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Messages - Drakon

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Would it be possible to expand ff4 to a larger rom?  I don't know how difficult or easy it is expanding snes games.  I've expanded gameboy roms for projects before.

In some cases the utilities are out there people just don't know about them.  I only recently discovered the reVamp utility for castlevania 3 yet I've been hacking that game for a while now.

This looks awesome, I wonder if it's doable to write a new story line and add new quests.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 11, 2014, 04:45:21 pm »
I'm not going to bother fanslating the game the story stuff really doesn't make a difference to me, you should ask the people who did the fanslation to make it revamp compatible.  Or even better look at the programming they did and fix it to work with revamp yourself.  Again, you can do this by learning how to use all the features of fceux debug build.

The fact the english fanslation isn't programmed to use english tiles is silly, it should be as easy and finding the existing text hex and changing it to hex that represents the english characters.  Theoretically you can open a virgin unedited rom build two table files for it (one japanese another english) and wherever you find japanese text turn it into english characters and all should be good.  I edited the ending credit and main screen text very easily by building simple english table files.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 11, 2014, 02:32:53 pm »
Here's a video of a really early version of the re-colourized rom.  Since recording this video I've already updated / fixed a lot of palette data including the palette changing when lighting strikes with the one boss.  This just shows a general idea of how I'm changing the game colours to look more realistic and less like a cartoon.

A lot of sprites share the same palette data which is why some sprites aren't much different looking.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 10, 2014, 01:48:26 pm »
This is a crazy idea here, and I'm sure you're probably done with this hack, but hear me out. What if you made the game skip the team up cutscenes all together, and made it so you had all four characters right from the start. You might have to implement a menu, but it's totally possible. I know optomon was able to do something like that when we were working on CV3. To take it a step further, I bet there could be a way that you can make the game pick which ending it shows based off of who you are playing as when you beat the game. Just throwing it out there.

Yes the game could pick the ending based on who you end up with.  Also it would be easy to program it that every time you hit select it cycles to the next guy in the list of guys you can be.  I'm not don with this hack, I've been hacking the palette data for most of the game.  I'll be uploading a demo video of that progress shortly.

Would it free up space to get rid of the encounter scenario's?  If so then it could make room for whatever else that needs to be ironed out or add, depending on what's desired to be added.

Hmm...if it's possible, one could 'extend' the area in the end just enough for all 4 characters to stand there on the cliff to show the team effort.  I dunno how well that would go over as it could clash with certain stuff that's used in the ending scenario.  Can't remember if they all have the same amount of animation frames or not on the cliff to pull it off properly.

Getting rid of anything frees up space, but you'll have to find where it is to get rid of it.  Also don't forget the nes has a limited amount of sprite palettes it can draw (up to 3 banks in this game from what I've seen).  Therefore if you have too many sprites with different palette data it probably won't work having all four characters unless you make some of them share the same palette data.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 09, 2014, 03:01:11 pm »
From what I understand, an NSF is pretty much a ROM with all the non-sound code/data stripped out.

Yeah that's the message I got from reading that document.  From my memory it's the music initialization code, the music play code, the music data, and some sort of system of pointers that tell it where each song's data is.

Personal Projects / Re: EarthBound Zero - Improvement patch collection
« on: February 08, 2014, 10:13:19 pm »
Awesome, this is definitely a classic game that has so much potential for improvement, like that stupid map.

ROM Hacking Discussion / Re: Screenshots
« on: February 08, 2014, 09:18:58 pm »
I like how it says "hack by" and doesn't say who it's by.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 08, 2014, 04:18:33 pm »
My understanding from reading the nsf document is the nsf file contains the dumped music hex data it's not decoded at all.  So theoretically you could open the nsf in a hex editor, copy a small random string of hex in the middle, open the rom in an editor, and search for the string and you'll most likely find it.  That should be part of your music data.  Then you just need to read about how the nsf format determines where data for a song begins and ends to know where your data for each track starts and finishes.

