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Messages - vivify93

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21
The patching error with King's Robes is that Leet was able to free up a byte in their routine, and it looks like what they did was literally go into the patch with a hex editor and removed that byte, as opposed to making an actual new patch. So when patching it, Lunar IPS will read it as an error--but it seems to work fine overall.

If you wanna test for compatibility, I could whip something up for ya?

22
when i retimed the opera, i made sure that problem wasnt there :)

23
Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: January 25, 2018, 10:08:38 pm »
But if you were to pick them up out of a chest, it'd just say "Found Platinum!" Which isn't good game design, necessarily.

24
It all looks pretty solid to me. I've been dabbling off and on in it.

I'll post a Pastebin in a bit of the retimed singing sections. Do you want the speaking parts too or no?

25
https://youtu.be/bNoxvkJQzqw

Here's the video example. I even replaced the speaking parts with (Abbreviated for space) versions of the GBA script. Sorry about the audio popping and I apologize for using speedup in parts where there isn't singing, but I attempted to record this 5 times and something went wrong for 4 of them... I was kinda getting sick of it lmao

26
Hey Rodimus! So, I'm using the Updated Opera patch and noticed that The Dream Oath, when Draco crashes Ralse's ball, still uses the old lyrics when Draco and Ralse declare they'll duel for Maria's hand.

I actually re-timed that sequence, as well as portions of Spoons' updated Aria, and it matches up really well now. I can send a video over of how it matches up, if you'd like.

Take care.

27
Mugi, who released the original undub for the PSP version, did an undub for the PS1 version as well.

Big thanks to him. Much appreciated.

You can get the patch file here:

https://blacklabel-translations.com/undubs
I only see Valkyrie Profile: Lenneth, The 3rd Birthday, Crisis Core: FFVII, and Valkyrie Profile on that oage...? :huh:

28
I'm not affiliated with this project, but Sky Render's fan translation is dry, boring, and overly-literal--and somehow it manages to still flub some nuances. It's not good, man.

29
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 18, 2017, 08:08:26 pm »
so the Phantasy Star I patch for SMS Power's retranslation is in the HalfXP pack right? the ones in DoubleXP won't work if i remember right.

it's a little confusing.

30
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 17, 2017, 02:51:26 pm »

31
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 06, 2017, 05:47:58 pm »
Not at all, any constructive feedback is welcome! :)

I started the project because I like JRPGs in principle, I just feel that the ratio of game progression vs level progression is not 1:1, so I've tried to correct it. Go too far the other way and it's a dull procession from place to place, often without the interesting story and dialogue that Western adventures from Lucasarts and Sierra had. If you took the random encounters out of Dragon Warrior 1, you wouldn't have much of a game left. :D

So, back on topic: anyone got any tips regarding my problem with PS2 on Genesis? :huh:
You may want to skip Phantasy Star II, it has a 4x EXP and meseta patch by Reiska.

32
ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: December 06, 2017, 02:00:56 pm »
I second that feeling on most of the hacks out there.

In addition: any suggestion of patches (on a same fashion) for the FIRST Lufia?
Never played it as well...

C.
Lufia & the Fortress of Doom Restored http://www.romhacking.net/hacks/2744/

Also, be sure to check out Lufia: The Legend Returns Text Cleanup http://www.romhacking.net/hacks/813/

 :angel:

33
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 03, 2017, 07:44:22 pm »
do you think phantasy star's patch would work with the english retranslation or the non-english versions of the game?

34
Personal Projects / Re: Final Fantasy IV Prettified
« on: November 30, 2017, 01:53:04 am »
Didn't we categorize Spooniest's ROM hacks as "hacks"?
(from what I read, he was picking lines from different official translations and mixing them together)

So I think this would have to be similarly categorized.
They would be under "translations." To my knowledge, the rule is on RHDN is, if a patch exists for non-English game to localize or convert it into English somehow, it's considered a "translation." If a patch modifies an existing fan translation, it's also considered a "translation." Similarly, if a game was originally in English, but a person(s) translated the Japanese script and tossed the new translation into the already-English game, again, this is considered a "translation."

Which is why Spooniest's J2eviscerate mod, Aeon Genesis' Tactics Ogre "PS1 script-to-SNES game" patch, and Ryusui's Breath of Fire II are all considered "translations" and thus are placed in that section on the site.

35
ROM Hacking Discussion / Re: Screenshots
« on: November 29, 2017, 11:58:09 am »
As a Sailor Moon superfan, if I may weigh on the discussion...

On Viz's DVDs/Blu-rays for their new English dub of the 90's anime, you can see the logo doesn't include any translation of the Bishojo Senshi title. In the actual episodes' opening sequences, though, the logo is still in Japanese. The logo used here is the standard logo used worldwide, and can be seen on Italian merchandise made starting in 2011, for example.
https://i.imgur.com/Q2YJc9l.png

However, Usagi's new English voice actress consistently calls the series "Pretty Guardian Sailor Moon" in the next-episode previews.

