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Messages - USC

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ROM Hacking Discussion / Re: Some romhacking questions...
« on: July 13, 2016, 04:50:07 pm »
You'll notice that the top row [where it says Offset (h)] has numbers to the right of it. 00, 01, 02 ... That shows how many values you are away from that row's offset.

So, for 40002,  you want to move two columns over from the 00 one. In your screenshot, you have the palette values shown in the top row.

ROM Hacking Discussion / Re: Some romhacking questions...
« on: July 13, 2016, 01:01:48 am »
The "0x" is used to show that the number is hexadecimal, not base 10. For instance, 10 in hexadecimal is actually 16 in base 10 - so 40002 in hex would be a lot different from 40002 in decimal.

From your screenshot, you're at the start of the ROM. Either use the Search menu to jump to 40002 - or just scroll down until the numbers on the left most column are around 40002, then use the pattern I mentioned above to find the palette.

The translation has been finished for quite some time.
And no, the color hack is not currently compatible because Toruzz is working off the original game file. There's nothing stopping anyone from porting the translation over to the color version once it's done, however. :)

ROM Hacking Discussion / Re: Some romhacking questions...
« on: July 05, 2016, 01:12:36 pm »
Alright, having downloaded VBA-M and tried to run the game, it definitely glitches the graphics up a bit. The regular version runs just fine. That said, the emulator is only needed to get the palette hex values, which I've already provided.

Make the changes using a hex editor, then go back to playing it on BGB. :)

ROM Hacking Discussion / Re: Some romhacking questions...
« on: July 05, 2016, 12:59:56 am »
I'm... honestly curious what you're doing. :)

All you have to do is open the patched ROM with a hex editor, navigate to 40002 (hex) in the ROM, and then change the values of "F7 02" to whatever color value you need it to be.

After that, you can run it in BGB, VBA, or any other emulator - and see the new colors. Also, I've never run it on VBA-M, but the regular VBA runs the game just fine.

ROM Hacking Discussion / Re: Some romhacking questions...
« on: July 03, 2016, 09:18:17 am »
I just used the regular VBA (1.8.3), so I'm sure the tool menu is available on all of them.
And yes, I changed the palette in hex. I figured you'd want the change to be permanent.

ROM Hacking Discussion / Re: Some romhacking questions...
« on: June 29, 2016, 09:37:01 pm »
Hey John, I think that's overkill. :)

I opened up VBA and looked at the GB Palette View option under tools. It gave me a printout of all the colors used onscreen and their hex value. Samus's palette is 7EF7 02F7 0017 080B.

The palette is stored using four bytes each, so if you reverse the hex pairs and search for the sequence (E.g.: F7 7E ** ** F7 02 ** **), you should find it at 0x40002 in the ROM. Change it as you see fit.

Hope that helps!

ROM Hacking Discussion / Re: Some romhacking questions...
« on: June 27, 2016, 03:19:49 pm »
I don't really use BGB, but as long as it shows you the in-game palettes and what hex value is associated with them, you can't ask for more.

ROM Hacking Discussion / Re: Some romhacking questions...
« on: June 26, 2016, 10:29:27 pm »
Regarding Lunar Patch, you choose the "Create Patch" option, then pick the source ROM (the untouched, original version you got). Next, choose the edited ROM (whatever you built your hack into), and finally, give it a name. That's all it is.

As for the color change, I imagine it'd work like anything else. Use your emulator to figure out the palette for Samus, then find that sequence in the GB Rom and make the appropriate edits. Keep in mind, other objects may use that particular palette too, so you'll either have to switch them to a different one or live with the changes. :)
This might be a helpful guide - it's for the NES, but it helped me when I did a GBC hack a few years back:

There's a tie-in to Mega Man II GB in the plotline, so that might have been the reasoning.

Front Page News / Re: ROM Hacks: Pokemon - Crystal (Emu Edition)
« on: June 21, 2016, 01:21:19 pm »
I was probably one of the few kids who went online back then, and there was site after site with doctored screenshots of upcoming Pokemon in the 2nd generation. I believed those pictures and would show them to friends.

Of course with all the Pokemon ROM-hacking nowadays, you could probably easily change those static Pokemon sprites and put whatever simple monochrome pixel-art you want.

...Oh my gosh. I could totally add Pikablu and Yoshi into the games. I could finally correct the lies that EGM told me when I was young. VINDICATION!

