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Messages - Thanatos-Zero

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61
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:

62
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

63
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.

64
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To Note: The lava tiles were originally made by me for the Megaman Odyssey Project.

66
Now for something different.

I would like to have this particular boss battle from Illusion of Gaia extended.

(Edited by me)

The level Sky Garden from this game introduced the mechanic of a world turned downside.
In this case, after bringing down the mask wearing bird, he reborns like a Phoenix and you have to continue the battle on the downside. In addition all his feathers are now set on fire when launched.

When I fight the bird, he is always so easy. I wish his attacks were a bit more faster and a tiny bit bullethell-like.

67
Personal Projects / Re: Final Fantasy 1 Project
« on: July 01, 2014, 08:19:28 pm »
Take a look on the work of your predecessors.
https://www.youtube.com/watch?v=Im7ttvW8-uQ

68
Sics, could you have credited me at least?
It honours me that you make use of my work I did originally for RetroRain, but all what I demand in return is a minimum of recognition.
http://acmlm.kafuka.org/board/thread.php?pid=156717#156717

Also please make use of google translate! https://translate.google.com/#es/en/
--------------------------------------------------------------------------------------------------------------------------
Sics, ¿podría usted me ha acreditado por lo menos?
Me honra que usted haga uso de mi trabajo que hice originalmente para RetroRain, pero todo lo que yo exijo a cambio es un mínimo de reconocimiento.
http://acmlm.kafuka.org/board/thread.php?pid=156717#156717

También por favor hacer uso de google translate! https://translate.google.com/#es/en/

69
I'm currently working on Pokemon Stadium 2, and I've posted offsets for rental Pokemon on datacrystal. I'll post a lot more data in a few hours.It is possible, and it's very easy to do :

You can change Rentals / Types / Names / Text / CPU Pokemon and which animation is used by which move very easily.
I'm looking into how some move effects are scripted (Disable, Encore...) so I can insert other effects after modifying the pointers (it would allow to insert complex moves like Taunt and Torment in the game for example)Actually there is a complete list of which moves combinations are legal on which Pokemon. If this check fails, the trainer's name is displayed in purple. There is a check on Pokemon stats and a check on moves data too.

I'll take care of Pokemon Stadium 1 right after the 2.

Incredible work Mantidactyle. I can't wait to see your work being done.
Still, a editor for the two stadium games would be incredible.

By the way, how about modify attacks of HMs and TMs, so that they are actually more useful?

I have some suggestions.

Quote
Flash (HM5)

Type: Steel
PP: 15 (max. 24)
Power:  40
Accuracy: 100%
Description: Causes damage and reduces accuracy of the enemy by 1 stage.

Quote
Strength (HM4)

Type: Rock
PP: 10 (max. 16)
Power:  95
Accuracy: 100%
Description: Causes damage. 30% (sadly there is no 10% option for flinch) chance, that the enemy flinches back.

Quote
Fly (HM2)

Type: Flying
PP: 15 (max. 24)
Power:  100
Accuracy: 95%
Description: In the first turn the user flies up into the air and is invincible against any attacks made during this turn, except by a few attacks. 2nd turn dive attack.

Quote
Cut (HM1)

Type: Steel
PP: 10(max. 16)
Power:  50
Accuracy: 100%
Description: Causes damage and always hits twice.

Quote
Fury Cutter (TM49)

Type: Bug
PP: 10(max. 16)
Power:  40
Accuracy: 95%
Description: Hits three times with rising power (Triple Kick effect: 1st hit 40, 2nd hit 50, 3rd hit 60).

Quote
Dragon Breath (TM49)

Type: Dragon
PP: 15(max. 24)
Power:  85
Accuracy: 100%
Description: Causes Damage. 30% chance to paralyse the target.

If we buff those moves, there are now several other moves, which are made redunant by the buff. Iron Tail and Rock Sledge for example are now out of league by Cut and Strength. The solution is to buff them as well. Both with 120 Power with 80% accuracy, would make them as powerful as Fire Blast, but not as accurate like Flamethrower with its weaker 95 Power.

Regarding Rental Pokemon:
While I agree that they should get a boost, they shouldn't overshadow the Player's pokemon.

Another thing:
Pokemon should also be able to learn all moves, they can in Gen 3, 4, 5 and 6.
Also, weak pokemon like Magcargo and Corsola need higher basestats. Smogon can give us here some guidance.
https://www.smogon.com/gs/pokemon/

70
Lately when I was playing Pokemon Crystal, I came across the many various tools, which allow you to edit the pokemon games. However I haven't found any tools, which are focused on editing Pokemon Stadium and Pokemon Stadium 2.
I would like to play those games with modified attacks and base stats for a even greater playing experience.



