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Messages - KingMike

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 101
81
Newcomer's Board / Re: Edit HP Damage Enemy in Rockman 2?
« on: December 05, 2014, 12:24:49 am »
Easiest way would be first to find enemy's HP in RAM. Use the Cheat Search function of an emulator.
Then once you know where an enemy's HP is in RAM, you can use tracing functions to find ROM.
Probably something like (enemy HP before hit) - (damage done by weapon) = (enemy's HP after hit). Tracing could find that middle part.

82
So these are Skylanders/amiibos before they were popular? :P

83
Please don't shout in huge text, and I think this is the appropriate place to put a hack request.

84
Script Help and Language Discussion / Re: Castle Ayakashi
« on: November 30, 2014, 03:09:47 pm »
I've put together a Google doc with pictures of most of the enemies, from what I could get quickly going back through the game with my endgame save.
So if anyone wants to check and suggest changes, that'd be good.

Got the ending inserted, so the game is up to at least a fully-playable state.

85
Personal Projects / Re: Final Fantasy IV User Options
« on: November 28, 2014, 09:10:31 pm »
Changing max HP display during battle. Hope that won't break anything.
I mean, I recall FFIV kinda had trouble getting the PAUSE function right. :P (I recall there was a bit of lag between pausing the game and the game actually stopping.
And wasn't there one version of one of the FF games that had a bug where Stop spell could completely stop the game? :D )

86
Gaming Discussion / Re: Old games you wish would get updated re-releases
« on: November 25, 2014, 07:02:13 pm »
The slowdown in Wily Wars (even the Japanese version) also made them a lot easier. Especially the Yellow Devil nobody likes. :D

I'm not sure what Top Spin was like in the NES version (except that it seems to be another despised weapon), but it was godly in Wily Wars (especially since it had infinite ammo for some reason).

87
General Discussion / Re: RHDN Trivia
« on: November 22, 2014, 02:45:43 pm »
Could translations be going up and down due to both availability of translators to work on stuff as well as older ROM hackers slowing down (ahem :D ) for various reasons, before skilled newcomers coming up?

88
Gaming Discussion / Re: Old games you wish would get updated re-releases
« on: November 22, 2014, 02:32:56 pm »
You mean March of the Black Queen? :D
No, I'm pretty sure he was requesting a remake of a game that never existed. :P (Ogre Battle: Episode 1-4) MEESA THINKA GREAT IDEA!

89
Programming / Re: SNES color restrictions
« on: November 22, 2014, 11:41:38 am »
The size of the palette depends on the graphics mode used for the layer your particular graphic is on.

The limit is 16 (15+transparent) if the graphic is 4BPP.
If a layer is only used 2BPP, then you are limited to 4 colors (3+transparent).

I don't know if vanilla Super Mario World is capable of such graphics as seen in the pictures. I think might only be the case after a hack is applied (I don't know if it's an actual patch or something Lunar Magic does to the ROM. I haven't done very much with SMW so I don't know the details.)

90
Because disassemblers can't tell code from data, there's no easy way.
The only way I've done is FCEUX and manually copy+pasting code blocks from the debugger.
I've done a bit with bgb for Game Boy. But again, you'd have to manually copy+paste (and a bit annoyingly, bgb asks for the start point and SIZE of code to disassemble, rather than the start and end points :P ).

91
Gaming Discussion / Re: Monsters carrying potions, etc. - Explanation?
« on: November 22, 2014, 11:31:19 am »
The AVGN played Adventure Island (each year he makes one short video for Pat the NES Punk's charity marathon, though this is the first year Pat has explicitly said do not re-upload, so I can't link if there are any).
"So your only weapons in this game are these axes, which come out of these giant eggs, which are pooped out by birds." :D

92
ROM Hacking Discussion / Re: Jim Power background scrolls the wrong way
« on: November 20, 2014, 09:11:53 pm »
^ I see I see.

So it was supposed to be a 3D gimmick after all.

Well, it stills scrolls the wrong way regardless if its in 3D or 2D.

I would love it if someone talented enough could hack the game and make it scroll the correct way.

Well, one could track down the prototype ROM and compare that probably.

93
Script Help and Language Discussion / Re: Castle Ayakashi
« on: November 20, 2014, 03:07:18 pm »
あぶらこぞう
The user of the oil attack mentioned before. I see "kozou" could be a priest or a brat. I think this one is a bit of both.

