News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ShadyRounds

Pages: [1] 2
Warning: this topic has not been posted in for at least 60 days.
Unless you're sure you want to reply, please consider starting a new topic.

Guess it's been a while. No new patches to report, but I do have a new thread related to how I have made the currently-existing Legends1Remix patch. Hopefully useful for inspiring beginners.

Oh, and a new video for Legends1Remix gameplay. Added to top-post.

Use No$PSX to break/trace, and I even have created a thread on new tutorial videos I just did for tracing values to addresses so you have somewhere to start if you want to change literally anything. (also, how to even use no$psx, as it's very finnicky over syntax)

Unbiased, I heard good things about psx1.13, pcsx-trace, and xebra or whatever. This method specifically works for my Megaman Legends project, as the game crashes in most those others and psx1.13 crashes for me on breaking which is a lot of restarting. Probably all "me" problems though.

Feel welcome to update us with how you proceed or if my demonstration of No$PSX was useful at all. I just made it and it was a bit of a snafu to record but there's little video documentation on how to use no$psx so I wanted to make something. Would be impeccable if it was well-timed to help you just as you were looking for it.

Made videos demonstrating my methods to romhack Megaman Legends for the PS1, using CheatEngine, ePSXe1925, No$PSX, and others listed in video. Hope it helps startup projects.

I won't lie, don't know if/how to embed these.

Personal Projects / Re: PS1 tools
« on: Today at 09:21:10 am »
Coming back about the text tool. So you're saying, I can hex-edit, your tool, so I don't have to do as much hex editing? That honestly sounds tempting. One last question. It supports A-Z, a-z, 0-9, and .,?!/(), but would it support weird symbols in any way you think? I'm talking really weird, it doesn't have to portray the symbols accurately, just one that the text doesn't use like ` or ~, because what I actually need are spots for α and Ω (you'd know what game if you recognize them)

Woo! Gratz! Exciting to come back to see this.  :beer:

Personal Projects / Re: Super Castlevania IV Drunklevania II (DemoCastle)
« on: February 11, 2018, 03:00:39 am »
I'm rooting for ya.

Personal Projects / Re: Team CV3 Dawn of Sorrow Hack
« on: February 08, 2018, 02:56:27 pm »
Good ideas, but really I wouldn't care too terribly much if he used the Alucard from Hellsing Ultimate.   :crazy:

Personal Projects / Re: Team CV3 Dawn of Sorrow Hack
« on: February 07, 2018, 02:18:05 am »
Exciting stuff. I didn't like 3's gameplay for stiff reasons, the layout felt like I wanted to like it though so getting it in another engine might let me stress-test that theory.

Same excitement from me toward this project. Always fun to play something beloved made new again.

So I was making notes on what's to come when I do focus my attention on MegamanLegends2:

1) No keyitem specwep, and no plotadvancing specwep, so the entire pool can be shuffled.
2) Busterparts work slightly different, but it only means rebalancing wold be more useful.
3) There is a 100 question Trivia Quiz for a BladeArm part, that asks numbskull shit like US Presidents and how many eyes some bugs have. I am changing it to an actual MEGAMAN related trivia, because fuck yeah I am. That's probably, like, the first thing I'll be changing and patching.

None of this is in the immediate workload to come from me, there will still be a break between my MML1 Remix patch and my work on a MML2 Remix patch, but it's good to mention nonetheless.

I have a playable version published, downloadable at the original top-post.

I've been struggling with the more complex text examples, switching them has been a pain and they are probably still buggy.

I never found a solution to the junkstore reward beside equip the specwep and let the player develop the real item later.

Other than that, it's entirely playable. There's nothing I'm aware of that should break progression, softlock the game, or cause difficulty with any special weapon other than the splashmine which is essentially removed for now.

Changes as of now:
-starting morality is closer to dark
-buster part powers have been balance-adjusted
-specweps are found in a better order; some specweps have new ingredients
-significant items have been moved to new locations
-mainmenu starts with difficulty options exposed

Thank you all for your patience. I'm only nearly a month late as of now, but it's good to finally provide this game with a player-mod. Hopefully I can continue development and expansion.

