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Messages - Rodimus Primal

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Okay, it has been a long time since I last sent a suggestion here.

I was wading through the Final Fantasy VI hack sections for both the SNES and GBA versions and realized that almost nothing is related to changing how Gau learns his Rages. All I found was, on the SNES, an expansion to Gau's Rage and Relm's Sketch, and the fact that Brave New World shortened Gau's Rage command count to 64.

What I wanted to know if there isn't some means to make the whole learning process for his Rages (Which, due to massive randomness, may take hours upon hours upon hours and suck the entire fun out of the game due to how bad a case of padding it is) easier or at least way less random, making life easier for completionists or just those who like Gau. And of course, if such a maneuver could be applied for both versions of the game.

Well, it doesn't kill to leave the idea floating around.

There's the learnable Rage hack -

A 60hz NTSC hack of Flink (Genesis) that keeps the game speed and sound pitch (it runs too fast on NTSC and is harder).

A hack of Ninja Gaiden Trilogy to change the button layout (so that Y and B are attack and jump, instead of B and A).

For Ninja Gaiden, that and also fixing the sound so it doesn't hurt my ears.


Hey now, Primal, if you want to put all this stuff from Turbo into WW, you're welcome. Just not sure anyone else will do it. ;)

(now I'm wondering what's easier: adding Turbo to WW or gimping Turbo so that it's just like WW... :) )

I'm not sure really. This thread isn't a request thread but more so an ideas thread. If no one cares it's not THAT big a deal. I just thought it would benefit the old SNES version to some degree. Either way, I like seeing the differences between versions.

I have to admit that my memory was clearly getting muddled, as you're correct that those things are not in World Warrior. However... every one of those things was added to SF2 Turbo. Therefore, why even bother adding them to World Warrior? Turbo is clearly the improved version (you can play Champ Edition if you don't want the extra speed and moves, after all). Or better yet, play the World Warrior arcade on emulation, if you really must play World Warrior at all.

Sure we all can just emulate the Arcade version, or play it officially now with the Anniversary Collection, but I say why not? I played the heck out of each version that came out so that's reason enough for me.


So which sound effects are missing? I'm pretty familiar with SF2 on both SNES and arcade, and I don't recall any missing sound effects at all.

The countries names being called out when a plane goes there. The extra stage sound effects in the stages (I know Turbo added some of them to the end of the stage, like Dhalsim's elephants). "You WIN!" "Perfect!" Then of course, uncensoring the blood on the VS signs.

Wow! Just WOW! That is awesome. I want to say congratulations to EVERYONE who had a hand in MAKING Namingway Edition.

Many loved the SNES Street Fighter games, but they were missing sound effects (Round 1 Fight!)

-Street Fighter II SNES - Add in the sound effects missing from the arcade that are present in Turbo.
-Super Street Fighter II SNES - Port in the missing sound effects from the arcade.

Personal Projects / Re: Zelda II Redux
« on: May 21, 2018, 09:55:09 am »
Rodimus. It's impossible to change the distance between lines of text, because they are part of the background, and background tiles are layered out as a matrix of 8x8 pixels tiles. There is no "in-between".

Oh ok. I wasn't aware but I was merely pointing it out how it looks visually speaking. Either way, it's awesome that this game will get the TLC it so rightly deserves.

What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.

The actual player isn't the issue, it's the song titles. The spacing in the ROM incorrectly places 3 end song bytes to the apostrophe. So now, songs like Locke's Theme or Kefka's Tower are cut off just saying Locke or Kefka. I corrected this with the Music Player included with TWUE, but to my understanding you are using a modified version to be compatible with the MSU-1 mod.

This can be easily remedied by editing it and making a new patch for the Music Player. I can do it but the MSU-1 Installer still uses Version 2.00 of TWUE instead of 2.01. Once that's made I CAN make a patch with the live English performances that should work if I test it out.

This looks fantastic. Considering Mesen plays Ninja Gaiden much better than Nestopia, it was an easy switch. I'd really like to see Ninja Gaiden III done to complete the trilogy.

Did you end up updating the Opera lyrics to match the English performances?

I made a ROM with the lyrics changed to match, however when I made the patch it wasn't compatible with the ROM made from the MSU-1 Installer. I haven't tested yet, but I am going to try and make another that will match the words better. Also, I don't know if you intend to fix the names in the Music Player.

Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 10:42:14 pm »
It might have been a mistake on my part.
Could you try again?