Personal Projects / Re: Cyber Knight [PCE]
« on: February 08, 2014, 09:12:22 am »
Tomaitheus got some nes games running on a pce with a little emulation code for hardware differences, I guess that's considered a proof of concept.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 08, 2014, 06:10:48 am »
...really now?  I wonder if the translation hack that I have doesn't work in it then.  All this time I never bothered to try the original Japanese one as I was just editing bits and pieces in the English hack that I found by accident.  I can't believe I didn't go that route...gonna put a bag over my head and sit in the corner for the time being on this one :banghead:

Heh, I did a lot of editing with the program it works fine with my hacked rom.  Right now I'm having fun playing with the palettes to make the game palettes look more realistic and less like a cartoon.  I'm actually hacking the palettes quite extensively including most in game background as well as sprite palettes.  I even edited a palette that reVamp didn't let me have access to (boss palette).  The only palette data I didn't change so far was stuff that didn't look like a cartoon originally.  I'll make a demo of how the first couple of stages look when that's all done being tested.

Also playing around with revamp makes me realize I could have used it to change the music tracks instead of doing it manually...whoopsies...

Personal Projects / Re: Castlevania: Baleful Sonata
« on: February 07, 2014, 08:14:20 am »
I love the idea of simon's quest done in classicvania style.  Permission from authors or not I think it's fine if you post screenshots or even better a gameplay video on youtube.

Personal Projects / Re: Capcom Games Editor (NES)
« on: February 07, 2014, 08:13:15 am »
I dont have time for reverse and add new games for now, but if game already reversed, I can add it with minimal effort or you can add it by yourself using existing configs as examples (It will be fast then wait my updates).

That's what I meant, making a piece of software that's easy for people to add games themselves.

ROM Hacking Discussion / Re: Asm hacking
« on: February 07, 2014, 08:09:45 am »
Editing code via a hex editor is bad on so many levels. This thread really makes me sad.

Here is a HUGE reason against it no one brought up yet. You can't easily keep track of changes. If you have all changes in a (well documented) ASM file and you notice hours or even weeks later that an old hack broke something, you can just uncomment all your changes one by one and identify the problem. You can easily reverse individual parts of your changes. If you edit the ROM directly and something breaks you are FUCKED. In most cases you can just as well start over from scratch.

Add up the hours you wasted chasing bugs and calculating mnemonics and compare it to taking 1 hour to learn how to use an assembler properly. This situation is like digging a hole with a spoon because no one showed you how to use a shovel instead.

Uhm, I sometimes use winhex file compare to compare my hack to the original to find the change I made that broke the game.  Although lately I've been finding my changes that break things just by using the fceux debugger.

I agree using an assembler makes sense for large projects but it's not impossible to do it manually.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: February 07, 2014, 07:39:40 am »
Hey Dekon, how much room do you have left on the ROM itself until it reaches the maximum limit?  I recently brainstormed up an idea of how this hack could be turned into something else though depending on that open space that is left and what could be done.

Since you eliminated the path routes in the game and could change certain aspects of the attacks and all with/to different characters, why not take away the side heroes (Alucard, Grant and Sypha) and use some of their abilities on the main hero?  Minus the wall climbing and bat ability of course.  One could turn the hack into an actual NES remake of the original Castlevania and call it Super Castlevania?  The 'super' title would be justified enough to give it!

Of the Super Castlevania concept, one could redo all of the graphics along with the layout of the rooms (if reVamped accepts the hack for editing) or implement Castlevania I's graphics onto Castlevania III?  Would be one hell of a big castle  ;D

I got quite a few more ideas to throw into the pot for this hack but just wanted to share this small bit with ya, sir!

I personally have no interest in doing these things which is why I won't bother.  I don't know how much space would be freed up by removing the password system because I haven't had time to gut it out.  Most likely if you wanted to add something you'd need to remove something else to make space for it.  If you want to make these changes then why not do them yourself?

Two of my favourite things about this game are the side characters and the graphics so you won't see me changing either of those.  The graphics add atmosphere to the game and the side characters add depth to the experience.

the idea phase is pretty easy, its actual implantation that is the real challenge. Level editing of Akumajou Densetsu would be pretty difficult without a level editor, and considering that it's a VRC6 game, I don't think putting a level editor together would be simple.

I have no idea how neat Konami was with their code, but Capcom sure was a mess with their games, literally building one on top of the other with all sorts of unused leftovers. Importing the tilesets from Castlevania 1 would be awesome I agree, but adding more stages to the already long version seems kind of unnecessary. Maybe As a second project where the CV1 stages replace the CV3 ones, but grouped all as a single game without a stage select? I'm not so sure.