71
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: February 20, 2014, 07:59:58 am »
Tomaitheous, I recommend you to contact Jimmy52905. He is widely known for his composing skills and his SMW hacks, but he also has decent programming skills. You both together would certainly able to create something truly outstanding, if you were to join forces.
http://www.youtube.com/user/Jimmy52905/videos

This video here shows what he can do with Megaman.
http://www.youtube.com/watch?v=ShExbxCkVo4

I wish you good luck for your future endeavours.

72
I see Vanya. I still would love to see a Red Mage in a FFV hack which can use any spell.

I wonder if Grimoire LD is interrested to do such a thing for the SNES or GBA version.

73
Kudos to you Grimoire LD.

While I am more of a Final Fantasy V fanboy, I really like what you did with Final Fantasy IV.^^

Keep up the good work. :D

74
In terms of Final Fantasy Jobs are what other RPG systems refer to as classes. So you're making a distinction where none exists.
As far the Freelancers (the vanilla guy) being Sages, that is really not the case at all. Any character in FFV can use any command and it's associated abilities that they have learned by gaining job levels as long as they have an open slot in their menu to equip it. Given that magic in this game is split int Black, White, Time and Summon it's technically impossible to have a functioning FF3 style Sage (has all Black, White, Time, and Summon spells) and the only way to have the FF4 version would require the use of the Mime job which is the only one with 3 slots available but you'd be sacrificing Items.

To create a true Sage job in FFV would require the creation of a custom command that contains all the spells from at least White, Black, and Time. Given that to add a whole other job to really flesh it out, the next best thing would be to create a sort of meta-job system where, for example, setting up a character to use the Mime job and a specific set of abilities would trigger a special routine that would make changes to the game to make it seem like a normal job.

So essentially let's say that the requirements are that a character must master White Mage, Black Mage, and Time Mage. Then you take that character and set them to the Mime job and set up their menu to be Mimic (default), White Lv6, Black Lv6, and Time Lv6. Then when you go back to the party menu the custom code takes over and overrides specific values like changing the job name displayed to Sage, altering the magic menu so that the affected character can access all three sets of the associated spells for use in the menu. When a battle begins the custom code would then swap the character's commands for custom ones associated with the Sage meta-job.

A hack of this sort would only be limited by ROM space for the custom commands and any custom graphics that might be used. Plus it could be used to create several meta-jobs so that Necromancer, Gladiator, Cannoneer, and Oracle can be implemented without having to expand the menu system. Not to mention any other extra meta-jobs a hacker might want to create.

That is one possibility, but there is another idea.

Mastering the White-, Black- and Timemage and the Summoner, transforms the Red Mage into the Sage and changes the Red! command to Sage! . All what would be needed are new sprites for all 5 characters and more job levels.

Or the easiest path would be my first suggestion, since it doesn't involve new sprites.
We could make the Red Mage even more time consuming to master if we add summoning to it.

Red Mage Lvl 0 can only cast Lvl 1 White, Black, Time and Summoning Spells and needs 75 ABP for Red Mage Lvl 1
Red Mage Lvl 1 can still only cast Lvl 1 White, Black, Time and Summoning Spells and needs 150 ABP for Red Mage Lvl 2. Upon reaching this level the character gains Red! Lvl1.
Red Mage Lvl 2 can cast up to Lvl 2 White, Black, Time and Summoning Spells and needs 250 ABP for Red Mage Lvl 3. Upon reaching this level the character gains Red! Lvl2.
Red Mage Lvl 3 can cast up to Lvl 3 White, Black, Time and Summoning Spells and needs 450 ABP for Red Mage Lvl 4. Upon reaching this level the character gains Red! Lvl3.
Red Mage Lvl 4 can cast up to Lvl 4 White, Black, Time and Summoning Spells and needs 550 ABP for Red Mage Lvl 5. Upon reaching this level the character gains Red! Lvl4.
Red Mage Lvl 5 can cast up to Lvl 5 White, Black, Time and Summoning Spells and needs 650 ABP for Red Mage Lvl 6. Upon reaching this level the character gains Red! Lvl5.
Red Mage Lvl 6 can cast all White, Black, Time and Summoning Spells and needs 999 ABP for Red Mage Lvl 7. Upon reaching this level the character gains Red! Lvl6.
Red Mage Lvl 7 can still cast all White, Black, Time and Summoning Spells. Upon reaching this level the character gains the DoubleCast command ability.

With Red! (or DoubleCast), Dark Arts! and Blue! the mimic can use any magic in the game, but to master the Red Mage would take a really long time.



This is here a little example of how the mastered Red Mage would look like in my vision.

75
I know, but the Sage Class is not available in FFV. For example, in FFIV to become a sage you have to learn the arts of white and black (time magic was split between the two arts). Tellah was one of those, later Palon tried to become one, but didn't succeed, but his apprentice Leonara.
The Red Mage is but a Sage in the making.

