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Messages - Thanatos-Zero

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Personal Projects / Re: Megaman 3 Improvement 2.0
« on: May 16, 2015, 12:13:41 pm »
The lack of space comes to be, because of the method how MM3 utilises sprites.
Truth is, that no sprite in the ROM is mirrored.
However, to change which is normal for MM4-6, Kuja would need to reconstructure the entire game.
Though Kuja could upgrade the game with a MMC5 mapper (1028KB), it would go against his intentions for to keep this game hack friendly.

I had a lot of other suggestions for the improvement patch as well, but couldn't be realised due lack of space in certain banks.

Bregalad once did those sound restauration patches to the GBA ports of Final fantasy 4,5 and 6.

I wonder if someone like him with the skill, is willing to do a similiar thing to Sword of Mana with Romancing Saga (1,2 and 3) or/and Seiken Densetsu 3 instruments.
Sword of Mana really sounds like garbage in my ears while Seiken Densetsu 2 (Secret Of Mana) and 3 did not.

All Soundtracks made by Kenji Ito however will reach their highest potencial unlocked using Romancing Saga instruments.

Here a soundtrack, which reveals Kenji Ito's genius.
https://www.youtube.com/watch?v=4GJj4UZ4ilk (SNES Julius Final Battle)

Considering that the original was a mere GB soundtrack, it shows off what happens if you update it with SNES instruments.
https://www.youtube.com/watch?v=8kfCs9xmlDs (GB Julius Final Battle)

Not so much if we compare it with the GBA version.
https://www.youtube.com/watch?v=K381P2GB-f8 (GBA Julius Final Battle)

Another example.

Here we have "Battle 2 - Courage and Pride from the Heart" of the GB version.

Compare this with the GBA version.

And here with SNES version, which was recreated in Romancing Saga 3.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: May 07, 2015, 09:26:47 am »
Real Mega Man 3 Intro (game mod/romhack)

I have not toyed with advent at time of writing but I did have a look at the voices when the US/EU versions of the ZX title appeared and missed a few things from the Japanese version. Capcom's handheld division is an amazing case study in code reuse so I am not expecting much different here.

Firstly the DS DAC (digital analogue converter) is not great and the speakers are worse so there is that. The DS does have onboard PCM and ADPCM decoding, which is what many of the sound/voice samples will be using even in non SDAT formats. What I find more often is the devs will drop the sample rate to the high 17 KHz range for reasons unknown (it can handle far more and space is not the greatest issue on the DS) and garbage in -> garbage out very much applies when it comes to audio quality -- someone can spend days messing around in their DAW but it would be the rough equivalent in of audio which https://www.youtube.com/watch?v=JMIHNiR3CP8 is to video. If you can snatch something from an anime or a home console game then do it, otherwise you are doing a fan redub.

Perhaps, but ZX Advent might be different in that regard.

It would be great if someone could fix the sound software of Megaman ZX Advent so the voices sound not so distorted like in that one brief soundfile.

When Aile introduces herself the Grey, she sounds actually pretty good, but after that, the software issue is back in force.
it is also present in the japanese version.

Who of you hackers has experience with NDS games? I would love to see one hacker solving the problem for all voice files.

For Megaman Zero 2
- Make Cut Scenes skipable

- Make the Spinning Slash (Kuuenzan) (Both Air and Ground moves) a move again that needs to be relearned like in Zero 1. Active Form instead increases the damage by +2.
*Double Jump (Kuuenbu) becomes acessable upon relearning the Spinning Slash.
*Spinning Slash can overcome invincibility frames like in Zero 3, 4 and ZX Series.

- Make the EX Moves act, like the ones from Zero 3 and 4 + they can be chained to overcome invincibility like in the sequels.
*when incooperating certain EX Moves in the trible slash combo, the Rising Slash (Shuryuken) can be chained after the third normal Slash or the Electric Blade from Harpuia in place of the third slash. They are also faster executeable.
*Speaking of the Electric Blade it should be faster and have farther reach without chip. With Chip it will look like the Electric Blade from Model OX from Megaman ZX.

- Give the Ultimate Form the best of all forms.
*1/2 Damage
*+2 Damage with anything Zero uses
*Eraser Effect
*Rising Forms Upward Slash by pressing UP+Attack before the third Slash. Rising Slash can never be executed as the third Slash.
*1/2 Charging time

-Make EX Skill of the Chain Rod now rapidly drain health after one second holding on the target.
*Can be used to fill the Sub Tanks.

Here now a humourous idea for Zelda II: Link's adventure.
-How about to make Error glitch and flicker like he is some kind of flawed hologram? :P

Programming / ZSNES Changing sample 44100Hz to 43200Hz permanently
« on: December 23, 2014, 09:38:43 am »
Hi everyone. Normally I would offer my services for custom graphics, but now I have a little problem with what I want.
Thing is, that ZSNESw apparently fixes any changes on the ZSNESw CFG data file and I want to change the sample 44100Hz to the more harmonic sample 43200Hz.

