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Messages - ShadowOne333

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1
Personal Projects / Re: Zelda II Redux
« on: May 24, 2018, 09:56:54 am »
I know you said you were planning to reach out to JaSp outside of RHDN to see how to do it. It would be pretty cool to see how it's done.
I did try to reach him through an email I found in one of the sites linked to him, though I am not sure if he checks the mail often, nor if he still has that account.
Do you have any other idea as to where I could contact him?

2
Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.7]
« on: May 22, 2018, 11:47:52 am »
This might be slightly out of topic, but I was wondering...
About the Super Mario Land Colour hack available here, would you be interested in colouring the title screen for said hack, toruzz?

It always struck me that the title screen is still in black/white, while the rest of the game is colourized.



A coloured title screen would make the package complete to my eyes. xD
Perhaps something like this:


Or if we get fancy:


There's a forum full of mockups for that one just in case someone wants some eye candy:
https://www.emudesc.com/threads/asi-se-veria-super-mario-land-si-hubiera-salido-para-nes.550499/

3
Personal Projects / Re: Zelda II Redux
« on: May 21, 2018, 05:10:18 pm »
And about the moving water and lava animations on the Overworld, is there any progress? Apparently other hacks like "Journey of a Day", "Leaf of Inertia" and "Shadow of Night" have already achieved this effect. But great work this hack too. :thumbsup:
Not yet.
That's something I still haven't even looked at, not attempted in any way.
That and the possible restoration of the Dragon Quest reference are still way down in the list of things to do, and perhaps even need help with, but we'll see :)

4
Personal Projects / Re: Zelda II Redux
« on: May 17, 2018, 09:59:48 am »
unless it's for other reasons, like fixing up the translation.
That's exactly the main reason why I wanted to get this working, and thanks to the great help of Trax now it's possible :)
Now I can repoint the text and rework the translation to better fit a more adequate localization.
Bagu will be Bug and I may keep the Error guy too, because those are as iconic as they get :P
But the rest of the text might see a lift-up in translation.

5
Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 05:35:47 pm »
I just tried the latest patch and it would seem nothing was changed. Did you link the wrong patch or make a mistake in making it?
It might have been a mistake on my part.
Could you try again?

https://www.dropbox.com/s/9nvida92kyh5svj/Zelda2Redux.ips?dl=0

6
Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 04:23:01 pm »
You have already sped up the text drawing speed, right? It'd make sense, because Japanese is read and parsed more slowly than English as a result of being able to convey more with fewer characters.
That is correct :)
The text drawing speed has already been sped up.
This so that it doesn't take ages just to load "HELLO!" unto the screen xD

7
Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 01:05:56 pm »
Oh wow @Trax, thank you SO much for the very detailed information, it certainly helped out a lot to understand how each bit of change worked and what it did for the end result.

I was SO close with the changes in the $0305 and $0306 addresses, but I was changing 303 and 304 haha, I never thought about changing those two :(
Oh and btw, the addresses you wrote are not PC addresses, but rather the NES addresses.
The PC addresses for those are:
Code: [Select]
0x00F629: A9 00 LDA #$00 -> 0x00F629: A9 20 LDA #$20
0x00F67A: 69 40 ADC #$40 -> 0x00F67A: 69 20 ADC #$20
0x00F706: 8D 06 03 STA $0306 -> 0x00F706: 8D 05 03 STA $0305
0x00F749: 8E 05 03 STX $0305 -> 0x00F749: 8E 06 03 STX $0306
Just for those that would like to find the code through a Hex editor :)


So, here is the latest patch with the palettes and new dialog box changes :)
https://www.dropbox.com/s/9nvida92kyh5svj/Zelda2Redux.ips?dl=0



And here's a little example I made out of the sign in Rauru :P



Thank you SO much, Trax, seriously.
That was of great help to be able to expand the text and be able to have a little more liberty with the text instead of being limited to what he had previously.

I will start redoing some bits of text once I am done with the balancing of some more enemies :)
Thanks again!

8
Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.7]
« on: May 16, 2018, 11:18:01 am »
I just wanted to say thanks again for this hack.  It's really refreshed the whole game for me.  It's just so nicely polished.

