. At those prices, it was kid in a porno store time as I grabbed whatever looked interesting. I left behind about 30 or so cartridges, most of them common (including about 7 Donkey Kong cartridges), and a tonne of Pokemon crap.

Unfortunately when I got home and tried these, I was mostly disappointed.


Volleyfire
This was a Japanese import, and a shooter, so I had to have it. Sadly it’s unbearably dull. Imagine Space Invaders, except instead of invaders there’s one guy moving left and right trying to shoot you. Worse than it sounds.


Rescue of Princess Blobette
Sequel to A Boy and his Blob. This is quite cool, but it feels way too restrictive on the small screen, and I don’t like the setting of a run down castle. I prefer the original. It’s not bad, I guess, but not as good as I’d hopped. If you want portable blobbing, get the original NES emulated on a PSP.


Mystic Quest
I’d already finished this years ago, but wanted the cartridge as a collectible. Two things are wrong with it: it’s in French, which I didn’t expect, since oftentimes RPGs are released in English in France. And secondly, the save battery was dead.

Solomon’s Club
Like Solomon’s Key on the NES. Pretty good all in, not sure how long I’ll play it for though.


Darkwing Duck
Played it briefly, seems just like the NES original. Rather good.


Duck Tales
Pretty much the NES game in monochrome I’d say.


Star Trek – Into the nexus
I had hoped this would be a cool RPG like the NES Star Trek games (pictured), but in fact it’s a collection of extremely awful minigames.


Blaster Master Jnr
This just goes to show how much attention I pay to HG101’s many fine articles. If I had read up on this, I’d have known it was nothing like Blaster Master on the NES. I think it’s terrible.


True Lies
I recall seeing a magazine preview for this, which made it look a bit like Die Hard from the NES, which is one of my all time favourite games. Sadly it’s a poorly designed maze shooter, where you can’t make out who is a hostage and who isn’t, resulting to many game overs.


And that’s about it. The Disney stuff is cool, but better on the NES. And Mystic Quest, my prize of this lot, didn’t even work due to battery death. All in all, I wasted $19 which could have been better served on buying a PSN card.

Once I get a chance I’ll be trading this lot in at a nearby retro store. The real nail in the coffin for all of this was, I recently tried for the first time a GB emulator on my PSP. And OH MY GAWD. Never before had I imagined such clarity. I’d tried GB emulators on the Nintendo DS, but the system just didn’t have the resolution to do them justice. You either ended up with a 1x ratio the size of a postage stamp, or you had to go with 1.5x which filled the screen but filtered everything. GB games at x2 resolution on a PSP are the way GB games were meant to be played. It is BETTER than perfect.



REPLACING THE BATTERY

Before I could trade it in at my retro store, I would have to replace the battery on Mystic Quest. I’d replaced batteries on NES games, my Sega CD RAM cart, and several Sega Saturns, but I’d never even popped open a GB cart before.

First I’d need to remove the annoying GameBit screw Nintendo uses. I find the inclusion of these in most retro items slightly disturbing, since you need to go out of your way and order a GameBit screwdriver (they come in two sizes). Their use signifies that Nintendo had never considered the possibility of battery death, or if they did, never intended for owners to repair the problem. It’s extremely short-sighted. Does Nintendo’s repair service still exist for retro items? Can I post them my GB cartridges for battery replacement? Why can’t I crack open my cartridge?

The bigger picture here is that all retro items are slowly dying. Meaning if you’re a purist who wants original hardware, you need to find or become a collector who knows how to mod systems such as the SNES, and the Mega Drive for 60Hz, or knows how to build RGB SCART cables, and who can recommend the best CRT TV, all of which are now defunct. NFG has been a leading figure in the technical chop-shop workings of consoles, and there are others online, but I always find it worrying that preservation of this subset of human culture falls to people like us: a few scruffy guys with soldering irons. There should be a museum for this kind of stuff.

The GB uses the smaller of the two GameBit sizes. After it’s cracked you slide the cover-art part of the cartridge down and pop it off. Here’s where it gets problematic. Backup batteries in console cartridges were easy to replace, using bigger batteries such as (I think, maybe) the DL2032. The GB uses the considerably smaller CR1616 battery. Even worse, Nintendo appears to have soldered these in place.

