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Messages - Ar8temis008

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Personal Projects / Re: Zelda II Redux
« on: March 16, 2018, 04:34:52 pm »
Now this is a crazy idea and I don't expect you to go through with it, but what if you removed the overworked completely? It adds nothing to the game except needless confusion.

You could add branching path ways in levels that lead to different areas, it would sort of play like Castlevania II (except better).

The manual save feature and less linear design that was mentioned earlier would complement this.

How about a Link to the Past GBA hack that bypasses all the Four Swords requirements? Yes, I know there's a save file for that, but what if you're playing the game on, say, a hacked 3DS? Or on a PSP? Or any means other than VBA, making that particular save useless?
Isn't 4 swords adventures sort of exactly this?

Recently I found out that Dragon Quest IX Sentinel of the Starry Skies has DLC... That is now gone for good! Unless you use a save editor. Perhaps it is time someone makes a romhack for that game that defaults DLC to unlocked on a save, and also a simple tool to convert current saves to work with the romhack itself. Maybe have a sort of RNG that randomly adds guests every, say, 30 minutes to an hour.
So sorta like SMA4's e Reader content?

Sonic Classic Heroes.
Hands down.

Well you have a ton of features and customizable stuff in it.
For example, you can choose to either play only Sonic 1, Sonic 2 or both games combined in one playthrough... WITH SRAM saving.

Second, you get to choose which characters to play as. You can choose between Team Sonic, or a playthrough with Team Chaotix. I believe you can even choose if you want Sonic alone, or with Tails, or all 3 (Sonic, Tails & Knuckles). You can swap between any of the 3 characters from a particular team at any given time during a playthrough.

You get Super and Hyper transformations (depending on whether you choose to play both Sonic 1&2 together).
And a ton more. Bugfixes from both Sonic 1 and Sonic 2 are implemented as well.

I even replaced my Sonic 1 and Sonic 2 ROMs in my SD to Sonic Classic Heroes.
It's that good.
That gives me a different idea.

What if somebody hacked Chaotix and removed the stupid fucking tether system and/or redesigned the levels to be less mundane. Sonic Ed 2 supports editing Chaotix level layouts as well as enemy/item placement so it'd be easy to do for someone skilled in Sonic level design.

Programming / Re: How can you find where an NES game stores save data?
« on: March 07, 2018, 02:57:10 pm »
Okay, ROM means Read Only Memory, which means you can't save to it. :) That's why you can't find anything changing, because it can't. SRAM is separate to the ROM.

Inside an NES cart there are two main chips: CHR ROM, for the graphics, and PRG ROM, for everything else. Later games included other chips, including SRAM, but SRAM is just like any other kind of RAM in that it can hold data provided it has power. This is why a battery is fixed inside the cartridge - a battery backup. If the battery dies, the power to the SRAM is gone, and the data is lost.

In FCEUX, the SRAM is saved in a .sav file in the "sav" folder. This is just a dump of what the SRAM holds. When you say "lives don't reset on game over", what do you mean? Are you saying when you start a new game, you have the same amount of lives? But how do you get a game over, then? :o Or do you mean the game saves your lives to SRAM, so that when you power the console off and on again, you still have the same amount of lives? Remember that SRAM is stored on the cartridge, not the NES. It's only used to save in games like Zelda. Lives are usually stored in the NES's RAM, which is obviously wiped when the system powers on.

If you want to know where your lives are kept in RAM, it's simple: use RAM Search. Start a game with it open, then when you lost a life, search with "Less Than Previous Value", lose another one, repeat. Soon enough you'll see it. It can only be something between $0000 and $07FF, which is the NES's internal RAM. If it IS stored in SRAM, it will be between $6000 and $6FFF, most likely.

Hope this information is helpful! :)
That was very helpful, thanks! When I said lives don't reset I mean they are saved to sram but not cleared upon game over. So if I save with 0 lives, when I use a continue or "retry" I'll still have 0 lives, making it very frustrating to beat.

Sonic 2 Delta has a save function, and Sonic Classic Heroes did too IIRC.

Classic Heroes can actually be played like normal Sonic by fiddling with the options, basically making it Sonic 1+2 with possibly better interaction between you and Tails.

I didn't even think to fiddle with classic heroes, I'll have to try that. I also completely forgot that Delta had sram.

it's times like this I wish I could go back in time and slap myself across the face for being a moron.

Between Delta and Classic Heroes, which is the better hack in your opinion?

They have level-select codes though. Isn't that about as good?

I shouldn't have to cheat to resume progress, sram should have been a feature from the get go. Even a password system would have worked fine, but having no system at all (especially at a time when SRAM had already become a standard that most longer games like this followed) is baffling to me.

It surprises me that in 10+ years of Sonic rom hacking, nobody's just added a simple save feature to Sonic 1 or 2 individually. Sonic 2 especially needs it.

Programming / How can you find where an NES game stores save data?
« on: March 07, 2018, 12:53:43 pm »
I'm trying to modify All Stars NES for personal use. My biggest issue with it is that lives don't reset on game over. I believe simply not saving them to SRAM would solve this, right? Even if I can't release it publicly, it seems simple enough to be a first time hacking project.

Any way, I'm trying to find where in the rom the game stores save data. I have no clue where to look, and am currently loading back and forth through save states (each with different values saved to sram) using FCEUX and trying to find what lines change using its hex viewer. Am I doing it right? If not, how can I find what I'm looking for?

