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Messages - blade133bo

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Personal Projects / Re: Megaman Japanese style project.
« on: February 04, 2021, 04:42:35 pm »
Second try, I leave it for the experts...

Personal Projects / Re: Megaman Japanese style project.
« on: January 24, 2021, 11:39:20 am »

finally i can insert graphic title with all color of palette, need artistic work for fix the graphic.
maybe someone can do a little logo 128x80 whit all color, and i can insert in rom.

Help Wanted Ads / Star fox 64 Audio mod
« on: July 23, 2020, 06:17:39 pm »
I hope you can help me, or I’ll definitely forget about having a proper project.
I am using N64SoundListTool tool, and works fine. the audio bank table is modified correctly.

Even so the game does not respect the new times. Example in time 1.18 of video.
Fox say "Check you diffuser system" and take 1.3 sec. The audio in spanish, already inserted in audio bank is 2.1 sec.
Maybe game have another table audio?
Can you help me? I know that there are few romhacker of N64, this is going to be complicated.

Help Wanted Ads / Help, ghraphics Final Fight 3
« on: May 13, 2020, 03:46:05 am »
Hi, i try translate this game :huh:
This is offset of graphics i found and edit.
2f3a2b font 1
2DBA32 font 2
2f768e font 3

Solved, tnx

Personal Projects / Re: Mega Man X2 Relocalization
« on: January 11, 2020, 11:44:31 am »
The logo patch only overwrites the data it is replacing, there's no way it's conflicting with the MSU-1 code. Something is wrong on your end.
Tnx for the answer,  :-\

I got it!, after 3 times,  :huh:
Its emu, or my PC.

Personal Projects / Re: Mega Man X2 Relocalization
« on: January 10, 2020, 02:29:53 pm »
Someone test patch logo mmx, and msu?
If use patch logo + patch msu = crash after kill Chill Penguin. :'(
Or use patch msu + patch logo = corrupt logo of the game. :banghead:
Can it be fixed? :angel:

I know it’s not very important, but I wish I had that option.

Personal Projects / Re: Mega Man X5 Improvement Project [PSX]
« on: January 23, 2019, 10:38:49 am »
Awesome project, and maybe this need fix color of items in this menu.
And, I found this error in your patch.

I hope you don't annoy, I adding your improvements in next update to my translation.

fantastic job, anyway

Personal Projects / Re: Final Fight SNES Restoration Project
« on: January 23, 2019, 07:01:42 am »
This project is the same?
Maybe both can share information.

Personal Projects / Re: Megaman X7, Megaman X8 Undub PS2
« on: November 05, 2018, 07:04:05 pm »
Read readme, maybe you use bad iso.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 14, 2018, 03:09:10 pm »
Thanks for your fantastic work, and hope don't bother you, if me translate to Spanish.
In addition, ask you if it is possible integrate PSX opening. (I create this video opening in format msu, tested in Zeldas 3 msu version)
I tried contact with DarkShock, creator MSU-1 without luck, you would be my last hope.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 22, 2018, 12:24:01 pm »
First, I just want to say thank you for this awesome hack! I played through a few stages with the new 4.0 patch applied (Along with the MSU-1 patch meant for the Zero Project; still works with the 4.0 update!) and haven't run into any crashes or game breaking bugs. However, I did notice two oddities:

1.) When playing the intro stage as Zero, X's animation to take down the...whatever that giant bug ship thing is, seems off. It looks like the sprites used were his Z Saber sprites with the Z Saber removed. Not sure if this was intentional or not.

2.) When I beat Acid Seahorse with Zero, the "Weapon Get" screen that followed showed Zero's background sprite with what looks like an incorrect color palette applied. I used the version of the patch that doesn't change his palette when he equips sub-weapons, however, so I'm not sure what's going on here. Maybe the MSU-1 patch I applied could be screwing things up? Here's a screenshot of what it looks like, too:

Again, thanks for all your hard work! I realize the first of those two points may be a bit nitpicky, but it didn't detract from my enjoyment of this hack one bit.  :)
This patch,think is compatible with patch msu normal versión.
No with zero project.

Personal Projects / Megaman X7, Megaman X8 Undub PS2
« on: June 08, 2018, 05:55:56 am »
I would like to share with you these patches.
In Megaman X7, I have little problems, with te first audio (dialogue Signas, X, Zero and Axl).
I try change Tittle audio like Megaman X7, but In X8 the audio accelerates (I left the original Jap), I would be grateful you're helping me.
I do not have Ps2, only tested in PCsx2 and PS3, X7 Subtitles works in PCsx2 (Whit problems audio, including original iso), in PS3 nothing.
X8 subtitles works only in progressive mode in PS3.

