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Messages - dudejo

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1
Personal Projects / Re: Dragon Quest I - IV: Delocalized
« on: October 17, 2020, 09:28:04 am »
I'm currently running through it. I just made it to the Thief Key's tower and er...the furniture on the first floor is lime green. The stuff next to the stairs down. Is that a side effect of making the dragon statues green as well?

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Personal Projects / Re: Dragon Quest I - IV: Delocalized
« on: October 17, 2020, 08:46:28 am »
It's not hard evidence but I would argue they regretted their original design choice. After all, they changed the claw as early as the SNES port.


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Personal Projects / Re: Dragon Quest I - IV: Delocalized
« on: October 17, 2020, 07:08:22 am »
will the DQ3 build alter the Golden Claw so that increased encounters don't go beyond the pyramid basement? Like in the SNES/GBC ports?

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Are there any plans to allow the Golden Claw in the pyramid dungeon to be taken out of the basement without random encounters permanently high? As was done in the official SNES/GBC ports?

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Personal Projects / Re: Final Fantasy I Redux [COMPLETE]
« on: November 29, 2018, 08:30:04 am »
After playing past the intro segment, one thing I would immediately suggest is to allow the Summoner a strong HP boost at the starter levels.

As it stands, you either play it safe at Coneria and take an eternity to reach level 6 or take a chance at Provoka and spend hundreds of gil to revive the Summoner who keeps dying because of the first-level HP that won't go up at all.

EDIT : Also, unlike the Readme information, the Dwarven cave's treasure room is also locked by the Mystic Key

EDIT 2 : I just noticed weapons with single-target attack spells don't work properly. You can't pick a target and, more often than not, the spell doesn't target anything and automatically misses. I have reason to believe that function was meant to be used exclusively with area spells or caster as target. Perhaps just replace the spell with a high critical chance?

EDIT 3 : I noticed that the Dragoon features high intelligence for a warrior class but...how does the Dragoon take advantage of it? This is especially concerning because the Dragoon is in the same position as the Thief from the vanilla game...

Doesn't the FF Restored base patch make items skip intelligence?

EDIT 4 : There's the next issue of item quantities for potions and antidotes being absent. It may also happen with other items but I don't seem to have triggered it yet.

EDIT 5 : The Heal spell, when cast by the White Mage (possibly other classes but I haven't tried them yet), heals ridiculous amount of HP for some reason. It doesn't have this issue when used as an item and higher levels of the spell don't have this issue. The spell's stats seem appropriate when I look at them through FF Hackster. **I have reason to believe that FF Restored's original spell uses a custom effect not displayed by FF hackster.

**I opened up the patched ROM in a hex editor and restored the original spell effect value from FF Restored. Things seem to be back in order.

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Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 14, 2018, 07:31:01 am »
So dudejo how the secondary weapon works?

It works as the description says in the patching program included with the mod.

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Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 12, 2018, 11:57:09 am »
I see. What about, instead, an "Apply to file" function?

You would set up your controls in the options menu, followed by using the "Apply to file" option and selecting the save file you want the control scheme applied to.

If you want to change it later, you go back to the options, set your buttons again and do "Apply to file" on the same game save.

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Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 12, 2018, 11:52:43 am »
I have no idea how it could be explained that the shop keepers set their prices that way story-wise tho lol:

- "I'd like a candy"
- "20 dollars !"
- "No, wait, make it two !"
- "60 dollars then ! Oh.. but.. I see you already have 1 in your pocket.. it'll be 140 in that case.."
- "What the..?? ... hey, don't look in my pockets ! How about I sell you my candy then ?"
- "Ohhh... ohh.. I already have a hundred.. I wouldn't be able to afford another one even if I sold my house.. (unless maybe if I sold it to watt's.. he already owns at least 4 houses himself.. so..)
- "Hum.. Sure.. I see.. well good luck with your business.. i'll go try dealing with that cat-person again instead.. should be less weird.. even with the cat puns.."

You are the only buyer in the entire world of those items and the manufacturers induce artificial rarity to ramp up the price :P

August 13, 2018, 08:28:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)

(nm I figured out the secondary weapon thing...about that)

Is there a way of creating an audio or visual pointer to confirm that the secondary weapon is successfully equipped? I thought it was broken until I discovered by accident that it actually worked

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Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 12, 2018, 08:18:41 am »
I played through all 8 bosses plus the first and I must say, everything looks quite naturally integrated.

Only question. Is it possible to save a customized control scheme or must it be set every time you load your game?

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If it helps, I also noticed something else.

If I switch between X and Zero while in the glitch, the textures fix themselves but if I jump up towards the propellers, the glitch returns.

EDIT : I also noticed a typo for the red capsule body upgrade.

Link :

https://www.dropbox.com/s/308welraonz1trl/Mega%20Man%20X3004.png?dl=0

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OK forget my previous edits, I got something.

What happens is if you try to take the top path that has the propellers pushing against you, it creates the glitch in the underwater section. Also, for some reason, the propellers never spin at any time.

As far as I can tell, taking that top path also creates the glitch in the last picture, in the outside area.

