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Messages - ChaosPrime8

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Personal Projects / Re: Chrono trigger plus
« on: September 04, 2019, 07:15:07 am »
tldr, is 1999 fully explorable now and if so are there some sample videos demonstrating what is being added?

ROM Hacking Discussion / Re: Breath of Fire 2 hex data discoveries
« on: July 02, 2018, 07:17:09 am »
I know nothing about msu nor have I ever got involved. this is for anyone who wants to change the background music. 

the music bytes start at 11 hexadecimal.  for example, the first battle theme "cross counter" is byte 33, the boss theme "i'll do it" is 17. the dungeon music "what is it?" is 14 and the overworld theme "we are rangers" is 32 while "our journey" is 1F and "breath of fire" is 1C

ROM Hacking Discussion / Breath of Fire 2 hex data discoveries
« on: July 01, 2018, 02:22:57 am »
(Credit goes to Justin3009 for helping me find a starting point when it comes to searching music related bytes). 

When using a hex editor, I was able to discover the locations of background music and individual battle themes. for most of the locations and non-random battles, the data banks are found at:

00C0F0-00C13D (mostly boss battles)

00AF80-00B0B3 ( most dungeons and towns). 

Gaming Discussion / Re: Breath of Fire 2 missing enemy locations
« on: May 03, 2018, 07:05:47 am »
unfortunately i cannot login.  if someone who does have an account can add this information would be helpful.  Just to clarify, the encounters in the Grand Church do not guarantee that they were meant for this location. it is possible that they were left over enemies or it was a case of an oversight.

Chairman and KARI share the same stats so they are more likely to be the only unused enemies with no sprites or any means of encountering them.

Gaming Discussion / Breath of Fire 2 missing enemy locations
« on: May 02, 2018, 08:53:33 am »
The two enemies, Head Hunter and C. Kameo, are enemies that are seemingly impossible to encounter with an unknown location, however, thanks to using a ram code, I think I discovered their location. In the Grand Church, aside from the sanctuary, there are several rooms with no random battles. when enabling the automatic random battles (which can cause the game to freeze if used in several towns and villages or simply cause a group of "E. Sludge" to appear), especially in the main entrance, I discovered that these two enemies can show up frequently. strangely, E. Dragon is also part of this line up and it is located in part one of the final dungeon. 

Gaming Discussion / Re: Breath of Fire hacking community
« on: April 20, 2018, 01:35:01 am »
dragonstear was the Breath of Fire site to go to. unfortunately it is in the past.

Gaming Discussion / Breath of Fire 1 Japanese script translation
« on: April 08, 2018, 03:05:50 pm »
Does anyone have a document of the Japanese script from Breath of Fire 1? I want to know how different it is in comparison to the Woolsey translation. 

Gaming Discussion / Breath of Fire hacking community
« on: April 07, 2018, 04:22:25 pm »
Is there a site that contains a Breath of Fire hacking community?

so what i did was that i removed the soft locks from dungeons (hopefully all of them are gone). some of the bosses have been swapped and the raft is no longer a dungeon item. some hints have been retranslated, and some of the physics were altered such as more iframes and less knockback, and pushing blocks have less delay.  unfortunately do not have pictures to share because there is not really much to display.  the over world tile set has minor changes. 


March 08, 2018, 05:42:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
here is the link to my patch. hopefully, this is a valid one.

Current Update: my hack is ready for playtesting. I have a patch available. 

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 30, 2018, 06:35:57 am »
when it comes to a good editor, i would like to see event flags edited so i can remove the railroading in the game.

well it is an updated topic but perhaps they could be combined. anyway, the text rewrites are to make the clues much clearer. for example, "10 enemy has the bomb" will be replaced with more a vital hint such as finding the silver arrows in level 9.  the "never say die" trope will be averted so "eliminated the good king of hyrule" will be changed to "murdered the good king of hyrule."  palaces will be called temples.  also i will have to sacrifice some story segments in ages because many sections in game are story gated so it is a sacrifice i am strongly willing to make if it adds more open-ness to the level design. i might have two quests from zelda 3 where there is the standard open level design and a more challenging second quest. trap rooms that can soft lock the game are the most common design flaws. 

January 25, 2018, 06:29:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
i should also add that the goron dance mini-games and the subrosian stealth missions will no longer be required for the main game.

So starting with Zelda 1, I am going to make hacks of all sprite based top down zelda games. what they all have in common is less punishing game design, but retained difficulty, bug fixes, non-linearity that rivals the level design of Zelda 1 (starting with A Link to the Past), a translation closer to the original japanese text, and other patches to enhance the game experience.  some of the dungeons will have significant changes to make them more interesting, but quests will be streamlined a lot more so starting with Link's Awakening, story gating will be almost non-existent (Zelda3 will have almost all of its story gates removed, but they are not that common and most are in the light world. 

Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 23, 2018, 07:29:31 am »
This will be another project of mine should an editor ever get released.  my romhack series consists of every top down zelda game that contains a QoL theme and open world design. furthermore, i streamline the gameplay experience by removing padded segments and add new surprises.  if I ever get around to making a hack for TMC, then I will make sure i-frames exist. 

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 20, 2018, 06:02:11 pm »
as an update on my zelda 1 hack. i need playtesters because some of the dungeons are very difficult to keep track of the level design.  all dungeons will have an escape path from the boss room that does not require killing any enemies. trap rooms that can lead to unwinnable situations also need to be checked. 

Gaming Discussion / Re: Most difficult 2D zelda to hack
« on: January 13, 2018, 11:18:29 am »
Zelda 1 I have noticed is the easiest to hack when it comes to rearranging properties such as level design, item placement, and damage formulae.  OoX is easier to edit in terms of its tile set when comparing it to a title such as Link's Awakening, which relies on overlays and collision detection for tiles. I suspect the reason the former is easier to edit in terms of tile sets might be the format of the cartridge.  LADX is on a black GBC cartridge while OoX is the transparent GBC exclusive type. 

ALttP is more complicated to edit than the games mentioned because it uses a 3 layered tile set.  Ironically, tile editing is much easier for Zelda3 than it is for Final Fantasy VI.  On the other hand, the FF6 hacking community is much larger than Zelda 3's, but part of that reason might be due to the likelihood that Hyrule Magic has detracted many hackers from using it.   

Gaming Discussion / Most difficult 2D zelda to hack
« on: January 12, 2018, 11:54:01 am »
Which of the 2d sprite based zelda games is the most difficult to hack because of its programming?

Gaming Discussion / Mario ports and remakes
« on: January 11, 2018, 07:33:03 am »
Does anyone know which mario games were ports and which were remakes?  I have seen debates on these discussions and I want to know which titles such as all stars, deluxe, 64 DS, and Advance have been remakes and which were enhanced ports?  In other words, which titles were built from scratch and which were not.

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