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Messages - Proveaux

Pages: [1] 2 3 4 5 6
1
ROM Hacking Discussion / Re: Specific Type of Title Screen Request
« on: August 27, 2016, 06:13:50 am »

2
Personal Projects / Re: Kaguya Hime Densetsu: Moon Princess Menus
« on: August 08, 2016, 07:21:36 pm »
@ Zynk Oxhyde: Thanks! Will check and see if the same glitches show up on an unmodified game and maybe start fresh if not. I was able to turn E-z to Easy too.:) I have been concentrating on menus and trying not to break anything.


To get the apple do as FCandChill said and whip the tree a couple times.

3
Personal Projects / Re: Kaguya Hime Densetsu: Moon Princess Menus
« on: August 08, 2016, 12:20:48 am »
I thought there was another user who also did this.
I didn't see one but that would be great. Hopefully if so they comment on.
Anyway ... I would suggest changing the pictures in the action menu to text
Yeah that is what I want help on. There are only room for 2 tiles as is. If border is removed there would be 3. With the border removed and start point moved there would be 4.
The translation also messes some pictures as well. I recall the phone and ending graphics for when you defeat the boss to be messed up ... somehow...
I noticed that too. May go back and check out.
Otherwise ... nice job!
Thanks FCandChill!

4
Personal Projects / Kaguya Hime Densetsu: Moon Princess Menus
« on: August 07, 2016, 11:38:05 pm »
Kaguya Hime Densetsu: Moon Princess

Have all of the menus done besides the right side of the side by side menus.

A few examples of changes.
OldNew

Any help on widening the menus so more tiles can be used for the right side menus would be great. The below looks OK when done but the menu cursor does not correspond to the correct line after move.

No menu change. Made white to be able to see.
03CFA3: Change to move background of menu left or right.
03CFB7: Change to widen background of menu.
03DB4D: Moves "Go" and cursor left or right.
03CC3D: Moves everything under "Go" left or right.
03CC4D: Moves eye symbol left or right.
03CC56: Moves everything under eye symbol left or right.

5
Edited the menus for Ankoku Shinwa: The Dark Myth

BeforeAfter
Patch

There were a couple that still needed to be shortened so may go back and look at again. Any one able to decompress and re-compress the graphics in this game?

Edit...



Patch

Went back through and believe I'm happy with the menus.

6
Personal Projects / Re: Konami Wai Wai World
« on: July 14, 2016, 08:28:29 pm »
Cool! Looking forward to finishing playing through with updates.

7
Personal Projects / Re: Konami Wai Wai World
« on: July 13, 2016, 08:11:38 am »
Why not TWIN B? And how about KOMAN & KOGAL/KOLADY?
I am happy with it now but those are good suggestion and there is enough room to implement them all. With last edit T.BEE has 7 slots available just as V.VIPER. I will leave any other changes up to Zynk Oxhyde.

Here are the changes needed if you would like to do them for yourself.

Code: [Select]
015AC3 B8           K.MAN  to KOMAN
015AC9 B886808B00   K.LADY to KOGAL
015AC9 B88B808396   K.LADY to KOLADY
015B61 9194888D0081 T.BEE  to TWIN B

For a female counterpart to "* Man" I think "* Girl" but left as is due to I know it was not set as Lady due to space because Girl takes the same .

8
Personal Projects / Re: Konami Wai Wai World
« on: July 12, 2016, 01:00:28 pm »
Why change V.Viper to just Viper? That's less information!
Due to space but there is enough room for that but for T.BEE another line would need to shortened.

Could change:

How many
will be playing?

to:

How many
players?

I will look into.

Edit...

Updated prior posts.

VIPER is V.VIPER and TWIN is T.BEE.

Changed for space.




9
Thank you, but isn't that the palette applies to the entire game?
... Yes, and as I recall, the second player has its own palette.
I would think so. Yes he does. I gave you the player one's location so you could see how the palette is stored so you could find any you needed.

10
2071 0F Black
2080 28 Beige
208F 12 Blue

11
Personal Projects / Re: Konami Wai Wai World
« on: July 12, 2016, 10:16:23 am »
I like this update. Can I assimilate this into my hack?  :thumbsup:

However, I think "DK" is not correct. "Kong" he is based on King Kong 2 for the NES and not Nintendo's Donkey Kong character.

And I'm not sure if Saimon (not "Spice") is a doctor of sorts like Cinnamon.

Yes. Please use any or all of it. Updated first post with the changes suggested. I did have to change the below for all to fit.




12
Personal Projects / Konami Wai Wai World
« on: July 12, 2016, 12:21:55 am »
Here is a small edit for the names in the menu for Konami Wai Wai World.

Patch







Edit... Added suggested changes.

13
Front Page News / Re: Translations: Kaettekita Mario Bros.
« on: May 22, 2016, 04:39:20 pm »
Can't you edit away the blue on the text title and move a pixel upward?



0522161625.zip

14
Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 13, 2016, 10:44:52 pm »
Title screen looks great. Looking forward to seeing this one complete.  :thumbsup:

15
Happy it came out the way you wanted it.  :)

16
Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: February 12, 2016, 07:50:38 pm »
That's the one. Thanks so much!

17
Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: February 12, 2016, 02:03:59 pm »
Anyone happen to have the patch I made and can upload or send me?

18
Front Page News / Re: Translations: Pyokotan no Dai Meiro
« on: December 23, 2015, 02:22:33 pm »
Quote from: mrrichard999
The only issue in the game is when you pause and the stage name doesn’t show correctly but this will not effect game-play in the slightest!

Patch

NewOld


Here are some changes I made. Feel free to use any part of.

19
Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: December 16, 2015, 04:19:42 pm »
Sorry to hear that about your house. Hope all is well for you now. As I'm sure you are, looking forward to KingMike release and seeing more of the game. I wasn't really able to play very far into.

20
Download Straight Shooting

Won't hit much like this.

Below taken from Super Mario Bros.:ROM map

Fireballs
  • 0x061E2 to 0x----- (0001) = Fireball Movement*
  • 0x061FB to 0x----- (0001) = Fireball Position*

Fireball Movements:
10: Explode on contact, but no damage
13: Straight forward but bounces off blocks
15: Straight forward
19: Appear in air then bounce along top of sky
1B: Explode on contact
1C: Normal
9F: Shoot a fireball then jump to launch into the air; jump and shoot a fireball in the air to either shoot up or shoot down
CF: Kill first enemy even if you miss it
FF: Explode on Mario, but no damage

Fireball Positions:
CA - 3 blocks above Mario
D0 - 2 blocks above Mario
F7 - Straight ahead, misses Goombas but sometimes hits Koopa Troopas
F8 - Normal
FC - Shoot much farther
FE - Shoot slightly farther


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