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Messages - ShadowOne333

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This is a weird idea, but since Megaman X3 has a MSU-1 hack made, do you think someone will make a hack to reinstate the FMVs of the opening and ending parts of the game from the Saturn/PS version (and with the original music from there)? Thought I'd ask
How does that work, anyway?  I'd listen to the PS1 version's soundtrack before making that wish, but maybe there's a fan cover of the soundtrack that sounds more appropriate.
It certainly is possible to do so.
A Link to the Past and Chrono Trigger MSU-1 patches have support for video files, ALttP for a special introduction video at the start of the game, and Chrono Trigger for all the PSX FMVs, so it is without a doubt possible.
It'd just be a matter of checking the MSU-1 ASM code and seeing how to implement the FMVs into there based on the code from ALttP/Chrono Trigger.

Although, don't ask me, I have zero clue how MSU works xD

Just as an extra, I believe you can achieve something akin to this with the Gameboy/GBC emulator for GBA, named Goomba Color (I think).
The emulator has an option to enable something similar to Super Gameboy borders for games.

However, if you disable the borders, you will get a nice widescreen effect on some games.
For example, Metroid II gets a widescreen view by default, only thing is that enemies/items won't spawn when outside of the usual 4:3 view, but the backgrounds and map layout is active in widescreen, it seems it's just sprites that won't appear outside the 4:3 view.

Here's an example with Super Mario Land with the border set to none:

Following on this issue.
I haven't been able to fix it yet, but PK Hack user d-man has been helping to narrow down the problem.

He did some tests on his own to a completely clean ROM and compiled it back with CoilSnake.
He started compiling a ROM with no changes made to it and adding certain ranges of addresses into the "used_ranges.yml" file. This YML file tells CoilSnake what addresses NOT to touch during compilation.

Right now, it has come down to the following ranges (the ones with # are commented out):

Code: [Select]
- (0x17E83F, 0x17FFFC)
# - (0x180000, 0x18FFFF)
 - (0x190000, 0x19FFFF)
# - (0x1A0000, 0x1AFFFF)
 - (0x1B0000, 0x1BFFFF)
 - (0x1C0000, 0x1CFFFF)
 - (0x1D0000, 0x1DFFFF)
 - (0x1E0000, 0x1EFFFF)
 - (0x1F0000, 0x1FB36D)
(They all seem to be related to tileset data according to Data Crystal)

However, I cannot test this on my own, as when I try to add these ranges on MaternalBound, I run out of free space on the ROM to compile it. So we still have yet to narrow it down even further.

One thing of importance, it seems that whenever CoilSnake starts its compilation, it frees-up these ranges, since the original data that used to go here gets repointed and moved into another place in the ROM.
To add to this even further, it seems that once CoilSnake frees up these ranges, what usually gets placed in this addresses is the Title Screen data. I'm not sure if this has something to do with it or not, but perhaps the Title Screen data could be somehow related to the Kirby sprite.

I will try to debug this even further, but if someone else has more insight or figures out how to restore the sprite, please let us know!

Good day, RomHacking community.

I am seeking help with one issue I stumbled upon, which I've been trying to fix throughout half a month already, but haven’t been able to do so at the moment, and it’s something every EarthBound ROM compiled with CoilSnake suffers from, including clean ROMs without modifications.

You see, there’s this particular Debug menu that uses Kirby as its cursor sprite, more widely known as the Boot-up Debug Menu. For those that are not familiar with this, here's the entry in The Cutting Room Floor for it and how to enable it:

Once you enable said Debug menu, and you start the game, you enter directly into the Menu itself with Kirby making a neat cameo appearance:

However, when you try to do this with a compiled CoilSnake ROM, Kirby’s sprite does one of two things:
  • Does not appear at all
  • Is a garbled mess.
Here are some examples of that:

NOTE: The garbled effect might vary, I sometimes get other portions of the sprite to appear, or with other colours, etc

(Another side-effect to this is that the palette for the Windows inside the “View Map” option show random colours instead of the pinkish one from the Cutting Room Floor site)

You can try it out for yourself, make a clean dump of EB’s files alongside its script, and then compile it back, then try to boot-up this Debug menu with the cheat codes and you will have a similar result.

I stumbled into this when trying to fix the options of the Debug Menu found inside the “View Map” option.
I ended up fixing the options without issues, but for some reason I cannot seem to fix Kirby’s sprite here.

I tried to fix this by repointing stuff from the Debug bank (according to Data crystal) to no success, I even grabbed the Hex data of Kirby’s sprite and put it in a CCS file with its newly repointed pointer, but nothing.

From the test that I have done, I still haven't narrowed down what the culprit of the problem might be.
I think it is related to the Title Screen module in CoilSnake, but I'm unsure yet.
If anyone knows better, please let me know.
I’ve been trying hard to restore it, but so far I haven’t had any luck at all.