Personal Projects / Re: Mario World Improvement project
« on: March 01, 2018, 04:36:43 pm »
Awesome hack  ;D

Are you able to make a version without the changed sprites? I feel they ruin the aesthetic, Boo's sprite is all messed up and I'm not a fan of the new fireball and key changed looks.

Also why was 2 player removed?

How is the boo sprite messed up? It worked fine on my end. The key and door graphics don't warrant a separate version, but if you guys really don't like them I can easily change it back.

2 player is going to be replaced with a completely separate Luigi mode, I removed it for the time being as a place holder.

One of my favorite Sega Genesis/Mega Drive games is Mutant League Football. The Mutant League Hockey isn't too bad either but isn't quite at the same level. What I would really like to see is a Rom hack of NBA Showdown 94 that would be in the Mutant League style. There was supposed to have been a Mutant League basketball game but it never appeared. Anyone have the skills to make a try at this? By the way if someone to point my to a "Rom Hacking For dummies" page or video I would greatly appreciate it!  :thumbsup:
The new comers page Is good for pointers on where to start.

Personal Projects / Re: Mario World Improvement project
« on: February 19, 2018, 03:38:10 pm »
"-Certain graphics have been replaced with their Mario Maker equivalents.

-All level changes from SMA2 have been ported, however adaptations related to the GBA's smaller screen size were ignored, because unneeded on the SNES.

What are those and why the change? Sorry if it was discussed earlier.
The keys and doors are slightly different to be closer to their updated Mario Maker appearance. Yoshi and Bowser are properly colored.

That just means levels that didn't have dragon coins in the original have them here. The only exceptions are Yoshi's House and Bowser's Castle for obvious reasons.

Personal Projects / Re: Mario World Improvement project
« on: February 19, 2018, 12:24:31 am »
You can re-enter crumbled castles by pressing and holding L+R. Personally I prefer the castles to crumble. Could you restore that?
I'm going to simply make crumbled castles re enter able, this will be a feature in the next update. Otherwise, sure.

Personal Projects / Re: Mario World Improvement project
« on: February 17, 2018, 08:13:27 am »
Your latest patch isn't working. While beat patches the game successfully, all I get is a black screen with music on.
Because I linked to the wrong hack,!huZwCDJJ!a7vhyQs1Zr5bY4UKazbU6OOof-bpCfKhqmzKygdXDHI

+1 for a Super Mario All-Stars + Super Mario World patch.
I would love to have this in the All-Stars package instead of a singular ROM for SMW only.
I would do that, but I can't. I have no clue where I'd even begin with this, and the SMAS+W version doesn't include any features I haven't already implemented here. If somebody else wants to do it go right ahead, but I can't.

How feasible would a simple menu translation of Castlevania FDS be? It's got a save feature, which is why I prefer playing it over the NES version. The only things to translate are the save menu and credits.

I downloaded the last MEGA file you put in the page 2 of the thread.
I see what happened now, I linked to the wrong hack in that thread.!huZwCDJJ!a7vhyQs1Zr5bY4UKazbU6OOof-bpCfKhqmzKygdXDHI

Try this one instead.

Thanks! Looks really interesting. Can you do the patch for the Mario All Stars + Super Mario World rom? That's the one I use (and I think a lot of people do too).

EDIT: Mmmm, I've tried the patch but it changes the game too much for my taste. I thought it was going to be just Super Mario World with the GBA aditions but there's a lot of different graphics and even new music. Not a bad patch in anyway, but not what I was looking for.

Which version are you using? The only majorly changed graphic was reverted, and there is no custom music at all. All of the changes were done to make it closer to its GBA counter part. With the exception of the unused Snow Koopa graphics I implemented, they show up in a whopping 2 whole levels so it really shouldn't be an issue.

With the new and excelent patch for Super Ghousl'n Ghosts that removes slowdown and censorship, I don't know if it those would be possible:

- Remove slowdown and censorship in Super Castlevania IV, but keep an option to have the original US title screen, which I think it's a lot better than the japanese one, and without that ketchup blood.

- Remove slowdown in Capcom / Disney games: Magical Quest trilogy, Aladdin, etc.

- Remove slowdown and censorship in Castlevania: Dracula X.

- Remove slowdown in Super Mario World, and add some GBA content if possible :P

- Remove slowdown in Contra III.

- Add some of the missing content and animations in Donkey Kong Country. Maybe some of the good changes of the japanese version too?

----------------------------------------- MEGADRIVE----------------------------------------------

- Make a Special Edition of Earthworm Jim 1 & 2 adding some of the best details of the Snes version: missing backgrounds, missing effects if possible, etc. Also KEEP just one level of Puppy Love in EWJ2!

- A patch for Dynamite Headdy US with the japanese difficult level.

- A patch for the Streets of Rage 3 title screen instead of Bare Knuckle 3.

- A patch for Thunderforce IV EU to remove the music slowdown if possible.

- A patch for Vampire Killer JP to have the US title screen and the changes of Eric Lecarde.
I hacked the GBA exclusive features into the SNES version of Mario, if you're interested.

That is the NES version of the game. I'm talking about the Famicom version. It has Enhanced Audio that the american version does not contain. A real translation would be nice.
"Enhanced" is a strong word, simply put most of it sounds like pure shit. Particularly the night time theme, MY EARS!

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