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Messages - Joseph Lithius

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This feels like a really dumb problem to have, but I genuinely have no idea why this would be happening... so here I am.

I'm doing a bit of text editing to A Link to the Past with Hyrule Magic.  Everything seems to be working just fine, so far; I've been able to give one particular NPC far more dialogue than it ever had with no noticeable negative impact on the game. (I'm guessing Hyrule Magic does text shuffling in the code kind of like Temporal Flux?)  However, one thing I did notice is that if I have a group of three periods in a row in an altered text field, instead of display the ellipses character with its 1-pixel-wide dots (…), it instead displays the 2-pixel-wide dots individually (...).

In the grand scheme of things, this really isn't a huge issue... but for me, personally?  It's driving me absolutely batty... and there doesn't seem to be any good reason for it!  Even copying text from other strings causes dots to not merge together.  Am I doing something wrong, or is Hyrule Magic somehow missing that feature?

Cheers and thank you!

Edit 1 (1:25 AM EDT): Did a little poking around in Hexecute.  It would appear that Hyrule Magic does not automatically implement "dictionary" and special characters, but does interpret them and convert them to standard text during the editing process.  I mean... okay, fair enough, I guess?  But you'd think it would be able to go both ways...

Edit 2 (1:36 PM EDT): Nothing like spreading a little misinformation...  Yes, Hyrule Magic does implement dictionary characters.  However, it does not implement ellipses manually.  Why?  I have no idea.  Probably an oversight on Sephiroth3's part...?  There may also be other characters it doesn't implement automatically, but I don't feel like digging around the code.  Frankly, I'm just happy it scoots text pointers around like it does...  Full freedom to make all the text I want* is pretty awesome.
* "All the text I want" within the free space of the ROM.

In any case, it looks like I'll have to manually insert ellipses using Hexecute for now, but I'm open to suggestion -- unless the suggestion is to use the Zelda Script Editor.  It doesn't run on this computer since I'm missing some crucial DLLs.

Whew!  That's quite a few posts, I have to say!

I'm glad the general consensus of the patch is that it does indeed improve the game, even with the more questionable choices (like changing the fonts or removing the charge sparks).  As I said... uh... somewhere, I'm sure, this patch started out as a simple "decrease the charge shot time/increase the I-frames time" patch, but as ideas kept popping into my head, it just kind of kept growing into the patch it is today.  That being said, I'm really glad feedback has been so positive!  I was really worried people wouldn't like it, but feedback has been really encouraging!

Now then, let's talk about some of these suggestions!
**Long post warning!!**

-The biggest problem with this game is; (though this might not be possible,but if you can,) make the game more zoom out than it is, like in the nes games.

-Slightly alter Mega Mans sprite to make him slightly more skinnier and smaller, while keeping the serious nostalgic Snes 7 look. Doing the same with the enemies, give some classic enemies from the nes, more high quality, slightly refined, skinnier, smaller looks, like the old, but made new with SNES sprites. (This may be hard to accomplish).
**A perfect example of this is batton, from the nes series made anew with 16bits sprites in MegaMan X

-Give some stage areas more space, and make the boss rooms slightly more bigger.
It's absolutely true that Mega Man 7, like most Super NES games, uses the exact same screen resolution as the NES games (256 x 224 pixels) and that, compared to the originals, the Super graphics are roughly double-sized and look a bit... clunky?  It's kind of like playing the Game Boy games on a Super Game Boy... except that the companies that made those games actually made some appropriate changes to accommodate for the significantly smaller playing field.  But I think Bregalad said it best...
I agree but that's basically asking for a brand new game, and this has already been done with a fan-made "Rockman 7 FC" game for Windows/PC.
Plus, as gauchomax said, it would be a huge headache to rescale everything, what with having to fix the collision/hitboxes, accommodate for the altered physics, and so forth.  In short, it goes beyond the scope of the hack's concept just a wee bit...!

-Replace the health bars with the classic ones from the nes series.
I'm not sure why I didn't just pop the tops and bottoms off the health/energy meters, come to think of it...  They're pretty boring as they are and since weapon icons aren't a thing, they really serve no practical purpose (though they do look kind of neat).

