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Messages - DarknessSavior

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Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: August 01, 2010, 10:37:15 pm »
I experience two bugs, one happened multiple times and the other just once.

The one timer was that Zero was continued flashing like he had a charged shot to release, but pressing the blaster button just caused him to make a normal uncharged shot, and he was unable to charge or stop flashing (until I died at which point everything went back to normal.)

The other is a graphical glitch where both the hero's life bar and the boss' life bar go fuzzy, but pausing and returning brings it back to normal .
You ought to take a screenshot of these, and/or send justin3009 a save state before and during the bugs. It would help him fix them.


Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: July 31, 2010, 06:42:01 pm »
I'm quite impressed with your work thus far. I can't wait to try it! :D



Is this good enough, or is it too much?
The only thing that I don't like are the lower-case and upper-case "s". They're very hard to read. If you could improve on that, I think it looks great.


Top Katakana reads "Valkyrie no"
Pretty sure it's Walküre, not Valkyrie (reference). Same word, different languages.
It does, but if one were to translate it into English (and he wants it in English), you would use "Valkyrie".


Someone wanna make me a fancy, archaic subtitle for ActRaiser 2?

It says "The Crusade for Silence".


Apparently it wasn't worth mentioning in the news post, but this is my first full video-game script translation -and- first script edit.

So please, go easy on me. And enjoy! :D


Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: July 28, 2010, 01:01:23 pm »
What are you using to mod this game with?  I'm guessing your not making an ips patch, sounds like your remaking the whole rom
Apparently you misunderstand what a patch does, regardless of format (IPS, UPS, Ninja, etc). It essentially compares the edited ROM to the original one,
copying down all of the changes you've made, and making a file that details those changes.

He could change every byte in the ROM, and he could make a patch of it. It doesn't matter.


I lay tiles like a pro, but I've never molested one...
Same here. I prefer laying tiles to molesting them.


ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: July 22, 2010, 11:06:01 pm »
Does this mean you're making new monsters too? I was going to comment that the monsters looked out of place, but I kinda figured you'd make new ones.


Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: July 16, 2010, 07:35:17 pm »
Use Lunar Address. It's very useful for address differences between types of SNES ROMs.


The dumper/inserter will use the established table standard, so they go together. You say you haven't had any trouble working with 'tables' in the past. What tables? The one you use with Windhex? The one you use with Thingy? The one with Hexposure? The one with Translhextion? The one you use with your own custom utility? The one with Atlas? That's the kind of thing I'd like to see go away moving forward with utilities. We can have some compatibility between utilities, set an abstraction layer for tables (more interesting for utility creators), and rely on standard feature set. Oh well. Our community likes to stay in the stone ages. Why should this be any different? They like their stones. :)

So, we've declared nothing here is of use to you? Fantastic! Wait... How is this contributing to the thread again? :P

Boy, I'll come back in 10 years and try to push you guys forward again. Timing seems to be way off on this one.  :-\
I've used just about every hex editor there is for romhacking, including Thingy, Thing32, Goldfinger, Windhex, Hexposure, and I'm sure I could dig up some others. And I've used the same type of table for each one, and never had an issue. I've used them to dump romjuice scripts (though, I admit I make a separate table with the "\r" and "\n" stuff) and insert Atlas ones with no problem.

If anything, I think perhaps there should be a standard for the basic <End> and <Linebreak> control codes. Some sorta standard value so that you don't have to set up the table to dump them properly.

But I'm more interested in the dumper/inserter because I don't really like romjuice, Cartographer is still unfinished (and I couldn't get it to dump ActRaiser 2, for some reason), and Atlas has always given me trouble. I'd like something a little more streamlined and simple to work with. Oh, and a GUI. I don't like stones. =P


Only interest in Terranigma?

Nobody but Gil Galad and DaMarsMan are interested in the standard?  Wow! I must have a golden standard that will be adopted by all. Or... maybe it's so bad, nobody can even begin to talk about it and it will just be totally ignored. Ha! At least it will be over-glorified notes for myself then!  :laugh:
I'm more interested in your dumper/inserter than anything else. I haven't had any trouble working with tables in the past, regardless of the way the game handled text. Dumping and inserting text, depending on the game, can be a real pain, though.


