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Messages - Doc Lithius

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ROM Hacking Discussion / [Question] Custom Music in Mega Man 7?
« on: June 15, 2016, 05:04:11 pm »
Just a random curiosity here... has anyone figured out how to pop custom music into Mega Man/Rockman 7 yet?  And has there been any interest in actually doing so?  I think it would be pretty neat to be able to play a Mega Man 7 ROM hack that has, as a random example, full-length versions of Heatman and Snakeman's themes, or even music from other games.

This isn't a request, by the way.  I'm just wonder if this is something that has been done (and preferably documented).  I can't say I looked very hard to see if it was, though...

Can you download it with this? http://ad0220.tripod.com/

I can, actually.  Even with it (likely?) being a file that's "not downloaded very often", Google didn't even make a peep.  Very strange...

The hashes seem to be different. and AVG shows both EXEs as trojan horse droppers.
... well, that's not good.  I really, really hope it's a false-positive.  Otherwise I may have to run a scan on my laptop...  Though, my usual programs didn't register anything out-of-the-ordinary, so...

Something funny's going on with one very specific ROM translation...  In Google Chrome v51, trying to download ad0220's translation patch for Final Fantasy III (Famicom) results in Google Chrome blocking the file and claiming it's "malicious".  A scan of the file (which can be downloaded in other browsers) returns no malicious code or software, however...
I think it might have something to do with the fact the ZIP file contains not only IPS patches, but a C executable file and matching C source code file... but don't hold me to that.  I just can't think of anything else that might be triggering the clearly false positive.

Just thought you folks might want to know.

Hello again!  I have another simple question for people in-the-know.

Is it possible to swap Trevor out as the "main character" of Castlevania III?  Like, for example, I want to have a version of the game where the main character is Grant and his "spirit helper" is Alucard, with the ability to hit Select to swap between just those two.  It feels like it should be simple enough to do, but I haven't looked into it, myself...

Also of-note, I also want to swap Trevor our of the cutscenes, as well, so one of the side-characters (again, Grant) will be the one meeting and greeting the others.  I don't necessarily care about adding Trevor as a secondary character at the moment, though.

Thanks in advance for any help!

Front Page News / Re: ROM Hacks: Roll-chan 3 Improvement RELEASED!
« on: April 12, 2016, 08:05:58 am »
Holy snap, yes...!  I'm all about this!  My favorite game, now improved with the power if Mega Man 3 Improvement, and further-enhanced with my favorite Light Labs robot as the playable character!  Awesome, awesome, awesome!!

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: January 31, 2016, 06:46:50 pm »
I don't think he was complaining. I think this post was purely in jest.
It really was!  I'm sorry, I didn't mean to set anyone off!  Eh heh heh...

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: January 29, 2016, 11:50:55 pm »
*looks at the list of ROM hacks*
*notices the one directly above his*

... RHDNBooooottt...!!  *shakes fist*

Really though, I'm just happy to have a hack hosted here.  'v'

Mm...  I always feel kind of weird about bothering people out-of-the-blue... especially when it's basically to ask them a favor or something, but worst-case scenario, she just doesn't reply, I guess!

Thank you very much.

Edit: She was exceptionally helpful!  You were right, Chaos Rush.  Hacking Gen I games (the sprites, at least) is as easy as it can be nowadays... if you know where to look.  Mateo directed me to a GitHub repository which has that split-assembly you were talking about, making it extremely easy to do what I want to Pokémon Red/Blue Edition.  It's pretty darn awesome how easy it is now.  And to think... all I had to do was ask the right people.  Heh.

Newcomer's Board / Editing Pokémon Gen I Battle Sprites? **ANSWERED**
« on: January 10, 2016, 08:43:38 pm »
I'm sure this has been asked twenty-million times, but... is there any easy way to edit the battle sprites (Pokémon, trainers, back-sprites) in Pokémon Generation I games?  I've searched all over Google and the most I could find was a link to a game-specific, web-based graphic (de?)compressor tool that doesn't exist anymore.  I know the battle graphics are compressed in some way and I know people have been able to decompress them to make some absolutely wonderful ROM hacks, but there doesn't seem to be any really good documentations or tutorials to do so, as far as I can find... and, something I find stranger... no utilities specifically for this!

So... any help here would be greatly appreciated.  I don't expect any easy answers, but any definite answer would be greatly appreciated.

Thanks in advance!

Edit: The question has been answered and I am on my way to hacking this puppy.  Thanks, Chaos Rush (and Mateo, if you happen to stumble upon this thread)!

Yeesss...!  I have been waiting for these!  But what's this?  Roll♥Chan 1-4 got updates, too?  Ha hah, awesome!!

Thank you so much, Zynk!  And please, keep up the good work!

ROM Hacking Discussion / Re: Jim Power background scrolls the wrong way
« on: October 11, 2015, 10:23:31 pm »
Sorry to bump this topic, but after almost a year... someone actually did fix this game!

The downside?  You're gonna have to pay five bucks to get it.

The MS-DOS and Super NES versions of Jim Power - The Lost Dimension are available on Steam in a single bundle and, according to the developers themselves, the Super NES versions (both the original and the "Enhanced Edition" with the correct parallax scrolling direction) run under a licensed version of SNES9X, so chances are, the actual game ROMs are hanging around in there somewhere.