-Make the weapon menu more classic and refined, being more zoomed out like the nes.
I'm not saying this isn't a possibility, but again, it goes a little beyond the original scope...  That and I'm not talented enough to rearrange things properly.
(If I were, certain letters in the menu screen wouldn't still be wedged together!  Lookin' at you, Wild Coil!)

-Replace the boss menu(stage select) with a slightly more classic one.
I'm not sure what you mean here... but I guess you mean enable all eight bosses from the get-go?  That seems possible.  I mean, the menu loads the last four bosses once the "stages beaten" counter hits a certain number, so it should be as "easy" as finding that value, finding out what that value triggers, and having that enabled from the start (after the intro stage?).  Kind of failed to find said value when I gave a whirl just now, but I probably wasn't searching for the right things...

-Make the slide and jump more smoother, like the nes ones.
I'm not sure what you mean here, either.  The jump and slide work like they do in the NES titles, as far as I can tell... but upscaled because of the larger graphics.

-Make Burst Man and Junk Man more harder (and any other ones that are easy, I can't recall).
I'm not sure they really need it...  All the Robot Masters are pretty easy once you get the patterns down -- at least in my opinion.  Slashman is really the only wild card because of his random goo-bomb placement and his "maybe he will, maybe he won't" diving slash... but if you're really good at pressing buttons fast, you can shake off/out of those things.

**Mega Man 7 is notorious for having one of the hardest final boss in video game history. Don't nerf Wily. Just make him slightly more fair to avoid. Slightly. Ironically the stages are the easiest in the entire franchise probably. Add more enemies to stages to slightly increase the difficulty.
Am I the only one who doesn't have any problem with the Wily Capsule?  I personally have a lot more trouble with the ones from earlier games -- particularly if they have a spiral energy ball attack.  Though admittedly... I did end up doing something...
namely, increasing the damage from Wild Coil
... because I find the fight a little tedious.  Still, though, I do hear that people find that boss fight to be ridiculously hard.  So let me run this idea by anyone who's interested:
How about I look into changing how Wily's four projectiles work?  Specifically, the fire, ice, and energy ones he fires when he appears.  The idea I have in mind is to either increase the movement delay... or decrease the speed (but keep the range).

If anyone has any more specific suggestions about this, please do say something!  This feels like it should be an easy fix, once we find the right values, depending on what's being done.[

*Battery Backed Saving, codes are annoying and Capcom only did it because they were too cheap at the time.
I think that might be do-able, but I'm not sure how to do it, myself.  I'd need some help from someone who's worked with adding battery backup to non-battery games. (And even then, it'd probably work like Mega Man X3 on the PS1, but with only one save slot...?)

*Switch to Rush Items via L & R buttons, this always bugged me, the weapons can be scrolled through, why not the items?
The only problem I see with this is the fact that Rush Coil, Jet, and Search, and the Super Adaptor all use the exact same Megaman/energy meter palette (or lack thereof).  But as with other suggestions, this seems perfectly do-able by changing an appropriate value. (In this case, the value that tells the Quick Select to roll back to $00/$08, depending on which way you're going.)

*Cut-Scene/dialog skip via start button, this is one game I find myself unconsciously jamming the start button trying to just 'get to the game already'.
I've already implemented this feature to all cutscenes possible (the sole exceptions being the first part of the intro stage live cutscene, due to time-sensitive events).  Holding any button will speed the text up, but holding Start will basically skip it.  It's not instant like in Rockman & Forte, but it's as good as I can do for the moment. (Though that's certainly something to look into...)

*All eight robot masters available at start, I think there's even a code for this one.
See above.

Can we have "Dr. Willy" fixed?
I left that and "Iɢᴏɴɴᴀ ᴅᴏ [...]" to keep a certain "90s translation authenticity" to it... but, give how much of the text I messed with elsewhere, I probably should fix this/these Capcom-made typo/s.

Mega Man holding out his buster while charged looks a bit goofy.
I agree.  However, Megaman not holding his arm out while charging during the ending somehow looks goofier.  Still, I'll see what I can do. (I'm sure there's a way to call the proper animation for that specific scene...)

If you want to make the Robot Masters harder, you could do what RM7FC did and remove the special weakness animations.
That's not a bad idea, actually.  Stun-locking bosses really makes them a breeze.  Though... removing it would remove a part of what made the game stand out...  I'll give it some thought.