I know you're working on your other project just now but I was wondering if you'd ever considered giving Kirby's Dream Land the same treatment?  There are so few Kirby hacks and the original game has never seen a full remake.  Just a thought. :)

Regardless, I can't wait to see your next release. :)
Kirby's Dream Land did see a remake, although not highly known because it's included within ANOTHER remake :P
Kirby Super Star did have a Remake of sorts of the first Dream Land, although not complete due to the lack of the Kabula boss and its stage.

However, Kirby Super Star Ultra (the remake of Super Star for the DS) DID have the entirety of Kirby's Dream Land remade inside the Spring Breeze game.
So if someone is willing to do a DX version of Kirby's Dream Land 1, I would suggest using Kirby Super Star Ultra's Spring Breeze game as the base for the colours of it :)

9
ROM Hacking Discussion / Re: Metroid 2 full colour romhack
« on: May 14, 2018, 10:20:34 am »
So I have solved this one now - here is what you have to do:

Move the palette definition
From: x8 4000 - x8 5000
To: x4 0000 - x4 1000

Move the palette data
From: x9 5000 - xD 4000
To: x4 1000 - x8 0000

Truncate the rom to 512 kB

Transfer all custom ASM and hiJacks from the fixed color-hack.

I also recommend the following:

Remove the back-wall in the final boss-room. It does not flicker anymore - but it does look better without it.

Redefine the palette for the suitless Samus in the best ending. I had to edit the sprite in order for it to look good (tweaked the eyes and bikini).

/dACE
I'm a bit confused on the addresses.

So you mention this:
Quote
Move the palette definition
From: x8 4000 - x8 5000
To: x4 0000 - x4 1000

Move the palette data
From: x9 5000 - xD 4000
To: x4 1000 - x8 0000
For the first one, do you mean x8 4000 refers to address $4008 up to $5008?
Or what do you mean by x8 4000 - x8 5000?

Also, the "truncate rom to 512kb confuses me as well.
And by the ASM and hijacks, which ones do you mean?

The last two I can edit them once I find them in the ROM, but the rest of the info completely eludes me :P
Quote
Truncate the rom to 512 kB

Transfer all custom ASM and hiJacks from the fixed color-hack.

I also recommend the following:

Remove the back-wall in the final boss-room. It does not flicker anymore - but it does look better without it.

Redefine the palette for the suitless Samus in the best ending. I had to edit the sprite in order for it to look good (tweaked the eyes and bikini).

10
Personal Projects / Re: Zelda II Redux
« on: May 10, 2018, 03:54:29 pm »
@ShadowOne - I'm going to try that on my lunch. Good thing I have a copy of my work on a flash drive.  :laugh:
I figured between you and Trax, one of you would figure it out!  Any more luck with the dialog box?

No luck yet :(
I've been around and around what I think it's bits of code that might be related to the empty row of tiles form the Dialog boxes, but no luck so far.
I am feeling inclined to ask Trax for some help again, since I can't figure it out yet.

May 14, 2018, 05:32:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well seems like I successfully modified the palettes the way I wanted them.
Link now has the new palette and he seems to be keeping it after a spell is used.
I also took the liberty to modify the townsfolk skin tone to a more lighter shade, instead of the pinkish one.
Looks way nicer imo.

Though I don't have a functional IPS patch yet, since the text boxes are broken still.
Well, not broken, but I still have the empty tile row overwriting the above one.

@Trax, I really don't want to be a bother, but I am really hitting the wall hard here xP
I can't seem to find a way to effectively make the text box print 7 lines without overwriting the above one.
Could you please lend a helping hand to this poor soul?

11
Personal Projects / Re: Zelda II Redux
« on: May 07, 2018, 01:11:33 pm »
For Link's palette after a spell, look for RAM $70F. If I remember correctly, it contains 0x16 if Shield is in effect. It may be relevant.
Wasn't exactly at $070F, but it did helped out to find the related addresses. Thanks!
Also, I think I managed to pin down something in your disassembly which wasn't exactly labelled, I'll explain in a bit.

