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Messages - niuus

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1
Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: November 28, 2020, 02:53:03 pm »
Thanks for not giving up. I am actually really looking forward to play your mod, as it would be very arcade-like.

I really love the job made by eskayelle, and since the SNES is my favorite console of all time, i consider his hack a must to enjoy NBA Jam on the 16bit consoles. Now, it would be great to complete that love with the PSX version, since it has this arcade quality feel to it.

2
Hey k0d. Would be possible to reencode the PS1 FMVs into the saturn truemotion?
It always pisses me how the Konami logo is a fullscreen video but the in game videos are cropped from the 4:3 PS ones.
LOL, didn't knew about this. What were they thinking?  :laugh:

3
I've sent a PM to the dev as well as to a reviewer that said they beta tested the patch, but haven't heard back from either of them after a few days. I'm not really sure how to proceed here, or how the site handles such things. The missing files in question are in a (now defunct) dropbox link in the description of the patch that is for translated manual/packaging materials. Any guidance would be appreciated.
I was one of the beta testers and i do have those files. Feel free to remind me in some hours, will sleep right now.

4
Feedback, I was using Sheeva and did a ground stomp and suddenly the stage started to flick and shevaa was scrolling down through the screen endeslessly, had to reset.
I went and did Sheeva's Ground Stomp on every single level, didn't have any issues.

5
Personal Projects / Re: NBA Jam 2K21 TE
« on: October 31, 2020, 05:10:27 pm »
What if I told you... there's a working beta?  With some big props to Mattrizzle and phonymike for the collaboration...







Holy shi-et, dude. This looks incredible.

Talk about taking NBA Jam TE SNES to the next level.

October 31, 2020, 05:22:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What if I told you... there's a working beta?  With some big props to Mattrizzle and phonymike for the collaboration...







Holy shi-et, dude. This looks incredible.

Talk about taking NBA Jam TE SNES to the next level.

6
Thank you very much for the feedback, friend, I'm really happy. Answering Sheeva's question: your name before "wins" is something from the game itself, and I couldn't fix it. It is a "sprite", different from the ASCII characters that can be edited just by writing. Hugs! :thumbsup: :beer:

October 25, 2020, 10:54:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
About inserting the portraits of Shao & Motaro on the character screen, this is also a very difficult task. Let's see in the future.
No problem. Thanks for your great work, this is really cool! I hope someone gets to make an MSU-1 version of it.

7
It was so much work dedicated to that game, that I forgot ... I'll be posting soon. thank you.
Awesome work, Lucas Dext5r! The new stages, sounds, uppercut stage transitions, one button cheat menus and Sheeva make it super worthwhile. The UMK3 version that had to be in 1995.  :beer:

Quick questions: when Sheeva wins, her name is left out and only says "    WINS", is it because of a limitation? Also, do you plan to include her portrait art into the Motaro/Shao Kahn portrait rotation on the character selection?

8
https://github.com/justin3009/MMX3-ZeroProject

So some updates happened the past couple days on this.


Otherwise, I've generally updated the Readme and included asar.exe into the main source files making it a bit easier to compile right off hand.
Awesome changes! Thanks for your hard work.

Would you consider an optional patch to disable dashing when double tapping the d-pad?

9
So our TV dubbing industry, primarily led by Mexico, figured out a "neutral Spanish" where you dial down the accents and regionalisms to a minimum and keep the pop culture influences/references to mostly stuff that's known to all Latino countries and the USA. This obviously extends to written translations, and it's the standard for our fan translations.
Along with Mexico and Argentina, Venezuela also took the mantle with high quality "neutral Spanish" content, which ranges from Tiny Toons, Animaniacs, SpongeBob SquarePants, Batman, etc.  :beer:

I'm currently in the process of updating the project again to fix some minor remaining issues, and to give it a little more polish.  For now it's still going to be based on the US version because it's easier to work with, but I do like the idea of porting this script directly into the Japanese game.  I don't know exactly how to go about doing that currently, but if there does turn out to be a relatively painless way of making it happen, I would.
Thanks for the update, it's great to know that this will be complete someday.

10
Personal Projects / Re: Mortal Kombat SNES blood + gore hack / uncensored.
« on: September 07, 2020, 02:31:50 pm »
I will do more testing on the rom again. I think I know what might be causing the crash. I think the blood patch might be crashing it so I will just re-do it in hex. I will just re-import the graphical changes I made again in case I imported something wrong.
Hi hackedretrogaming. Were you able to get some progress?  :thumbsup:

11
This is my original work, created to communicate my vision of what a faithful, professional release of the game might have looked like. Likewise it was made so that the English speaking world may share the wonderful experience that I had with the game back when it was released. It also contains legacy bug fixes and bonus content. The translation and graphics have been in the works for decades, while the programming began on January 1st of this year when I started learning ASM.

Initially, I translated the text and dialogue from Japanese to English, then rewrote and refined it many times over. Next, I designed the localized graphics and then brought them to life by drafting all the typefaces, signage, title cards and the like on paper with an ink brush, for reference, before clicking it all together in pixel art form. Lastly, I reverse engineered and reprogrammed the game as required, one byte at a time in a hex editor.

Therefore the two projects bear no resemblance to one another and have 0% shared DNA. They don't look or feel the same because they were created independently from one another by unrelated parties.
Awesome history. i'll definitely enjoy this project. We need more impassioned romhackers/translators around.  :beer:

Any other projects on your future?