Cool. It's working great now. The fast text is nice, though the spacing between lines is a little too tight. Maybe a pixel or two space might look better, unless it's for other reasons, like fixing up the translation. 

It felt satisfying yet surprising to kill a Bubble with ease. The hearts look great.

Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 05:32:12 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?

A slight change is being made to the Dancing Mad MSU-1 mod, changing RAM address usage from $1E20 - $1E26 to $1E30-$1E36 to fix a compatibility issue with the Brave New World mod.

@Rodimus Primal Do you know if RAM addresses $1E30-$1E36 are used by the Ted Woolsey patch at all? I'd hate for that fix to break compatibility with this mod.

I'm not sure. I don't believe so to be honest unless a bug fix is using it. Also, I will have a version 2.01 up in a day or so which fixes a few typos.

May 16, 2018, 12:52:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay guys. Version 2.01 has been submitted. This updates the Zombie/Rippler patch in the bug fix versions and corrects typos that were found during a live stream on Twitch.

Okay guys! Version 2.01 is now live!

Just a small update. I've gotten potential fixes for most of the current known issues implemented, but I'm awaiting either someone providing a save just before the first Shadow's past cutscene or having the time to reach this point in the game myself so that I can properly test one of said bugs.

The "fix" for the shadow cutscene bug (where the town music continues to play) and the "select a scenario" scene bug (where the previous music continues to play on the scene where you pick which scenario to play through) is the same, and it's a fairly heavy handed one. These scenes rely on the previous music having faded down to zero so that silence is playing. As the fading code hasn't yet been merged in, the only temporary fix to this is to look for the "fade to zero" call and immediately mute the volume entirely. This will result in tracks which call for fadeouts suddenly cutting to silence where they wouldn't have before, with one of the notable instances of this being at the end of Dancing Mad Part 3 before the transition to Part 4.

I consider this a bit of a regression, honestly, but it's imo unavoidable as a temporary workaround. Due to this regression, however, I'm considering providing an option in the installer to use a different version of the patch that lacks this workaround. This will still have music when there should be silence in the shadow cutscenes and the "select your scenario" menu, but it won't have these sudden audio cuts, so it's a tradeoff.

That said, with the help of madsiur, a final version with the fading implemented is not far off at all, so I wouldn't blame you if you were to decide to skip this upcoming Hotfix Three and simply wait for the final release. I'm excited we may soon be able to call this project officially finished!

Glad you're keeping up with this. I have to make a TWUE version 2.01 to iron out some typos that I missed. That along with updating one of Leet Sketcher's patches. I've been watching someone stream on Twitch and she's got a good eye for it.

Personal Projects / Re: Super Mario Land 2 DX [Updated to v1.5.1]
« on: April 25, 2018, 09:30:00 am »
Downloaded V1.12 and it works fine on my Everdrive GBA X5, but the latest V1.5 no longer plays on my X5.  After the gameboy splash screen I get a flash of white then crashes to black.  Both 1.12 and 1.5 play nice with openEmu.  Has anyone else had issues with 1.5 running on an X5? Thanks

He just updated to version 1.5.1. If you haven't upgraded to that version, I'd do so. It's probably fixed now.

Personal Projects / Re: Zelda II Redux
« on: April 22, 2018, 09:02:24 am »
I'm loving most of the improvements done here. I was just thinking though. The Giant Bubble is kind of KNOWN for having a ludicrous amount of HP and reducing it relieves a major issue, but maybe make it take a little bit more than just 5 (maybe 10?) just so that it is still drastically reduced but still retains some of the original feel. Just a suggestion.

As for Bagu's name, maybe Buggu or Buggo might sound better, but Bagu is simply Bug as far as his name. Though, one might think that they are referring to an insect and not a person.

I'm loving the idea of better graphics for the NES, I'm going to have to try this out soon when I get some free time.

The only thing I'd really like to see added to the SNES Final Fantasy games is a Bestiary. Especially with VI where having it would be an extreme help in hunting for Rages.

Do you think Condensed Spell List is compatible with this? Really makes the spell list a lot better for me.

According to Patch Checker, it says it is 100% compatible. I've not yet tested it though.

the 1.1 ROM was Square's attempt at fixing the sketch bug IIRC.

That and I think a couple of other things too, but I could be wrong. I do know that even the vanilla TWUE fixes the Sketch bug as well, since it is game breaking.

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