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Messages - zstandig

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NES Super Turrican optimized for NTSC, and Street Fighter Alpha 2 decompressed

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Castlevania - Dracula X

Yes, it's a sloppy remake of Castlevania - Rondo Of Blood.  But here's a few simple things that if fixed, could make it seem a lot more polished.

Richter's walk animation:  So they took his walk and stair climbing animation from Rondo, then cut out half the frames.  The side effect is, he animates twice as fast.  There's probably no way to add the missing frames, but would it be simple to just slow the animation down?

First stage boss:  Why does a three headed dog sound like a mountain lion?

Sixth stage boss:  This is the Death fight.  In Rondo Of Blood, it takes place on top of a ship with a wide open background.  Death descends in the background with a smaller sprite, rises past the top of the screen, then swoops back down with his larger sprite - right over Richter.
But for some reason, they tried to do the same in this game, despite the background being only 2 feet behind Richter.  So it looks like a mini death turns into a big death.  It looks dumb.

Final stage background:  Before entering the stage, we see a map screen indicating where Richter is on the castle.  Then the stage begins, and we see the exact same castle in the distant background.  No.  Just no.

Third stage boss:  Dullahan's death animation shows background tiles from Rondo that don't exist in this game.  On second thought, maybe it's best to leave that in.  It's funny, and who would notice anyway?

So it's been 13 years since anyone's done a hack for this game.  Anyone more skilled than me up for it?

I second this, the game needs some love.  I always thought a title screen hack to "Vampire's Kiss" (to differentiate it from Dracula X) or a save function would spruce it up

3
Now that the SNES port of Wolfenstein 3D will be uncensored soon, I would like to see someone decensor Duke Nukem 64.

I agree, renaming things and changing textures would be a great change.  I think it's best to leave the level and weapon changes alone though.

April 08, 2018, 01:06:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
More GBA hacks in general.  For some reason, I'm not a huge fan of the SNES but I love the GBA.  It drives me crazy to see all those hacks for F-Zero, Super Mario Kart and the Mario games but so few for the GBA equivalents!

Mario Kart Super Circuit is a better game (IMHO) than SMK, F-Zero: MV is a better game (IMHO) than F-Zero and, well, Mario is Mario, I suppose. :P

So, get to it guys.  Port your levels and tracks over to the little machine that could
PS:  Full Disclosure:  This post isn't entirely serious.  I, personally, wouldn't even know where to begin! :)

One of the things I never liked about F-Zero: MV is that the Falcon Mk-2 has to be unlocked.  I feel they should be playable in the beginning.  Captain Falcon is F-Zero.  Without him it just isn't the same.  That's my take.  Also, Wind Walker and Sly Joker should be uncensored back to Crazy Horse and Dirty Joker along with the uncensored portraits

So yeah, start with the Falcon and decensorization

4
Personal Projects / Re: Zelda II Redux
« on: March 23, 2018, 09:28:59 pm »

8.Alright, I just thought it would be cooler for the King of Hyrule to have his FDS tomb than the one they made in the NES port, but you don't have to restore it if you don't want to, it's no big deal.

There's no reason to visit his tomb, the one thing to fix in his NES tomb is change the text "THIS IS KINGS TOMB" to "THIS IS THE KING'S TOMB".

It's been a while since I've played through Zelda II so I might be missing some context, but would "TOMB OF KINGS" work?  I figured since now we know the official timeline and Zelda II is pretty late, so it would be reasonable to have a tomb of many past kings.

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ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: March 20, 2018, 03:39:32 pm »
Have you checked the prototype?  That one had some uncensored stuff.

https://tcrf.net/Proto:Wolfenstein_3D_(SNES)

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-Super mario bros deluxe release on nes with no screen crunch
-battletoads mode B added to the game
-castlevania symphony of the night with saturn extras on the ps1 version( also fast transitions for the game over screen)

SMBDX had a nice map screen a better Luigi sprite and animated lava/water.  Having those features on the NES version would be a welcome addition

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ROM Hacking Discussion / Re: SMAS: Auto load of specific game
« on: March 11, 2018, 03:39:33 pm »
It's a good idea.  The way we load roms off of emulators and flash carts means that games like these just add yet another menu to go through.  Space is hardly an issue, so having four copies of SMAS, one for each game would subvert the need for the in-game selection menu.

It would also mean that individual hacks could be made for each game, or we could have the SMAS+World version of SMW as a stand alone rom with it's own patches and whatnot.

I can't help you, but I support your concept  8)

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I think there should be a sprite and title-screen fix for 'Universal Solder' on the Genesis/MegaDrive.  The game was originally going to be a port of Turrican 2, but it became a lazy tie-in to 'Universal Soldier'. All Accolade did was change the title-screen and some sprites, they also replaced the top-down shooter stages with some of their own levels.

These changes were made late in development, so I figure it should not be impossible to revert some of them
 
The sprites and title-screen could possibly be adapted from Mega Turrican or the Genesis/MegaDrive version of Turrican

9
I was thinking of the SNES game Castlevania Dracula XX.  It's oft overlooked as it's compared to Rondo of Blood and suffers from censorship.  The http://www.romhacking.net/reviews/1109/#review 'unsung villain hack' helps rectify this by getting rid of the censorship and replacing Richter with the unnamed cancelled 32X Castlevania character.  In my opinion this is a good thing as it disassociates the game from Rondo of Blood by having a different protagonist.

My thoughts are that this ought to go one step further and replace the 'Dracula XX' title' screen with the European 'Vampire's Kiss' title screen.  This way it can stand as its own game

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F-Zero 2 was released via the BS Satellite service in Japan, the game filled a niche that in modernity would be considered a level pack.   Gameplay-wise I believe it uses the same engine and whatnot.  Although it is called 'F-Zero 2' the reality is that it simply swapped some cars, title screen and replaced the tracks with a new one called Ace.

I'm not particularly attached to the newer BS F-Zero Machines, would it be possible to add 'Ace' to the original F-Zero for one definitive SNES F-Zero experience?

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ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: June 08, 2017, 03:25:40 pm »
I played up to the towns and everything seemed okay (using FCEUX)

I have a powerpak and tried that and got a 'bad header' error.  (That's from the powerpak not the disksystem rom)

However the powerpak uses the disksytem rom is probably the culprit as I've never been able to get any fds hacks or translations to work properly.

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News Submissions / 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

<edit>

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


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News Submissions / 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:
https://www.youtube.com/watch?v=onLtNHcM4xM

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

15
News Submissions / Re: ROM Hacks: Mega Man 7 Gets the Upgrade It Deserves
« on: February 28, 2017, 05:50:07 pm »
-suggestions-

*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.

16
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.


17
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.

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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? 

Nevermind

19
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.

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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?

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