Newcomer's Board / Re: Introduction Topic
« on: July 13, 2010, 08:49:47 pm »
I too run Windows 7 64-bit. You can use batch files to run any command-prompt or DOS programs.

Windows x64 has no NTVDM or WoW16, so no 16bit applications! When an x64 capable CPU is running in "Long Mode", there's no Virtual 8086 mode, which I guess presents so many issues to get around MS just dropped DOS support when Windows XP x64/Server 2003 x64 were released.

To overcome this, you'll need to run DOS/Win16 programs via virtualization or emulation... I ended up taking DOSBox and creating this to run all my 16bit crap. (Demonstration Video)
Hmm. Maybe I shouldn't have said any. But it certainly works for xkas and any other romhacking tool I've ever used.

You've got the Shadowgate I want there. Gotta track that down.


Newcomer's Board / Re: Introduction Topic
« on: July 13, 2010, 02:11:42 pm »
So how exactly do you open those? When I double click them, the command prompt opens up, says "press and key to continue" then when I do, it shuts off. I tried opening both the .exe and the .bat files with DOSbox as well, but I got error messages saying they couldn't be run in DOS mode. I'm talking about xkas and spcas.
You open a .bat file in notepad for editing. Then when you've set it up to do whatever it is you want, you just double click it and open it. Then, it'll run with whatever parameters you set.


Newcomer's Board / Re: Introduction Topic
« on: July 13, 2010, 04:03:28 am »
Unfortunately, I'm running 64-bit Windows 7. This means that Byuu's assembly tools (like xkas that are DOS) just don't run, and those tools looked absolutely essential for homebrewing. Any other recommmendations?
I too run Windows 7 64-bit. You can use batch files to run any command-prompt or DOS programs.


Newcomer's Board / Re: Introduction Topic
« on: July 07, 2010, 09:55:39 pm »
Hello, people.

I am, unfortunately, a complete newbie in all respects.  I've learned a lot about computer science and math and other related things just by reading, but I haven't done much of anything practical.  I've decided that I need some actual practice, which is why I'm here.  I have a weirdly obsessive desire to know how things work at a base level, so asm hacking appeals to me.

As for what I'd like to do, I have a couple ideas for mods, and it would be nice if I could translate Nanashi no Game (though DS hacks aren't okay here, I understand) and Serial Experiments Lain (though some other group is already doing that).

So yeah, that's basically to show that despite being a newbie I can write in grammatically correct sentences.

And I came  here for a reason.  Is there anywhere that I can ask quick, probably RTFM-worthy questions that don't deserve a thread?
Welcome. From the looks of things, you're off to a decent start.

As far as your RTFM-worthy questions, first, check the FAQ. If the answer isn't there, go post at the Newbie Board. We don't really have a good thread for stuff like that, but making your own is harmless.


Any noun with ら after it is plural. It's a less polite version of たち. You'll often hear it as from a villain or something in anime: きさまら!
Errr... I kinda know Japanese :)  I've specified the reason why I called it that way :)
Hehe. Sorry. I didn't get that you understood it from your post. =/


It's Ninja Rahoi :) That's one of the characters in the game and the pun "Ninjara", but I can't transfer it to English. :) But frankly speaking - I've been considering to call it "Ninja's Tale" to avoid any misreadings. So it's either "Ninja Rahoi" or "Ninja's Tale" for the title screen...
PS: However, giving it a second thought.. It could be "Hey, Ninjas!" or "Hoi, Ninjas!"
"ホイ" is generally translated as "Hey" or an exclamation like that...
So. now I'm unsure about the title - great...
Any noun with ら after it is plural. It's a less polite version of たち. You'll often hear it as from a villain or something in anime: きさまら!

And I've never heard of ホイ as being "Hey!". It's usually おい。But it's close, so it could be similar.


Given the fact that the ら is hiragana and the ホイ is katakana, I'd say it's "Ninjas Hoi! (whatever "hoi" means. I think it's an onomatopoeia)".


Frankly speaking, I have no idea why you've been looking for a VWF coder - your font already looks just nice...

Feb 7, 2009

E n o u g h  s a i d.


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