@ultimaweapon:

Here we go, dude.
The related bit of code which manages what colours are set after the Spell flash are found here:

Code: [Select]
L927C                                                                          ;
lda      $69CE,y                       ; 0x128c $927C B9 CE 69                 ;
sta      $0306,x                       ; 0x128f $927F 9D 06 03                 ;
lda      $69D4,y                       ; 0x1292 $9282 B9 D4 69                 ;
sta      $0307,x                       ; 0x1295 $9285 9D 07 03                 ;
lda      $69DA,y                       ; 0x1298 $9288 B9 DA 69                 ;
sta      $0308,x                       ; 0x129b $928B 9D 08 03                 ;
lda      $074B                         ; 0x129e $928E AD 4B 07                 ;; Spell Flash Counter (bit 7 set = decor flash)
asl                                    ; 0x12a1 $9291 0A                       ;
bcs      L9296                         ; 0x12a2 $9292 B0 02                    ;
ldy      #$04                          ; 0x12a4 $9294 A0 04                    ; Y = 04

What we need to focus on, is the series of LDA/STAs which load from RAM addresses in $69CE, $69D4 and $69DA, and then store the values in RAM $0306, $0307 and $0308.
I took a look at the RAM addresses starting at $69CE, and found out that it is loading a set of palettes which were currently labelled only as "Some_Palette" in the disassembly:

Code: [Select]
Table_for_Some_Palettes                                                        ;
.byt    $12,$16,$2A,$16,$0F,$0F,$30,$01; 0x2a00 $A9F0 12 16 2A 16 0F 0F 30 01  ;
.byt    $31,$01,$18,$01,$12,$21,$30,$21; 0x2a08 $A9F8 31 01 18 01 12 21 30 21  ;
.byt    $36,$21,$30,$01,$31,$01,$2A,$11; 0x2a10 $AA00 36 21 30 01 31 01 2A 11  ;

See the $18 and $36 at locations 0x002A0A and 0x002A10 respectively?
That's the $18 for the brown colour of Link at 0x002A0A, and the $36 for the skin colour of Link at 0x002A10.
Change these two to your liking, and reload the game completely to test out the changes. DO NOT LOAD a save state, as this will load the previous values before the change, you have to get to gameplay directly from a fresh restart to see the changes take effect.
You can also modify the $2A found at 0x002A16, as this is the $2A that Link uses for his green tunic in game.

That's one less thing to worry about :P

12
Personal Projects / Re: Zelda II Redux
« on: May 04, 2018, 05:44:47 pm »
@ultimaweapon:

I now understand what you meant with the Spell palette thing.
I just hit the same problem with it.

So, when you try to use any Spell, Link seems to revert back to the original palette [18 36 2A], or in the case of the Shield Spell [18 36 16], (changing the green tunic $2A for $16).

It seems like the game is grabbing the 18, 36 and 2A colours from somewhere else, so I gave the ROM an extensive search, but guess what?
I already changed ALL of the instances where the palette could be found [18 36] and there are no more instances of those two in the ROM, so I am not sure yet where does the game grab the original palette to begin with.

I'm inclined to say that it might be related to the Spell Casting routine which begins at 0x000DD3 and ends at 0x000E4A (with a branch to $1245-$1254), but I haven't found anything yet.

I'll let you know if I find anything, as I am still trying to debug the Dialog box thing as well :P

13
ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: May 03, 2018, 01:24:56 pm »
This project is looking better and better with each post.
I am loving the way it is all going :)

Once a patch with all the new sprites and assets put into place is released, I'll give this one a go.
Btw do the latest builds have the music re-arranged already? Or is that separate?

14
Personal Projects / Re: Zelda II Redux
« on: May 03, 2018, 10:11:44 am »
@RetroProf:
If it's not stated in the OP, it hasn't been implemented/planned at the moment.
I originally wanted to implement the Easy patch into this, but I feel like there are way too many changes in that patch which makes the game too much of an "Easy" thing all the way, which is why I preferred to only focus on changes to certain enemies, and not all of them, mainly the most obnoxious ones to make the game more enjoyable and not too much of a hassle.

I also implemented some changes to the Magic consumption, because in the original the magic barely even lasted if you used 2-3 spells in a row.

First and foremost, I want this patch to tackle the most annoying aspects of Zelda II, rework them in a way that feels fair and balanced, to make the overall experience a better trip all the way throughout.
Right now, you can test the patch in the OP, should be the latest so far (without the palette changes yet).
Try it out and let me know what do you think of it.

