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Messages - zstandig

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Front Page News / Re: ROM Hacks: Mega Man 7 Gets the Upgrade It Deserves
« on: February 28, 2017, 10:14:23 pm »
Yeah its about time XD. I mean theres Rockman 7 FC, but its in japanese, which sucks. Can you try the codes and tell me if the museum fight pops up. If u want I mean

I'm pretty sure it does, last time I played it like that was years ago.  It certainly wasn't game-breaking.  I'll check it out anyway when I get the time now that I've rediscovered MM7


Replayed,  appears my memory was off.  It actually skips the intro level and the robot museum mid-level.  However, it does make it more like the NES MegaMan games due to having all 8 Robot Masters available at the start and gets right to the game instead of that slow intro level with all the dialog that you can't skip through

I guess story-wise it means that you don't get introduced to Bass/Forte (pretending to be good) or get to see how Wily got broken out of jail, then skipping the museum stage you don't get to see some NES Robot Masters rendered in MM7-style sprites, and you don't see Wily stealing GutsMan

Front Page News / Re: ROM Hacks: Mega Man 7 Gets the Upgrade It Deserves
« on: February 28, 2017, 06:19:53 pm »

Good point with the Rush L and R and cut-scene skip, but the save/load feature really isn't optional if you use an emulator and is more of a classic feature, and good point with the eight robot masters, but then how would you fight the mid bosses that appear after the first four are defeated, unless they're made into additional Wily stages.

Found it here:

Oh, I like to play on flash carts (powerpak, everdrive) so a save feature would be nice, however I recognize that I'm probably in the minority in that respect, therefore it probably isn't needed. 

I figured the mid-boss stage at the robot museum would show up after four robot masters are defeated, no matter which ones they are.  I thought it would fit in with the spirit of this hack as the previous games started with all Robot Masters available.

I actually started playing MM7 again after a while and realized that we still need to press down 'B' in order to slide while it seems like 'X' and 'A' don't do anything.  I think it would be a nice feature to assign 'slide' to one of them.

I'm very thankful someone is giving MM7 some attention

Front Page News / Re: ROM Hacks: Mega Man 7 Gets the Upgrade It Deserves
« on: February 28, 2017, 05:50:07 pm »

*Battery Backed Saving, codes are annoying and Capcom only did it because they were too cheap at the time.

*Switch to Rush Items via L & R buttons, this always bugged me, the weapons can be scrolled through, why not the items?

*Cut-Scene/dialog skip via start button, this is one game I find myself unconsciously jamming the start button trying to just 'get to the game already'.

*All eight robot masters available at start, I think there's even a code for this one.

Personal Projects / Re: Super Luigi Bros. NES (Hack)
« on: February 25, 2017, 06:49:04 pm »
Since it's based on Mario 2(j), Luigi's unique abilities could probably be put in.

personally, I'd yoink Nintendo's Luigi Bros title screen.

Personal Projects / Re: Snes9x MSU-1 Support
« on: November 11, 2016, 03:12:24 pm »
I logged in just now specifically to say thanks.  MSU1 is too big of a feature to be exclusive to one (fussy) emulator.

Personal Projects / Re: metroid mOTHER health refill and warning addendum
« on: November 07, 2016, 01:30:35 pm »
Could this addendum please be released as an .ips file please? 


I think there were some specific uses for the shield as an item.
Such as the Mario Spinies (whatever they were called in the game) where you have to use the shield to make them vulnerable.

And the flamethrower you need the Mirror Shield to get passed.
Technically maybe you could hack the game to auto-shield, but it would seem like, in the above situation, Link just suddenly gains the ability to repel fire. :D

I see,  I guess the game was built around the shield being an item. I didn't think that idea out completely.

I'm finally playing thru Link's Awakening after all these years of putting it off.  I noticed that the rupees are all blue, except for the ones in the color dungeon that are green.

#1     In modern Zelda games the blue rupee is worth 5 while the green is worth 1.  This was solidified in A Link to the Past.  I can understand the need for one type of rupee in Link's Awakening back in 1993 due to lack of color, but for whatever reason when it was colorised in 1998, Nintendo made the rupees blue.  I was wondering if the blue rupee sprites could be swapped with the green ones from the color dungeon so this way we've green rupees worth 1 rupee and special blue rupees in the color dungeon worth 5 rupees.  You know, for consistency.  I'm not aware of any color limitations, so I believe it could be done.

#2    This idea is a bit more bold because it deals with actual game-play and how items work.  When you don't have a specific item equipped and you try interacting with an object corresponding to that item you get rewarded with an annoying text box saying something akin to "Oh crap I can't lift this, if only I had something that could lift it -Hint Hint Wink Wink-".  Needless to say this gets annoying after a while,  is there any way to shut off these types of notices after you earn the item associated with them.  For example, you could stop getting those notices once you get the power bracelet and the pegasus boots. 

That got me thinking further, as the power bracelet example only exists because it's an item to equip in this game rather than a permanent power up like in other Zelda games.  Is there a way to make the Power Bracelet always in effect so Link can always lift objects after he earns the Power Bracelet?

