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Messages - AxlRocks

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Gaming Discussion / Re: Bloodstained - Ritual of The Night
« on: July 08, 2019, 11:11:17 am »
I haven't felt enjoyment from a game like this in at least 5 or 6 years. Well, since whenever Saints Row IV came out. I backed it at 60 and, for me, it was completely worth it. Plays exactly as you'd want it to, like an Igavania and more importantly, like a game with actual effort and care put into making it fun. I've put 49 hours into it now, though I've heard you can casually beat the game in less than half that easily. I don't know, I like maxing out, finding everything and going for the boss medals.

And yeah, glad mods to replace the backer portraits were made.

I never played Curse of the Moon. Need to get to that, but I wanted the main course first.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: July 05, 2019, 12:12:59 pm »
Cool, I should be able to do a test run or two whenever it drops.

Dang, I didn't know there were hardware incompatibilities. Sounds like something that could be fixed with custom mapper support on a flashcart at least, or no?

Either way, I never played any Final Fantasy until a couple years ago and your II and III translations were the first versions I played. I really loved them, even though consulting Internet guides could be an exercise in translation of its own due to them referencing outdated and less accurate hacks, or the prototype in II's case :P But anyway, I really enjoyed playing them. Thought I'd just say that since you popped in, and best of luck with improving your Japanese.

And yeah, that would be nice if a typo update could be ironed out. I wish I still had notes or a better memory (I should'a posted them then :banghead: ) but I'm sure they've already noted in the thread somewhere.

ROM Hacking Discussion / Re: Screenshots
« on: May 15, 2019, 03:38:17 pm »
Just something I did for fun. It's Final Fantasy I's WonderSwan Color/Origins/GBA secondary class sprites demade and inserted into the NES version (via the Restored hack.) I realized later I could've cheaped out and just used FF3's Ninja and Knight sprites, but whatever, they're a little different anyway.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: April 28, 2019, 12:25:34 am »
I'm drooling for v16, that looks great! Can't be said enough how nice it is to have a save/load profile button now, too.

:woot!:That looks amazing but also overly complicated. Still though, you did an impressive job on this, although it could be seen as overbearing to some. Maybe you can have an option to switch between an advanced and simple patcher. Otherwise, yeah, you did good.  :thumbsup: Can't wait for the new update.

I can see that, though I think the pre-made patches and profiles will cover those folks really well. I love this kind of stuff, More Tabs + More Checkboxes + More Input Fields = More Fun, but that's just my weird brain. I figure Light and Complete profiles will be available to begin with, then they could dip their toes in with anything else they'd like to tweak.

Hey, I just seen your message! No bother at all, happy to help if I can! First of all, that sprite work looks really nice! ;D

Yeah, it's kind of crazy working with all the tilemaps. The worst thing is palette swaps, especially on sprites. I'm not sure how others work on HD packs, but for me, I started with editing sprite and tile rips, or even maps off VGMaps like these

