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Messages - Lugia2009

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1
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: September 15, 2014, 05:06:30 pm »
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The girl in the bike shop with the quote "I want a shiny bright red bicycle", turns out she's also the NPC that'll give you Bulbasaur (for those of you wondering where to find him in the game). However you don't get to obtain Bulbasaur straight away after arriving in Cerulean, unfortunately you'd have to wait till you defeated Lt. Surge (which was never like that in the original Yellow strangely). But I thought that'd be another thing to point out for the next patch.

Thanks for letting me know :), I was wondering where the text was for Bulbasaur.  I'll go ahead and translate that part.  I'll also change her text so it'll be more obvious where Bulbasaur can be obtained.


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I am amazed at what you have achieved  :o The game is actually better than the original! But there is one fatal flaw to the game. And that is mapper 163. The darn thing is unsupported by every flashcart because it requires a lot of expensive sram. But, there is something you can do to resolve this. If you get rid of the inefficient render system, the awfully large Chinese letter sprites from the game and reconfigure the game with a 1024 kilobyte mapper. It could run on the powerpak or the everdrive. It would be so cool if it could run on the actual hardware! Do you think it is achievable?

There is a lot of unused space and repetitive graphics that could really compress the game like most of the character sprites and map graphics. The space where the Chinese characters are will have to stay though, that's going to be used to give the attack names a more proper translation.  Converting the mapper's doable, but it goes far beyond what I'm capable of.

2
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: September 10, 2014, 02:04:02 pm »
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Awesome :) is there a selection of sprites I can choose from? I might make my own just incase.

And for the reward, I keep thinking one of the R/S/E legendaries or a rare Pokemon like Lapras, Aerodactyl, Omanyte/Kabuto, Hitmonlee/Hitmonchan (even though you can catch them at Navel Rock but just take time to find).

For another decision I thought of a Raichu since I did mention it would kinda ruin the game if one were to evolve Pikachu (since he is the mascot of Yellow version).

I can have Raichu as a reward for beating your character.

For the trainer sprite, I found someone who has all of the series trainer sprites you could choose from.
http://kyogremaster.deviantart.com/art/All-Pokemon-Trainer-Sprites-137787432

I can redo the clothing on the characters if you like. Just let me know what you want to change on them. and the colors will be limited to black and your choice of the other 2 colors.




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Its probably too much effort and none of your concern, but the game would have more of a pokemon feeling if there was that classic beep sound whenever you hovered or clicked an option. It would also be cool if you made the screen smash or roll around and zoom in at random encounters. This would be an incredibly hard thing to do, but it would be very cool. It would affect the filesize and it would mean a total redesign of the mapper system, but it would be cool and all...

September 08, 2014, 08:21:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)Maby you can use empty bytes in the rom???????

I've thought about this as well, I think the most I can do though is just have the screen flash a few times before a pokemon battle.  I'm looking for the coding that makes the screen flash when a pokemon is poisoned on the overworld screen to see if that can be used to make the screen flash before pokemon battles and during battles when a pokemon is damaged.  I don't think I can make the beep sounds when selecting a menu option though. I'll check it out to see.

3
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: September 02, 2014, 07:45:50 am »
No problem :)

Let me know what your character would look like and where you would like them to appear. Also what they might say and a reward you would get for defeating them (if any).

4
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: August 30, 2014, 04:49:39 pm »
I found the pictures, I thought they were on my Photobucket account.  Here they are, along with the info I found on the chips:

King of Fighters R-2
http://imageshack.us/a/img59/928/dscn6506c.jpg
http://imageshack.us/a/img688/4888/dscn6509m.jpg
http://imageshack.us/a/img7/9346/rscn6507.jpg
http://imageshack.us/a/img13/2614/rscn6508.jpg


Samurai Spirits Shodown 2

http://imageshack.us/a/img819/9867/dscn6500.jpg
http://imageshack.us/a/img705/3326/dscn6503i.jpg
http://imageshack.us/a/img577/5575/rscn6501.jpg
http://imageshack.us/a/img203/142/rscn6502.jpg
http://imageshack.us/a/img405/6448/rscn6504.jpg


Naruto

http://imageshack.us/a/img191/8660/dscn6488s.jpg
http://imageshack.us/a/img208/5434/dscn6492a.jpg
http://imageshack.us/a/img546/5522/dscn6513p.jpg
http://imageshack.us/a/img255/5227/rscn6493.jpg
http://imageshack.us/a/img203/1811/rscn6514n.jpg


This is the most information I could find for these games.

