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Messages - JUg

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UPDATE : A lot of things happened in the last year. Again, the people who were helping me translate the game, just gave up. So I'm stuck again at the same point I was 6 years ago. However, I do have a python script that extracts the Japanese texts from the game and I can re-inject it into the game. I dunno when I will continue this. I might start a Discord server and people can just help me over there or something.

March 03, 2021, 10:38:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have worked a little on it recently. I wish people who knew python code could help me out for decrypt files and stuff.


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Programming / Dragon Quest Monsters Battle Road Victory Help required
« on: February 25, 2020, 09:00:58 pm »
I've hit a wall with the translation project. I can't access the font file. Its a 3.6mb, so I'm guessing it contains images and other stuff. I wasn't able to open it with Brawlbox like the other files. Anyone in programming can take a look at the file?

Dragon Quest Monsters Battle Road Victory file : fontbrfna.BRFNA
http://www.justeungeek.com/dqmbrv_tr/DQMBRV_font_file.rar

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Congrats on the update. I know all too well what it's like when you can't move forward on a DQ project because no one seems interested in translating (looking at you Fortune Street Special!)

Can't wait to see this done!

The game is also a major pain to translate. Most of the text, aside from the character dialogs, is made of pictures ... which are all over the place ..... you have like 10 iterations of the same image in 6 different files for example which are different parts of the game, but sometimes you cant rely on the filnames to guide you because well ... the devs messed up the logic of it lol

February 24, 2020, 02:31:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just a little video I posted on my facebook page with the ongoing translation

https://www.facebook.com/slimequester/videos/198046208079133/

February 26, 2020, 08:40:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Made some progress. I had issues finding where the popup for YES/NO appeared, finally was able to translate that. Also had to learn HEX editing the Help files for the help screens.




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Reviving my topic from 5 years ago. Because now we're really moving forward with the project.

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They are based on this sprite sheet (Wario looks identical to how he appears on the sheet, while Waluigi's head is the only thing that came from that sheet).

Yup. NO body's sprite sheet is awesome.
http://www.spriters-resource.com/fullview/27487/

That sheet basicly convinced me I should turn Panic Restaurant into a wario game.

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SOMEONE ELSE SAW WALUIGI AS OH'DOVE TOO!

*ahem* Sorry... Panic Restaurant is a pretty nice platformer, solid and quite polished, although pretty short (maybe I feel that because it's pretty fun).

The sprites of Wario and Waluigi look rather gorgeous!

About ideas... Spoilers!
Spoiler:
What about changing the carrots into turnips? Like those you can throw in SMB2.

The Microwave boss could be some kind of chest or "?" Block that throws some kind of treasure (Maybe some kind of "treasure monster" to go along with the walking chickens on the level before the boss) when it opens. Maybe even a Safe that throws money or something like that to go along with Wario's personality (If this is going to be his castle).

Obviously the pizzas could be boulders. And the cup guys could be changed into the baddies from the first Wario Land (Those white or black small characters). The skewers... Maybe the bees from later Wario lands?

Good Luck with this! I remember wanting to make a version with Luigi and Waluigi time ago, because Oh'Dove is just Waluigi in a Chef suit.

ahah, yeah, when I first loaded Panic Restaurant and saw the chefs ... the obvious mod to Wario and Waluigi came to mind. It was so obvious lol

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Personal Projects / Re: Wario Treasure Panic NES (Panic Restaurant HACK)
« on: September 08, 2015, 01:56:24 pm »
Ah, the hack looks neat. Keep it up!

Interestingly, the composer is Hirohiko Takayama who composed a handful of neat sound tracks for EIM and Atlus like Karate Kid and Friday the 13th. This sound engine is rather nice especially with its echo! Sadly I don't have the skill to find data on the sound engine though otherwise I'd do a few tracks.

My only experience with the music of this game is through RAM. I was able to change pitch and notes but I have no clue what I was doing cause I have no music skills, like at all lol

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Here is another project that I am working on. Working on KOOPAMITE has helped me make breakthroughs with Panic Restaurant hacking as a whole and I began working on this before I started working on Koopamite. Right now I have redesigned the entire first level and Wario completly replaces the main character of Panic Restaurant. The story is not changed, but basicly, it will be Waluigi who steals Wario's treasure and Wario goes on to get it back from him.

If you want to help me out with this project, I am looking for some ideas to replace monsters. Right now in the first level I still have the sausages and the carrots walking around. Ideas for bosses based on the Panic Restaurant ones would be nice. The first boss is changed to a big boo, which seemed appropriate for the pattern of the boss.

If you are able to change NES music, go right ahead. I'm not planning to change the music at all, but if you want a challenge, go right ahead.