If at all, at the end you can still patch the Easy patch over this one, I haven't repointed anything related to enemies or magic consumption, which is what the Easy patch focuses on.
I haven't done changes to the levelling system at all, it isn't pointed in the OP I believe, so at the moment no plans until I get through the Dialog box to have more lines of text, and the palettes for Link and some NPCs (I really don't like the pink $36 palette for almost every skin tone, I feel $37 fits way better).

Quote
So now I'm conflicted. I do like this new patch, but it's starting to get weird, and complicated, and harder than the original game in some small ways?
What do you mean by this?

15
Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.6]
« on: May 02, 2018, 07:35:56 pm »
It's off the charts!

16
Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.5.1]
« on: May 02, 2018, 07:20:16 pm »
I found a nice way to make everyone happy with v1.6, which I just submitted.
This is the changelog:

Code: [Select]
- Fixed: Compatibility with most emulators
- Fixed: Bug that caused a crash on very specific conditions
- Fixed: Easy Mode text
- Improved: General stability
- Improved: SML2 randomizer compatibility

So if you have problems with Goomba Color or any other emulator please try again with v1.6.
  • Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.

17
Personal Projects / Re: Zelda II Redux
« on: May 02, 2018, 07:11:41 pm »
I think someone mentioned this before, I think it was Trax or IcePenguin, but basically the conclusion was that it was much easier to get rid of the empty row of tiles that separates each text line to have 7 lines of text per dialog box, because increasing the size of the box itself proved to be quite problematic, both in ASM and palette stuff.

So, with that said, the solution given is what I'm trying to achieve at the moment, unsuccessful so far lol but still trying.

18
Personal Projects / Re: Zelda II Redux
« on: May 02, 2018, 06:34:09 pm »
I need the ones for when casts a spell that is NOT the SHIELD spell. It changes from the new color I have him back to the Green & Red.

I hope you are able to get the dialog box working. I'm sure it's quite the pain.

I'm still trying to find a way to fix my midair jump from being infinite to just 1 midair jump preferably 2 at most. That is a pain right now too.
So you mean changing the colours of the flashes when you use the spells?

What's the exact size for text boxes that you're going for? Any other limitations?

I'd love to start work on rewriting the text to match the increased box size... Even if it's not done yet.
It's not the dialog box size I'm trying to change, but rather get rid of the empty tile above each line of text that gets printed.
This would make it so that we can have 7 lines of text instead of the normal 4.

19
Personal Projects / Re: Zelda II Redux
« on: May 02, 2018, 02:07:51 pm »
Man I've been having quite the struggle with that Dialog box thing. XP
I haven't been able to get it working yet :/

I am still trying though, I can't give up with this if I want to have proper lengthy sentences to avoid being limited in text length.

@Trax - How much progress have you made on you new editor Sword 2 and your new Zelda 2 hack?

@ShadowOne - Thanks for your help with palettes. I've finally been effective with changing palettes. I haven't found everyone I need yet, but I'm getting there. I need the location to change palettes when Link uses magic and the palettes where Link uses Shield magic. I've found just about everything else I needed.
The colour for Link after the Shield spell is found at 0x000E9D.
In there you will see [A9 16], that's the LDA opcode that loads up the red palette once Link activates the Shield Spell.
Change the $16 to whatever other Hex ID of palette you desire.

What other palette do you need besides the one when Link uses Shield?

20
Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.5.1]
« on: April 28, 2018, 03:47:32 pm »
@toruzz
I gave 1.5.1  a full playthrough.
The only issue I found is in the File Select Screen.
If you go from Mario -> Luigi and then try to go back to Mario, the game kicks you out to the Title Screen.

One other thing (though I'm not sure if it's emulator specific or RetroArch's fault) is that whenever I tried to savestate and load, the game would load whatever state Mario/Luigi were last in before loading the state. Like if Mario has been killed, the state would load Mario being killed, even if there are no enemes around.
Same for when you have powerups, if you had a Fire Flower on the savestate and you try to load the state with Mario being small, when the state loads, Mario will be tiny.

All tests were done on mGBA 0.6.3 core through RetroArch.

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