News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

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 - mkwong98

Pages: [1] 2 3
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 16, 2019, 01:52:32 am »
- It's hard to imagine how there could ever be a sequel.  With magic ceasing to exist completely, and the world still being in a mostly-ruined state at the end, I don't know what else there would be that could sustain a whole game's worth of plot.  Almost certainly for the best to simply leave it there and not try to revisit it.  That said, I do wish the ending cutscenes had given some idea what the characters were going to do with themselves afterwards, as FF4 and FF5 did.  The scenes of them escaping from the collapsing tower were cute, but this probably would have been a bit more satisfying.  Ah well.

A prequel which takes place during the war 1000 year ago would be easy. A sequel is possible too, as we only see three gods who made a mess with the Earth, who knows how many others are out there. Just need to say the power of those three shielded the Earth from the others and now Earth is open to new comers to take over and we can build up a story that permanently resolve this problem.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190909
« on: September 12, 2019, 12:20:52 am »
I've been mapping out data tables for SoM Vanilla, using HxD to transfer value sets to Wordpad so they can be formatted into a list.  Wordpad is probably not the best tool for doing this sort of thing, but I'm gonna Link to what I've done so far, by storing the prototype lists in Google Drive.  Lemme know what you think, everyone, is it worth continuing with this for the sake of the project?   :-[

Link:  Secret of Mana Data Tables (Vanilla)

I found something on the Japanese version:

How different is the Japanese version? Maybe you can use some of the info from that web page.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 30, 2019, 04:07:08 am »
If you use the pronunciation of other Japanese terms as the translation of this Japanese term, why not just use the pronunciation of this Japanese term? ::)

I know, it would be quite some work to implement such functionality in an emulator (believe me, I would implement it myself right now if I had the skills), but it would make translating games a lot easier, as romhackers would not have problems with having to expand the rom for translated text to fit, having overflows and unexpected bugs, etc, because the rom wouldn't be altered in any way. You're just showing text in an additional layer.

What do you think?

You can do something like this in Mesen using HDNes graphics pack. By setting up conditions to check for text graphics at certain location on the screen, you can identify which string is being displayed. Then instead of replacing it with HD graphics, you can replace it with an image of the translated text. This won't work for strings containing dynamic names but the benefit is that it doesn't require rom hacking.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 27, 2019, 11:20:37 pm »
“Certain Kill Technique” is just a generic Japanese term commonly used to represent special moves and the original name for SwordTech is “Certain Kill Technique” with "Technique” replaced with "Sword". So the "Certain Kill" part of the name is generic and doesn't have to be translated literally. Also the "Sword" part of the name is referring to an attack with a sword instead of the sword itself so you can replace it with "Slice", "Cut", "Slash" etc.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190808
« on: August 08, 2019, 11:34:52 pm »
S2b) Changing the "globe" scrolling speed is probably not possible; in that view, rotation is fast because it's using SNES hardware graphics rotation to just spin what is already loaded, but scrolling requires rebuilding the entire "globe" image with each movement step. Because you're scrolling in an arbitrary direction, you can't jsut slide what data is there and add onto the end; you have to throw out the old and load a new image based on the new resulting view location.

Recently SNES emulators (bsnes, mesen-s) have introduced the overclock function which may help.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190718
« on: July 24, 2019, 02:30:59 am »
1) Changing Manual Block is low on my list of priorities (the topic has come up before as well). I do agree that it's too good, but it does have one significant drawback that seems to be repeatedly overlooked: you can't do anything else while blocking (and there's a little delay when you stop blocking before you can act as well). I don't really care if you can turtle forever if you also can't do anything while you are. While I may eventually add some sort of cooldown after a successful block (the primary option I've been considering), or some form of stamina or health to the blocking, it currently works well enough that I'd rather spend my time working on other things that are incomplete, fun to work on, etc. Your brainstorming is appreciated though and all it takes is for someone to suggest something that piques my interest to get me to take a stab at it.

How about after the first blocked attack, any further attacks received while blocking will deal chip damage(1-3)? I think this is not too difficult to implement(doesn't need another gauge) and gives the players a small incentive to avoid abusing it.

