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Messages - werewolfslayr925

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Personal Projects / Re: another hack i'm working on!
« on: April 18, 2019, 05:23:26 pm »
This is so cute!! What are your plans for powerups? Will there be ASM hacking or will this be a level edit with an adorable coat of paint?

Personal Projects / Re: Return to Castle Wily
« on: April 17, 2019, 02:53:23 pm »
>looks at Megaman ZX series and Megaman X Corrupted
"Oh boy have I got something for you"

Either way, that's probably not the purpose of the map. I think it's just him laying out how the stages are related to one another and which screens belong to which robot masters or something like that. But hey, this is still a cool idea nonetheless, and it is kind of a pseudo-open world, so...
I've played the Zeroa and ZX games and loved them to bits! I can see where you're coming from and he confirmed that it isn't metroidvania. I love that someone's doing interesting things with MegaMan 3. It's my favorite of the classic series and has so much potential.

Newcomer's Board / Re: Easy Sprite Editor?
« on: March 31, 2019, 10:27:30 am »
Tile Layer

Doy! I forgot about this! Thanks!

Newcomer's Board / Easy Sprite Editor?
« on: March 31, 2019, 10:17:22 am »
I've used YY-CHR to edit text before in Dragon Quest and Downtown Nekketsu Monogatari, but I recently tried to use it to edit sprites for Super Mario Bros. For SMB, I noticed that e.g. the Mario sprites are actually made up of several individual blocks working together to animate something. This is difficult to work with since I can't quite see what a sprite will look like fully displayed in-game.

Is there a tool that allows me to see a fully displayed NES sprite and simultaneously edit it?

Personal Projects / Re: Return to Castle Wily
« on: March 22, 2019, 01:26:38 pm »
Can you more fully explain that map?

I'm interested in that, too. Is this basically MegaMan as a Metroidvania? Because that would rock my socks.

Newcomer's Board / Re: NES Romhacking Guide
« on: February 24, 2019, 12:20:12 pm »
For the longest time it was pure gobbledygook and I'm only getting to the point now where I'm getting something out of it.

My main advice is to be very clear with your definitions of words and use a lot of plain non-tech speech to constantly try to add clarity to the concepts you are discussing.


I'm usually able to grasp stuff pretty easily, but I've yet to meet someone who has been able to offer a holistic paradigm for NES programming, much less programming in general. People usually just give examples of "do this to get that" which is as useless as teaching algebra or calculus without teaching formulas or thoroughly explaining why x results in y. Start at the most fundamental knowledge you have about the NES, even if it means talking about hardware and how it interacts. Assume that your audience has never even seen a computer. That may seem ridiculous or drastic or dramatic, but it will help your audience immensely and offer them no reason to do research elsewhere.

Also, thank you for doing this :D

So I'm in the process of doing exactly as you'd described (thanks for the advice!), and I'm still feeling out how to actually operate the GUI, but I've found the locations of character sprites in both ROMs. Already knowing how Lunar IPS makes patches though (comparing two files and patching the differences), how would I achieve a sprites-only patch? I mean, I can make the patch myself and have a Mother 25th Faithful Edition + Vanilla Sprites, but what if I wanted to provide other users in this community with a vanilla-sprite patch? Is that feasible? Would it be a faux pas to offer/upload a fork of Mother 25th Faithful Edition with the vanilla character sprites?

Thanks in advance.

Amateur though I am as well, this I can help with! I actually wanted the same thing but was too lazy to follow through with it. The Faithful Edition's sprites are too blobby.

Once you've edited the sprites in YY-CHR, save the ROM, preferably under a different name. Lunar IPS has a "Create Patch" function. Iirc, you select the "original unmodified ROM" (in this case, that'll be the Mother 25th Faithful Edition), then select the modified ROM (your graphically superior version), then it'll ask for the name of the output file (i.e. the final patch product), which you can save in your favorite folder. Very easy.

If you have any more questions or have any problems feel free to let me know. Also, I'm quite interested in the patch in question, so I can't wait for the final product  :thumbsup:

Gaming Discussion / Re: Who wants to play Super Famicom Wars online?
« on: February 13, 2019, 01:58:16 pm »
This sounds like a blast, actually! I'll have to get a copy of Super Famicom Wars, but for now, send me a PM so we can discuss communications (Discord, etc.).

I love the cheesy English dubs in Brave Fencer Musashi, yet the voice acting in the Japanese version has some great actors and actresses in it. I was wondering about the plausibility of lifting the English written script from the English localization and inserting it into the Japanese version. How easy/difficult would this be?

Also, considering the colloquialisms and accents employed in the localization, I would assume that the English version isn't quite a literal translation. I know that, according to The Cutting Room Floor, all of the drink names and references to alcohol were changed to words relating to soda pop. Are there any other glaring differences?

I suppose the goal here is an undub, but would it be easier to transfer the script from the English version to the Japanese version or to lift the sound files from the Japanese version and insert them into the English version?

Newcomer's Board / Super Scope to traditional controller plausibility?
« on: January 26, 2019, 01:55:15 pm »
I recently got a few Super Scope games from a yard sale pick-up and, since most of my gaming is done via emulation on a PS Vita, I was wondering what the plausibility is of a hack for a Super Scope game that allows for a more traditional control scheme in place of a light gun. Considering the dearth of such hacks, I'm guessing it's worlds more complicated than switching a few bytes around. Can anyone enlighten me on whether or not this is possible, how it might work, and, if it is possible, how plausible it is?

This was a project I started about 2-3 years ago, and I want to finally put it out into the wild. So far as I can remember, the following is not translated:

- The "The End" graphic at the end of the game
- The title screen

I wanted to leave these intact for different reasons: the former because, according to abw, the graphics are shared with the Dragonlord fight graphics and I don't really want to mess with that or ask anyone else to do so; the latter because it feels tacky to put my alias on the cover of such a great and iconic piece of software when I didn't end up doing much. (I'm also lazy and terrible at programming.)

