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Messages - releasethedogs

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Personal Projects / Re: Googie Toons - The SMB2 Hack
« on: July 28, 2016, 01:06:20 am »
in the story replace and with &, that way it's not split between two rows.

Personal Projects / Re: [SMD] Star Cruiser - English translation
« on: July 28, 2016, 12:09:07 am »
I might be interested.
I'm an ESL and History teacher so I do this sort of thing quite a lot.
How many pages is the script? Just let me know before I know if I can commit or not.

Personal Projects / Re: Kaeru no Tame ni Kane wa Naru Color Hack
« on: July 24, 2016, 03:03:14 pm »
I think that we should all just accept what OP selects. He doesn't even have to do this hack and any color is better than no color. If you don't like it, you can always make another hack how YOU want it to be.

Personal Projects / Re: Zelda II Editor - Sword II - Work in Progress
« on: July 01, 2016, 11:49:42 am »
This is amazing. I so, so, so want to remake Dragon Warrior with this.

I suppose it depends on whether there is any free space left. At first glance it seems there is some but I'm not sure how much you will actually need.

You'll want to use a program like YY-CHR to locate and edit the title graphics. You could probably cut and paste them out of the ROM but it would likely be simpler just to edit them where they are at.

I looked through the ROM and it appears that the text is stored in ASCII format, which means you won't have to worry about making a table file. You can just open the ROM up in a hex editor and type in text changes (but you'll need to pay attention to the formatting/control codes and likely have to figure out what each one does on your own via trial and error or observation, most that I noticed started with "FE", probably line breaks).
Firstly I'd like to thank you for answering my n00b questions.
Earlier I took the initiative to try and edit the words by myself. I was careful not to add any date only change and it corrupted the ROM. Any idea? You said there is some free space, how do you know? How much is there? How do I use it?
Sorry for all the additional questions, seems to be a Shaharazad effect where the questions are just going to lead to more questions in questions until the questions grow exponentially.  ;)

I want to make a Guerilla War patch to make it more like the Famicom version (Guevara).

where do I start? What ROM should I use?

 NES version?
It's translated already But... I have to change the text (add missing elements). I'm under the impression you can't add info to a ROM. Might be a problem??
Also, edit title screen from "Guerilla War" to "Guevara".
Title screen is more interesting in this version... Has cool explosion effect.

Famicom Version:
Isn't Translated already but might have enough space to add in text.
Title screen is less interesting, lacks explosion effect.
BUT... Famicom version has a hidden port of the game "Sasuke vs. Commander" -- which is the only port this arcade game ever got.

I don't really know where to start. My main priority is editing the text and overcoming the space limits.

what programs do I use? I assume there is a way to export the titles as a picture, edit them in a paint program and then import the edited file?? How do I edit the text? Hex editor??


Personal Projects / Re: Nick + Andy Love Story (Binary Land hack)
« on: June 25, 2016, 12:06:51 pm »
Totally cute.
♥ ♥ ♥ ♥
It makes me happy you feel secure enough to post this.
Needs a cute title screen though. Also, how did you make the new music? Post on the page for the super pitfall hack he needs music help.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: June 20, 2016, 09:45:14 pm »
...That was in the day where "graphics" were squares and blobs and music was basically nonexistent.
fair enough, they are still games though.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: June 20, 2016, 06:10:54 pm »
It's why game making is a multi man job.

Tell that to Howard Scott Warshaw  ;)

Basically, someone disassembled the game and then labeled everything nicely so that you can quickly read the annotations to understand what the code is doing.

does this mean, hypothetically speaking that someone with the know-how could use the engine of SMB3 to make a totally original game?

Personal Projects / Re: Super Pitfall NES (improvements)
« on: June 07, 2016, 08:11:53 pm »
right: the result

Can't wait to play it.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 31, 2016, 01:03:43 am »
I made a thing.
Traced logo from title screen in illustrator
found goofy picture of Harry

cover still in progress

Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 30, 2016, 05:40:10 pm »
Hello, I signed up to give you this song. Press the blue download button and nothing else:

The song is very simple so it should be easy to insert without making a new music engine. In addition, it's short (30 seconds) and small in size.

Tell me if you like it.

Plays nicely in my NSF player. I like it.

Personal Projects / Re: Outlanders NES translation
« on: May 30, 2016, 04:14:17 pm »
what the status of this? Still being worked on?

Yeah, I know, now days this game is considered kusoge but as a kid I did not know any better. It was one of 4 nintendo games I had so it got played it to death.
In the game you collect red W objects to transform into a werewolf and "anger bubbles" to transform into a super-werewolf. But there was also a blue W object that returned you to human form. Anyways I thought of this game for the first time in many years today and I remember a part of the instruction book says there is a way to use the "blue "W" in combination with a red one and go directly to Super Werewolf status"
I was searching around and it seems like this trick has never been discovered. I was hoping a ROM hacker would spend a half and hour looking in the code and see if they can figure out how to do it? It does not have to be a big long dissection of the code or anything, just a quick glance. I have been wondering since 1990.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: May 28, 2016, 10:05:44 pm »
I played this game a ton when I was a kid. I thought the goal was to get gold and I thought the bugs were intentional to make it harder. lol
I had a totally rosy nostalgic feeling toward it and was shocked to find out it was put in the same room with Hydlide and Action 52. I'm pretty excited for these patches!

also, bring back the scorpion on the title screen!

Personal Projects / Re: New game hombrew for Game Boy Classic
« on: May 05, 2016, 11:05:13 pm »
Do you want a cover image for it?

So, the NES catalog is near to be fully translated  :beer:

We still need the Monster Maker games translated...

ll take any Monster Maker game on any platform. I got some of the card games when I was in Japan and translated them with google and an iPhone. You can scan the cards and then select the text. Other than some obvious mistakes "cool" instead of "ghoul" it went well. Later I scanned in all the cards, captured the art and then re-laid them out in Adobe Indesign. Makes a nice print and play.

I played through this once before and now i am excited to play through it once again.

Now if someone would translate a Monster Maker game ...

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