That matches the hexcode table of the game itself, so yeah, you've got it!
(Edit: Argh, didn't notice you'd written ツ not ッ. I'm sure you would have figured it out quickly though, haha).

treos: I will confess to muting the audio at certain points while working on it. :)
But I'm glad you enjoyed the game, reeefer!

Once again Raccoon Sam, that's AWESOME! Thank you so much.
I had to alter the tile map to fit it in (the far left corner isn't drawn in the original for some reason), but it's there now. Once I've run through the Japanese names version a couple times, I'll be posting the full update.
(By the way, how's your playthrough going? Pay attention to the Graphic Design section of the credits - you might see a name you recognize, haha).

Zynk Oxhyde: Eh, the way I see it, no one's going to see both title screens at the same time, so it's fine. :)

Hey everyone. Thanks again for the continued feedback and support.

Zynk Oxhyde: Thanks for pointing out the issue with the Rush Coil! Both that and the Weapon Charge artifact are fixed in the current version on the site, along with the other problems you've pointed out.
(Also, I have a rough shape of the Rockman & Forte title screen in the game now, based off Demi's fine work here. Still got a lot of clean up to do, but it's progress)

Synnae: Wow, that's awesome! I hope you enjoyed the game - it took me a little getting use to, but I eventually found my gameplay rhythm with Mega man and quite enjoyed it. The extra beeping that you and Zynk Oxhyde noticed as a stray control character I overwrote when moving the dialogue to another location in the ROM - it'll be fixed in the next (hopefully final) release. Thanks for letting me know!

azoreseuropa: Hey! I apologize, I'm not sure what you added to your quoted post.
Regarding "Exit Unit", unfortunately, I actually dislike the sound of "Exit Parts". :)

I did change it to that in the Japanese names version of the patch, but I prefer to keep the English localized name in the English names version. Thanks for your feedback!

Wow, that's bizarre. I will take care of that when I get back from the hospital today. Thanks for letting me know!

Hey everyone! Thanks again for your continued feedback and support of this translation.

Here's Version 1.1.
It includes all the fixes posted thus far, plus one or two additional ones I found. It also includes a 90% complete "Japanese names" version for Zynk Oxhyde. :)
(The only thing left, I think, is the title screen, which I'll do when my real life workload is gone down a bit)

Also, thanks to whoever added Raccoon Sam into the credits on the site! Much appreciated.

Yay, you found it Zynk Oxhyde! "From a Boss" and "Useless" were two separately listed lines that I couldn't find while playing the game, so I thought they might be unused (I could have sworn I used all the items, but I guess not). I figured if someone found them, they'd let me know I could put them in context correctly. Thanks!

Regarding the mirror bit, it's a spoiler, so...

Mega Man Shadow is like Quint, a future Mega Man that Wily kidnapped and reprogrammed (thus, Mega Man Shadow). Mega Man's story is about how he could fall and become like Mega Man Shadow, if he gives into his need to increase his power. I'm sure you can guess which path the Blue Bomber chooses.

For Bass however, Mega Man Shadow is a mirror of himself and his lust for power - both were modeled after Mega Man by Wily solely to fight and destroy. If Bass were more introspective, this might give him pause. But, you know Bass...

I went ahead and changed it to "Mega Man Shadow is a reflection of you" - I think that conveys the meaning better and more naturally.


Question: I've started creating a Japanese names version of the game (Mega Man -> Rockman, etc). Since you expressed interest, would it be better for the title screen to be changed back to the original Japanese one, or  altered to an English "Rockman & Forte"?

Thanks Truner! Funny you mention Klonoa... it's another one of my half-finished projects. I may start back on it soon - it was a fun little game!

KingMike: Yep, that was Digimon: Anode/Cathode Tamer. The Hong Kong release combined the two prior Japanese ones, kind of like putting Pokemon Red & Blue into one game.

Magma Dragoon: Haha, I actually have two Wonderswan Digimon games in my half-finished projects queue. :)

azoreseuropa: First, I hope you've made it further in the game than the character select. XD
While I think of Mega Man and Bass as different sides of the story (Good versus Anti-Hero), you've got a point. Unfortunately, the way that section is done (to the best of my understanding) is that the background is a solid color, then each tile is layered over it using four hex pairs (tile, palette, X & Y coordinates). There's only so many "drawing" pairs allocated, and I don't see any free space to add in more.

That leaves us a few tiles short of "Select a Character", and quite a few off from what we'd need for "Please Select a Character". I was able to change it to "Pick A Character", which I think conveys the meaning better like you were saying.

(Also, Bass's face here is amazing)

Thanks for the feedback!

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