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Messages - Ar8temis008

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Weren't the A coins in SMB2 originally from the Satellaview games?
Sort of. BS Mario 2 had Mario statues as collectables, it was the same idea but the placement was different and you had to pick them up the same way you did 1 up mushrooms instead of just touching them. That gives me an even better idea...

What if BS Mario 2 was expanded to World 7 and was fully playable without the clock system. So it would just be an enhanced port of Mario 2 on the SNES.

Would it be possible to hack the GBA/GBC exclusive features into Mario All Stars?

So Mario 1 gets a separate Luigi mode, Mario 2 gets "A" coins, and Mario 3 gets its E Levels and exclusive power ups?

Turn your screen 90 degrees. Solved! :)
How do you do this with a television screen?

Is it possible you missed the village on the island? That happened to me for a while. I think it's where there are 2 paths to choose from, 1 to advance and the other taking you to the village. Upgrading gear from it made the island pretty doable. Secret of Mana did a similar thing with its Mana Forest; a huge difficulty spike until you find the Neko within it for new gear. It's not a situation of being underleveled.
I actually got the gear first and the enemies still fucked me up.

I'm not sure if it's doable but updating the combat system to be closer to Legend of Mana would help a lot I think. I feel like Legend's combat just flows better, 3's combat can be a bit clunky at times.

Seiken Densetsu 3 is an awesome game, but the Volcano Island area is one of the largest difficulty spikes in a video game I've ever seen. It would be great if somebody could simply nerf the enemies a bit.

Another thing I think would help the game is if the maps were a bit more straight forward, a lot of paths only lead to dead ends and add nothing to the game accept unnecessary frustration. I'm not saying over simplify them, just remove the pointless dead end paths.

Personal Projects / Re: Zelda II Redux
« on: March 16, 2018, 04:34:52 pm »
Now this is a crazy idea and I don't expect you to go through with it, but what if you removed the overworked completely? It adds nothing to the game except needless confusion.

You could add branching path ways in levels that lead to different areas, it would sort of play like Castlevania II (except better).

The manual save feature and less linear design that was mentioned earlier would complement this.

How about a Link to the Past GBA hack that bypasses all the Four Swords requirements? Yes, I know there's a save file for that, but what if you're playing the game on, say, a hacked 3DS? Or on a PSP? Or any means other than VBA, making that particular save useless?
Isn't 4 swords adventures sort of exactly this?

Recently I found out that Dragon Quest IX Sentinel of the Starry Skies has DLC... That is now gone for good! Unless you use a save editor. Perhaps it is time someone makes a romhack for that game that defaults DLC to unlocked on a save, and also a simple tool to convert current saves to work with the romhack itself. Maybe have a sort of RNG that randomly adds guests every, say, 30 minutes to an hour.
So sorta like SMA4's e Reader content?

Sonic Classic Heroes.
Hands down.

Well you have a ton of features and customizable stuff in it.
For example, you can choose to either play only Sonic 1, Sonic 2 or both games combined in one playthrough... WITH SRAM saving.

Second, you get to choose which characters to play as. You can choose between Team Sonic, or a playthrough with Team Chaotix. I believe you can even choose if you want Sonic alone, or with Tails, or all 3 (Sonic, Tails & Knuckles). You can swap between any of the 3 characters from a particular team at any given time during a playthrough.

You get Super and Hyper transformations (depending on whether you choose to play both Sonic 1&2 together).
And a ton more. Bugfixes from both Sonic 1 and Sonic 2 are implemented as well.

I even replaced my Sonic 1 and Sonic 2 ROMs in my SD to Sonic Classic Heroes.
It's that good.
That gives me a different idea.

What if somebody hacked Chaotix and removed the stupid fucking tether system and/or redesigned the levels to be less mundane. Sonic Ed 2 supports editing Chaotix level layouts as well as enemy/item placement so it'd be easy to do for someone skilled in Sonic level design.

Programming / Re: How can you find where an NES game stores save data?
« on: March 07, 2018, 02:57:10 pm »
Okay, ROM means Read Only Memory, which means you can't save to it. :) That's why you can't find anything changing, because it can't. SRAM is separate to the ROM.

Inside an NES cart there are two main chips: CHR ROM, for the graphics, and PRG ROM, for everything else. Later games included other chips, including SRAM, but SRAM is just like any other kind of RAM in that it can hold data provided it has power. This is why a battery is fixed inside the cartridge - a battery backup. If the battery dies, the power to the SRAM is gone, and the data is lost.

In FCEUX, the SRAM is saved in a .sav file in the "sav" folder. This is just a dump of what the SRAM holds. When you say "lives don't reset on game over", what do you mean? Are you saying when you start a new game, you have the same amount of lives? But how do you get a game over, then? :o Or do you mean the game saves your lives to SRAM, so that when you power the console off and on again, you still have the same amount of lives? Remember that SRAM is stored on the cartridge, not the NES. It's only used to save in games like Zelda. Lives are usually stored in the NES's RAM, which is obviously wiped when the system powers on.