Just thought I'd toss this up here, in case Erockbrox or anyone was still interested!

Front Page News / Re: ROM Hacks: Super Baldy Kart 1.0
« on: June 27, 2015, 04:52:06 am »
Holy Skunny Kart, Batman!

But seriously, this looks absolutely boss.  I'm not the biggest fan of Super Mario Kart, but I think I may have to give this a whirl!

Site Talk / Re: Can't get into the Scratchpad?
« on: May 20, 2015, 03:36:27 pm »
Huzzah!  Thank you very much for your patience, Nightcrawler.  I'm glad we were able to help you get this fixed.  :3

Site Talk / Re: Can't get into the Scratchpad?
« on: May 17, 2015, 10:02:16 pm »
Sorry to bump this topic, but I was referred here by Nightcrawler after an exchange of e-mails.

I sent a message to the staff yesterday after encountering the same "Your login was successful, however you do not have permission to access this area!" permissions error as the people in this thread.  That's actually how I found this thread, in fact -- Nightcrawler directed me here and suggested I try the things listed here.  Suffice to say, I've narrowed it down to the same problem as DANGER X:
If your Scratchpad submissions list is empty, you can access the page without a problem.  However, after you upload anything, the page becomes completely inaccessible with an error message, regardless of what web browser or operating system you're using.  I even tried it on my Nintendo 3DS, but got the same result.

Now, there is a workaround.  Simply put, after every upload you make, the page gives you a URL for that file.  If you hit the Back button from there, you can upload another file without incident so long as you don't hit the Refresh button on the Scratchpad page.  So the easiest solution for folks who can't see their currently-uploaded files... is to simply upload, grab the links, and keep them handy somewhere.

Now the real question is... why does this happen?  And is it really affecting only some members?  Or have all the people submitting content been doing it using the "workaround" method I mentioned?

I've been waiting for this...!  TwT  Now I can enjoy playing as Roll in more than one title!  Yay!!

*facepalm*  And there it is, right in the Offsets documentation.  I should've checked those first.  Heh, well... live and learn, I guess!

Worked like a charm with the Charm Top on! (Ah, referential humor...)  Ayla keeps whatever happens to be in her weapon slot equipped now.  Even the Slasher 2 I was testing with stayed right where it belonged.

Thank you very much!

Hello again.  I'm still working on a Chrono Trigger ROM hack... and I still need some help.  Rather than fix something I broke however, I need to break something that isn't broken.

At the beginning of any given battle, if Ayla is in your party, the game checks her current level and automatically assigns one of five weapons: Fist (25% crit), Fist (30% crit), Fist (35% crit), Iron Fist (May cause "Chaos"), or BronzeFist (9,999 damage on crits).  It doesn't matter what she has equipped in her weapon slot before combat.  If she has anything other than the weapon that's appropriate for her level equipped, the game automatically changes it over.

I want to disable that.

In my ROM hack, I want to change some of her fist weapons into equippable items, see... and if the game is automatically changing her weapon at the start of combat, I can't make that happen.  I don't know my way around the game to poke around at random hex values and try and "luck" my way to breaking this, but I figured maybe someone here has dabbled in the battle routine code enough to know how to "break" Ayla's auto-equip code.

Any help would be greatly appreciated.  Thanks!

Ah, man!  You are awesome!  That re-enabled the special intro screen and made it so Temporal Flux won't disable it again, just like you said!

Thank you very much!  If I decide to release this publicly (and get permission to do so from the L0 and RT folks), you're absolutely getting a special thanks!

Edit: And then I realized who I was talking to.  Ha hah!  No wonder you knew how to fix it.

Hello!  I need some help with a personal project.

A while back, I decided to combine two Chrono Trigger ROM hacks together: Maelstrom's "Level Zero" and the Kajar Labs/Chrono Compendium "Retranslation" hack.  To my pleasant surprise, the two worked perfectly together!  ... or rather, almost perfectly...  Apparently, one hack or another nudged some text strings around.  Specifically, the text strings for treasure chests.  Rather than saying "Got 1 [item]!" or "Got [item]!", the merged-patch ROM returns "Go[item]     !". (Edit: The giant gap between "Go/Got" and the item is apparently an artifact of the Retranslation patch itself...) Money chests and empty chests both return completely blank strings.  Item descriptions also take from the Retranslation hack, but use the Level Zero values (such as Potions saying "restores 50 HP" when they actually restore 150 HP).

So anyway, this was all pretty negligible.  The game works perfectly aside from this and I've been having a blast experiencing the enhanced challenge combined with a superior translation.  Recently however, I decided to look into fixing the broken chest strings and item descriptions myself, since a friend of mine is interested in experiencing "Level Zero Retranslation".
Everything else smoothly when I popped open the ROM in Temporal Flux.  I could edit everything just fine and it saves perfectly.  Except... in doing so, I seem to have completely removed the special translator intro screen.

My question: Is there a way to edit strings in the ROM without removing the special screen(s) added by the translators?  I think there's two of them total, but I'm not 100% sure on that.

Thanks in advance!

Edit: This was put in the Newcomer's Board because I figured it was something simple like a misplaced byte or something.

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