Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Joseph Lithius

Pages: [1] 2 3
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...!

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: November 03, 2016, 01:02:27 pm »
It's kind of like how in Beavis and Butt-Head Do Streets of Rage 3, Beavis and Butt-head's names are spelled "B-vis" and "B-hed" because the longest player name in any Streets of Rage game is five characters long (Blaze, Sammy/Skate, Shiva).

I'm not saying it's impossible to make a name longer, but it's probably just easier to stick with five characters maximum.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: November 02, 2016, 06:49:45 am »
I can't speak for anyone else... but ever since learning about that Steven Seagal beat-'em-up, I actually have been waiting for that Streets of Rage 2 hack!

Double thumbs-up, Cakewarden!

Man, I should play this some time.  I loved Snatcher and have heard nothing but good things about Policenauts.  With this English patch of the last-and-greatest version available, I really have no excuse not to, now!

Man... I remember when Ms. Buckland was a fledgling on Newgrounds.  I also remember the days when Egoraptor was a no-name Mega Man fan who had ambitions in becoming a professional voice actor.  My, how the years have changed them both... ah but that's neither here-nor-there.

This is pretty freaking awesome.  If I had the hardware to play it, I'd definitely give it a whirl.  Chances are I can watch someone else play it on YouTube though, so that'll work.  For now...

Cheers, dub team!  Thank you for your dedication!

If it's any help to anyone, Factor 5 made an 8-player Bomberman tech demo for Hudson Soft back before Mega Bomberman became a port of Bomberman '94.  It uses a double-multitap setup to achieve completely-functional 8-player controls.

Pages: [1] 2 3