Here's what my basic workflow was:
0. Optional, rip what you need to rip yourself. PPU viewer has you covered. For me, Megaman is pretty ridiculously well ripped. Little Nemo appears to be as well.
1. Draw the new art over rips. For tiles, this is easier because they're displayed how they're stored, on an 8x8 grid.
  • Sprites are a can of worms since they're stored as 8x8, but could be assembled in all kinds of crazy configurations that might lead you to believe they're bigger than they actually are.
  • If you are drawing additional details, it looks like it in your preview, then it may be easier to rip directly from the PPU viewer (enable Developer Mode under Options>Preferences, then go to the new Debug menu to find it.) That way you can be sure you aren't going out of bounds when it comes time to insert graphics.
  • I looked at Little Nemo and here's some stuff that might help in the PPU viewer.
    1. When you open it, you'll see it's showing HUD graphics but not the gameplay sprites and tiles. Change "show PPU data at scanline" to 192 to view gameplay stuff.
    2. Seems some tiles show up as black as well, even though their last palette is colored, so uncheck "Display tiles using their last known palette" too, and switch to the various palettes using the dropdown.
  • PPU Viewer is also helpful when you run into "WTF is this tile for?" since you can use it to exactly figure out what tiles or sprites are used where and where they are on the dumped sheets.
  • You can right click and Copy to Clipboard whatever is display on the PPU Viewer, so if you want to paste that into your editor and edit it directly, it's very easy to do so.
2. Dump whichever screen you want to first. Title, first level, whatever. But just dump that and work on it, I went stage by stage for tiles and as far as sprites went, I would usually dump the graphics each time new stuff came up.
3. Be mindful of when the palettes fade to black, if that occurs at all. Stop recording before that and insert the stuff you've done. Same for fade ins. I find it easier, usually, to dump those AFTER I've inserted new graphics for their regular appearance, because the various shades could end up mixed together on sheets and at least you know where exactly each tile is on the sheet. (Like, each bit of mushroom/ground/Nemo/etc will be on the same tile space of the sheet no matter what* palette is applied, so you can use the original as reference.
  • Or you could just skip palette fades. Some games are nuts with those. If your graphics are basically redrawn over the old, the fade out won't be all that jarring. Of course, with really redrawn graphics, then no.
  • I copy the normal tiles from the main sheet to the new ones and apply a black layer over them with varying opacity to work with fade in/out, or white, whatever they're fading to.
  • *I say "no matter what" but keep in mind, solid color tiles will, by default, be dumped to another sheet. HOWEVER, if you want to use these as extra fade frames**, the FIRST time you dump any solid tile, they will appear with the other dumped tiles. It's only after you dump them again that Mesen will put them into their own sheet. You could just draw a dummy pixel on them if you want, like FFFFFE or whatever, in case you're not sure you might want to edit them later. Otherwise, finding them again on a sheet probably filled with 30, 50, etc copies of that same color is not fun.
  • **This will depend on how the game fades tiles or the scenario in which you're working, does it fade them then unfade them again, like in a cutscene or something? It might not fade them and then place black tiles, so in that case, you'd be left with the darkened versions of your tiles, which could actually look cool too! But if you're fading into the next level or menu or something, it will probably change them to blank tiles, so you'll have what appears to be a 100% fade out.
3. This just leaves tweaking the graphics that end up needing fixed or you decide you don't like. I save every single sheet as a project file which I name whatever, like "Stage - Cutman" etc. Well, some sheets I group together, like fade ins and name the layer so I know "Oh, this is for the 75% faded out tiles." Sadly you can't go by sheet number, since that will change throughout the process. If you need to find a sheet to edit again, I find it's easiest to open your project file for it, check the sheet number it used to be so you know it will be that number or larger (it won't go from being sheet 65 to sheet 64, it'll become sheet 66 or stay at 65) (well, GIMP autonames the layer as whatever the filename was you imported, don't know about others, but you could manually name it) then locate it in your file browser, I use the largest thumbnail view and then Photo Viewer to confirm it's the one I need, and then import that new one as a new layer in your project file. That way you've got a more up to date number for the next time you need to find it.

Keep backups of the entire project (like, the actual HDPack folder) each time you know you have things situated where you want them, so if you screw up, like, let's say you dumped palette swaps with your main graphics, ok, just roll back to the last backup.

Also, it seems that once you've edited a tile, Mesen won't move it if it needs to dump another palette of that tile, which would of course occupy the same place. So if you edit the mushroom graphics at their normal brightness, it will force the palette swapped versions onto a new sheet. With this in mind, you could possibly dump each palette fade to its own sheet, by precisely dumping them using frame advance or something, but I never bothered and using the "Slow speed" function makes GUI functions run at that pace as well, so trying to click "Stop Recording" can fail since you clicked it on a... uh, "inactive" frame? I don't know how to word it. Anyway.

Hope that helps! It's still really tedious work I think, but you can definitely get in the groove and it kind of becomes second nature. Still tedious, but second nature haha

I've not used mkwong's editor tool either, since it came out after I made MM1's pack and the other pack I was working on is on hold due to work and life, even though a large portion of it is done outside of actual dumping and insertion. It looks really helpful though, but I never tried it out too much before life/work took over and I was already knee deep in the other pack. Don't wanna rebuild it from scratch, but I might at this rate.