Which tool can give me quick access to hack ZSNESw directly?
I would love to have a frequency around which attunes to me more nicely.

Gaming Discussion / Re: Secret of Mana's wasted potential
« on: December 02, 2014, 02:48:58 pm »
I wonder what we would get, if we fuse SoM with Chrono Trigger's assets?

Fufufu... I want to see one day, a SoM hack which brings the game closer to its original roots.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: December 02, 2014, 02:37:59 pm »
Thank you.  :thumbsup:

Gaming Discussion / Re: Secret of Mana's wasted potential
« on: November 30, 2014, 05:57:01 pm »
From Board2 my topic:

I would like to recommend you to read this article. It will prove useful for later.
The Truth About Mana - Cool article about SoM development

I have heard that, many ideas for the prototype were reused in Chrono Trigger.
Funny enough, both games started as one and the same game.


If we were going to recreate the prototype and finish it, we better combine Chrono Trigger and Secret of Mana into one game again, assuming we all want to dare this approach.
Otherwise, we will expand Secret of Mana by injecting some of Chrono Trigger's plot and gameplay and change it so it fits in the game.

It is a shame though. When they opted for the iOS remake, they didn't include the cut material.

Just to avoid chances that things disappear. Here the translation from the swedish magazine LEVEL (2006 Issue 6) (it broke the 15000 character limit!).

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: November 30, 2014, 05:38:13 pm »
It seems, this romhacker of Zelda DX forgot to credit me for my work.

Front Page News / Re: ROM Hacks: Legend of Link 1.2 Released
« on: September 26, 2014, 01:44:02 pm »
The person who originally talked with me, has revealed himself to be a pretty fool, who was obsessed for nostalgia and sharing it with everyone.
In any case, if he is to believed, he rather wants to port homebrew games, while working closely together with the creators. I also highly suggested him to acquire the rights, so he can do this legitimately.

In any case, I am not against cartridges, where you can upload your hacks personally and play them for yourself on a real console.

How about a Breath of Fire 2 hack which makes the dragon transformation behave like the ones from Breath of Fire 4?

That means when Ryu transforms, he becomes a dragon/human hybrid, but becomes a full dragon when he uses the breath attacks.

I am willing to create for this game the necessary sprites, if some are interrested to make this possible.

Front Page News / Re: ROM Hacks: Legend of Link 1.2 Released
« on: September 20, 2014, 10:01:29 am »
Most recently I have got this message.
Click me!(Disabled)
I once felt proud to have worked on this game, but no longer.

As long things do not change, I want myself to be removed from the credits.
Also I will no longer see my work as my own, but Infidelity's. Thus I will remove my entire work on that project from my dropbox and my pc.

Infidelity may profit from this game as he wishes, but I won't be any part of this, because I do not accept any valueables from outright breaking the law.
Edit: I must take back my claims. Infidelity never accepted money from them in the first place.
They did all those things on their own. As such I will not give up my work.

ROM Hacking Discussion / Re: Lets make Zelda2 for GB!
« on: September 05, 2014, 04:05:39 pm »
Okay, since I have nothing better to do, let us give it a shot.
But remember, unlike Infidelity's hack, I have but one request as a condition to work.
Make it so that my designed sprites work within the game. As such I hope you are not a beginner of romhacking.

I had some great designs in mind, but was forced due the rediculous size limits to resize them.
The original fairy in LoZ was 8x16, but I went for 16x16 to make the fairy look much more appealing.
It couldn't be done and so I had to create somehow a new fairy in 8x16.

Tiles for the background however are never a problem for me. ;)

And before I forget, you will have to account in my mood and creativity. I might not being able to create a sprite sheet for months, if both things are down. Keep this in mind dACE.

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: September 05, 2014, 03:43:41 pm »
Whoops! please delete this post. I replied in the wrong topic.  :laugh:

Personal Projects / Re: Final Fantasy V Advance Unnamed Hack
« on: August 23, 2014, 09:22:22 am »
You know, I am more interrested in the Spellblade enchanted monk fists.
Flare Fists + Rapid Fire are awesome! :D

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: July 25, 2014, 04:19:02 pm »
Perhaps I am going to redesign the entire game, but it is unlikely. When I worked for Infidelity, it had been stressful for me to do the retextures on the original sizes for the sprites.
Also, it would like take forever to get all the tiles and sprites to be redone, since I am heavly depended on my mood and creativity to get things done in the first place.

If I work on this one I rather have a few more graphic designers as a support to back me up.

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: July 24, 2014, 01:36:19 pm »
Since I am now done with Infidelity's Zelda Project, I am now thinking on to give your game texture wise, a complete overhaul. I am not sure yet though.

Here a mook-up I made months ago, but decided to withold it until now that is.

To Note: The lava tiles were originally made by me for the Megaman Odyssey Project.

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