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Messages - J^P

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1
you could just record them on emulator in high quality, put it together with video editor and then play it back on CRT with wii or ps2, those two has usb out of box and easy to softmod and to play video from. I have done it and watched some old anime via wii and it worked fine other than the video players UI being annoying and being picky about codecs. Or maybe old pc/laptop with s-video/composite output could work too, though from my experience thats pain in the ass to get working properly as win95 doesn't scale to 240p properly.

2
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: July 06, 2020, 05:13:45 pm »
I played through another seed.

Now I think that the magic boots location randomizer is broken, three seeds in row and they always in this spot?

I got magic boots that lets me jump three blocks, so if I jump here I can get to the room above this one without being on the item.. which makes this item almost impossible to get, well I dont know if this trick works for all items, but for credits at least it works, if you move towards the credit(hold direction) and tap the jump button, you dont do full jump, the jump stops exactly at the items height and allows me to get top of it without going to the room above so I can collect the item, this needs some testing so player can get all items and not be one item short.
Lazy fix to this is to move the block below item one block higher and more the item somewhere else ;D

This detonator is broken currently, in this seed it triggers the item heaven in the lowermost floor/maze area, but it was already "triggered" when I got there(I triggered the other two and they worked fine) so I missed out on some items

This time around I was able to finish the run 8)

Seed: f6deed    Options: CdKIPTLBR

3
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: July 05, 2020, 06:34:22 pm »
I think you need to double check detonators, on the seed I used room E4 has sprites 2A (triggered detonator #1 room e4) and 2B (detonator #2, room 46), and room 46 has sprites 2C (Triggered detonator #2, Room 46) and sprite 29 (Detonator #1, Room E4), now because of this Im softlocked because detonator in room 46 wont trigger properly, and the patch between rooms 45 and 47 wont open and since I picked up the item in room 42 I cant progress without cheating  ::) on that note the last detonator is same as stock so it behaves normally.

Now if I change the wrong detonator sprite in 46 to 2B it fixed itself, so if randomized detonator is in the room where there was originally detonator, both detonator and triggered detonator should be paired, so one room has sprites 29&2A, next room 2b&2c and then finally 2d&2e :-X Now that I think about it, I didn't do this to my manual randomizer and it was fine? Or maybe the game doesn't like when you put two different detonators in one room, regardless if its triggered or not? :-\

Also the seed I used, staff piece w/ sprite id DA is listed as sprite id D1(key1), so the staff piece in room 80 wont spawn, so it wont spawn, so Im still softlocked unless I hex edit  :angel: Full log here, seed also doesn't seem to include the randomized room? I didn't save my original cheat log, so I made one after the fact using same seed number and settings and the log reports different room

Purple potion?

Oh shit its blue one

Mis-placed block

messed up floor

This room looks little too messy, this was the only one out of all other edited rooms that stuck out like sore thumb

Blue potion?

Surprise its actually yellow!

Hmm, let me guess, green potion?

Nope purple potion

Yellow potion? I hope?

sorry no

This is just little nitpick, make the green potion use darker shade of green like the original(the potion itself in the pic is correct one)

What is spike ball doing here?


Other than it was centrally interesting playing through this, and I got magic boots in same location twice in two different seeds(room A3, I think its just coincidence lol), oh and the changed jump boost really messed me up few times. Other than the issues I listed, good job! :thumbsup:

4
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: July 05, 2020, 07:09:38 am »
Awesome!  :)

Some bugs I found:
(this is the seed and settings I used)

In these two rooms the item palette correction isn't applied (room ID's 3E and 3F)


but is on the lowest room:

mis-placed block:


I'll report more once I beat this seed :thumbsup:

5
Newcomer's Board / Re: Spoofs allowed here?
« on: July 02, 2020, 10:23:41 am »
there is always baddesthacks.net :angel:(HEAVY NSFW warning, click at your own risk, dont open if you get triggered easily).

6
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: June 21, 2020, 05:03:25 am »
Im pretty sure I placed detonator outside of their room in my manual randomizer hack and it worked just fine, though it doesn't stay triggered if you leave and re-enter room, but it still activates the exit.

Do you have any idea of rooms FD(crashes the game) or FF(loads garbage)? Though Im somewhat sure they dont exit either.

7
ROM Hacking Discussion / Re: rom hack vs use a game engine
« on: June 20, 2020, 03:14:45 am »
Well ever since I was a kid I wanted to make my own levels to games like Lolo or super mario bros. Sure some nes games like wrecking crew and lode runner has build-in level editors, but there are only few and you cant save those levels or share them to other people who aren't in your house right then. Then of course I came when I found out about rom hacking and emulators in general.

I do have experiment with game maker and actual programming, but to make game from complete scratch, along with all original characters, story, music, graphics, 3d models or 2d art/sprites etc is no easy task and is impossible for most people to do all of them by themselves. So making rom hack or just making few new levels for Mario world is a lot easier and something anyone can do.

8
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: June 15, 2020, 09:52:16 am »
Randomize rooms palette, wall and floor graphics, normal blocks too maybe, though considering how the game handles them its probably better not to even attempt(blocks graphics part) lol.

Randomize enemies, their behavior and type, should be doable fairly easily, though randomizer should ignore rooms like 1C and D7 for example as those require their specif enemies to get across.

I dont think theres anything else to randomize, other than room exits which isn't feasible as if the both rooms exits dont line up perfectly, you end in death loop or stuck in out of bounds. Maybe randomize the 3x3 rooms in caves of doomed souls to make pseudo-maze?