I too find the phase "bodybuilding bear" to be a mouthful. But at this point all I can think of is "bear on steroids". :laugh:

ROM Hacking Discussion / Re: Create audio-only HD pack for Mesen
« on: June 27, 2019, 03:43:31 am »
The patch is game specific, there is no generic patch which work for all games. So either you make one or you can try asking the author of MetroidHD to help you with it.

ROM Hacking Discussion / Re: Create audio-only HD pack for Mesen
« on: June 26, 2019, 07:13:20 pm »
You can read more about this here:
You need to patch the game to send data to those specific memory addresses when you want the emulator to play music. The emulator will pick up those and look up which music file to play in the hires.txt file.

ROM Hacking Discussion / Re: Create audio-only HD pack for Mesen
« on: June 26, 2019, 11:54:30 am »
My previous post about removing the graphics from newly recorded pack. Are you modifying the MetroidHD pack or making a new one? Either way, you need a patch that enable the audio replacement for the ROM. Then you need to edit the hires.txt file to tell the emulator how to replace the music.

ROM Hacking Discussion / Re: Create audio-only HD pack for Mesen
« on: June 24, 2019, 09:29:30 am »
I think you can just make music packs. Start the game, start the recorder and stop it as quickly as you can. The recorder will generate the hires.txt file in the HD pack folder with graphics recorded up to that point. Then open the file with a text editor and delete lines with <img> tag and <tile> tag. Delete all generated png files in that folder too.

Someone asked a similar question on, you can read the replies here:

Personal Projects / Re: NES Metroid HD Pack
« on: June 19, 2019, 02:21:24 am »
I think the LUA API provided by the two emulators are different so there is no easy way to convert one into the other.

The soldier in Figaro that says "We sighted Kefka in the area!" is completely wrong, and so I updated it. "If only you could've seen the look on Kefka's face as we sank into the sand! It was a sight to behold!"

I think "dived" or "dove" is more suitable than "sank".

Personal Projects / Re: Little Nemo (NES) Graphic Pack ver. 0.1
« on: April 28, 2019, 11:35:44 pm »
Nice! :thumbsup:

Do you make the new sprite yourself? I wish I can make sprites like that on my PC.

Personal Projects / Re: Secret of Mana twisted (Demo)
« on: March 13, 2019, 11:21:35 am »
It is possible to keep other changes too by using "Export to ROM" to save and "New Project" to load.

This is what I do to make the editor load the exported ROM file as a new project:
1. Make changes to the game using the SOM editor
2. Use "Export to ROM" to save to a smc file
3. Open the file with a hex editor
4. Remove the header added by the SOM editor by deleting the section from address $000000 to $0001FF
5. Change the value at $00FFDB from 0F to 00
6. Save the changes to the file
7. In the SOM editor, use "New Project" and select that file

Hope this helps. Make sure to backup your smc file just in case of messing up with hex editor.

Personal Projects / Re: Secret of Mana twisted (Demo)
« on: March 12, 2019, 11:50:35 pm »
I'm using that editor too. What do you mean by "just saving map pieces"? How do you do it?

Newcomer's Board / Need help with Secret of Mana graphics
« on: March 06, 2019, 06:51:40 am »
Hi, I'm using Secret of Mana Editor to change the graphics of the game. The editor is very limited both in terms of scope, e.g. boss graphics, and in terms of functionality, e.g. no copy and paste tiles. Are there other tools or easier ways of doing this? I think the graphics is compressed.

Personal Projects / Re: NES Metroid HD Pack
« on: February 26, 2019, 10:00:50 pm »
I have a look at Mesen and I think the problem happens when sprites overlap and they have different background priority. When that happens Mesen will render that area by rendering sprites with background priority first, then render the background tile and finally render sprites with higher render priority. However these priority checks use the original ROM pixel instead of the HD replacement. In this game, the leg has background priority and has higher render priority than the item sprite. So Mesen renders the leg first, which is transparent in the HD replacement but Mesen looks at the original ROM pixel and thinks it is solid. Then it renders the background tile, which is also transparent, and finally Mesen finds that the item sprite has lower render priority than the leg and does not render it, because it thinks the higher render priority leg sprite is already rendered there. So Mesen does not render anything and leaves a leg shape void.

Pages: [1] 2 3