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Messages - Lugia2009

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1
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 24, 2014, 02:24:34 pm »
Wow :o, I knew Nanjing put some real effort into this game, but I didn't think they went as far as to have post game events other than Mewtwo.  Thanks for posting this, it'll help with my translation. :)

For the legendaries, I like how you can encounter them in random battles in certain areas, but it would be cool to have special trainer fights that reward you with some of them.

I've been coming up with a few ideas for extra trainer battles that would reward you with legendaries, MissingNo. (whose name is ---------- in the game), fossil Pokemon, plus a few others. They would appear as both pre and post game events.  I wanna make sure it's possible to get all 156 Pokemon in the game.

Here's two extra trainers I've made so far:


(Couldn't resist making an appearance in this game too! :))



(Prof. Oak's sprite is just copy, pasted, and recolored from the intro screen.)

I didn't implement them into the game yet beyond the graphics and names being inserted.

Plus there's some other trainer sprites that can be used to create even more trainers! (Yay extra content! ;D)


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I've wanted to mention that I've started uploading some of the remixed tracks on my YouTube channel. 8)

I'm glad you like the new tracks :), I think they're sooo much easier on the ears than the original ones.

2
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 22, 2014, 11:42:25 pm »
I could, I was lucky enough to get ahold of a nanjing game I can use as a donor.

3
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 22, 2014, 07:17:00 am »
You can make repros if you can find the original copies which are very very very rare outside of China. This game uses mapper 163. So you need to find a game made by Shenzhen Nanjing, all their games use this mapper.

4
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: July 15, 2014, 11:46:38 pm »
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Lugia, has anyone ever told you you're a madman? First final fantasy vii and now this? Genius.

Plus I'm doing character imports on Dissidia 012 Final Fantasy as well:




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Also, I make NES repros. If I ever figure out how to make the cart for FFVII, you will surely be the first to get one.

Cool, I'm trying to figure that out as well.

5
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I don't have snapshots, but I noticed that sometimes Weapons & Armors only add Strength (STR) status, must be a glitch. It happened in Aerith's town (at least that's the place when I noticed it) and I had the chance to equip weapons that granted +166 STR with 0 INT, VIT, AGI, HP, etc.

I noticed that too. But I just assumed it was due to the fact that the savestates I used existed from when the armor actually gave those stats before I altered them.



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PS- Im using Nestopia and works prefectly :)

You can thank Dizzy9 for that :)
He fixed the bug preventing Nestopia from working.

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I noticed that when fighting you have "break limits."
How do you release them?
 :huh:

What do you mean? Do you have a screenshot?  :huh:

6
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: June 06, 2014, 09:46:35 pm »
A bit of bad news, I was just about to release a new update, but my hard drive to my computer went (second time :banghead:). I had all the menus redone and a bit more of the game translated. Luckily I do have another back-up computer to work on.  So as of right now the game up to vermilion city is done, plus I'm working on redoing the text on all menus (again).

7
Wow, 300 dollars! :o  I can't believe someone paid that much too!  Not sure whether to be flattered that a copy of the game went for that much, or disgusted that they made the price so high.

I'm all for someone making repros and selling them, but Jesus.  It would take me forever to get together that much money.

8
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: April 23, 2014, 03:32:42 pm »
Hi all!  :) I appologize for the long absence. Things have been very busy, between hours at work picking up and  redecorating at home. But my hours are back down, so I'll have more free time.

I have been working on this game some more and up to the S.S. Anne is finished being translated.

9
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 28, 2013, 12:25:02 pm »
Quote

*cough*
Nice! I really like it, I'll go ahead and make the changes.  I'm going to go through and change the looks of fonts in the other menus too.

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I found Lugia in the first area after getting Pikachu T_T

Oops, I think that's from when I was working to catch each Pokemon.  I fixed it.


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Are you making notes of how the game's programming works, by any chance?

I am, later on I'm going to get together everything and write a guide to hacking this game.



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Also, some feedback.  I'm not a fan of how these look.

Really?  I like it, makes me feel like I'm playing this game on the N64.





I thought about the map and NPC graphics for this game, and they are lacking. I don't like how the GBA graphics on the NES look. The battle screen looks better, but the rest of the game looks pretty bad.