Also, a couple of other things I found amusing (and correct):
Megaman 7 is a Staple of the MM series, not a Stable.
As soon as I read the news post (once it was up), I noticed that flub.  And I felt great shame.

Yes, I agree the hack's title is pretentious compared to what the hack seems to actually do (hence my 1st comment).
I'm not sure if you mean the title of the news article (which does try and "hard sell" the hack) or the actual name of the hack, "Refit."
For the former, I dunno...  I agree both pages do feel a bit pretentious in hindsight.  I think it's because I kinda got nervous when writing and ended up turning both the news and the hack page into all "razzle-dazzle."  This was something I was genuinely proud of and really wanted people to share in my happiness, but at the same time, I really worried that people would hate it because it changed so much.  So... there's that.
As for the latter?  Well, the idea there is that Megaman is "refit" with better charge time and I-frames.  Plus, it fit really well within the limited space I had to work with on the title screen (since I didn't know how to tile edit screens).  Sure beats the previous title ("Retrograde") by far...

Thank you all for your comments and suggestions!  And as Capcom always said, "Thank you for playing!"  I'll be sure to update this thread if (when?) I make any significant updates.

Site Talk / Re: Withdrawing Queued Submissions?
« on: February 25, 2017, 06:22:51 pm »

Thank you very much!

Site Talk / **ANSWERED** Withdrawing Queued Submissions?
« on: February 25, 2017, 05:40:33 pm »
Hello again!

I was wondering, is there any quick or easy way to withdrawn/remove a submission from the Submission Queue before it's posted?  For example, if someone makes another revision to a ROM hack that already has a revision in the Submission Queue, is there a way for them to get rid of the first submission (and lose their place in the queue, of course) and submit a new revision?  I only ask because I figure it would be annoying for the people who check these things to see overlapping/redundant submissions in the queue. (I can see a bunch in the queue right as I type this, in fact!)
And, of course, I... may have made another revision to my own submission and don't want to add to the pile.  Eh heh...

Thanks in advance!

Alright, so.  I have an idea for a Mega Man/Rockman 7 hack that should be simple enough to implement.  I call it "Rock Retrograde," though I might just call it "Retrograde," and I'd want it to do the following:
- Decrease the Charge Shot start-up time from 110 frames to 82 frames.
- Increase the post-damage invulnerability time from 60 frames to 87 frames.
- Increase the Charge Shot damage on (most) bosses from 2 to 3.
In case anyone saw this post last month and was like, "Sounds neat!" I just wanted to say that my hack is done and published, but it's called "Refit" now instead of "Retrograde."  It also went a fair bit beyond the scope of the original idea because I kept getting inspired.  Heh heh.

(This isn't meant to be a "release post" so much as something for the curious.  I promise!)

ROM Hacking Discussion / [IPS] Grossly-Inflated Patch Size? **RESOLVED?**
« on: February 15, 2017, 10:28:15 pm »
Well, that's butts.  Though I will say, the same thing happens when I made Chrono Trigger mods that alter/insert/remove text/events... but again, shifted bytes and all that, so I guess it makes sense.

It's funny...  I never knew the IPS format was so inefficient.  I mean, yeah, it doesn't just make a patch the same size as a ROM file (usually), but still... maybe it is time to move on to BPS format.  That's too bad.

the only other explanation i've encountered for such a big SNES patch is header discrepancies.  and since you're able to post in complete sentences and paragraphs and you don't reek of week-old dung, i'll simply assume you're not one of those imbeciles who's confounded by something as simple and widely-known as a header.
As a matter of fact... I questioned the whole "header/no header" discrepancy myself not too long ago...

In any case, thank you for confirming my suspicions and answering my question!

ROM Hacking Discussion / [IPS] Grossly-Inflated Patch Size? **RESOLVED?**
« on: February 15, 2017, 08:47:07 pm »
Formerly "[Lunar IPS] Grossly-Inflated Patch Size?"

So, I'm finally finishing up a Super NES ROM hack I've been putting off and I've run into a minor technical... well, not a "problem" so much as a "what the heck?"  For some reason, Lunar IPS seems to want to spit out a file that's about one-fourth the size (665 KB) of the actual ROM (2,048 KB).