For comparison’s sake, here is the circuit board to the crappy Star Trek game. Notice how it’s smaller than Mystic Quest, lacking the entire upper section which deals with battery save data.

The battery is housed between 2 small horizontal plates, each of which is soldered to the circuit board. The battery is attached to the plates either by 2 pin-head drops of melted solder on each, or a machine actually punched two tiny holes into the plates, which resulted in an embedded spike in the battery. It was too small to tell, but based on how flush the set-up was with the circuit, they obviously made the battery-and-plates component at a separate part of the plant, and then later in the production line a person or machine took the pre-made battery component and then just soldered that in place. There is absolutely NO WAY you could solder the lower plate onto the circuit, then somehow puncture holes or apply solder to this plate in order to place the battery on top of it, before attaching the upper plate with additional solder/holes. There’s just not enough room around the circuit board to work.

This was going to cause me a huge problem, since I had two options: desolder the 2 plates, replace the battery and then try to re-attach this mini component, or try to pry out the battery whilst leaving the plates in situ, and then hope could I wedge a new one in. Feeling lazy I opted for the latter, and had to use one of my super-tiny flat-head screwdrivers to wedge between the lower plate and battery. A few minutes of jabbing and poking broke the seal and the battery lifted up (the bastard was stuck in like an Alabama tick). Then I delicately had to do the same with the upper plate, making sure not to break them. The plates were quite thin, and had a flexibility not too far off aluminium foil.

If you check the photos, you should be able to see the tiny spikes on the plates – now, I’m not sure if these are tiny blobs of solder which held the item in place, or if a machine punctured a hole from the other side to fasten it securely. There were two tiny indentations on the plate’s reverse side.

Next I needed a replacement battery. The CR1616 is easily available but not too common where I live. A local general store didn’t have it and couldn’t get it in. A dedicated electrical store nearby had a wide selection of batteries, but not the one I needed. They could order it in though, which would take 2 take days and cost me $3.75. I could have gotten it slightly cheaper online, but I didn’t feel like the hassle so had them order it. Assuming my replacement plans succeeded, my working copy of Mystic Quest would have only cost me $6.75.


The problem now was how to affix it securely? I’d bent the plates slightly and the whole thing was loose, and even bending them back didn’t fix things because unlike NES batteries, there was no springy cup shape to hold it in place – the plates are just 2 horizontal strips. I considered tiny drops of superglue, but this would create a barrier between the battery and plates. Resoldering was out since my soldering iron is too chunky.

Then I remembered a special tape I had for affixing bandage gauze to human skin, called Omnifix. That stuff sticks like poop-on-a-blanket and is extremely difficult to get off. Perfect! It would look a little Heath Robinson, but once the cartridge was closed you wouldn’t notice.

Before replacement I took some pliers and scrunched the little spikes flat (the fact they crumpled into the plating so easily increases the likelihood they were the result of holes as opposed to solid blobs of solder). Next the battery went back in face down, and I applied two strips of bandage tape. The tape and adhesive are non-conducting, so I didn’t mind it touching various circuit lines.

Although it somewhat resembled a child’s scuffed knee, I was please with how the circuit board still fit neatly in the cartridge casing afterwards. In case any future owners wanted to get at the battery in a decade’s time when it died again, I decided to replace the GameBit with a standard Philips screw. I normally keep a big box of spare-parts, but had recently misplaced it, so in a pinch stole one of the good screws from a broken N64 memory card by Logitech. Et voila. It fit perfectly and kept the cartridge housing secure.

I tested the game by starting two new save files, named after HG101 no less, and then tried them out 5 minutes later, and then a few hours later. Even after switching the unit off the memory data remained intact, and will hopefully give its future owner several years of enjoyment.


As for myself, I am selling off my small GB collection. These things are reaching the age where they’ll need proper restorative care to keep functioning. I’ve already binned one GB due to a broken, dust filled screen, my old Game Gear’s AC input mysteriously died, my CDi’s internal battery is dead and cannot be easily replaced, and I don’t even want to switch my 3DO on for fear of what I’ll find. I only hope that there are collectors who take this seriously and will maintain the skills needed to keep various older pieces of hardware in working condition.