If you want to know where your lives are kept in RAM, it's simple: use RAM Search. Start a game with it open, then when you lost a life, search with "Less Than Previous Value", lose another one, repeat. Soon enough you'll see it. It can only be something between $0000 and $07FF, which is the NES's internal RAM. If it IS stored in SRAM, it will be between $6000 and $6FFF, most likely.

Hope this information is helpful! :)
That was very helpful, thanks! When I said lives don't reset I mean they are saved to sram but not cleared upon game over. So if I save with 0 lives, when I use a continue or "retry" I'll still have 0 lives, making it very frustrating to beat.

Sonic 2 Delta has a save function, and Sonic Classic Heroes did too IIRC.

Classic Heroes can actually be played like normal Sonic by fiddling with the options, basically making it Sonic 1+2 with possibly better interaction between you and Tails.

I didn't even think to fiddle with classic heroes, I'll have to try that. I also completely forgot that Delta had sram.

it's times like this I wish I could go back in time and slap myself across the face for being a moron.

Between Delta and Classic Heroes, which is the better hack in your opinion?

They have level-select codes though. Isn't that about as good?

I shouldn't have to cheat to resume progress, sram should have been a feature from the get go. Even a password system would have worked fine, but having no system at all (especially at a time when SRAM had already become a standard that most longer games like this followed) is baffling to me.

It surprises me that in 10+ years of Sonic rom hacking, nobody's just added a simple save feature to Sonic 1 or 2 individually. Sonic 2 especially needs it.

Programming / How can you find where an NES game stores save data?
« on: March 07, 2018, 12:53:43 pm »
I'm trying to modify All Stars NES for personal use. My biggest issue with it is that lives don't reset on game over. I believe simply not saving them to SRAM would solve this, right? Even if I can't release it publicly, it seems simple enough to be a first time hacking project.

Any way, I'm trying to find where in the rom the game stores save data. I have no clue where to look, and am currently loading back and forth through save states (each with different values saved to sram) using FCEUX and trying to find what lines change using its hex viewer. Am I doing it right? If not, how can I find what I'm looking for?

Personal Projects / Re: Mario World Improvement project
« on: March 01, 2018, 04:36:43 pm »
Awesome hack  ;D

Are you able to make a version without the changed sprites? I feel they ruin the aesthetic, Boo's sprite is all messed up and I'm not a fan of the new fireball and key changed looks.

Also why was 2 player removed?

How is the boo sprite messed up? It worked fine on my end. The key and door graphics don't warrant a separate version, but if you guys really don't like them I can easily change it back.

2 player is going to be replaced with a completely separate Luigi mode, I removed it for the time being as a place holder.

One of my favorite Sega Genesis/Mega Drive games is Mutant League Football. The Mutant League Hockey isn't too bad either but isn't quite at the same level. What I would really like to see is a Rom hack of NBA Showdown 94 that would be in the Mutant League style. There was supposed to have been a Mutant League basketball game but it never appeared. Anyone have the skills to make a try at this? By the way if someone to point my to a "Rom Hacking For dummies" page or video I would greatly appreciate it!  :thumbsup:
The new comers page Is good for pointers on where to start.

Personal Projects / Re: Mario World Improvement project
« on: February 19, 2018, 03:38:10 pm »
"-Certain graphics have been replaced with their Mario Maker equivalents.

-All level changes from SMA2 have been ported, however adaptations related to the GBA's smaller screen size were ignored, because unneeded on the SNES.

What are those and why the change? Sorry if it was discussed earlier.
The keys and doors are slightly different to be closer to their updated Mario Maker appearance. Yoshi and Bowser are properly colored.

That just means levels that didn't have dragon coins in the original have them here. The only exceptions are Yoshi's House and Bowser's Castle for obvious reasons.

Personal Projects / Re: Mario World Improvement project
« on: February 19, 2018, 12:24:31 am »
You can re-enter crumbled castles by pressing and holding L+R. Personally I prefer the castles to crumble. Could you restore that?
I'm going to simply make crumbled castles re enter able, this will be a feature in the next update. Otherwise, sure.

Personal Projects / Re: Mario World Improvement project
« on: February 17, 2018, 08:13:27 am »
Your latest patch isn't working. While beat patches the game successfully, all I get is a black screen with music on.
Because I linked to the wrong hack,!huZwCDJJ!a7vhyQs1Zr5bY4UKazbU6OOof-bpCfKhqmzKygdXDHI

+1 for a Super Mario All-Stars + Super Mario World patch.
I would love to have this in the All-Stars package instead of a singular ROM for SMW only.
I would do that, but I can't. I have no clue where I'd even begin with this, and the SMAS+W version doesn't include any features I haven't already implemented here. If somebody else wants to do it go right ahead, but I can't.

How feasible would a simple menu translation of Castlevania FDS be? It's got a save feature, which is why I prefer playing it over the NES version. The only things to translate are the save menu and credits.

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