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Messages - Gary_Oak

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1
Rodimus Primal, do you have any plans for a potential Namingway/Uncensored Edition equivalent for Final Fantasy V?

2
I almost forgot that Working Designs also messed with the difficulty balance of Albert Odyssey: Legend of Eldean, another RPG gem for the Saturn.


3
Personal Projects / Re: Independent Girl Translations
« on: February 08, 2017, 11:22:27 am »
Thank you for the FMA translation! I don't think I have run into any bugs so far.  :thumbsup:

Are you considering translating Omoide no Sonata as well?

4
Thank you for creating these! Is there a chance you could do the same for Magic Knight Rayearth (Saturn)? A fun Zelda clone that would get cheap in terms of difficulty (notably, the final boss battle).

5
As much as I respect the translation work MIJET did with the Phantasy Star II text adventures, I wish they had sticked to the official names and terminology from Sega's english localization of the main game. It would be cool if someone could cook up some addendum patches to do just that.

6
It would be cool if someone could add VWF to Pokémon R/B/Y/G/S/C/Ruby/Saph. These days, seeing those games with everything in CAPS can look pretty bad and unprofessional, specially after playing from Emerald and beyond.

7
Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: December 19, 2015, 05:07:22 pm »
I just wanted to drop by to give Avicalendriya my sincerest gratitude to be working on this (and the remaining SNES Goemon games from what I've heard). It's one of my personal favorites and I've always wanted to play it in English for years. What you're doing is nothing short of amazing, specially considering the amount of perfectionism you're pouring into this.

By the way, if you ever get the chance, I recommend you to play Keio Flying Fortress 2 for the Saturn. While it's nowhere as big as Goemon in terms of recognition, it's a quirky little platformer that shares a lot of similarities that ought to give you a good time.

Once again, thank you very much for your hard work!  :thumbsup:

8
ROM Hacking Discussion / Re: Intro-Skipping Codes.
« on: September 19, 2015, 07:00:28 am »
With all that said if you are going an emulator then it might be just as easy to use a savestate -- done right you will probably come in before the SRAM/EEPROM/Flash is read and then just load straight in after that.

Now that you mention it, that actually sounds like a much more practical idea!  :laugh:


9
ROM Hacking Discussion / Intro-Skipping Codes.
« on: September 18, 2015, 06:09:00 pm »
In the PC gaming scene, one of the things that people tend to do right off the bat with them is to remove any intro videos that precede a game's main title/menu. Here's an example:

http://pcgamingwiki.com/wiki/Thief_(2014)#Skip_intro_videos

With that in mind, I was wondering if the same would be possible with console games through an emulator. I can imagine that creating patches to circumvent game intros and go straight to the title screen could be difficult and/or messy. But, could one resort to RAW, Action Replay or Game Genie codes to have the game jump straight to where the action's at?

I had this idea with Final Fantasy VI for the GBA. Essentially, the plan was to create codes that would skip the Nintendo health disclaimer and the game's intro cinematic, which IMO seems kinda pointless to have seeing as the game now has a proper title screen.

10
I just noticed that the player movement physics in SMB 1/2/3 on Super Mario All-Stars doesn't feel "right" like in the NES originals, ditto for MM 1/2/3 in Wily Wars. It'd be great if someone managed to fix that one day.

11
While probably pointless, it would be cool if someone hacked Probotector's (the european version of Contra: Hard Corps for the Genesis) title screen to include the word "Mega" in it. That way, it could be easily distinguished from the other ones with the same name (NES, Game Boy), not to mention that the word Mega would make an already badass game (it was already badass to begin with, but having playable android characters made it even more badass imo) even more badass.

12
It would be cool if someone could restore all censored content from Super Castlevania IV (crosses, blood drops instead of acid ones, etc...) back to it's place. Extra points to whoever manages to add the blood dripping effect from the japanese version's title screen into this one while making it feel natural.

13
By the way justin, maybe I missed it from your original post but are there any plans to implement Suzu as a playable character or any of the other extras from the later GBA/PSX versions for that matter?

14
ROM Hacking Discussion / Blue Stinger's Camera: How to Restore It?
« on: March 26, 2014, 04:45:09 pm »
As it is known, the original release of Blue Stinger in Japan had camera angles similar to those found in games such as Dino Crisis and Resident Evil: Code Veronica. Here's a video to show you what I mean: http://www.youtube.com/watch?v=DeOBI8Nx37Y

Now, both US and European releases had this changed into an always behind the player camera view (similar to Tomb Raider's) and I began to wonder if this could be easily reverted using a GameShark code or something. Better yet, maybe it's a simple line of code within the game that needs to be changed to get the original camera back?

15
ROM Hacking Discussion / About the Street Fighter II games...
« on: January 20, 2014, 01:42:36 pm »
How hard would it be to hack them in order to implement a combo system similar to that of the Smash Bros./Tales of series?

Something like this:

A = Normal Attack
B + Up = Shoryuuken
B + Left or Right = Hadouken
L or R = Guard
Up or (other face buttons) = Jump

16
Would be cool if someone could hack SotN to have these amazing rewritten conversations:

http://castlevaniadungeon.net/forums/index.php?topic=5602.0

The hard part, of course, would be to find some great voice talents. ;)

17
After playing through Tales of Eternia on the PSP, I can't help but to think that Ubisoft wasted a formidable opportunity to do the game's localization the justice it deserves. It would be awesome if someone could hack the game to:

- Fix all the bugs found in the PSP port.
- Retranslate the entire game.
- Bring skits back.
- Replace the english dub with the original japanese dub.
- Replace the game's soundtrack with the official remastered soundtrack.
- Whatever else the biggest of Tales fans feel Eternia could use.

18
Newcomer's Board / Re: Resources for dumped game scripts?
« on: April 02, 2013, 06:29:50 am »
You make the script and I'll do it.

Thanks:  :)

I still need know where I can find some dumped scripts though. I found one for Xenosaga I but, needless to say, that's too much of an endeavor for me right now.

19
Newcomer's Board / Resources for dumped game scripts?
« on: April 01, 2013, 11:10:39 pm »
I wanna give a shot at translating english games into Portuguese (Iberic/European), but i'd like to start with simple games before working on any RPGs. That said, are there any good sites where I can get dumped scripts?

On a side note, is there also any place here where I can submit these scripts? I have no hacking experience, but i'd like make them freely available to whoever wishes make them work within the games I translate.

20
[SNES] Super R-Type: Implement checkpoints so that the game isn't unforgiving.

[SNES] Clock Tower: Mouse support. While the game is quite playable with a normal controller, one can't help but to think that Clock Tower was made to be played with a mouse.

Wishful thinking  ;) : A version of Resident Evil 2 that would contain all of the best features of each and every of its ports. Essentially, the Sonic 3 Complete of Resident Evil 2.

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