So I decided to go through the graphics on each map and redo them after I translate the game. I'm going to make the game match the Gameboy style more, I'm think it will really look much better and more like an official version of the game.

It shouldn't take too long since the graphics are already made. I just need to transfer them to this game.



And a bit more has been done, I finished Nugget bridge and found out how to set the trainers you encounter.  Apparently they're vision range and which NPC the trainer is, is located within the teleport tile settings.

10
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 11, 2013, 07:58:00 pm »
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This game have ending? or its only a short version of the game?
There is a lot of ports/demakes in nes that are only 2 stages...

From what I've seen, (I haven't finished the whole game yet), just about everything is there.  All cities, gyms, the elite 4, the trainers you meet that give the Red/Blue starters, and all legendaries. I know the mini game from the gaming corner is missing.  And you can't ride the bike in this game.

Also, there's a few special trainers that weren't even in Pokemon Yellow:


I'm not sure yet if they are even used in the game, but if they aren't, I can make new events to add them in

And along with them, all regular trainers from G/S/C that weren't in Yellow are in the game.






*Update*

I fixed the blue arrow in the battle dialogue that would sometimes cover up the text. I moved t to the bottom right of the text box.

Also, I fixed what was wrong with Pokemon 00, so now there is a total of 160 Pokemon in the game.  I just can't change it's name from ------------ since that is linked with the Pokedex, also the ? picture is also linked with the Pokedex, so I can't change that either.  But it does have it's own stat growth curve, moveset, and type. 
And it won't appear in the Pokedex.  If you do fill the pokedex, it'll say you've seen 160 pokemon and caught 159.

And I finished the sprites for the 2 extra trainers.


I probably should've put this before, but here's a comparison of the menus now and before:

11
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 05, 2013, 05:03:21 pm »
Now that I've finished working on Final Fantasy VII. This project has now been picked back up. 

There's been some changes since the last update, I recolored all of the menus to give them more vibrant color, all pokemon have been recolored, and all trainers names have been translated.  I also altered the pokedex screen a little to make the area for text larger so it can support another line of text.  I'll be able to give better Pokedex descriptions now. Also the orange text boxes of the battle menus have been changed to white.

And with the trainers, I found 2 unnecessary sprites. Thanks to what I've learned from working on Final Fantasy VII, I will likely be able to make special events from scratch for optional trainer fights.  From what I've seen, the event system commands for both games seem to be very similar. 

Not much more has happened with translating the main game (I lost my old game save), so I started the game over and just spent time catching all pokemon at level 99.

I tried looking into making pokemon "00" into MissingNo. but it looks like that won't be doable.  So I'm going to try and add a pokemon to the game, which may very well be easier said than done.


Here's some screenshots of the new menus and battle screen.








Here's an updated patch. enjoy :)

https://db.tt/dpNXnISA

12
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 22, 2013, 09:55:54 pm »
Thanks:)

This game is fully compatible with the original hardware, you just need a custom board, or to find the right donor cart.  Though, making a custom board, or finding someone to make it will probably be an easier way to go.

Even if you find an original Shenzhen Nanjing cartridge, there's no guarantee it can be used.
I managed to find 3, and I can only use 1 since it looks like the other ones have epoxy globs over the flash chip.

13
Front Page News / Re: ROM Hacks: Resident Evil (GBC) - Bugfixed version
« on: November 21, 2013, 10:47:53 pm »
Speaking of Resident Evil 1.5, has anyone else seen this?

http://www.youtube.com/user/MrBZork/videos

There's a group that's restoring Resident Evil 1.5

14
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After I defeated Palmer and got Cid in my party, I got a ship to take out on the water. I docked the ship on the sand and went into the Canyon village to heal my party and when I went back to the world map the ship was gone. Is this a game breaking glitch or is it supposed to disappear and I'm missing something? I've walked up and down the entire coastline and the ship is definitely gone and I'm trapped now with nothing to further advance the storyline.

Hmm...Has anyone else had this problem?


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It's been a pleasure working with you, Lugia2009. I hope that I can contribute to any of your future projects.

It's been great working with you too, thank you so much for your help :)


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For your information Lugia2009, whenever you load a saved game, the water animation will be glitched. This happens in the original Final Fantasy VII NES ROM.

Yeah, I've run into that problem as well.  Not sure why it's doing that though.



