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Messages - Drakon

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21
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 21, 2014, 02:22:57 pm »
I didn't actually look as I don't really have any interest in NES modding sadly, but thank you for releasing the notes at the very least. That's greatly appreciated

Yeah I'll happily release notes no matter what project I do.  Hunting down ram and rom addresses is just tedious.

22
Gaming Discussion / Re: The Future of Gaming
« on: February 20, 2014, 06:50:45 pm »
I've posted in many forums I think romhacks are the future of retro gaming, that's why you see a lot of me here.  I'd rather play lttp goddess of wisdom than any new game I've come across.  As for the rest of the world.....downloadable games that you pay for, pay for upgrade stuff.

23
Looks great.  How far do you plan on taking this?  Going to work towards a new final fantasy completely or still not sure?

24
ROM Hacking Discussion / Re: Screenshots
« on: February 20, 2014, 06:01:52 pm »

Sometimes I feel like making Spanish translations of StarTropics 1 & 2 just for fun... but I don't know if it's worth the effort... like, I'm not really sure if Latin America would appreciate it.
They're probably too busy playing FIFA and PES anyway.

Latin america should those are seriously some great games.

25
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: February 20, 2014, 05:49:06 pm »
This is truly epic.  I'd much prefer the focus going into megaman 2 as that's my personal favourite megaman game.  Of course it's your work so you decide.

26
ROM Hacking Discussion / Re: Text Pointers
« on: February 20, 2014, 05:24:18 pm »
You need to look at one of those docs that use Final Fantasy or Zelda on the NES as an example to learn about pointers. The concepts will be the same for the GB, GG etc. I don't see the point in trying to explain something that the docs can do just as good as a job or better than someone on the forum. Hell, the Madhacker's pointer guide is still relevant and useful over a decade later.

Not to mention that's a lot of information to cover in post replies.  I've found searching through the documents on this site answered a lot of these questions for me.

27
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 20, 2014, 04:57:44 pm »
I don't think it's stalker/trollish.  It's more like he's telling the community about how Drakon works, which apparently he has an incredibly bad rep on MANY places in the modding community.

Though, I can't really pertain in this argument much as I would never, ever do any sort of modding like that to a cartridge, system or anything.

I still say though, if you do work and WON'T release it via IPS patch, at least do what you said you'd do and release your notes (Preferably legible and not a broken mess) you did so someone CAN create it if they do so in their time, otherwise, it'd appear you're coming off as very condescending.

The first post has my notes, sorry if you think they're messy.  As stated before if people want me to release the IPS I'd like a little money for a public release.  If people would prefer not to have it released, I'm totally fine with that.  I assume you've all seen what my work is like so I plan on releasing the IPS encased in hot glue.

28
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 20, 2014, 03:47:41 pm »
I dunno, comes off as a little stalkish/trollish...

Everyone has a hobby I guess.

29
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 19, 2014, 07:05:02 pm »
Sure, if he distributed it as a ROM. He's not selling the ROM, he's selling the work he put into the game; SRAM, some kind of useful gamplay changes etc. It's his work, no one elses.

Thank you, it's nice to see some people understand.

Not if he's selling the patch itself. If the patch contains nothing but his original work, regardless of how it's applied to the application, it's still his work. He can't sell the rom, but he could sell the patch. Or go about it a different way; release it to the public once enough people have 'donated' or the amount donated meets his goal/whatever. Not so much different when people hold beta carts and such - private, until enough people 'purchase' his decision to make it public (dump the game).

 I don't personally do this, but I also don't attempt to dictate what other people do with their time/work. Just because I, and other people, give away their hard work - doesn't mean everyone else should have to as well. To each their own.

My plan was basically your donation idea.  But really that's not what I wanted this thread to be about.  How about we discuss moralities about asking for money in another thread?

30
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 19, 2014, 04:23:01 pm »
That's not what your comment said pre-edit...

"Not unless" doesn't mean "I expect".  I don't expect people to pay money for this sort of thing.

What would be really cool, if you hacked Rondo on PC-Engine to have all the levels and boss from CV3. Surprised no one has attempted hacking that game. It's not like 6280 is much different than 6502, and a lot of romhackers have cut their teeth on 65x.

I think the game is too perfect as is.

31
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 18, 2014, 10:09:18 pm »
Nice vid, so how much money are you requiring for this to be released? Because you said in your video's comments that you won't be releasing this unless you're paid. How much of that is going to go to +daniel+ for using his utility reVamp?