Anyway, I'll keep an eye on this thread, if there's anything else I can help with and I'll try my best to!

Personal Projects / Re: Secret of Evermore Scroll Hack
« on: April 27, 2019, 09:47:31 pm »
It really is unfortunate how events unfolded around SoE. It deserves so much better treatment. I think it's amazing how mechanically close many things in it are to SoM, that it fools many people still to this day into assuming it was based on the same code. And it's beautiful, a great story, incredible soundtrack, and so unique. It really says something about the talent of the team, and it certainly says something else about Square's treatment of such promising people...

Hey, this popped into my head, found this last year, really awesome livestream with just 204 views (WTF, still that low?!) where Brian Fehdrau (lead programmer of SoE, if you didn't know) just pops in and spends like, 5 hours chatting with the players/chat about the game. He also used to frequent Gamefaqs I think, posted with fans, really seems like a great guy from everything I've ever read from him, just as full of passion for SoE as any mega-fan. He sadly has a chronic health issue which prevents him from programming as much as he'd like to these days, hope he's doing well otherwise.

Sorry to get so off topic, just wanted to share such a criminally underviewed video (maybe 6 hours puts people off :laugh:) and ramble my thoughts about the game.

As far as this goes, great work, darkmoon2321 and millanzarreta! Hope that screen shake could be fixed, this would be a great addition. You mention more testing, if it would help, I can test a run of the game with those values, see if other places are breaking or whatever. Might take a while between work and life, but if I can be of help I'm more than happy to do so.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 26, 2019, 08:18:22 pm »
Wow! That looks great! Really appreciate the technical insight on that stuff too. It's especially interesting about the unused value matching those name color values.

Can't wait for v16, going to definitely do a full playthrough or two with it. Replayed X4/X5 recently but been holding off on X6 just for v16 :)

There's essentially no reason to play X6 now without at least some of these tweaks, because the playability skyrocketed as a result. And the newest tweaks just add more polish where it was lacking previously, and as an excellent community effort too.

I just wonder if there's anyone knowledgeable enough to tweak other parts of the game's level design to be more.. fun instead of brickwalls of damage and those damnable donuts, and not just the more damage tweaks that make them less insufferable.

Absolutely, as far as I'm concerned, X6 Tweaks, X5 Improvement, X4 Undub, and X3 Zero Project are the definitive versions of these games. (Ehhhhh, well, I'm iffy about X4 Undub, only because I have nostalgia for the terrible dub so it's kinda "so bad it's good" for me hehe but definitely for newer/most players.)

Been a while since I checked in so forgive me if it's been addressed,  but the ceiling in Metal Shark Player's level is a huge pain in the ass when going through the level several times to get all the loot, any way to make it stop after he's been beaten?
I always hated the auto scroll phase in metal shark level. It kills the speedrun. 
Excellent proyect!
These aren't elegant fixes, maybe not even optimal and might break something else, I might test a bit, but:
Stop compressor from moving in first half of level: 300C478C 0021 (Or 0001 if you want it to constantly lower and raise)
Stop auto scroller/compressor in second half of the level: 300C46AC 0000

Did test these a bit in other stages and all that. Seem ok, but of course, toggling them for just Metal Shark Player's stage would be best.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: March 24, 2019, 06:35:01 pm »
That screenshot reminded me: I don't know if this has been brought up before, maybe even by me, heck if I'd remember, but ever since I noticed it, it bugged me how X3's weapon energy bars use different shades of white/gray/black than what is used by Hyper C and the health bars. I think X2 has this "issue" too, less so, but anyway.

Instead of asking, I figured it out myself and changed them to match the health. This does change some weapon icons slightly, but nothing detrimental at all, 100% worth it if you obsess over stupid things like I do. This should be applied over a headerless Zero Project 4.0. I might change up the weapon icon colors too, like Acid Burst, which I think looks really washed out either way and looks much better in the menu.


Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 23, 2019, 10:37:06 pm »
For color changes on existing mugshots, I'm generating new palette files from scratch. That means I no longer need to change specific colors manually, I just create a color table on Photoshop based on the PNGs you send me, and convert them to a 15bpp palette (the format PS1 games read) using a tool I found on this site. So feel free to edit as much as you want.

Well awesome, then I don't have to worry about the palette changes I made to the menus either, if/when that can happen later on. Gives me some motivation to work on that stuff again once I get some time.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 23, 2019, 08:05:19 pm »
I was just mentioning it as a fun fact. :)

There's still a lot of missing or old rips (screen-shot rips) that need replaced on INC. I got burned out doing it (mostly) by myself and have been focusing more on ROM hacking lately.

Ohh lol I thought maybe I came off as insinuating those were wrong, my bad. "Got burned out" No wonder, I got "burned out" the moment I seen the hundreds of unorganized (immediately so, at least) files extracted from X6.dat. Thought I'd try extracting the menu stuff when I was doing the mockups, for more technical insight on it. Anyway, nice work :)

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 23, 2019, 04:57:18 pm »
Those rips were done by me actually (I'm one of the main gfx rippers for the site):

I seen a post on their forums from you while I was looking something up, about re-ripping a bunch of old stuff, but I didn't know if what you did was ever uploaded to the site. But what's your point? I didn't mean those rips are wrong, exactly the opposite. If the backgrounds are that way on Sprites Inc as well, then it's surely correct, especially considering the full color indexes are included. Only X6 rip I've ever questioned are the parts/weapons icons and stuff that are stretched to 23x14 iirc, but after thinking about it, I'm sure that's exactly what Capcom did to make them... "work" for the downsampled menus.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 23, 2019, 02:38:06 pm »
Haha, the background color is a good catch as far as I'm concerned, just for interest's sake. Sprites Inc rips display the same inconsistency, with 4 different background colors total. I'd say it's due to the way Capcom indexed the images for use in-game. The gigantic palettes that no human would ever choose all but confirms that it was all done by machine with maybe some very light touch ups afterwards, if any, leading to very minor background color discrepancies.

Dynamo stands out though, definitely.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 22, 2019, 10:56:34 pm »
I already took care of that:
acediez said he's going to add it as an option for the patcher.

Cool! I'm drooling for the inside scoop on how that was done. If I could wrap my brain around it, I'd love to remove 3/4 of the spikes from the game. I'd take more bland over insta-death around every corner.

Anyway, I think that'll be a default for me. 100x easier, but again, better than garbage design.

I also have to ask about the other most egregious area, Gate 1's very first area. (38:14) While I'm on the fence about the weapon complaint, it's true but I think it's really stupid you can jump to the Gate stages to begin with, same with X5, if you're not playing at least 85% of the game, why even bother, but that's tangential, so I digress. Still really crap design.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 21, 2019, 11:41:21 am »
Unbelievable, v16 is going to be so good :woot!:

acedoes what Capcan't  8)

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 20, 2019, 09:17:42 pm »
Is it? Of all the nipticks about this game I've read over the internet since I started this project (I have a bookmark folder full of "what would YOU change about X6" forum threads), I've literally only heard this suggestion from you...

Seems to me like it would only make it easier, not necessarily better. Having stages in a row is a common trope on this kind of game, I don't have a problem with it.

I've heard this before a couple times. Actually watched this review the other day where it's brought up: (43m30s if it doesn't properly autostart there). I think it's less of a problem for returning players, though, let's be fair, vanilla X6 isn't exactly a game most players WANT to return to. I kind of agree with the notion even though it never particularly bothered me, just because I don't think High Max is a satisfying fight whether you know what you're doing or not/skilled or not, and, as usual for X6, neither are both halves of the stage itself.

I think that's the underlying problem. If High Max and the stages weren't obnoxious, it could actually feel like a fair/fun challenge to not be able to save in between. Kind of like X4's Final Weapon 2-parter, though those stages are both pretty easy... At least Tweaks can already help with the High Max fight, too.