76
For Final Fantasy V for the SNES, GBA and other systems.
Make the Red Mage able to cast all White, Black and Time Spells, however the current spell grade the class can cast depends on how many levels of the class were mastered.

Red Mage Lvl 0 can only cast Lvl 1 White, Black and Time Spells and needs 50 ABP for Red Mage Lvl 1
Red Mage Lvl 1 can still only cast Lvl 1 White, Black and Time Spells and needs 100 ABP for Red Mage Lvl 2. Upon reaching this level the character gains Red! Lvl1.
Red Mage Lvl 2 can cast up to Lvl 2 White, Black and Time Spells and needs 150 ABP for Red Mage Lvl 3. Upon reaching this level the character gains Red! Lvl2.
Red Mage Lvl 3 can cast up to Lvl 3 White, Black and Time Spells and needs 250 ABP for Red Mage Lvl 4. Upon reaching this level the character gains Red! Lvl3.
Red Mage Lvl 4 can cast up to Lvl 4 White, Black and Time Spells and needs 350 ABP for Red Mage Lvl 5. Upon reaching this level the character gains Red! Lvl4.
Red Mage Lvl 5 can cast up to Lvl 5 White, Black and Time Spells and needs 450 ABP for Red Mage Lvl 6. Upon reaching this level the character gains Red! Lvl5.
Red Mage Lvl 6 can cast all White, Black and Time Spells and needs 900 ABP for Red Mage Lvl 7. Upon reaching this level the character gains Red! Lvl6.
Red Mage Lvl 7 can still cast all White, Black and Time Spells. Upon reaching this level the character gains the DoubleCast command ability.

Since the Red Mage is the Jack of all trades, he simple needs more ABP for to become the Ace of all trades.

77
As you certainly will have no interrest into Megaman Odyssey as well. Anyway I have here a log from the chatroom #rom-hacking from esper.net. It might be helpful for anyone interrested.

http://pastebin.com/gkNBXuic

As I could gain from the conversation, my idea is not a good one in terms of space.

78
Does that mean we waste space or do we get more space available for more 16x16 tiles?
In any case, the more efficient the useage of tile data, the more space we can use without to rely on copies of the same graphic on the very same table. It just sucks, that we are wasting 32x32 tile space for 16x16 tiles I designed for the level we are working on.
I created the base of the level with just 16x16 pixel blocks in mind.
If it is not possible for what we wish, I will have to redesign the level, but this time with 32x32 pixel blocks in mind.

79
Currently I and Kujakiller have to deal with the nasty 32x32 tile table, which would be much more efficient, if it would work like the 16x16 tile table. However trying to editing it, would have horrible side effects on what already existed before, like it would screw up with hitboxes, gravity effects and a lot more.

We need to find a way, how to make it more data efficient. It is ludicrous how the 32x32 table has several 16x16 tiles within repeated like mad. Just a example of Hardman's stage.


We would appreciate, if there is someone who is capable to successfully rewrite the 32x32 table into a 16x16 table without to change what already exists.

80
Personal Projects / Re: Mega Man 9 NES
« on: August 31, 2013, 06:27:00 am »
Chpexo, I think this project would benefit of a collaboration of several talented hackers.

One of them, the newcomer MartsINY shows great promise.
http://www.youtube.com/watch?v=U5su2zO1pRM

I think it is worth to ask him for support.


Edit: I have talked with Kuja Killer about your project.

Quote from: kuja killer
I have never realized until now, why there was a empty row on all the levels in this hack (at the bottom of the screen). The MM9 resolusition was 256x224. I seriously didn't know that all these years honestly, while the NES has 256x240 to my surprise.

This cannot be fixed, unless there is purposely an extra row of tiles added, to every screen in every level, like trying to "fake" a row, that it's not noticeable compared to the original mm9 layout.

Everything above or below that point, would have to be shifted down/up 16 pixels thus it will totally screw up the entire layout of the level design.
The max limit is 256, like I said before, thus Tornado Man cannot be finished. It is impossible, because it uses more about 300 unique tiles (animated snow and rain tiles). I am afraid but it's the truth. :-\
It is pretty obvious, that Megaman 9 and 10 went beyond NES limits in some places.

It was then, I showed him Rock5Easly's (He returned by the way.) older NES recreation of Concrete Man.
http://www.youtube.com/watch?v=z2hLEu7Usks

Quote from: kuja killer
Ah, I thought so. What rock5easily did, was exactly what I thought. He added an extra row to the very top of the screen
like when he was comparing the first hallway for concrete between this and chpexo's rom. There's one extra row of leaves for the tree's at the very top of the screen.. in rock5's rom.


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