I don't expect people to pay.  So why's it important?  If daniel wanted money for his utility then perhaps he shouldn't have released it for free.

32
ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 18, 2014, 01:57:06 pm »


Video from start to finish:

http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be

Game plays flawlessly.  Sram saving works fine.  All tile glitches during secondary character change cutscenes are fixed by doing quick workarounds.  Most of the palette changes were done using reVamp but there were still palette changes I did manually for certain in game special effects (lightning striking, water freezing / unfreezing, bricks dropping, certain boss / cutscene palette data).

I think I did pretty good for this being the second nes game I've ever romhacked.  Everything except for most of the palette changes I did manually via asm hacking in a hex editor.

33
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: February 17, 2014, 03:28:18 pm »
A little something I've been working on.

http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be

34
ROM Hacking Discussion / Re: Zelda Parallel Worlds title screen corruption
« on: February 17, 2014, 09:57:39 am »
Nice, that you like GOW. However, if you want to finish this game on a flash cart, it will probably be quite a challenge. Without any of the emulator special functions, some bosses can be quite difficult, but it of course can be done, just needs some more blue potions.

Regarding the non release method. I think this is even a more radical concept, but I guess it works. It is logical, that the author has the version, which also works on real hardware. It is just a matter of what to make public.

Right.  I've been bouncing an idea around in my head.  I can set an amount of money to receive before publicly releasing my rom.  That way I'll at least get something to compensate for the time and effort.  If I don't get a donation of what I feel is fair that's fine, I'll just keep my work from being released.  I think romhackers should do a system like this.

I just realized something with GOW.  When I pick up the sword and save and then load from the save I get a black screen and can't do anything.  Am I supposed to refrain from saving until a later time?  I'll send you a pm about this since it's sort of off topic.

35
ROM Hacking Discussion / Re: Zelda Parallel Worlds title screen corruption
« on: February 17, 2014, 07:42:22 am »
Puzzledude I never said I expect you to feel the same about the hack running on real hardware.  The reason why it's a big deal to me that a hack runs on real hardware is because I love playing games on the real thing so it would really bother me playing something on an emulator.  By the way I've been playing your GOW hack lately and I'm really loving it, it totally breathes new life into lttp.

I fully agree with you about backstabbing repro makers.  Instead of making romhacks that don't run on the real hardware the way I'm getting around backstabbers is I'm simply not releasing my more time consuming hacks, not even to friends.  Nobody can rip off or make money off of something that's never released.  I know some very skilled hardware modders who go through great lengths to keep the details of their upgrades a secret to prevent money making clones of their work.

I use flashcarts to play hacks unless the game runs on a mapper with extra audio hardware.  For carts with extra audio hardware I use flash chips / eproms on real carts since flashcarts are only good for recreating digital signals but not analog.

36
Yeah you'd probably have to change the engine to support extra space which would most likely be a fairly serious rewrite.

37
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: February 15, 2014, 09:45:03 pm »
Here's a thing I've been working on:
Link

Holy sh#t this is awesome.

Of course tomaitheous always does awesome stuff too.

38
That's strange, ff6 is one of the larger snes games ff4 is one of the smaller ones.  I guess the main engine would have to be reprogrammed to support extra bankswitching?

39
ROM Hacking Discussion / Re: Zelda Parallel Worlds title screen corruption
« on: February 15, 2014, 08:38:26 pm »
I'm wondering because this is probably something I could fix, if I knew what the problem was.

I'm not sure what the most popular snes debugger is, is it snes9x?  If so see if the issue occurs in that emulator otherwise it's going to be more of a pain to fix.

40
ROM Hacking Discussion / Re: Zelda Parallel Worlds title screen corruption
« on: February 15, 2014, 03:42:04 pm »
According to http://www.romhacking.net/forum/index.php?topic=11861.0, Parallel Worlds has minor graphic errors. This is not uncommon on ROMhacks, since most people doing them don't have the hardware (a copier, in this case) to test them on, and just test them on emulators. I'm pretty sure the hacks that tried both approaches actually produced two patches: one of emulators and one for the real SNES. One example is the Bahamut Lagoon translation.

Some of them don't work on real hardware at all.

My personal approach to rom hacking is I refuse to hack a game unless I have a way to test it on the real hardware.  There's also in some cases ways to make an emulator friendly game run on the real thing, just requires a way to play the rom on the real thing and asm skill in most cases.

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