Everything else should be translated: dialogue, menus, file select stuff, and so on.

I would like two or three extra pairs of thumbs and eyeballs to test this out. Needless to say, the tongues and brains belonging to those thumbs and eyeballs must be fluent in both Spanish and English to adequately compare both the English and Spanish texts. To inquire, please send me a PM and I shall reply with the current patch. Thank you in advance!

Sweet! Most of the Japanese copies of this game are cheaper than the already translated ones! Glad to see some old games getting retranslations, especially if their Japanese versions are cheaper than their Western versions.

Hope this is kosher to comment here considering the controversial nature of the subreddit:

I found this response on KotakuInAction which counters the stuff from r/emulation. Essentially, it's nonsense.

why bother ???? 2$ shogi for psvita ...

January 04, 2019, 12:21:43 am - (Auto Merged - Double Posts are not allowed before 7 days.)
my pref "chesslike" videogame is CASTLE QUEST for famicom/gb , it's mix between shogi and wargame , i love it since 1993

ps: i have long time play to chess , i have stop the "standard" game  for game in blitz 1min/player

Hey hey! Thanks for this! Didn't know about it!

A buddy of mine used to love Shodan Morita Shougi on the SFC. It's supposed to be a serious and traditional version of the game.

Thanks for the tip!

Not what you asked but does the Vita have a halfway acceptable DS emulator these days? If so clubhouse games/42 all time classics has a pretty decent version (actually two if you count hasami) that got some people to give up their previous "just so I have one" options for older devices, and will be touchscreen. As it is a turn based game then slowdown should not be a problem either.
The DS might also have some other versions but I am less familiar with those -- I tended not to pay attention to the Japanese side of puzzle games past the GBA.

I can't comment on the AI quality and most people I ever spoke to about it were middling/just for fun players. More than enough to learn the rules and keep fresh with though.

Otherwise yeah recalling back to those conversations about the DS game above most people were speaking of GBC games that they had hacked or learned to play, this despite the GBA being a thing. That said I see minna no soft series has a shogi entry on the GBA (and GBC), and I do like their GBA Tetris effort so you might get lucky.

Honestly, I never tried DS emulation on anything. There's a DS emulator for the PSP, so I imagine any DS emulator would run decently on the Vita. Thanks for the tips on the GBA. I'll look into that :3

Shameless plug of the day:

I don't know enough about shogi to say if it's a good version, but give it a try if you want. :)

Actually, whenever I think of Shogi on the FamiCom, I think of this game, and it's the one I had in mind when I made this post. I just couldn't remember what it's called or where I'd seen that screenshot. Thanks for pointing me back to it, Psyklax! You have yet to cease to amaze me :3

Gaming Discussion / Re: Just got a my first PSP, recommended games?
« on: January 03, 2019, 01:28:52 pm »
I'm gonna second Patapon—all of them. They're a really cool cross between strategy games and rhythm games.

Also, you should check out Parodius Portable, especially if you like shmups. It's a collection of Konami's Parodius games which all have Gradius gameplay b/w super colorful and silly visuals, remixed classical music, and options to play as a variety of Konami characters.

Also, you should definitely look into hacking that PSP if you haven't already. It's super easy to do and opens up all sorts of potential with emulators, game storage, etc. Hack it and get a 128 GB memory card.

After thinking of where I could ask this, I couldn't think of a better place than this forum.

My Shogi sensei and I are not going to be able to meet as often due to certain circumstances, so I wanted to get some practice in between lessons. Since I always carry a hacked Vita around, I figure the best way for me, personally, to at least stay literate/get practice is to use FamiCom, GB, and SFC Shogi games for practice during my down time.

I went ahead and bought the most colorful looking Shogi game for, like, 2 bucks on ebay. Turns out it's far from a traditional Shogi game.

SO, before I go spending another 1-2 dollars on another Shogi game, has anyone played the Shogi games for FamiCom, Game Boy, Super FamiCom, etc. and can anyone tell me about their experiences playing them? Any information will help. Please and thank you!

Sorry to get back so late. I just finished playing through X's game in X4 on PSP, and, iirc, everything seems to be in order. I want to say that there was an audio cutoff in the ending song, but I'm likely wrong about that. I'll let you know if anything comes up for Zero.

Personal Projects / Re: Dragon Warrior 1 Spanish Translation
« on: September 21, 2018, 06:46:12 pm »
Yeah, I think I've had enough of this. If I PM a patch to you, would you be willing/able to insert the credits and menu stuff? I really don't want to do this anymore. It isn't fun, it isn't rewarding, and it isn't worth my time.

Personal Projects / Re: Dragon Warrior 1 Spanish Translation
« on: September 21, 2018, 12:46:17 pm »
Okay, so after translating the text block you gave me for the menus, I tired inserting it. The game started to freak out when the king's text box came up. I compared character counts and everything to make sure the Spanish was within the appropriate limitations and tried tinkering with the insertion script a bit, but to no avail.

Here's what I've got:

Code: [Select]
// Define, load, and activate a table (replace "dw_es.tbl" with the name of your table file).
#ADDTBL("dwSP2.tbl", dwSP2)

// NES ROMs have a $10 byte header.

// Jump to the start of the script, set an upper bound on the available space so that you don't accidentally start overwriting other code/data if your script is too long.
#JMP($6FC0, $752C)


































Apologies to the mods for the necromancy...

Edit: After a bit more testing, the pointers in the #W16 commands seem to be incorrect. I'm probably wrong about that, but even reducing the script down to just an edition of the status window (the one that appears if you stand still for a bit) results in very buggy behavior.

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