So I was wondering if perhaps someone here could lend a helping hand on restoring this Kirby sprite.
There are two ways one can go about restoring the sprite:

  • Checking out which CoilSnake build broke it.
    It has to be a commit between CoilSnake 2.3.1 and CoilSnake 3.0, or commits between June 14th, 2017 and January 24th, 2017, since the Kirby sprite shows up fine with ROMs compiled with CoilSnake 2.3.1, but they started to fail on 3.0 and onwards.
  • Make a fix to the compiled ROM directly.
    Perhaps taking the data from an original ROM and implementing it into a compiled one.
    I just need to know what changes are required for the fix to hopefully implement them into MaternalBound's CCS files and make the fix work on any compiled ROM afterwards.

I am leaning more towards the later, perhaps finding out why the sprite is disappearing on compiled ROMs and how to fix it in a compiled one could lead to a fix to CoilSnake source, but right now all I want to do is simply fix it in a compiled ROM, no need to touch the CoilSnake source, I simply want to know what is causing the sprite to not appear and how to fix it on my end.

Here's the MaternalBound source:

And here's a link to CoilSnake to compile it:

So far that is the only issue I’ve come across.
Perhaps I am being to nitpicky or OCD-driven, but I’d like to have this feature restored, more so because it seems to be something that CoilSnake is doing during compilation.

Any kind of help would be greatly appreciated!
Thank you!

Does KSSU include the level that was cut from the SNES version? I forget which one, but I recall one was cut. The island level?
The one which turns into a side scrolling shooting mini game for the Boss?
Yeah it does include it, you can check it out here:

But it's not found in the original Spring Breeze, instead it's in the new mode called Revenge of the King, which is some sort of hard mode for Spring breeze, and they reintroduced Kabula (the boss with the side scrolling shooting gimmick) for that mode alone.
That's one thing where Ultra improved over SNES Super Star :P

The below are well overdue to have some color in their lives :3

- Kirby's Dreamland 1 and 2 (GB)
- Super Mario Land 1 (GB)
- Super Mario Land 3: Wario Land (GB)
Those ones are the ones which I believe should be colorized when possible.
Kirby's Dreamland is one I would absolutely love to see, given how we already have a perfectly color match up for what the colors should be in this one (Kirby Super Star Ultra has a full remake of Dreamland 1, so we can take that as the base).

Though, I do still believe that Super Mario Land 1 needs another recolorization in the same vein as Super Mario Land 2 by toruzz.
The one we have now works, but has a lot of coloring bugs and also the title screen is just bland lol
It's not that long of a game, and most level assets are reused, so this one shouldn't take THAT long (at least I hope so xD)

Personal Projects / Re: F-Zero Final v0.2 Available Now!
« on: October 02, 2018, 01:03:22 pm »
May I ask, and with all due respect of course, why not provide an IPS/XDelta/BPS patch of the hack instead of having to compile it using xkas or a batch script?
I'm just legitimately curious, that's all :P

Can't you create a new patch (in your preferred format) from the original and patched ROM?
I can, but the problem arises when trying to combine both ROMs.
I tried doing IPS patches, but for some reason the resulting files are incredibly big, resulting in incompatibility when applied together using IPS due to the huge amount of bytes modified.
Turns out XDelta and BPS make a lot of changes to the compiled ROMs.

So I need to find a way to merge the patches together and apply them to the ROM.
I already have the original v1.2 ROM of OoT in there, alongside two other ROMs, one with the Widescreen patch applied to it and the other with the Uncensored patch.
I could create either XDelta patches for both hacks or BPS patches from both, but I need to know how to apply either 2 XDelta or 2 BPS patches to the same ROM without it saying the patch is not intended for said ROM.

Help Wanted Ads / Re: [Technical] Need help on some of my hacks.
« on: September 26, 2018, 11:53:42 am »
Good to know that the fat alien was put back in thanks to emerilfryer :)

Also, SCD, one last thing regarding Ducktales that perhaps you would be interested in.
The colors of the fat alien from the animated series had a different color to the one found in the game.

Here's a comparison:

Perhaps you would be interested in flipping over the colors of the alien, so that the Pink is used for his clothing and the aqua color is used for his skin, might resemble the one from the TV show a lot closer.
If you could too, perhaps modifying the palette for it to closer match the one from the show.

A way to combine both the widescreen hack by gamemasterplc and the uncensoring patch Aroenai & Ozidual for Ocarina of Time.
Both hacks require the v1.2 of the ROM as its base, but I haven't been able to combine them due to the obnoxious methods of patching which are so finicky about the base ROM used.

    OoT 64 Widescreen patch:

    OoT64 Uncensoring patch:

I want to basically have a Widescreen version of the v1.0 ROM, but sadly only the v1.2 has the widescreen hack, which is why I'm attempting to combine the v1.2 uncensoring patch too, to have all of those censored goodies back.