12
I'm working on a PS1 game with a Mode2/Form2 data file (Goemon Shin Sedai Shuumei).
On one hand, I'm able to extract the RAW file completely (2352 bytes per sectors) using XtrActor.NET, and I've managed to rebuild the disc with all the original files using mkpsxiso (defining the file as a regular "XA" filetype). Now I need to be able to do the same with a completely modified version of this Mode2/Form2 file.
Off topic, just wanted to say thanks since i was looking for a modern solution to completely extract a PSX game, replace all the FMVs with a dummy video file, and then be able to rebuild a valid ISO to use on the console or an emulator. Also stumbled with your other thread here. Now i had a clue where to start.   :beer:

I generated the xml, added the image_name attribute, rebuild with mkpsxiso, and finally psxlicense to the generated bin, but i could not get FF IX to boot again on the emulator. Maybe i am missing something in between?

13
Personal Projects / Re: Super Bomberman 5 - English Translation
« on: August 21, 2020, 02:41:10 am »
Thanks for all.
I tried it and it's a really good job.
Does anyone know how to continu Psyklax work?
Tools to modify graphics?
Just today i was asking myself if this project was to be put to rest, or maybe continue someday.

14
Personal Projects / Re: Bomberman (NES) "Remastered" (100% Finished)
« on: July 25, 2020, 10:36:55 am »
Depends on the game, how much new stuff I've learned and how much free time I get.

Donkey Kong Jr. took the least time probably, but that also has to do with how limited my knowledge was on what I could do (so no new animations, no backgrounds, etc).

I'm currently working on Battle City, which is a game I'm very fond of.



Most games I've tackled have very limited graphics, something that works in my favour/makes the dev. time of graphic shorter. I'd love to tackle bigger projects (hell maybe setup a vote poll as to what work on next with maybe patreons or something so popular demand gets to pick) I looked for example into Metal Storm, which is a absolutely gorgeous game animation wise, but graphically could really use a pick me up...and it needs LOTS of graphics, so that would probably take a while.
OMG this looks incredibly beautiful. I really wish this could be done as a ROM hack, the same with your Bomberman facelift, to be able to normally play it on a CRT.

15
I hope someone fixes the one great flaw for the Genesis version of Xeno Crisis: you can't roll while shooting, which takes away from the dynamics of shooting and quickly avoiding danger. Ironically, you can comfortably do this without any problem on the Dreamcast and PC versions.  :banghead:

16
News Submissions / Re: ROM Hacks: Kirby's Dream Land, in Color!
« on: July 14, 2020, 01:10:09 am »
I made a small update to the colourization hack of my own.
Here's what my hack of Kirby Dream Land DX does:
  • Restores the official copyright text in the title screen
  • Modifies the floating Kirby sprite at the Title screen to not look as derpy. I added a bit of shading to the sprite, and I also modified the default pink colour used for the title screen to match the pink used in-game
  • Modified the HUD graphics so the small Kirby icon now shares the colours of Kirby in-game

If anyone wants to try it out, here's the link for it:
http://www.bwass.org/bucket/Kirby_Dream_Land_DX_v2.ips
Thanks for the addendum patch, ShadowOne333. Should this be stacked over the original patch? I'll probably test it in some hours.

17
Alright everyone, here is a test IPS patch. I'm using other people's romhack IPS patches but I want to give credit where credit is due. I'm just trying to build the ultimate Mortal Kombat 1 SNES experience for everyone and myself included. I tested the rom for a few hours, I was able to transfer all my edits on the uncensored hack from a PAL build to an NTSC build. Build will run perfectly on mortalkombat(U).smc

IPS: http://www.mediafire.com/file/8dnk3a6nynthjkn/Mortal_Kombat_Champion_Edition_Uncensored.ips/file
 
Champion Edition features (play as Goro, Reptile, Shang Tsung) - hack belonging to Snark-4918
https://www.romhacking.net/hacks/4812/
patched up with Docrow's Blood and easy move rom hack (makes gameplay a lot smoother in my opinion)
https://www.romhacking.net/hacks/3998/
along with my uncensored edits (restoring the words FATALITY instead of Finishing Bonus, RAIDEN instead of RAYDEN, slightly adding little more blood graphics and sprites, original chest wound/open gash FATALITY graphics)

I can also create a Vanilla patch, at the moment I will try to tighten up any possible blood graphics and textures and maybe attempt editing the Pit Bottom. Also I will try to find out the exact location of Kano's heart rip sprite. I know exactly visually where Kano's graphics are, however that heart sprite seems to be a very compressed graphic tile in the games graphics bank.

Screenshots:


So try out the build and let me know what you all think.
Very nice hack, the best version yet of MK1 is here! Just a disclaimer for those that will apply the ips, the patch expects a headered ROM. Not compatible with Mortal Kombat (USA) (Rev 1) or the MSU-1 patch.
https://www.zeldix.net/t1663-mortal-kombat

I do not know if it happens to others but when I play with goro or reptile the emulator gets stuck, I use snes9x or BizHawk with kernel of the same snes9x and in both cases they get stuck. But finish the game no problem with scorpion.
Can confirm the emulator crash. Snes9x 1.60.

18
Announcement!
I decided to play around with the game again and I am transferring my original edits done to the PAL version of the game to a proper NTSC build. I will post up an IPS very soon again. Also I was able to transfer all my edits to the Championship Edition if anyone is interested in that. Sorry for the long wait and reply. I rarely use RHDN.
Awesome. I hope you can consider compatibility with the Champion Edition patch for the Ultimate Mortal Kombat I  :beer:

19
Apparently it doesn't work with both patches, I tried every possible match without results.
It would be great to have this uncensored version with the champion edition.
Yep, a much needed refresh for the classic on the snes.

20
Personal Projects / Re: Super Mario All-Stars Redrawn
« on: June 19, 2020, 10:04:46 pm »
We shall see, it was the poll winner, but I made that poll a long, long time ago, before the work stratoform started. If I can swap Peach for Daisy only when Luigi is playable, I think i'll leave Peach's design alone.
That sounds pretty awesome for a Luigi run.  8)

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