Naruto

GLT7256L08-15J3-----------3.3V 32K x 8 Bit CMOS STATIC RAM
0026 BHYFS

MB8464A-10L---------------CMOS 64K-Bit Low Power SRAM
5403 M63

0114 1-1
MT28F016S5VG-9A-----------2 MEG x 8 SMART 5 EVEN-SECTORED FLASH MEMORY



Samurai Spirits 2

CXK5864CM-10LL------------8,192-word x 8-bit High Speed CMOS Static RAM
441H59YY

481F16M-------------------?????
D5122*

Chip with no #------------?????


King of Fighters R2

LC3664BML-10--------------64K SRAM
3CU0

TC55328J-25---------------32,768 WORD X 8 BIT CMOS STATIC RAM
9330HBK

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I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D

Same, I think I'm only at 1%.  But there's apparently a 10GB bandwidth limit each month, then the photos don't show up on the sites they're posted on until the next month rolls around.
My pictures seem to be popular   :)

5
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: August 28, 2014, 02:59:59 pm »
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Does anyone here own the original Chinese cartridge?

On the previous thread, there was the question of if this translation when done can be put back on cart and Luiga said yes, but...I don't think so. As I said before:

I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, someone please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.

I found 3 in total, and have played all 3. I found Naruto, King of Fighters R-2, and Samurai Shodown.  I checked the ROMs of Naruto and Samurai Shodown, and they are 2mb ROMs that use mapper 163. I'm not sure about King of Fighters R-2, that game hasn't been dumped yet, but it's likely 2mb as well and uses mapper 163.  Most all of their games seem to be that size and use that mapper.

From what I've seen, only one is a usable donor which was Naruto.  The other two are glob tops.  I checked the chip numbers on the Naruto cart, and it is a 2mb chip.

I have pictures of the PCBs, but my Photobucket bandwidth's been reached, so I'll have to wait a few days to post them.



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Ok so there are a few minor errors I've noticed while playing the game again and if there's time, they may require fixing. First things first, the backsprites for Kadabra and Alakazam are swapped around, I'm not sure if its a bug or Nanjing did it like that by mistake but is there a possibility to fix this error?

https://imageshack.com/i/p5tKZfQlp
https://imageshack.com/i/p2icCo1gp

Plus I'd like to note Electabuzz's name is mispelt as "Electabuz", fix that if you can thanks.

https://imageshack.com/i/ipO1AARWp

Turns out Magical Leaf (TM19) is actually Giga Drain, 5 PP and the move acts the same as Giga Drain would.

And lastly Giovanni's name is mispelt as "Gilvanni".

I'm not sure if you knew about these minor errors but I thought I'd just post them just incase for any future patches.

Thanks for letting me know, I'll go ahead and fix them.



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I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.

I know, the colors on some of the maps are horrible, but it's gonna be fixed.  I think they chose that green for the Poke'Mon centers and Poke'Marts because of the plants in there. And I'm definitely going to fix the roofs, that's on my to-do list as well.



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Lugia2009, your job is great! But i suggest this:

vs

(it's just mock-up, but it's much better, huh?)
tiles by PokeGlitch

Looks good, I may be able to do it, but the outside border would have to be replaced with a solid color to save graphic tile space.  Also, the No. XXX would have to be moved, the white part can only be used for the Poke'Mon sprite.  I'll see what I can do. :)





August 28, 2014, 03:45:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I fixed the download link on the front page.

6
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: August 09, 2014, 03:54:41 pm »
Sorry for not updating more often (been juggling a few projects at once). 

But I uploaded a new patch on the front page.  As for the progress, the main story is about 35% finished. It's getting there, slowly but surely :)

7
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 24, 2014, 02:24:34 pm »
Wow :o, I knew Nanjing put some real effort into this game, but I didn't think they went as far as to have post game events other than Mewtwo.  Thanks for posting this, it'll help with my translation. :)

For the legendaries, I like how you can encounter them in random battles in certain areas, but it would be cool to have special trainer fights that reward you with some of them.