12
I've been playing this mod and I like how the power-ups are quicker and more effective.

However, I've noticed major graphical glitches on Toxic Seahorse's level. There may be more but I haven't played far enough yet.

I'm using SNES9x 1.53, if it help. I have Dropbox links here with a few samples.

https://www.dropbox.com/s/fi9nitakzhf3qoo/Mega%20Man%20X3000.png?dl=0
https://www.dropbox.com/s/ml14n6yk5ion663/Mega%20Man%20X3001.png?dl=0
https://www.dropbox.com/s/p6xg16axr68zaup/Mega%20Man%20X3002.png?dl=0
https://www.dropbox.com/s/5h7tdpf0cdvngmp/Mega%20Man%20X3003.png?dl=0

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Why not just hack Silver Surfer? That game's even more of an asshole.

Because Silver Surfer isn't hard by design, it's hard by BAD design.

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: November 30, 2014, 04:56:21 am »
Concerning the features of the NES Legend of Zelda DX hack, what enhancements were implemented?

So far, I've seen the world map that works in a similar way to Link's Awakening.

Are there other such things?

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News Submissions / Re: Utilities: New Utilities Added to the Database
« on: September 17, 2014, 07:34:01 am »
There are two rather serious problems.

First, the map scrolling controls are awkward. There is no scrolling bar OR keyboard controls that I can notice. It's all done by mouse wheel and control + mouse wheel.

Second, there is no instruction manual for said controls. I had to figure out the former by randomly pressing keys until I figured out how to use anything. The readme file is useless and the wiki is just an overview of the editor's capabilities.

The capabilities that I can't use because I'm still trying to figure out how the controls work.

Also, there's no list anywhere to identify the map IDs. Which means that before doing anything, you need to identify the maps yourself. That includes WHICH map IDs actually hold any data.

There's also no way to know which stat change IDs do what unless it's the armor section (It tells you what they are, unlike everywhere else).

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News Submissions / Re: ROM Hacks: Legend of Link 1.2 Released
« on: September 08, 2014, 03:24:06 pm »
Great hack so far,I'm at Level-2 so far and it kinda feels like Link's Awakening meets The original Legend of Zelda.The only problem I have so far is the fact that you have to hold the lantern button though entire dungeons,its a bit annoying.

Yeah, it's like the controversy with Doom 3, back when it was first released. Having to play around with a light source during combat is simply tedious.

Is there a way to make it work like the red lantern, except on a room-by-room basis?

Other than that, it looks like a nice mod, so far.

17
ROM Hacking Discussion / Re: Super Mario Bros. Enhanced Patch Released
« on: April 09, 2014, 01:41:53 pm »
If I may ask, now that the game code has been made more accessible, what kind of features can we expect to see happen?

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I didn't use the latest bug-fix. Only the original code that I lifted from GameFAQS.

If it can help, I also ran AstralEsper's restoration patch along with a variety of personal changes made through FFHackster.

Changes included weapon stats, armor stats, class stats, spell stats, monster stats, shop line-ups and relocated treasure chests.

However, I had a back-up IPS with the old combat routine. I patched it over the ROM file and the game worked fine.

I also applied the Dynamic combat routine on a vanilla ROM and I couldn't replicate the issue.

For now, I'm trying a playthrough where I only apply AstralEsper's restoration, equipment stats, class stats and shop line-ups. Sadly, the crash happened at Tiamat's battle so I won't know if it works until the late-game segments.

April 09, 2014, 06:44:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sadly, even those reduced settings cause the crash. I fought Lich, casting Fire 3 on it and the game crashed immediately. I also tried a quick test where I only applied the Restoration and Dynamic Action patch by themselves. Same results.

The way I see it, AstralEsper's Restoration patch and CaptainMuscle's Dynamic Action patch are unfortunately incompatible.

If you use any spell of Level 5 and above, the game is guaranteed to crash.

19
Sadly, I have to report a bug with the patch.

I've been trying to fight Tiamat in the Sky Palace and I can't get through the fight without the game crashing.

Sadly, I can't quite put my finger on why. Using spells seemed to make it happen more often but even by ignoring magic entirely, it would still crash.

Thankfully, I could reverse-patch it to the normal combat system, which allowed me to get through the battle. So far, Tiamat is the only time I ever got problems.

EDIT : The spells in question seem to be any spell of Level 5 and above. When I use lower spell levels, everything seems fine. The way I see it, it's possible that Tiamat uses a spell with similar code, causing the crash during his own battle.

20
Oh ****.

Sorry for not replying. The topic wasn't getting any responses and I got distracted by other things.

Either way, it's great to see the patch uploaded, by the original author no less.

By the way, Grond uploaded a fix for the redundant back-and-forth stepping. The link just popped up on the home page update listing.

Right here:
http://www.romhacking.net/hacks/1972/

Personally, I don't really mind the redundant stepping. The patch has worked flawlessly for me so far and it takes away so much frustration. Such a simple change (in a manner of speaking. I know assembly isn't a cake walk) and yet it makes the game so much better.

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