Correct about the implementation which is why I'm suggesting that he tries it.  Also what's with you and stage select?

I just tried to look at Akumajou Densetsu on reVamp and it didn't like it so only the U.S version is allowed on it.  My bad as I couldn't remember if it accepted it or not!  There really needs to be a level editor for Akumajou Densetsu along with a feature to add new tunes to replace the current, existing ones.  Kinda like of what one editor for Metroid has...and I can't remember of what it's called...not sure if it was Editroid or something else.  If I knew how to make a program such as this idea I would be whipping my fingers into action on creating it day in and day out until completion lol  :P

Oh my word no!  Not to add stages as that wouldn't be proper since everything was 'combined' back to back in Dekon's hack so really no need to do such a thing but just convert stuff to look like Castlevania I so it has that added stages feeling to it.  For me I like the feeling of just go all out and do the graphics from scratch to have it in it's own stand-alone recipe of a hack after everything else was finalized before doing so.  Of what Vanya said "to add new music tracks so there wouldn't be no repeats" is definitely agreeable as I'd love to pitch in some track ideas for them to consider!

Could add new stuff to the bosses that are used a couple of times over so it can seem like a different version but more deadly like how the Skull Knight is used in Warakiya Village then again in the 2nd part of Alucard's Cave with the bone throwing bit around the screen.

I agree to you as well sir as everyone is to each their own in their thoughts!

The people who "know how to make a program such as this idea" didn't always know how to do it, they spent time learning how to do it.  I'm sure if you spent enough time on google researching how to program software you could figure it out.  I often read people saying "I'd be doing this if I knew how to do it", you know how to research to learn these things so why not start some researching on the subject.  The internet today is saturated with a wealth of information on learning how to program software yourself you just need to spend the time learning it.

And yes the metroid editor is called editroid made by the brilliant snarfblam.

Another thing to note I just downloaded the "reVamp editor" and loaded the latest version of my hacked rom into it and it seems to have loaded just fine.  Right now I'm looking at the first stage in the level editor.

ROM Hacking Discussion / Re: Asm hacking
« on: February 06, 2014, 06:12:33 pm »
This is how I do it as well, though I'm not so interested in memorizing things than I'm interested both in understanding the low level well enough and simply in avoiding tools that I would have to learn to use (or code?). I have only done small hacks though.

There's actually not that many opcodes to learn for some 8-bit systems.  The better I'm understanding the asm the faster I'm getting at writing my own code.

I hack completely via a hex editor. I like to be able to view everything with the Code Data Logger within FCEUX.

Everyone has they're own method of writing 6502. I happened to learn mostly from kuja killer, and that was how he wrote/modified 6502 asm.

I can look at hex values and know just about all of the opcodes for them from memory.

I've gotten so much flack from people saying I don't know how to do asm if I do it via a hex editor. It doesn't matter how you write it or what method you use, as long as it works.

I'm sure if I learned from someone else, and they actualy 'wrote' it out, then probably today that would be the way I write asm.

That's exactly how I work too so don't feel so bad about the flack you get.

ROM Hacking Discussion / Re: Retro Game Hacking
« on: February 06, 2014, 06:08:48 pm »
I'll check that out, what are the other tools needed to romhack gameboy games and such.

It really all depends what sort of hacking you're looking to do.  My hacking was game engine based so just bgb emulator was good enough for my purposes.

Whoops sorry I forgot to mention a hex editor as well, I've been using hex editors for ages so I sort of forget to mention that.

Know of any good tutorials? Maybe already on the site.

I found a great text document about the nsf file format from google I think it was just a huge text file posted somewhere on here.  If you sit down and read the text file it fully explains the nsf file format.  From my memory it said that the nsf file format is the ripped game sound engine and sound data.  So theoretically you could take that ripped sound engine / data code, insert it into your rom, and make appropriate jump commands.

I'm also of the same agreement--romhacking is like a great collaboration towards good things for everyone to play and enjoy, like a community giving back unto itself.

(also, goddamn Dr. Mario, I haven't seen you around in a couple years :o )

Couldn't agree with you more.  This is why I love the romhacking community so much people are generous and helpful.

Copy the sound engine and sound data from the castlevania 2 nsf dumps.  NSF file format is literally a ripped rom sound engine and sound data so you should have everything you need right there.  Just read up on the nsf file format.

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