I've been coming up with a few ideas for extra trainer battles that would reward you with legendaries, MissingNo. (whose name is ---------- in the game), fossil Pokemon, plus a few others. They would appear as both pre and post game events.  I wanna make sure it's possible to get all 156 Pokemon in the game.

Here's two extra trainers I've made so far:


(Couldn't resist making an appearance in this game too! :))



(Prof. Oak's sprite is just copy, pasted, and recolored from the intro screen.)

I didn't implement them into the game yet beyond the graphics and names being inserted.

Plus there's some other trainer sprites that can be used to create even more trainers! (Yay extra content! ;D)


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I've wanted to mention that I've started uploading some of the remixed tracks on my YouTube channel. 8)

I'm glad you like the new tracks :), I think they're sooo much easier on the ears than the original ones.

8
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 22, 2014, 11:42:25 pm »
I could, I was lucky enough to get ahold of a nanjing game I can use as a donor.

9
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 22, 2014, 07:17:00 am »
You can make repros if you can find the original copies which are very very very rare outside of China. This game uses mapper 163. So you need to find a game made by Shenzhen Nanjing, all their games use this mapper.

10
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 15, 2014, 11:46:38 pm »
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Lugia, has anyone ever told you you're a madman? First final fantasy vii and now this? Genius.

Plus I'm doing character imports on Dissidia 012 Final Fantasy as well:




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Also, I make NES repros. If I ever figure out how to make the cart for FFVII, you will surely be the first to get one.

Cool, I'm trying to figure that out as well.

11
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I don't have snapshots, but I noticed that sometimes Weapons & Armors only add Strength (STR) status, must be a glitch. It happened in Aerith's town (at least that's the place when I noticed it) and I had the chance to equip weapons that granted +166 STR with 0 INT, VIT, AGI, HP, etc.

I noticed that too. But I just assumed it was due to the fact that the savestates I used existed from when the armor actually gave those stats before I altered them.



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PS- Im using Nestopia and works prefectly :)

You can thank Dizzy9 for that :)
He fixed the bug preventing Nestopia from working.

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I noticed that when fighting you have "break limits."
How do you release them?
 :huh:

What do you mean? Do you have a screenshot?  :huh:

12
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: June 06, 2014, 09:46:35 pm »
A bit of bad news, I was just about to release a new update, but my hard drive to my computer went (second time :banghead:). I had all the menus redone and a bit more of the game translated. Luckily I do have another back-up computer to work on.  So as of right now the game up to vermilion city is done, plus I'm working on redoing the text on all menus (again).

13
Wow, 300 dollars! :o  I can't believe someone paid that much too!  Not sure whether to be flattered that a copy of the game went for that much, or disgusted that they made the price so high.

I'm all for someone making repros and selling them, but Jesus.  It would take me forever to get together that much money.

14
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: April 23, 2014, 03:32:42 pm »
Hi all!  :) I appologize for the long absence. Things have been very busy, between hours at work picking up and  redecorating at home. But my hours are back down, so I'll have more free time.

I have been working on this game some more and up to the S.S. Anne is finished being translated.

15
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 28, 2013, 12:25:02 pm »
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*cough*
Nice! I really like it, I'll go ahead and make the changes.  I'm going to go through and change the looks of fonts in the other menus too.

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I found Lugia in the first area after getting Pikachu T_T

Oops, I think that's from when I was working to catch each Pokemon.  I fixed it.


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Are you making notes of how the game's programming works, by any chance?

I am, later on I'm going to get together everything and write a guide to hacking this game.



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Also, some feedback.  I'm not a fan of how these look.

Really?  I like it, makes me feel like I'm playing this game on the N64.





I thought about the map and NPC graphics for this game, and they are lacking. I don't like how the GBA graphics on the NES look. The battle screen looks better, but the rest of the game looks pretty bad.

So I decided to go through the graphics on each map and redo them after I translate the game. I'm going to make the game match the Gameboy style more, I'm think it will really look much better and more like an official version of the game.

