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Messages - Darkdata

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21
Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: December 14, 2010, 02:30:44 am »
I was wondering if this was still in the works. <3

22
So, odd error, I think it is an error anyway.


When you export a graphic, it will always export the page of that graphic: but when you go to import,where you right click on the sprite tiles is where the file starts being wrote to.

So, if you don't click the top left block when importing, you mess a bunch of tiles up.

Also, I can't seem to import any changed graphics for sprite "Spell Effects" It gives a generic can't import error.

----

Also, a small note to people importing graphics from PNG for the title screen. It asks for both layer 1 and 2 when you go to import. Don't be dumb like me and import both layers as L2!

23
Note to self:
Do not type news when tired.

24
Personal Projects / Re: Project: FF7 NES Upgrade
« on: January 23, 2009, 12:55:57 pm »
If someone can figure out how the tile data is stored for tiles I would be glad to have it.

I can't seem to find it no matter what order I search in. Unless I missed something completely obvious. [more than likely]

25
ROM Hacking Discussion / Re: FF7 NES Chinese Translation
« on: January 02, 2009, 09:48:09 pm »
Just do a small dialog change for the flower part. Have Barette mention Tifa and not his daughter. :P

26
ROM Hacking Discussion / Re: FF7 NES Chinese Translation
« on: January 02, 2009, 04:04:25 am »
A small bug report from me also. Barret's daughter says she got the flower, even though you give it to tiffa.

27
Personal Projects / Re: Project: FF7 NES Graphics Upgrade
« on: January 02, 2009, 03:54:15 am »
My attempt at it:



Some notes:
It seems like each area uses it's own palette too. The Palette is repeated 3 times thought the rom. (Well, that area's palette).
For added fun, the textbox tile palette is shared with the roof tiles palette (hence the reason it's only simple)
I can't seem to find the tile assembly (meta-tiles) searches for them with wxyz, and wyxz orders do not find them. Could they be compressed?
I tried to copy Dr. Mario's style, unfortunately I still have quite a bit to learn. :P

28
Personal Projects / Re: Project: FF7 NES Graphics Upgrade
« on: December 31, 2008, 11:28:18 pm »
Random Notes
Palette for the first area is at $81335
Every area has it\s own tileset. It's crazy! All the shops each load a different tileset! :S

Sprite doodles to be added later:

29
News Submissions / Re: Translations: Emerald Dragon Updated!
« on: November 19, 2008, 10:44:55 pm »
Besides, are you a bad enough dude to find me and my lousy sprite art rendition of me in the game?

You really should not be looking at that girl.

Also, nice half of a sprite. :P

30
News Submissions / Re: ROM Hacks: New Submitted Hacks Added to the Database
« on: November 12, 2008, 03:50:00 pm »
I knew I overlooked something.

I was going to fix that too.

All well. Version 1 will be around forever now. :P

31
So any more work done on this lately? Talk in #x wants to know. :P

32
ROM Hacking Discussion / Re: FF7 NES Chinese Translation
« on: October 14, 2008, 07:29:46 am »
Icons. The "Att" looks lame, and when you chose something, it scrunches up to appear on the side.

33
ROM Hacking Discussion / Re: FF7 NES Chinese Translation
« on: October 08, 2008, 10:55:17 pm »
Too bad there aren't many things I can do about it besides shortening strings.
Recode the whole battle and text system! Hahahaha~

(Joking, of course. I am amazed you managed to figure out this much and get the text in)

34
ROM Hacking Discussion / Re: FF7 NES Chinese Translation
« on: October 08, 2008, 07:33:53 pm »
Watching what this game does in the ppu viewer for text scares me. D:

This game was built on duct tape and glue.

Any chance of expanding the "Att" "Mag" etc into full words?

Edit:
Might want to look into that.


Refreshed to the right tiles after a bit (not like above), happened when I used the magic restore.


This looks like RESt, could use a better name maybe?

35
Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: August 21, 2008, 04:05:46 pm »
I <3 that egg.

This is so very well done frantik, excellent work.

This will be interesting to play.

Edit:


The only compliant I have is the lack of black outline around the stalk of the mushroom platform. It seems to break the style that you have set.

36
Could we please get back on the topic of trying to finish this SMB1 hack?

Thank you,



Ben


This is all quite on topic, it has not gone off on a multi-paragraphed essay, it is just comparing the types of kill codes from games, This may be important to Karatorian, and frantik in the creation of this game. Or it may not.

Anyway, I would like to say good job you two on all your work so far. It is nice to see a game get broken, rebuilt, and made better, faster, stronger... ^^;

37
News Submissions / Re: Translations: Emerald Dragon now playable in English
« on: February 17, 2008, 03:02:22 pm »
Working on getting the savestates now~
Just wait one second...

http://chaosvegetable.byethost13.com/media/a.zip

copy and paste, the host does not like direct linking. :/

03 is before the glitch is loaded into battle, 04 is with the glitch.

38
News Submissions / Re: Translations: Emerald Dragon now playable in English
« on: February 12, 2008, 09:16:44 pm »
Darkdata:

Were you playing in ZSNES? Thus far that is the only emulator this 'problem' has been reported in. I have not been able to make this occur on any other emulator or the real hardware. Consequently, that means nothing with a debugger either. If somebody confirms this occurs on BSNES, the real hardware or something else, I might do some more digging.

Snes9x - The Tool Assisted Speed Run Community's movie version.

@Lenophis: Lazy. :P

Save game? (savestate and SRAM) If I could get that to work on Geiger's SNES9x debugger and get it to happen, then we might be in business.

I should have one for you tomorrow, one with the battle glitch in effect, and one before, if I can rig it.

39
News Submissions / Re: Translations: Emerald Dragon now playable in English
« on: February 12, 2008, 02:12:21 pm »
Darkdata:

Were you playing in ZSNES? Thus far that is the only emulator this 'problem' has been reported in. I have not been able to make this occur on any other emulator or the real hardware. Consequently, that means nothing with a debugger either. If somebody confirms this occurs on BSNES, the real hardware or something else, I might do some more digging.

Snes9x - The Tool Assisted Speed Run Community's movie version.

@Lenophis: Lazy. :P

40
News Submissions / Re: Translations: Emerald Dragon now playable in English
« on: February 11, 2008, 08:27:16 pm »
Specifically the 'NO BG3 FREE' errors some of you get occur when there is no available free VRAM.  This will only occur for some of you under some conditions. The engine is constantly sticking things in different VRAM locations each time the game code runs, so it's not consistent. That makes it a pain to see the bug and figure out what occurred and why.

I've been able to get that lovely bug just by runny away a lot, eventually hitting the button that calls up the battle menu will cause a layer to bug, then while viewing certain "tools" (like the scale) it gives that error. I just worked around it by saving, reseting and loading. (Clears the VRAM?)

Oh, small text bug. (The only one I found too.) When you are talking to Husulnum (The old guy in the house on the mountain who keeps runny away when you ask questions) and you select to keep the ring, the 2 choice box messes up.

This one does not really count -- but, if you have debug mode on, and you run, it appears that there is untranslated/bugged text for the two choices, (run / win).

Really nice job, I liked it, it was fun to play though. (How did you not go insane working on this? heh.) 

Edit: Am I the only one suprised that there was such a simple command to access the debug menu?
<Spoiler>Start + L + R</spoiler>

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