Of course, I know editing stages is an entire different can of worms, and I figure Maverick AI is a can of grenades.

But sadly, I can't imagine the band-aid fix would be much easier. Either splitting the level up and assinging a new ID, or adding some weird level checkpoint saving feature, and a respective reading feature when starting the level to use that checkpoint/spawnpoint instead. But that's just all my wild guessing.

And cool about mugshot progress! Going to be awesome if all that stuff can be added/fixed up!

EDIT: Oh yeah, I forgot, it's also the whole "First half of the level screams use Shadow Armor, second half is impossible with it unless using the right parts" thing. Also less of an issue with various X6 Tweaks options, but terrible stage design is the root problem.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 10, 2019, 09:45:39 pm »

Looks awesome! I really don't know what to make of either of the original sprites' gem areas, that had to be annoying. I like the square-to-gem ratio on Green much more than Magenta too, nice change.

I got to thinking, your interpretation really reminds me of a headlamp, especially for Magenta since the light?/line looks like a strap, which is really cool because that would be a perfect Reploid type to scout the ruins, until D-1000 starts rampaging.

Is it ever explained why they were there, or are they entirely fluff "save me!"s? I can't remember, it's been a while since I didn't mash through cutscenes, but I also don't see anything in the original English script. (For what that one is worth...)

I just dumped a big chunk of the code that reads and assigns mugshots. I'm off to dissecting it and figuring out how it works, and hopefully how to expand it. Wish me luck! And if I don't report for a several days, don't call the cops. It might take awhile.

I never knew I wanted this. Looks really fun! I'll try this out soon.  :thumbsup:

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 09, 2019, 12:31:34 am »
I feel this works better than reapplying the Shadow Armor palette, as it continues to look unique, as well as keeping the intended aesthetic alive.

I really only used the Shadow Armor palette for assumed palette limitations on the parts menu. It could be some non-related sloppy rushjob Capcom did that caused all those issues, but I just assumed a shared palette to be safe. I should've been more clear, but what I meant when I said it would be better, was more like "The original blacks/champagne palette sucks" more than straight up use it, though I would've liked that too just out of personal disdain for the original. Reverting to X4/X5 would've also been preferable, but not necessarily the BEST option.

Should an option to match the old mugshot palette be possible, I'd actually keep your blacks with Shadow's gold, if not a new gold even. Played with the bare arm/leg color a bit too, X4's purple or a black/gray:

Top-left is Shadow (from parts menu), then Shadow's gold with your blacks, below "deep" gold, below that a more "Poppy"/shiny gold.

EDIT 3-9: Thought a more "poppy"/shiny version might be better. Still not sure if I like it or the "deep" gold above it better.

As for the Ultimate Armor, I think we should have a choice between maybe the original (though it technically has problems as I stated above. Mine basically "fixes" it), X4 or X5's and my corrected version.

But there's the matter of the old mugshot palette too. Which was more rushed, a palette swap or the bad mugshot? Or is there official artwork of X6's Ultimate Armor? Not sure. Hard to say which is more "valid" otherwise.

EDIT: And yeah, I'm totally pulling for gold to be an extra option ;D I'm just way more partial to the gold, even though your champagne is a lot better than Capcom's.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: March 05, 2019, 11:07:57 am »
Boy was I wrong, Blood of Bahamut looks really nice on Button Configuration! I never knew about those icons existing in the Japanese version, so that's like bonus points for functionality and restoring content.

Might just be me, but I never liked X6's Ultimate Armor sprite palette either. Black UA sounds cool, but the colors they used are too similar. That parts menu mockup I did uses Shadow Armor's gray/black and gold colors over X4's sprite (tried to condense colors for the armors like they had, but more efficiently) which I think would have been a better palette personally. And what I think is X's default, unarmored leg/arm/stomach is putrid with Black UA lol

Funny enough, it's more or less the same problem on the X Challenge Armor for LC, just with the white shades.

Also, thanks! I'll send you the logo and stuff tonight. Gotta hit the road right now.

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