Further, Kodansha's manga re-release uses a different logo, which includes Pretty Guardian.
https://i.imgur.com/eGffTWR.jpg

And Sailor Moon Crystal's English dub uses this logo in its opening, as well as on its English Blu-rays. This included the Pretty Guardian part.
https://i.imgur.com/w0KX4W6.png

For comparison, the English and Mexican dubs from the 90's used this logo, which of course never included the Bishojo Senshi part of the title.
https://i.imgur.com/FizWGND.png

I think just dropping the "Bishojo Senshi" part, while using the newer logo, would probably be the best compromise between what an official localization from the 90's would use, and the more modern take on the logo. But that's just my two cents.

In the end though, I really have no issue with such a minor detail like the title screen. I'm happy for more Sailor Moon games in English, period! As long as it's not written god-awfully like the Another Story translation. :laugh:

On a somewhat related note, this does beg the question--why did none of the Sailor Moon video games ever come to Western shores in an official capacity? :huh: I think the arcade game and Sailor Moon Drops are the only ones.

36
Personal Projects / Re: Final Fantasy IV Prettified
« on: November 28, 2017, 03:13:09 am »
Yeah, I doubt it would be as easy as just applying Gemini's patch, Vivi. If it was just a text patch, that'd be one thing, but since it tweaks assembly (even just a bit) it probably wouldn't patch right over FFIIUS.
Most likely you'd have to first copy Gemini's assembly hack, then reformat the text... Which would have to be done in a hex editor because the new format won't be FF4kster-compatible.
Not impossible, but it'd be a lot of work.
I said I thought it'd be cool to port Project II's script to this project, not apply Gemini's patch on top of Project II.

Then I went onto say that I wasn't sure if it was right to port Project II's script to this patch without all the numerous enhancements Project II has--Sealed Cave skip fix, Adamant Armor fixes, enhanced Pray, Cry, Salve, Goblin summon enhancement, Yang's HP fixed... etc. Meaning, we'd have to port those fixes to the Japanese version of FFIV.

 :huh:

37
Personal Projects / Re: Final Fantasy IV Prettified
« on: November 27, 2017, 06:26:38 pm »
Not gonna lie there, I was thinking of porting Project II's script (Which Namingway Edition uses) to this project when it was all done... but remember that both Namingway Edition and Project II make numerous bug fixes and gameplay enhancements, which we'd need to figure out how to do in the Japanese version. I'm not sure I'd be comfortable using my script in the vanilla, unaltered edition with all its flaws.

But that's not to discuss here--when Gemini releases this is when we can talk about that.

38
OMG Thank you! This makes the ultimate Metroid Hack (besides Rogue Dawn) even ultimater. Thank you!

Had no idea wall-jumping was so difficult. Never played Super Metroid (will next), so had to figure out how to do it. Still tricky, though.

Questions:
- When I pause and hit either Save or Continue, does it always bring me back to the beginning? Thought that if I at least hit Continue it will just un-pause.
- You say it's not done. What else is there to do? I'm going to have a buddy of mine make a repro cart of Rogue Dawn and was thinking of doing Metroid mOTHER too, but this compiled version you have is way, way better.

1. It's not every time you pause that it brings you to the save screen. You have to pause and press D-Pad Up + A Button at the same time. If you do Up + A, it basically automatically kills Samus to take you to the save screen. Loading a save doesn't take you to Brinstar's starting zone every time, it takes you to the start of each elevator; the game also auto-saves every time you go up or  down an elevator, I think? Not sure on that. Anyhow, the reason Continue just takes you to the beginning of one area without any changes is because the game assumes Samus has been killed and you're starting over fresh. It's also kind of a remnant of the password system.

2. I wish you had read onward a little!

So I just found a small bug of when you get out of Brinstar, the new "E" and Missile indicators revert to the "...." and the right half of the old Missile indicator. I've fixed it, and I also did some minor behind-the-scenes updates, but I'm not gonna put a new version up yet. I really want it to be made so that saving can be done all on one controller--that's worth a new full update to me.

August 29, 2017, 12:50:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
http://www.bwass.org/bucket/Metroid_mOTHER_Galactic_Edition-3.zip

Snarfblam kindly told me which byte to change to make it so you only need Controller 1 to save. Pause, then press Up+A on Controller 1 to be taken to the save screen. You shouldn't need the A Button at all on the pause menu--scrolling the map is done with the D-Pad and unpausing requires the Start Button. But remember not to press A while perusing the full map just in case, OK?

This also fixes the minor issues with the Energy and Missile displays that I mentioned earlier in this post.

Enjoy. :)
So, Galactic Edition v3 is pretty much 100% done. If, by chance, you were referring to the patch "Metroid + Saving v0.4 NotDone," that's what Snarfblam named that update in the patch filename. It's not my name for it and I'm not Snarfblam; I was just using the name they established.

39
since when Square has made a canon of spell names???
...Since 2006? Every FF game has had the same spell names since then, the exception being FFX | X-2 HD, the games of which still call Raise, Arise, and Reraise as Life, Full Life, and Auto-Life due to them just dumping the original localization back into the remaster. (Might be some other minor discrepancies as well, but I'm unsure of them.)

40
I will say, I really liked it when one of the hacks started Rydia without any equipment to fit the story, though. ;)

I'd actually like to see that as an optional 'narrative fix' type of thing, even though it's so minor.
That was Project II that did that, Digitsie--and it still does! :)

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