It shouldn't take too long since the graphics are already made. I just need to transfer them to this game.



And a bit more has been done, I finished Nugget bridge and found out how to set the trainers you encounter.  Apparently they're vision range and which NPC the trainer is, is located within the teleport tile settings.

16
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 11, 2013, 07:58:00 pm »
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This game have ending? or its only a short version of the game?
There is a lot of ports/demakes in nes that are only 2 stages...

From what I've seen, (I haven't finished the whole game yet), just about everything is there.  All cities, gyms, the elite 4, the trainers you meet that give the Red/Blue starters, and all legendaries. I know the mini game from the gaming corner is missing.  And you can't ride the bike in this game.

Also, there's a few special trainers that weren't even in Pokemon Yellow:


I'm not sure yet if they are even used in the game, but if they aren't, I can make new events to add them in

And along with them, all regular trainers from G/S/C that weren't in Yellow are in the game.






*Update*

I fixed the blue arrow in the battle dialogue that would sometimes cover up the text. I moved t to the bottom right of the text box.

Also, I fixed what was wrong with Pokemon 00, so now there is a total of 160 Pokemon in the game.  I just can't change it's name from ------------ since that is linked with the Pokedex, also the ? picture is also linked with the Pokedex, so I can't change that either.  But it does have it's own stat growth curve, moveset, and type. 
And it won't appear in the Pokedex.  If you do fill the pokedex, it'll say you've seen 160 pokemon and caught 159.

And I finished the sprites for the 2 extra trainers.


I probably should've put this before, but here's a comparison of the menus now and before:

17
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 05, 2013, 05:03:21 pm »
Now that I've finished working on Final Fantasy VII. This project has now been picked back up. 

There's been some changes since the last update, I recolored all of the menus to give them more vibrant color, all pokemon have been recolored, and all trainers names have been translated.  I also altered the pokedex screen a little to make the area for text larger so it can support another line of text.  I'll be able to give better Pokedex descriptions now. Also the orange text boxes of the battle menus have been changed to white.

And with the trainers, I found 2 unnecessary sprites. Thanks to what I've learned from working on Final Fantasy VII, I will likely be able to make special events from scratch for optional trainer fights.  From what I've seen, the event system commands for both games seem to be very similar. 

Not much more has happened with translating the main game (I lost my old game save), so I started the game over and just spent time catching all pokemon at level 99.

I tried looking into making pokemon "00" into MissingNo. but it looks like that won't be doable.  So I'm going to try and add a pokemon to the game, which may very well be easier said than done.


Here's some screenshots of the new menus and battle screen.








Here's an updated patch. enjoy :)

https://db.tt/dpNXnISA

18
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 22, 2013, 09:55:54 pm »
Thanks:)

This game is fully compatible with the original hardware, you just need a custom board, or to find the right donor cart.  Though, making a custom board, or finding someone to make it will probably be an easier way to go.

Even if you find an original Shenzhen Nanjing cartridge, there's no guarantee it can be used.
I managed to find 3, and I can only use 1 since it looks like the other ones have epoxy globs over the flash chip.

19
Front Page News / Re: ROM Hacks: Resident Evil (GBC) - Bugfixed version
« on: November 21, 2013, 10:47:53 pm »
Speaking of Resident Evil 1.5, has anyone else seen this?

http://www.youtube.com/user/MrBZork/videos

There's a group that's restoring Resident Evil 1.5

20
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After I defeated Palmer and got Cid in my party, I got a ship to take out on the water. I docked the ship on the sand and went into the Canyon village to heal my party and when I went back to the world map the ship was gone. Is this a game breaking glitch or is it supposed to disappear and I'm missing something? I've walked up and down the entire coastline and the ship is definitely gone and I'm trapped now with nothing to further advance the storyline.

Hmm...Has anyone else had this problem?


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It's been a pleasure working with you, Lugia2009. I hope that I can contribute to any of your future projects.

It's been great working with you too, thank you so much for your help :)


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For your information Lugia2009, whenever you load a saved game, the water animation will be glitched. This happens in the original Final Fantasy VII NES ROM.

Yeah, I've run into that problem as well.  Not sure why it's doing that though.



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