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Messages - Vanya

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1
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: January 15, 2019, 08:18:43 pm »
Short of actually adding a Steal command, I think the Thief is good without the auto-hide on surprise attacks. Maybe, if you could have them try to auto-hide when they are critical it might work better as a final un-nerf.

I think the INT patch by Anomie and the one used in FF Restored is like pretty much the same, no? Or at least very similar. Either one is fine.

As for the turn order, I think what would make sense is if it was mainly based on the AGI stat. With the LCK stat adding to the random number. This would make predicting turn order for your party more reliable.

2
ROM Hacking Discussion / Re: Gauging interest in Castlevania II Editor
« on: January 14, 2019, 08:24:58 pm »
The mechanics are fine, it's the boss AI that is garbage.
(The enemies are fine, they just need better placement, IMO.)

If given the choice of an editor or hacks that add in decent bosses and a door object that forces you to fight them, I'd rather have the hacks.

Zelda II as a base for a CV hack seems like it would be interesting, but it also seems like it would be a lot of work to get it to really feel like a CV game seeing as at the very least you would need to add in the sub-weapons, whips, and body parts.

3
ROM Hacking Discussion / Re: FF5 Event Script
« on: January 14, 2019, 01:06:09 am »
Cool! I always love seeing new editors.
FF5 really needed something like this.

4
ROM Hacking Discussion / Re: Gauging interest in Castlevania II Editor
« on: January 13, 2019, 04:59:00 am »
Always interested in new tools for Castlevania games.
The series is kinda sorely lacking in editors that do anything truly interesting in regards to extensive level layout editing.
This causes most hacks to basically just be tile map and graphics edits but with the overall path unchanged.

5
Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: January 10, 2019, 05:28:36 pm »
Ah. I partially misunderstood. I don't suppose having a sprite based rupee counter that only pops up in shops and when you gain rupees is an option?

6
Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: January 10, 2019, 01:29:35 am »
Option 2 seems best, though it feels a little wierd.

Alternatively, why have a rupee counter in the item menu at all?
Rupees are only relevant inside shops and you already have a rupee counter in your HUD.
There's no reason to see them in the item menu that I can remember.

So I'll change my vote to Option 4: Removal.

7
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: January 07, 2019, 05:52:49 am »
This is pretty awesome.
It could be a very good basis for a more complete battle system overhaul to bring it up to par with FF3.

8
Personal Projects / Re: Castlevania 3 - Linear Version
« on: January 07, 2019, 05:17:37 am »
Is it possible the bottom should be one more pixel to the left?
Seems like it would be more consistent with the other sprites.

9
Personal Projects / Re: Zelda's Eternal Youth (ZEY) - 2018 [Continued]
« on: September 20, 2018, 06:20:31 am »
That link looks amazing!
Take your time and make the game you want make.

10
Personal Projects / Re: Chrono trigger plus
« on: February 16, 2018, 12:25:04 am »
Cool to know it'll be worked on. :beer:

11
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 08, 2018, 08:34:07 pm »
Possibly, yes. It depends how things are handled.
You'd have to get a clearer look at the actual code in order to really decide what to do.

12
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 07, 2018, 05:31:27 pm »
Let me chime in and say that the code associated with the slide jump should have a bit of ASM that divides by 2. That would have to be cleared out.

13
ROM Hacking Discussion / Re: Stake Castlevania Editor Question
« on: February 06, 2018, 05:21:40 pm »
The holy grail for me is full level layout manipulation and expansion.
I haven't checked in years, but has that ever been fully documented?

14
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 06, 2018, 06:01:57 am »
Does putting those items in the starting room trigger the any messages about acquiring the items?

15
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 05, 2018, 02:50:28 pm »
That is a good idea.
Maybe the ability to edit starting equipment, too if that isn't already there as well.

16
Personal Projects / Re: Legend of Zelda - Blue-er Ring
« on: February 01, 2018, 09:39:58 pm »
Cool. It really does look much better like this.

17
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: January 31, 2018, 12:51:38 am »
That's pretty much what I thought.

18
Personal Projects / Re: DSVania Editor (v1.7.2)
« on: January 30, 2018, 03:35:55 am »
If I wanted to add new items and equipment to PoR, would I need to relocate the existing lists of items and their properties to the expanded space?

19
Personal Projects / Re: Megaman the Wily Wars Sram+
« on: January 29, 2018, 11:01:30 pm »
In case anyone would like to try this...
I've done this a few times on the NES, but never on the Genesis.
If it works in a similar fashion, then you would use a debugger to try to find the exact code that adds Protoman's tiles to VRAM.
If that can be founf then it should be fairly simple to find where the tile data is called from.
Then its only a matter of having enough space to replace the tile data.
Though, depending on how it was coded, there could be complications.

20
Personal Projects / Re: Megaman the Wily Wars Sram+
« on: January 29, 2018, 02:23:34 pm »
As a completely uneducated guess, I doubt that it should be necessary to alter the sprite loading routine.
I can't imagine they would program a routine that would be that inflexible.
But don't take my word for it.

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