9
Newcomer's Board / Re: Animated tiles in SMB1 thru GreatEd?
« on: June 13, 2020, 03:25:56 pm »
Is there any questions, or are you just telling us your story?
Do you have problems with reading comprehension?

In any case, OP, the program doesn't seem to support the MMC1 patch, so you are out of luck. Unless you manually transfer edited levels from one rom to another, though I dont know what changes both patches/programs does to the base game so its unlikely to work. Just my two cents ::) .

10
ROM Hacking Discussion / Re: Solstice Randomizer (NES)
« on: June 09, 2020, 10:38:05 am »
Good to see something came out of my documentation :)

This should probably make the game easier. Because it's not possible that by chance it would make the items appear in a more awkward order than the original order. Sounds fun, I'll give it a go in a few days.
Actually you can explore surprisingly good part of the game without magic boots, you just have get creative with enemies and blue/yellow potions, though you do get soft-locked if you go into cave of doomed souls(the bottom layer, the 3x3 room maze), well it the original game anyway, as you need the extra jump height to get out of there. The changed item location isn't as easy as it sound as there are some obscure rooms there
Spoiler:
like the one where you have to jump into spikes which disappears with hidden room underneath
. Plus there is a lot potential yet as this currently just shuffles items around.

11
ROM Hacking Discussion / Re: Level editing in Ducktales(NES)?
« on: February 24, 2020, 03:16:13 pm »
I definitely expect it would work, but it would be slow and awkward at best, surely?  Wouldn't you have to manually set the coordinates one-by-one of every tile and object you wanted to place?
well yeah but last I checked level editors aren't gonna program themselves ::) and besides at least for solstice its just five bytes per sprite(sprite id/XY pos/Z pos/palette1/palette2) and four bytes per block(graphics id/XY pos/z pos/block behavior) or 16bytes per block(same as other but each 8x8 tiles(three rows, four tiles per row) are inputted/set manually.. god bless isometric graphics :angel:).

12
ROM Hacking Discussion / Re: Level editing in Ducktales(NES)?
« on: February 22, 2020, 05:02:32 pm »
I suppose it's technically possible to edit levels with a hex editor, but I have no idea why you would do that.  How would you expect that to work?
what makes you think it doesn't work?, FCEUX's hex editor is quite handy and has some neat features, like the code date logger highlights what parts are data and what is code, that way I figured out Solstice's level data. Plus it allows to edit game real-time(usefulness depends on how the game loads the data, in my case Solstice reloads everything when I exit and re-enter room), undo edits(even if the game crashes I can re-load save state or reset game and I dont lose any changes, and I can undo changes too and everything goes back to normal), show tbl/table files, and save the rom file so at least for me it was really, really handy and useful. my only complain is that there is no option to make font larger or change the highlight colors.

13
Newcomer's Board / Re: mega everdrive X3/X5 PCB questions :)
« on: February 15, 2020, 01:39:15 pm »
At least ask on the right site. and if its possible.. very unlikely, even though x3 and x5 share same PCB, Im pretty sure the FPGA and or frimware has some sort of way knowing what variation it is so even if you add the missing components it'd still not add the missing functions. But you could always ask Krizz directly.

EDIT: someone already asked same question(though for game boy everdrive, but it still applies for this)

14
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 10, 2019, 04:46:50 pm »
https://webmshare.com/93VGr
Lil' teaser of my Solstice hack, unlike my previous one where I just shuffled item locations with each other, this time Im doing much more changes, or at least as much as I have figured out. 8)

15
Gaming Discussion / Re: SMW hack recommendations
« on: August 02, 2019, 05:07:42 pm »
Gamma V's hacks are good if you are looking for easy-normal difficulty hacks that has almost nintendo-like level designs. JUMP and JUMPĀ½ are also good hacks but they get hard after while(JUMP takes longass time to get into the more interesting levels imo).

16
ROM Hacking Discussion / Re: N64 Paper Mario: PAL -> NTSC
« on: July 08, 2019, 02:21:08 am »

Source for the cheat code: https://gamehacking.org/vb/forum/video-game-hacking-and-development/hacker-threads/4709-mez-s-codes/page32?page=1
(For future reference: The forum may or may not block your IP address, I assume because of Europe's genius Article 13 law, so you might need to use a VPN service to visit the site.)
First of all article 13 has nothing to do with it. And second I live in europe and it still says my IP is banned, so its probably one of those sites that is limited to one country who knows why, or is invite only and only allows very specif IP's to enter.

17
Newcomer's Board / Re: How to make hacks (for free) on iOS
« on: June 26, 2019, 02:17:46 am »
And one more thing: "I have no money" and "I'm on iOS" are mutually exclusive. Something's not right here. :D
Probably some kid with parents/familys ipad or iphone, which explains no money but still somehow has expensive iOS device.

18
Newcomer's Board / Re: How to make hacks (for free) on iOS
« on: June 25, 2019, 10:12:23 am »
you are out of luck, you do need computer or laptop to hack roms as I dont think anybody has made tools for iOS.

19
Is this the first time we've seen a Japanese-exclusive RPG translated into multiple European languages before English? :D
(no pressure to Gid, sure he'll do a quality job when it's ready :) )
Im not sure if the translations were 100% finished but few tales of games has Russian translations(out of all languages..) and still no English translations, well one of them has translated youtube playthrough but eh that doesn't count.

20
Newcomer's Board / Re: how to change super mario worltile screend
« on: June 09, 2019, 09:15:29 am »
1. open up lunar magic and SMW rom
2. press this button on the tool bar:
3. then Press F11 or select this option from menus ("load title screen..")

4. on pop up windows that appears press OK
Now you are in the title screen editor.

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