My next plans include enemy location and enemy-types, dense fog, and working on MegamanLegends2 which won't have any problems with a keyitem specwep like MML1 has had, or even items breaking progress either, so it can be a more chaotic shuffle. To be honest, I have ideas for an animation project in there somewhere, so Legends2 may take the remainder of the year to really get anything out to show for it. I'll probably add it to this thread when it does become a work in progress.

Personal Projects / Re: PS1 tools
« on: January 07, 2018, 03:11:40 pm »
Didn't read so sorry it this is covered, but what about games that use texture fonts that don't match the native hex alphabet? Megaman Legends letters are between 1B and 4F. Some special characters in the 80s. Does it support thingytable translation? Also, what about snips of hex in the text, such as MML uses an item hex for the game to auto fill the item name, and some hex will just color all text afterwards, so what about nontext within text.

Personal Projects / Re: Asuncia (PS1) project
« on: January 03, 2018, 04:25:10 pm »
For scattered text, text might be in each area's BIN. Try mounting and dumping a disc into a folder, and checking bins with Hex Editor.

Also make sure it's text and not textures. That's all the help I can offer you, I'm not very experienced.

If I knew of a place to get an already completed perfect game saved near the end I'd just suggest you use that to get the ends of your means.

Also, this game sounds like a roguelike rpg. You have a timer and game over condition but you do better every time, right? Still interesting for it's time, few games did it well and it takes player commitment to learn and repeat. My favorite of the like, is Ur-Quan Masters (Star Control 2).

Personal Projects / Re: Capcom Games Editor (NES)
« on: December 31, 2017, 03:19:38 pm »
No invested interest on my end. Was just curious. I thought they did all the ports to Aladdin.

They did do weird ports back in the day. I hear they ported the classic GTA in Japan. That means anything is possible so the question was valid.

Personal Projects / Re: Capcom Games Editor (NES)
« on: December 31, 2017, 03:27:14 am »
Wouldn't this also work for the Aladdin games? Same Capcom, same generation, likely same engine.

Well *most* sidefeatures and expanded features seem to go smoothly. However, every time I get to the main business of swapping item locations, I run into various problems.

This time, it's "hole in walls", "garbage pails", and "cardboard boxes". For some reason, at 987B5, the value for the last script invoked is stored. The last NPC talked to, the last Chest opened, the last item examined such as fire hydrant or house door or fruit stand or magazine shelf. Everything SANS the garbage pails and cardboard boxes, which SHOULD store to that value and makes no sense why they wouldn't.

This makes them untraceable by conventional means I were using to change chests and such until now. Which sucks. They're only "sometimes" visible by just casually reading bins as well, they're not consistently writ as such to be read from bins. I'm assuming, as is the case with some chests even, that they aren't writ and the game generates text from a central generic script and fills in item names (it doesn't need custom text in every bin for chests that say 99% the same thing).

Once I wrap my mind around how to fix that, I'll release a playable build, now ever so late mind you, but I'm still excited nonetheless, and hope it's just as good for the end-user once I do get it in working order.

January 01, 2018, 07:17:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hard work and good rum pays off, as I trace the item-filling code to a source (a source I still don't understand, code-wise. Is it a spot in the city? Is it a spot in the main engine? What am I changing?). At any rate, I've finally changed a garbage can reward to another item.

For prosperity's sake, 98830 in Native-RAM, fills to a value of the item being given to you. That is filled upon interacting, from opcode at 128F10 (I traced by No$PSX by highlighting opcode location and "Run to Cursor" and then playing game to trigger a garbage pail giving item), by a location in the ~BF400 area. For Blumbear Parts it's BF3A6, for Broken Motor it's BF496.