I thought I might as well ask about the spells. I've tentatively just romanized most of them.
らいじん I know Raijin and Fuujin are thunder and wind god, but I'm not sure if I should leave them romanized.
ふうじん  They are single and multiple target attack spells.
かげしばり Shadow bind? Paralyzes the enemy.
はやぶさ  Creates a clone.
かげろう  Makes enemies regular attacks miss.
みずかがみ Reflect Water? Reflects one enemy attack.
かわりみ This one I'm not certain on. Makes enemies confused? It can't be used on a lone enemy.
うつせみ Spell to escape from battle.
こんごう Recover HP. "Powder?" Makes sense for the item but I don't know about the spell version.
みょうおう Cures poison.
はごろも Float and can avoid pits.
いだてん Exit dungeon, returning you to the outside menu to heal, save and access item storage.

94
Front Page News / Re: ROM Hacks: The Simplified Hacks Just Keep Coming!
« on: November 20, 2014, 10:13:13 am »
The ROM identified in the hack page is what GoodNES identifies as "(JU)(PRG 0)".
As I understand there's at least three versions of SMB: 2 versions of the NTSC ("JU"), and a PAL version.

95
ROM Hacking Discussion / Re: Jim Power background scrolls the wrong way
« on: November 20, 2014, 12:43:05 am »
Actually, there is a prototype version with a Buck Rogers license that does it the "correct" way.
(while it might seem odd to make a '90s game with a '50s? license, it seems there was a more contemporary tie-in?)

96
Script Help and Language Discussion / Re: Castle Ayakashi
« on: November 18, 2014, 06:15:16 pm »
EDIT: Scratch this first one, it was probably a pointer bug on my end.
(like 97% of the strings in this game use hardcoded pointers)

[ENEMY]はじぶんのほねをなげつけた!
I would assume this is "[ENEMY] threw its bones!"
But I see it is used by the boss きゅびのきつね (I assume calling it "Kyubi" is sufficient). (as I only learned after watching Tomato fight a hell Bozo summoned by a kyubi :D )
I'd expect a skeleton to do that, but are the fox gods also known for self-mutilating attacks.
Unless I'm misreading jibun and it's ripping off and hitting me with MY OWN bones? ... OUCH. ;D

ふういんされたとびらは「ようとう」の
ちからでひらく。
I had this as "The sealed door will open with the power of the "Youto".
But I wonder if hiraku could also be like to lift the seal. When you find the Demon Blade ("youto") in a later dungeon, it causes you to pass out and you wake up in the first dungeon, where the now-unlocked door is.

97
Gaming Discussion / Re: Secret of Mana's wasted potential
« on: November 14, 2014, 12:29:35 pm »
Surely that's mostly recycled from the DS version?
Probably recycled from the phone port of the DS version, complete with crappy UI. :P

98
Personal Projects / Re: Jackknife - Jackal Editor
« on: November 14, 2014, 12:25:38 pm »
Quote
Quite simple. Each block of graphics data starts with the initial PPU offset, big-endian. Then, next byte, if bit 7 is set, it's a literal sequence, so the byte is ANDed with 7F, and this many bytes that follow are copied to the PPU. If bit 7 is clear, then it's a RLE, the byte is ANDed with 7F and the next byte is repeated this many times...

Sounds like Graveyard Duck. Is the end condition still when it reads an RLE code 0xFF?

99
I'm shocked that, to my knowledge, with the skill of the Mario fangame community, none have made a fangame of the movie. (with a cult following like that, there has to be someone that, unlike me, could turn out something amazingly bad-on-purpose) :)

100
Personal Projects / Re: Final Fantasy II Renovated
« on: November 09, 2014, 02:02:07 pm »
There are a few bus in this game that have "bugged" me over the years. (I apologize for that pun.  :P ) Mostly based on the lack of overflow check for certain stats. Namely:

HP and MP aren't capped at 9999/999, or at 65535, for that matter. If your HP/MP goes above 65535, it rolls over to 0.

Inn costs roll over to 0 once they top 65535. This bug would be inherently nullified by limiting HP/MP to 9999/999, respectively.

Gil rolls over to 0 once it hits 16777215. This would be fixed by capping it at 9999999.

The Ultima spell doesn't get stronger, ever.

I think the one time I beat the game, I might've had like 3000 HP at the end. 9999, let alone 64k sounds just insane.

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