This hack is quite a challenge, but it's also perfect because each level gives me around 200 combinations of tiles I can use. I'm not planning to use them all obviously, since I want to keep it simple visually like Mario and Wario games.

Instead of screenshots, I opted for a video of what I've done so far.

https://youtu.be/zUs2GBNs9hc

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Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 29, 2015, 02:07:53 pm »
Modify addresses 0x3734 and 0x3735 to the value $55 to change the top part of Bowser's palette. I'll leave the other half to you.

Thanks. It did allow me to find a way to change the entire first line of the hud to the first 4 colors by looking around those addresses, but I've hit a wall again. The only thing I was able to do was change the first line of the hud in all game modes, after that, I can't find any values that have any effect aside form glitching the game so badly that it just hangs. I'm definatly going to need some help at this point. I think I've reached my knowledge limit. Been at this for 5 hours now and I can't find the correct values. Going to keep trying for sure though.


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Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 28, 2015, 09:31:43 am »
I'd change the palette for the pipes to use the dark blue instead of the light blue so the background tiles match up.
Then change the the side pipes to use the green pipe palette.
And finally, pick new colors for the first palette and use that palette for the HUD.



That's the plan, however, that not how easy it is. I still have to find a way to change where the hud picks it choice of colors, because until I do, it will and always use the same as the two pipes. So I have to keep the light there until I find a way. I need to move the colors chosen for one of the tiles into the last four colors because it uses the same, then change the first 4 so and apply them to something else. Which I can't seem to figure out. I can't find the Name table for the background tiles aside from the 4 8x8 tiles combinations.

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Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 26, 2015, 11:50:58 pm »
The color glitch is caused by the pipes. The tiles below the pipes use the same colors as the pipe themselves. These tiles are there to limit the pipe's movements. In the editor, you need to place those tiles. It's always 1 less tile than the total of tiles used by the pipe. So a 5 tile long pipe needs 4 tiles of movement under it to work. I could make the last color be black, but then, that would change all the light blue colors in the HUD.

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Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 26, 2015, 11:21:20 pm »
What if I make the background less busy? There is no darker tone for the blue I'm using in the NES palette. This is how It will look when I find a way to fix the hud palettes to match the player's palette (for the vines).



So if I am going to fix the vine background, I need to change one color, but in order to do this, I need to change the following (in short, everything in the HUD needs to use the same set of colors) :



But since I can't use the sprite palette, I need to rethink all my background palette colors.

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Personal Projects / Re: Koopamite (Gyromite Hack) *UPDATE* 08/17/2015
« on: August 26, 2015, 10:15:27 pm »
Alright, so here is a graphical update. Still have to find a way to change some palettes around for the hud, which I can't seem to figure out. I haven't found a way to assign the Player's color palette to the hud above, it would certainly fix Bowser's color scheme and allow me to add background effects behind the vines at the same time. If anyone can help me out, I would appreciate.

Other than that, I'll have to find someone to help me fix the pipe backround. This will be fix with the palette of the vine if I can use another one for the hud. The other issue I'm running into is that in the level coding, 0B (Blue pipe movement) and 0C (Red pipe movement) are used to define the pattern of where the pipe needs to be brought down, and this somehow destroys the tiles in its path at the same time. I could live with it being completly black. These two tiles apparently use the same 8x8 tiles as the Black Background, so they point to 0x3f14 but are assigned a different set of colors.

Finally, the plan is to find someone to mess around with the code to add Bullet Bills coming out of the light blue pipes and make the game more like a maze gauntlet.


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Newcomer's Board / Adding code to Gyromite
« on: August 19, 2015, 01:46:37 pm »
Before I ask my question, here the basic info. So I've been working on a hack for Gyromite, based on a patched rom using JABU's 1 controller hack. So basicly I'm turning it into a game where you play as a Koopa who has to grab Mario Doll bombs with 40 new levels. Ok, so I don't want it to just be a graphic and level rework of Gyromite. Is it possible to add code in Gyromite for a  Piranha plant that would go up and down, with a collision with player that kills player if touched?

My guess would be to use the same code as the Smick, except that instead of having that code have the ememy move around, it would simply go up and down (Behind a tile) and use another set of tiles that would use the same palette as my koopa. Now I say simply ... but I have no knowledge of programming. My main questions are : Can it be done? If yes, can anyone do it?

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I gotta say I'm very impressed with the visuals and I'm eager to play this hack. I don't normally play Metroid hacks but this one seems like a lot of work went into it. Definatly going to put this one in cartridge format lol

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Personal Projects / Re: Gyromite Mario Edition *UPDATE* Now Koopamite
« on: August 17, 2015, 10:59:31 am »
Looks pretty awesome! I like the title screen, and how well the modified graphics blend together (to me).