I have been talking with the translation maker and this is literally what he answer to me:

I don't know if the answer can be relevant for you, but maybe some one with better skills than me can translate to english...
The rom Megaman X was extracted from Megaman X Collection Ps2.
Sorry, I'm only translator. (Not romhacker) :'(

Newcomer's Board / Re: MegaMan X Help Translate READY.
« on: August 13, 2017, 09:05:12 am »

Maybe need fix graphic, but. :thumbsup:
Sorry, i don't understand debugger. ::) I will have to dedicate more time.  :banghead:
And need same ofssets X2 and X3, already I translate compilation Megaman X Collection Gamecube, but can't edit videos *.h4m.
Now try Ps2 version, With good results, but will take me more time.

Newcomer's Board / Re: MegaMan X Help Translate READY.
« on: August 12, 2017, 03:01:23 pm »
Rom addresses for the D in ready in mmx v1.1 rom
$8D:FCD1 top of D, the value is 0x05
$8D:FCB5 bottom of D, the value is 0x05

Open up a hex editor and change the value at
$8D:FCB5 to 0x02. 0x02 is the bottom of E.
You may need lunar address to convert the rom
address to pc address. Hope that helps with your
project. :thumbsup:
Thanks very much, I'd almost given up hope.  :laugh: :thumbsup:

Newcomer's Board / MegaMan X Help Translate READY.
« on: July 23, 2017, 11:16:25 am »
Sorry. :huh:
Someone can help me? :'(
I need change part down of "D" for down "E"
the game repeats the high part of D turned

now it looks just like that, Need fix "T".

Help me please.  :banghead:

Personal Projects / Re: Play as Bass in Megaman 7 (Snes)
« on: July 22, 2017, 12:48:13 pm »
With a bit of work it could probably be done. You'd have to expand the animation data if you wanted to use all the RM&B frames though, not to mention Mega Man would be out of style sprite-wise.
I can live with it.

The utility is not complete yet, I got sick (severe chronic migraines) and had to halt all hacking activities for quite awhile. I'm just starting to feel up to working on my projects again.

I hope you get better, if you complete your utility I may try, it would be a good reason of updating my translation of Megaman Anniversary's Collection.
PD: Sorry Offtopic

July 23, 2017, 05:21:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Neo Ragsuku has a MM7 tool on his download page. Use google translate.

"An application that aims at editors. Is it already enough for the viewer?"

Not sure what it does, couldn't get it to work myself but I didn't try very hard. Maybe it can help.

Need special requirement?
Don't work for me.

Personal Projects / Re: Play as Bass in Megaman 7 (Snes)
« on: July 21, 2017, 09:10:49 am »
Since I happen to have a working copy of this, I went ahead and modified the patch to use the USA No-Intro rom, so that should hopefully solve any patching errors people are having. Get it here.


As falchion22 has stated, I've sort of taken over this project and I hope to greatly improve upon it. It started out as simple graphics replacement and has moved onto assembly hacking.

I've already rewritten several loading routines to enable the game to load data from any bank (in this case objects with uncompressed gfx). MM7 has the annoying habit of hard coding data to certain banks, making it hard to move/expand data in an already full rom. Fortunately, rom expansion is a thing, meaning it's just a matter of modifying the code to allow use of it. Expanding animation data will have to happen at some point if I'm going to add Bass's usual abilities.


I've also written a utility to make exporting and importing uncompressed sprites much easier. It currently only supports Mega Man and the Super Adapter, but that should change in the future.
                  ROM                        =>                   Export                   =>                  Import

This means Bass can now use his normal sprites, rather than "squished" ones that were used to replace Mega Man's. Of course sprite OAM needs to be completely rewritten (unfortunately my GUI programming is quite limited, so that will be quite tedious without one).

No promises, but it is my goal to program his usual abilities in. Examining Bass's code from RM&B should help in that regard.

I should also mention the script is very rough atm, and a good portion of it will need rewritten to fix things like out-of-character lines and such. I've been working on figuring out the control codes (there's 18 of them) and have managed to dump the script with Cartographer.

While falchion22 says the patch is 95% done, that only refers to his version of it. With all the improvements I'm working on/planning, I'd say that brings it down to ~10% done.
Can share utility?
Try change sprite in rom MM7 and gamecube version Megaman anniversary Collection?

Personal Projects / Re: Play as Bass in Megaman 7 (Snes)
« on: July 18, 2017, 12:49:40 pm »
Hate sprite of megaman on the game.
I try, but so hard with tilemolester.  :(
Is posible easily?
this sprite of the Megaman and Bass, photoshop edit only. :-[


Personal Projects / Re: Mega Man X5 Improvement Project
« on: December 29, 2016, 05:19:13 pm »
Hi, i have one sugestion.(really my wish)
Unblock voices zero and x ingame.
In localization capcom usa only blocking content. ( all voices in cd. Try psound.)

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