The only things I've done to the ROM is edit a few data values and change a couple of graphics.  I can't see any reason for this huge file size happening other than maybe Lunar IPS doesn't handle edited, compressed graphics very gracefully?  I'm not really sure.  I do know, however, that Floating LIPS (and I would assume BEAT) spits out a file that's about 100-time smaller (6 KB in size) -- something I expected Lunar IPS to do, since it was doing that up until I started editing graphics.

Considering how very little I actually changed, I'm just... utterly baffled by what Lunar IPS is giving me to work with.  Would anyone happen to know why Lunar IPS is giving me an IPS file that's more than 100 times larger than the BPS file Floating LIPS provides?  I'd really prefer to use the IPS format, even though I know BPS is basically (vastly) superior in all but the most negligible of ways (popularity being one of them)... but the grossly-inflated file size for my patch is just absurd, considering just how little I've actually changed...

Thanks in advance.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: February 14, 2017, 06:33:25 pm »
Ya know something?  I can appreciate that King's Quest V font hack.  It looks good.

Front Page News / Re: Homebrew: MashyMashy: Nes Game for Mash Skills
« on: January 22, 2017, 06:21:13 am »
Way to knock your own work, man.  Heh heh heh.

But yeah, I'll check that out, too!

Alright, so.  I have an idea for a Mega Man/Rockman 7 hack that should be simple enough to implement.  I call it "Rock Retrograde," though I might just call it "Retrograde," and I'd want it to do the following:
- Decrease the Charge Shot start-up time from 110 frames to 82 frames.
- Increase the post-damage invulnerability time from 60 frames to 87 frames.
- Increase the Charge Shot damage on (most) bosses from 2 to 3.

Simple, right?  The idea here is to make 7 play a little more like 5 in terms of the damage and the Buster.  Believe it or not, that teeny-tiny difference in invulnerability frames and that terrible Charge Shot start-up has always bothered the crap out of me.  I can take or leave the 2 vs. 3 damage thing on bosses, but it would make that stupid thing a little more useful, like it was in older games.

Now, all that being said, I was wondering if anyone happens to know anyone that could help me with this.  I have a basic idea of how to find and "convert" RAM values into ROM values... sort of (useful for the first two problems), but I'm not entirely sure where the damage charts are for bosses and enemies, since there doesn't seem to be any real documentation on the ROM and whatnot.

Any help would be greatly appreciated.

And in case anyone's wondering "why 5," it's because it has the shortest Charge Shot start-up time of the classic series. 
Incidentally, & Forte had the longest Charge Shot start-up (120 frames!), which is why I didn't go that route.
Also 1/2 has the longest invulnerability frames (112 frames) of the series.  Unless you count The Wily Wars, which is longer by 8 frames (120 frames!).

Front Page News / Re: Homebrew: MashyMashy: Nes Game for Mash Skills
« on: January 19, 2017, 11:48:39 pm »
This is exactly something I've been looking for!  Up until now, I've been using JoyToKey and any random "clicks-per-second" site, which works just fine... but with this, I don't need to do any fancy mapping and I get to see some helpful, relevant stats at the end of the mashing session!

Thank you very much, Mitch3a!

Gotta be honest, I hate that Square/Enix font when it's used outside of the original games.  It's in so many hacks...!

That aside, this is pretty darn exciting!  I'm not sure I even knew this game had a WiP translation, so seeing that it got a full translation is just amazing to me!

I'm not surprised you couldn't figure it out...  MemCpy88 does quite a lot of things, from what I've noticed.  For the most-part, it seems to do various palette-shifting tricks for sprites and locations, but what each individual code does or how it affects a sprite is beyond me...

Also, I was afraid you might tell me something like that about Magus.  Ah well!  Thanks anyway!

Okay, I've got another problem that I'm hoping someone can help me with.

I'm trying to cast Magus in partial shadows during Frog's flashback to the Denadoro Mountains.  The following code will do that exactly:
Code: [Select]
MemCpy88(50, 0F, 44, 01)However...  I can't seem to place it in an area of Magus' coding where he spawns partly-faded.  Anywhere I put it, it seems like he only fades out after the screen scrolls up and brightens.  Re-enabling his ScriptProcessing flag prematurely seems to ruin the timing of the cutscene and attempting to run the code from an Arbitrary state (instead of in the main code) has no effect until, again, after the screen scrolls up.