ROM Hacking Discussion / Re: Tool suggestions literature GBA pallete swap
« on: September 25, 2018, 05:32:06 pm »
Are you doing sprite work or only modifying the palettes?
For changing palettes I recommend APE (Advance Palette Editor).
Though, from experience, I believe APE doesn't handle LZ77 compressed palettes as well as I'd like.

I am not sure how the palettes for the Zero games are stored in the ROM, but give APE a try.
Also, for getting the color palettes I recommend you use mGBA and its palette viewer, that will help out a lot when searching for the palettes in APE and knowing which ones to change.

Can someone please make this boss playable in Double Dragon 2? I messaged the person to see if he was going to release the hack, when he emailed me he was asking for $25 via Paypal... :banghead:

It also looks like that person did more DD2 hacks where you can play as bosses, too.
Man that is such a dick move from them.
I hate when romhackers start charging fees to release a hack.
Who the heck do they think they are?
Official devs? LOL

Having Equipment mappable to the D-Pad would be nice, could we also move the Megaton Hammer over to the Weapons subsection? That would also open up a spot for whatever on the item screen, maybe an extra mask slot? Which would fit well if you wanted to hang onto an improved Bunny Hood.

Actually just expanding the Mask system a bit and giving them all better effects would be nice.
The D-Pad's the only free part of the controller when playing Ocarina of Time on the N64, so I thought maybe just give it a use as well, and the boots are the perfect fit for this, perhaps even mapping the DPad Down to Ocarina, Left to Iron Boots and Right to Hover boots.

The Mask system could be left alone, as Majora's Mask is centered around it, all I could ask for is to perhaps add the function to the function to move fast with the Bunny Hood as in MM, I would love to wear that thing as I do in MM in Hyrule Field as Young Link.

Maybe you should try asking Aroenai & Ozidual, which are people that did some QOL and decensorhip hacks for both Ocarina of Time & Majora's Mask.
Oh that's awesome.
I wasn't even aware of those.
I might try to combine those patches with the Widescreen hacks from gamemasterplc found here:

His OoT Widescreen hack is only compatible with v1.2, so what I might try to do is combine the v1.2 uncensoring patch with the Widescreen one, to hopefully create the ultimate OoT 64 ROM. xD

Loving that mockup, @mz!
The higher head and facial expressions were greatly caught from the original into a more realistic version.
Great work :)

Personal Projects / Re: Zelda II Redux
« on: September 19, 2018, 05:17:28 pm »
So the software itself calculates the intended dialogue starter by itself according to the data you mention.
Quite interesting :)
Congrats on making all for the Side View Editor, njosro, it's quite an accomplishment!
You helped to restore one of the things which were completely out my reach :P

Now only the Water Tiles Animation and perhaps the PAUSE message on the overworld are missing to make a full release of the hack :)
If someone has any insights of info that might help with those two, please let me know!

Help Wanted Ads / Re: [Technical] Need help on some of my hacks.
« on: September 19, 2018, 11:09:59 am »
Here's a patch to restore the Ice Cream Cone:

However, for the fat alien, that requires some more fancy stuff, as it seems whoever restored the Xenomorph alien also changed the sprite ASM routine somehow.
I ended up with a garbled mess of sprites moving left and right lol
So yeah, that would require some more work to be put back.

Help Wanted Ads / Re: [Technical] Need help on some of my hacks.
« on: September 18, 2018, 01:06:22 pm »
DuckTales Restoration: I want to change the cheeseburger and the Xenomorph looking alien back to their original sprites.
For this one, do you have a comparison image on what both of them look like at the moment and what they should look like (you want them to look like)?

NVM, I managed to find which images you were talking about.
I managed to restore both the Cross in the coffin for the Transylvania stage, and also the Hamburger instead of the Ice Cream Cone:

All that's left to do is the Xenomorph-like creature, which I haven't tried modifying yet, but if you want to do so, the offset for the fat guy's sprites start at 0x003530 in the rom.
Simply open the ROM in any Tile Editor and you should be able to see his tiles, I recommend Tile Molester if you want to arrange them in a more eye-friendly way.

The "HOUR GLASS" thing should be fairly easy to do.
Simply locate the pointer that prints out the original text, repoint it to a free space of the ROM where you have space for HOUR [linebreak hex value] GLASS.

Orocho did send me the mockup he did, it's quite good I gotta say :)
It's coming along nicely.

Only thing I would add would be some wrinkles and the facial expressions for the chin and eyes to it to make him look older.
But it really is looking great!

Awww I wanted to take a peek at Brauner.
Oh well, perhaps later. :P

Are you going to retouch the previous Death mockup we had in this thread, Johann?
Or are you going to make a new head for that one to be more akin to the original design?

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