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Messages - Lugia2009

Pages: [1] 2 3 4 5 6 ... 25
1
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 23, 2015, 12:32:38 pm »
Wow, this is pretty cool, I like the achievement system.  Thank you for this!  :thumbsup:

2
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Sorry to bring this back to the FF7 hack--but there were a few things that bothered me about the other translation that I was just curious if this patch fixed:

--Hard saves not actually saving/loading
--All areas have the same enemy mobs, but they get stronger as you do
--All shops have the same equips (which made me end up with mid-endgame weapons from the original in Midgar)

Does this fix any of these things?  I enjoyed a number of things about the other patch, and played as far as the Mithril Caves before I kind of gave up going farther, but would like something that seemed less...disjointed in those ways I mentioned.

It looks like it's just a release of Lindblum's translation/improvement.  So the shops should all sell the same weapons and the enemy encounters would be the same as well.

3
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: June 16, 2015, 03:34:07 pm »
Sorry for the long absense, things have been pretty busy at home with yardwork and painting projects. Plus, since I started making dissidia models, I've been getting a bunch of requests to do model imports and to make original character models.




I've been working on Poke'mon Yellow here and there. It took forever, but I finally finished the Poke'dex translations! So I'm gonna release a new patch tomorrow.

So all that's left is the main story for the game, all other translation work is finished.


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I agree, a few of the trainers sprites don't match their overworld versions, would be nice to have that fixed.

That's another thing that I'm gonna fix.


June 17, 2015, 11:00:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)



Alright the new patch is all set!

https://dl.dropboxusercontent.com/u/23698591/Pokemon%20Yellow%20-%20English%20(6-17-2015).rar

You need to patch over the original untouched version: Lei Dian Huang Bi Ka Qiu Chuan Shuo (NJ046) (Ch) [!].nes


I just need to fix the height and weight for the Poke'mon.  I found where it's located, the only problem is the max height can be 9'9" and the max weight is 999.9 lbs. So it won't be completely accurate.

4
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: March 07, 2015, 06:14:10 pm »
Things are progressing a bit, I've got most of the Poke'Dex translations finished!

5
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: January 22, 2015, 09:48:44 am »
I don't like the machine translations either, I have a copy of the game's script I've been using for the translation.

6
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: January 15, 2015, 05:32:03 pm »
I hit a bit of a bump, I couldn't get the man blocking the way to victory road to move after getting the 8th badge.

But I figured it out, so got a bit more done! The only thing left to translate is Indigo Plateau and the post game stuff, which puts the translation at 94.4% done!

7
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 11, 2014, 01:15:17 pm »
Some more progress!

All of Saffron is finished along with Route 12.  So with them, the translation's 60% finished!

And so far I have about 50 unused dialogue pointers for extra stuff. I'm hoping to have plenty of extra space in the dialogue banks for the extra stuff.
But I'll have to wait until after the PokeDex descriptions are done to do anything extra since I know they'll take up a hefty bit of space.

December 14, 2014, 11:12:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just found out I'm actually a bit farther ahead than I thought.  Route 15, 16, 17, 18 don't exist in the game. 

So I finished Route 13, 14, Fuchsia City, and Sea Route's 19 and 20. 
Which puts me at about 80% finished as far as the translation goes!

8
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: November 16, 2014, 03:11:54 pm »
Sorry for the lack of updates, I haven't had much time to work on this game this week.

But I have a new update!  I finished the translation up to Saffron City.

So here's the new patch for the game: https://www.dropbox.com/s/w63yu607gua187v/Pokemon%20Yellow%20English%20Translation%2011-15-2014.ips?dl=0

It goes over the original Chinese version of the game

9
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: September 25, 2014, 02:22:09 pm »
Some more progress has been done, the game up to Lavender Town is finished.  Once Celadon City's finished, I'll release a new patch.

10
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.

11
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.

12
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).

13
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   :)

14
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.

15
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 :)

16
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.

17
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.

18
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.

19
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.

20
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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:

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