15
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 19, 2013, 07:50:47 pm »
Good news!  I uploaded a new patch to the RHDN database that changes the magic names, item descriptions, and an issue I found with 7 of the optional bosses in the game.

AND best of all! Dizzy9 has sent me a patch that not only adds damage animations to the battle system, but also fixes the issue this game has with the Nestopia emulator!


The new version is 1.1


Here's pics of the damage sprites:



Here's the patch, same as before, it needs to be patched over the original untouched chinese version of the game.
https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children%20Ver%201.1.rar


Dizzy9 says he's been able to play the game on Nestopia up to the second reactor and during the Airbuster fight with no issues.  He also says this fix may enable the game to be played on other emulators that have had black screen issues too.


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I just left Midgar I'm having fun playing this remake. For a long time I wanted to play Final Fantasy VII again. I'm happy that someone posted this on reddit. This remake is fantastic. :laugh:

Thank you, Glad you're enjoying it :)

16
Thanks :)

I'm glad everyone's enjoying the game



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Is there something wrong with the full patch? The patch labeled as just the English translation works just fine, while the Advent Children patch refuses to load in Nestopia while FCEU will load it but have garbage all over the title screen.

I'm not sure why this isn't working in Nestopia.  It works fine in FCEUX though.  It also works on FCEUX 2.2.0



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What is this? A FFVII demake for the NES, or a game containing the events of Advent Children in NES format? By the looks of the screenshots, it's the former. But why call it Advent Children?

This is a bootleg game made by Shenzhen Nanjing, they titled the game Final Fantasy VII Advent Children.  But it's a remake of the original PS1 game for the NES.

17
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 15, 2013, 08:48:28 pm »
Thanks for the support everyone!  :) :) :)



It is unfortunate that this game has such an unusual mapper that is not supported yet by so many NES emulators.  I'm really not sure why this version of the game isn't working on Nestopia.


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- During the scene where the train security system discovers AVALANCHE's fake IDs, would it be possible to have one of the more fast-paced songs play to add a sense of danger? Maybe the battle music if another more suitable song isn't available.

That would be pretty cool, unfortunately, there's no event command to call music though...


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Old name > New name
MdPotion > HiPotion
HiMega > Hi-Mega
HiEther > Hi-Ether

That'll be no problem.


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I know that naming the spells this way was Lindblum's decision, but there are a lot of spell names that I feel were poorly chosen.

The -ra -aga and -aja were done by me, kind of a last minute decision.  But you're right, they were better with the 2, 3, and 4 at the ends.


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GENERAL
Take out the -ra / -ga / -ja suffixes, and replace them with simple numbering. The suffixes are used in official FF translations post-1999, sure, but on some spells, it just looks awkward due to the 6-letter limit--Watrga, for example. On top of that, not all spells follow the modern-day FF suffixes. So we get Fire, Fira, Firaga, and Firaja, sure, but out of the blue, there's Blaze, Blaze2, Blaze3, and Blaze4? It just looks bad. Fire / Fire2 / Fire3 / Fire4 and Blaze / Blaze2 / Blaze3 / Blaze4 look a lot more professional.

WATER
Changing "Wave" to "Flood" would make the Wave line of spells sound a lot more fierce.

THUNDER
A better name for the Rage line would be Shock; it's a thunder-elemental spell in FFXI. "Rage", to me, sounds more like an alternate name for Berserk.

WIND
The "Wind" line has really no business being named as such. Aero is the same amount of letters and is the actual name official games have given the spell.

Squall is one of those spells that gets shortened in an ugly manner to make way for its higher-tiered brethren. (Squall, Squal2, etc.) "Gale" is a shorter name for it, and this way you get to avoid connotations with thunder-elemental spells--and the FFVIII protagonist. I would've suggested "Tornado", but there isn't enough room, and I'm trying to avoid abbreviations. (Trnado, Trndo2, etc.? Um, no please.)

EARTH
"Rock" is another spell that really shouldn't be named how it is. "Stone" is a single-target earth-elemental spell in the MMO Final Fantasies, and fits right in with the allotted space of 6 letters for spell names.

LIGHT
"Holy" is quite possibly the most questionable choice for the damaging light-elemental spells, since Holy is the name of an important plot device in FFVII.