In addition, adding it anywhere to the second flashback's coding has no effect on Magus... but instead, makes Glenn enveloped in shadows!

I'm really hoping someone can help me with this.  This is a real head-scratcher I can't figure out...

11/29 Edit:
Also, is there a way to make Magus (the boss versions) significantly more resilient to damage?  I want to set his battle stats to match his "playable character" stats (999 HP and all), but even when maxing out his Level and Defense stats in Editor Companion, he takes what would now be a crippling amount of damage (200-300 HP) from critical attacks.  I'd like to make it seem like he's taking next-to-no damage from any and all attacks, instead.  He is, after all, supposed to be the strongest wizard in the world.  ;3

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: November 24, 2016, 04:34:33 am »
dear lord, I can see they putting yo mama in Streets of Rage 2 at some point
Is that a request?
It is now.  :3

Also, that Pac-Mania hack looks absolutely amazing!  I had no idea the Gene-Drive version of the game looked so horrible, but that patch fixes it right-as-rain!  Big props, fusaru!

Jumping through hoops? No, doesn't sound like BSNES at all. :P
*giggles in amusement*  *ahem*  Anyway...

Also, IIRC byuu actually did try to standardize "no header" ROMs back in the early days of BSNES -- by having the emu refuse to load ROMs that had a header.  Of course it didn't work and people complained about it because it just made you have to jump through an extra hoop to play your ROMs.
Ya know, that's not a bad idea... sort of.  Were it me, I'd personally just have the emulator modify the ROM to remove the header -- with the user's permission, of course.  Kind of like how Temporal Flux (a Swiss Army knife of a Chrono Trigger ROM editor) pops up with "This ROM has a header.  We can't really do much with that.  Would you like us to remove it for you?"

Buuut I'm sure people would have still gotten grumpy about it...

Gaming Discussion / SNES/SFC ROM Standardization: Headered or Unheadered?
« on: November 16, 2016, 05:04:28 pm »
A recent discussion with a friend of mine got me thinking about how over the last 25-some years of Super NES/Famicom ROM dumping and emulation, we still somehow haven't really reached a universal consensus about ROM standardization.  Specifically, it seems like there's still a lot of debate of whether or not headered ROMs are the way to go, rather than unheadered ROMs.  Even here on this site, I see patches for both types of ROMs and, as far as I can tell, SNES/SFC ROMs are the only ones that have this problem.

So, like... what's the deal?  Why is there such confusion with Super ROMs?  And more importantly, what are the real pros and cons of having a header on a ROM?  As far as I've seen it seems easier to edit a ROM which doesn't have a header, despite the fact it usually only just shifts the data over about 1 KB.

It's just so odd that Super ROMs are the only ones I've ever seen where that mattered...  And since it does matter so much, why hasn't it ever been standardized?  It's a read head-scratcher...

Thaaat did it!  Once again, you're the hero of the day, Mauron.  Thanks again!

ROM Hacking Discussion / [Chrono Trigger] Various Temporal Flux Questions
« on: November 14, 2016, 02:01:58 pm »
Previously titled, "[Chrono Trigger] Adding a NEW Overworld Tile Property?"

For once, I'll be straight and to-the-point: I'm trying to make the Guardia Forest map in Chrono Trigger optional.  I find it kind of annoying you have to go through that place every single time you want to go to Guardia Castle.  It's just an unnecessary delay, to me.
However, the northern entrance/exit tile on the overworld map (the side facing the castle) apparently shares properties with several pieces of houses around the world and I don't know why.  I just know I don't want people to be able to literally walk through entire buildings when there's no reason to.

My Google-fu was not strong enough to find an answer for this and the existing manual for Temporal Flux is ridiculously out-of-date... so... is there a way, in Temporal Flux, to give a tile its own unique property?  I refuse to believe that it's impossible, considering what that program can do...  I'm just not clever enough to figure it out myself (and that really annoys me).

Edit: It'd help if... I said what game I was trying to edit...  *cough*

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: November 07, 2016, 01:38:34 pm »
The amount of love Daggerfal is still getting is very encouraging, to point out an example.  So many fixes and mods...!

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