Now I'm working on the levels. Still not sure what is going to replace the Dynamite. I was thinking of the ? boxes, or even Mario dolls. It would be kinda of funny having Bowser send Koopas to train and threaten them to grab Mario doll bombs to escape the training rooms. Now that I wrote this, I think this is what I'm going to do lol Mario Doll it is.

As for the music. Do you think you could find the address? Theres three tunes in the game. I can switch them using the RAM in FCEUX but I can't find them in the ROM file. Since the JABU's hack removes the option to test ROB, obviously, since he's not needed to play this hack. Maybe this would help to switch music eventually. I could have every 5 levels be a bonus round with a different tune. I like the idea someone pointed out of putting the W1-2 of SMB in there at some point. Since I'm going to focus on level design, I could implement this while I'm doing it.

I have three tiles I can use for other purposes. My question is this : Can we assign an effect to them? Like when the main character (Professor) hits a Smick, he dies. Can we assign that function to tile 04 (Right connector). Could be useful if I wanted to add pits or water in the levels.



August 19, 2015, 07:45:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)


To emphasize that Bowser is throwing the Koopa troopa in a training session, I placed Bowser in the hud at the top as he watches the progress of his minion. Dyamite was changed to Mario dolls that explode. Still need to find out how to change the palette of bowser. It uses the same as the red pipe. Other than that, the first 5 phases have been changed.

And I've looked into the TURNIP

0x1FAC

02 FA FC 01 02 FC F0 00 F5 F3

02 - Palette control of top turnip
FA - Controls Y position of Top Turnip
FC - controls x position of top turnip
01 - Palette control of bottom turnip
02 - COntrols Y position of bottom turnip
FC - controls x position of bottom turnip
F0 - Adds a third part to Turnip (with palette)
00 - Controls Y position of previous part
F5 - Controls x position of previous part
F3 - Adds a fourth part to turnip (with palette)
00 - Controls Y position of previous part
FD - Controls x position of previous part

Unfortunatly, adding two tiles sends the game into flicker hell! Litterally. Any turnips drawn before the last one is erased as well. They are still there, but are invisible.

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Personal Projects / Re: Gyromite Mario Edition *UPDATE* Now Koopamite
« on: August 16, 2015, 08:56:26 pm »
I'll look into it Curly, thanks.

Here is the Gyromite Editor I'm working on at the same time. It's not much, but it does the job of basic level editing as far as tiles are concerned and then it exports the locations to a sheet in a .txt file which can be copied directly into the rom in a hex editor.


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Personal Projects / Re: Gyromite Mario Edition *UPDATE* Now Koopamite
« on: August 16, 2015, 05:17:10 pm »
Interesting decision to change and it definitely feels like a fresh idea. What made you decide to change.

Well, I was thinking about a story for this hack ... and just saying Bowser found a new way to mess with Mario seemed dull. So I figured I would put the Koopas in some sort of training session because bowser is fed up with them not beating mario and he has them pick up dynamites (subject to change) so they can be faster. You know, simple 1980's game logic ;P

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Personal Projects / Re: Gyromite Mario Edition
« on: August 16, 2015, 03:12:05 pm »
Well, music can always be considered and looked at later. Sometimes it helps to focus on modifying the main stuff first, usually the levels. :beer:
How is the level editing coming along? Are you able to figure out and understand the relevant data for the other levels besides Phase 01, and how is everything progressing so far?
Also, don't feel rushed. Take your time. We can all wait. :thumbsup:

I like how you used the information to help change the rope to the vine. Well done!
No worries. You're doing well, and your project is coming together. :cookie:
If you have anymore questions, please feel free to ask, and hopefully I or someone else will be able to help. Keep it up!

Yeah, I actually had to rework from scratch because I modified a code that crashed the game when it started phase 01. Right now I'm focusing on the graphics and I've changed the main character. It's now a Koopa and the hack will be called Super Koopamite. Once I'm satisfied with it all the tile changes, I will start working on the levels. I'm still not sure if I should keep the Turnip. It's too bad I can't find a way to make it 4 tiles instead of 2 and the fact that it uses 2 different palettes is odd to me.



So now the spinnies have a climbing animation sprite and so does the Koopa. Altough I'm not satisfied with how the climbing Koopa looks only in one direction, I'll try to fix it later if I find a better way.

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Personal Projects / Re: Gyromite Mario Edition
« on: August 16, 2015, 11:32:13 am »
Can you replace the Gyromite music with music from different types of Mario games that would fit in nicely on the current board you are on.....like Mario Bros world 1 level 2.

I was thinking about that, but I don't know much about 6502 ASM and I hear that the music coding of GYROMITE would have to be coded the same way as Super marios Bros. to be able to transfer it. So yeah ... not gonna happen unless someone with intense ASM skills does it.

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