#3   One of the drawbacks of being monochrome is that the original game had to differentiate some items by calling them "Level -1" and "Level -2" instead of altering their color or appearance.  I feel that some item sprites could look more distinctive as color isn't a limitation anymore.

#4   This is just a personal thing, but I never really understood why Link's shield had to be reduced to an item rather than something that's always out.  Is there a way to make the shield always present and behave, in a classic NES Zelda sort of way?

Personal Projects / Re: Super Pitfall NES (improvements)
« on: July 13, 2016, 11:03:29 am »
I have often pondered that it would be interesting if AVGN revisited some games that have had "fix" type hacks.

Personal Projects / Re: Castlevania III - Rated M For Mature
« on: June 28, 2016, 01:52:33 pm »
This is exciting, I love hacks that combine regional variants.  :thumbsup:

General Discussion / Re: Do you use deodorant?
« on: June 22, 2016, 11:13:38 am »
I dab some isopropyl alcohol on some toilet paper and pat it on my under arms. The alcohol kills the odor causing bacteria.

ROM Hacking Discussion / Re: What are you looking for in a ROM hack?
« on: June 22, 2016, 11:11:05 am »
My favorite hacks are the kind that do one of three things or all of them.

-*fix* a game. What that means depends on who you ask. My perception of fix is to de-censor games, give a cleaner translation, introduce more advanced features (like battery backed saving), porting features from later games or foreign releases, that sort of thing.

-translate a text heavy game into English, this gives me a new experience and an opportunity to play a game that I would other wise not be able to play.

-Allow a prototype or some other game to be played on a console that it was never intended to be on.

Complete hacks are good in there own right, but I often find myself craving the original game when I play them.

Personal Projects / Re: Megaman Z
« on: June 13, 2016, 03:10:13 pm »
Neat, I didn't even remember that.

Personal Projects / Re: Megaman Z
« on: June 12, 2016, 12:59:16 pm »
I tried making it again and this time nothing freezes, I don't know what went wrong before. Some minor graphical glitchyness is still present but not that noticeable at all.

My only two-cents is that the 'Wily' capsules look a little out of place. I was actually expecting the pink/red capsules from MMX3.

Personal Projects / Re: Megaman Z
« on: June 10, 2016, 03:42:45 pm »
First I tried it using BSNES (073), it worked but there were odd graphical corruptions (the Wily capsule and the 'Z' in the title particularly)

I then found a different MMX 1.1, only this one was '.sfc' I then used a tool to make sure its checksum was okay.

That cleared up the graphical corruptions.

I then put it on my powerpak to play it on real hardware.

For some reason or other I hit two areas that cause freezing.

*Right before Vile in the intro stage
*The minute you begin to move in Launch Octopus's stage (Somehow I managed to remember that 888888888877 password from my youth  ;D)

After trying real hardware I went and tried it again on BSNES, and it froze in the intro right before Vile.

There were also other weird graphical..I don't know how to describe it.. stuttering? Like when I compared the title screen animation the X and the Z animates in an odd way and during the intro stage when the bee copter things fall there is noticeable..I can't describe it, just something looks off.


I really like the attention to detail. Specifically the icon in the boss meter being changed from a Wily skull to a Sigma emblem.

I did a quick play through of Chill Penguin, Flame Mammoth and Storm Eagle and everything worked fine. Thank you for making this.

aren't those still on Board2?


Every now and then a good hack comes up there that never gets released here for some reason.

It occured to me that some FDS games allowed saving while their NES counterparts used passwords or worse didn't allow any kind of saving at all.

Kid Icarus is a good example. The NES version has a password system while the FDS version has a zelda-esque save screen.

Castlevania has a similar situation, what's more when it was re-released in cartridge format for the Famicom it sported an 'easy mode' that the NES version never got.

Poor Stanley. He needs his own ROM hack starring role to offset demands like this. :(

Okay, lemmee clarify this a bit.

Donkey Kong 3 is sorta not as popular as Donkey Kong and Donkey Kong Jr, I find that to be somewhat of a shame because even though it isn't all that unique in gameplay it is still a decent top down shooter type game with a lot of fun to offer. Putting Mario/Luigi in the main role adds some recognition because only extreme Nintendo nerds know who 'Stanley' is.

That's all, also, this isn't a demand of any sort, it's a suggestion in the hope that somebody who has the skills to do a pallate swap might find this an acceptable idea for a project.

Inserting Mario into games via hacking is pretty big tradition, Stanley is not the first to be replaced. Bomberman, Mappy, the star of lode runner, moai-kun and the balloon fighter have all been replaced with Mario/Luigi in the past. Those characters have not gone away because of these hacks, neither will Stanley.


Ever notice how Donkey Kong 3 (NES), you play as 'Stanley the bugman'....

I never got that, Donkey Kong is still the antagonist, but no Mario. Donkey Kong 3 would feel more proper and more like a part of the Donkey Kong arcade series if 'Stanley' was replaced with 'Mario/Jumpman', or hell, even Luigi.

ROM Hacking Discussion / Re: Yoshi's Island on GBA
« on: June 19, 2015, 09:06:30 pm »
GBA was just that good? I guess that's to be expected 1990 vs 2001ish. They seemed comparable, but I suppose they both have strengths and weaknesses.

I guess I jumped to too many conclusions and got excited.

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