EDIT: Though it's usually branded as a spell that only damages undead in the FF series, Dia would be a great name for these spells. Your team has it cast on them beforehand, and people would be able to recognize that it damages all types of foes. I had originally suggested calling it "Light."

I haven't gotten it yet, but if the materia that grants Cure and the light-elemental attack magic is called "Holy" materia, it should probably be called "Light" materia.

"Bhamut" looks terrible for an abbreviation. "Bahamt", if a six-letter shortening has to be used, looks a lot better.

Also, it looks like there's two entries for "Cura" (One by the water spells, one by the light spells) but "Wave2" is missing. Just a heads up in case something got named improperly.

ICE
For some reason, the Ice line and Hail line both have spaces between their names and their numbers, when they really shouldn't. So, for example, "Ice 2" and "Hail 4" should become "Ice2" and "Hail4".

Ok, I like these ideas.  I'll go ahead and make the changes.  Thanks :)


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the description of the potion says it heals 200, but when i use it i see a green text that says 500.

Oops, I'll go ahead and fix that.


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I'd like a refresher on what specifically has been edited for space in the rom (as compared to the original PSX version)... Someday I'll land and have the chance to sit down with your work, Lugia...

You mean what's been left out of the game that was present in the PS1 version?


18
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 13, 2013, 09:34:51 am »
Ok, I fixed it.  Sorry for the problem.  :-[

Here's the download link for the fixed patches:

https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children.rar

I also resubmitted it to the database, and posted it on the first page.

The emulator I've been using is FCEUX for the PC.
NesterP for the PSP and FCEUX for the Wii also work well.

19
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 13, 2013, 06:21:10 am »

IT'S FINISHED!!!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

After 4 years of work, I'm proud to present Final Fantasy VII Advent Children!

I want to thank everyone who has supported this project.

The patch was accepted by RHDN and can be found right here: http://www.romhacking.net/hacks/1657/

Have fun everyone!

20
Personal Projects / Re: Final Fantasy VII NES Project
« on: October 29, 2013, 07:40:38 pm »

Hi all, It's been a while since I gave an update.

Don't worry, the project is still going and is moving along smoothly.

Right now, the graphics for the new bosses are done, I created new events from scratch, new dialogue is made. Now all I need to do is place them on the proper map which won't be too hard, and I also need to determine how strong the bosses should be.



I'm still playing through the game, fixing and adding things along the way.  I added some new dialogue at a few spots, and fixed errors at other spots.


I made changes to the stat bonuses given by armor, and I increased the power of Healing spells.


I'm up to Cosmo Canyon now, and found a few problems there such as sprites for RedXIII and Bugenhagen disappearing which is now fixed.

There was also a big problem with being allowed to exit Cosmo Canyon and go to Nibelheim. This would cause future events to not occur, and since Cosmo Canyon was skipped, the events at Cosmo Canyon wouldn't occur either when you try to go back, making the game unbeatable.

That has been fixed also.



I also reworked the stat growth of the characters quite a bit.

I couldn't find a clear guide that compares the characters, so I had to make up what their stats would be.

I have the characters rated from D-S and given each one 12 points to apply to them.
That was the best way I could think of to determine how their stat growths should compare.

Here's how I have them now:

Cloud
HP: A
Strength: A
Intelligence: A
Defense: B
Spirit: C
Agility: D

Barret
HP: S
Strength: S
Intelligence: D
Defense: A
Spirit: D
Agility: C

Tifa
HP: C
Strength: A
Intelligence: C
Defense: B
Spirit: B
Agility: A

Aeris
HP: D
Strength: D
Intelligence: S
Defense: D
Spirit: S
Agility: S

RedXIII
HP: C
Strength: A
Intelligence: A
Defense: C
Spirit: B
Agility: B

Cait Sith
HP: A
Strength: B
Intelligence: C
Defense: S
Spirit: B
Agility: D

Cid
HP: B
Strength: B
Intelligence: C
Defense: A
Spirit: C
Agility: A



And I found a problem with the Fire materia. For some reason, when a character levels up while holding that materia, all of the MP for each spell would fall to 0. This only happened with the Fire materia.
 
It turned out to be caused by the changes I made to keep MP from restoring upon leveling up.
But I managed to fix it.

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