(also note, 128F10 is specific to Downtown, AppleMarket turns out to be 109E14, so I just have to "sub-return" from where 98830 breaks on write, to find the value for whatever area I'm working with)

I prefer tracing actual interaction scripts, but when they fail to appear to exist, I now have a backup technique to trace item-giving to it's source.

It's more effort for each and every item in the game, but now with the effort, I am again without (forseeable) roadblocks for a working romhack soon.

This job and the flu. They're going to kill me yet. Which is why I'm trying to document my process, albeit semi-obscurely. (here, and in an unrelated discord channel)

New feature finally figured out. That difficulty menu on the title screen available by default on game launch, without having to beat the game first.

Hardest part, was 3 hours of playing the game to get title screens with "easy" enabled so I can compare title screens with it enabled and disabled (via CheatEngine).

The location that enables the menu, is located a RAM Address C1B28 (and "easy" being listed as an option at C1B2A). The OpCode that populates it, is located at Rom Address 67004 (and 6700C), and when changed from "20" (which tells it to fill r2 with 0) to "32" (which tells it to fill r2 with r18), will fill 00 to 02 (not the "correct" value, but triggers desired menu access anyway), which is what I did.

Now, the menu boots for the first time with the difficulty selection. I should throw some numbers into some chests to make it of "meh" playable quality, and release it today, as it is the promised day, the Megaman Legends 20th Anniversary.

Personal Projects / Re: Aria of Sorrow Julius Story Mode
« on: December 17, 2017, 02:07:39 pm »
I need a reason to play this for fun again, once I get more time after the holiday. Sounds cool, can't wait  :beer:

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: December 07, 2017, 01:50:35 am »
This may sound mainstream and dumb, but can this game actually be good? Won't lie, it's amazing how the interesting individuals posting projects here seem to fix games that had every reason to be good but weren't, let alone remixing good ones like some psychedelic rave.

I need to lose this job in the worst kind of way anyway. Way too grindy, way too many hours and not a single day off. I'm here on Sunday right this moment, and nobody else bothers to show up but two of us and we're way behind.

I'm planning (as in meant to three days ago), to record some of me back tracking the opcode leading to adding a spec weapon to inventory. It's very convoluted, it'd take some explanation and a video, and I can't find the actual source of the info it takes to run the script to add weapon (same script is called every time a weapon is added or developed). It seems all the registers used are loaded before the script, and when returned and break, it's unclear when the resister is loaded. It's a very long calculation that's probably mostly unnecessary I'm guessing.

They also aren't numbers I'd expect it to use to generate a simple bit add via "and" operation. It's like it does even more math before even getting to that step.

Tracing it FORWARD, taking out some unnecessary code, and making a call to new script that just injects a simple value that I need, is a hacky alternative if I don't feel like figuring this out and an in a rush.

EDIT: Okay, so I caught a kinda-lucky break. I broke ONLY the tutorial support car's ability to award a special weapon. Well, you see, I can choose whether or not it takes an item either. That means, and this is crazy-hacky, but it'll "equip" you with the special weapon, but you'll have to "fo'real-develop" it again later and then also be able to upgrade it. This STILL means this makes the support car tutorial "progress correctly", so I'm moving on finally to a working build. Might even rebalance some special weapons slightly since they'll eventually be randomized anyway, damage and base range on some of them.

I eventually wanted to figure out how to walk with Shield Arm (without one of the hacky methods like specwep-frankenstein or shutter-bumpering). I still want to look into hooking up difficulty into starting screen. There's enemy healths and projectile speeds, possibly a few prices. Now that I'm satisfied with moving on (and can come back to support car in the future; the values I scanned tonight actually load the offsets the support car originally load with but I'm too busy to reroute it to "fully-functional support car" right now.

EDIT: Oh what in the... apparently, side effects of intentionally getting no reward may include but not be limited to, getting a random buster part, losing all your zenny, and pissing off an amateur programmer... Please standby... sigh... UPDATE: Unlucky. There's at least 5 other values that DON'T have those negative side effects (and 5 more that... cause crashes?), so that was easy enough to fix.

Pages: [1] 2