News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ChaosPrime8

Pages: [1]
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 / 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 / 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 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. 

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.

ROM Hacking Discussion / Need help hacking Zelda1 on the NES
« on: January 05, 2018, 08:40:17 am »
I am using the Zelda disassembly files, but what I want to edit are the items drops where some enemies are guaranteed to drop specific items (such as Bombs), changing the clock when taking damage to give Link more recovery time and reducing the knockback when getting hit by an enemy. 

ROM Hacking Discussion / Zelda 3 bosses not dropping hearts
« on: January 04, 2018, 06:08:51 pm »
How can I get the bosses in Zelda 3 to drop a pendant or crystal without having them drop a heart? I saw that in Parallel Worlds this was done.

Newcomer's Board / Geiger not tracing data
« on: January 03, 2018, 01:55:03 pm »
Whenever I use Geiger's tracing feature, I am receiving no data recorded.  Why is this? I am using SNES9x.

Personal Projects / Zelda1 and 3 improvement patches
« on: January 02, 2018, 07:01:46 am »
I am working on an improvement patch for Zelda 1 where the dungeons are better organized, dungeons that have vital items cannot be finished without them (e.g. Gohma will appear in the same dungeon as the bow and arrows), the old  man no longer offers a potion as a choice, but only a heart container, the "leave your life or money" rooms will be deleted in the second quest and instead replaced with enemies.  Every dungeon has the same number of keys equal to its locked doors and there are no locked rooms that will force potentially unwinnable situations. Ganon's room is now escapable, and Degdogger will be weaker to accommodate for its early appearance. 

What needs to worked on are the bounce velocities when bumping into enemies and more invincibility frames. 

A Link to the Past will have rebalanced items and an open level design much closer to Zelda 1. 

Programming / Zelda1 damage properties
« on: December 31, 2017, 10:54:00 pm »
I have been hex editing Zelda1 and I have been trouble finding the main address that can lengthen the duration of invincibility frames when taking damage from an enemy.  Whenever I edit a byte that was listed on the address, either Link loses the i-frames or downright ignores collision with the enemies. Also, when it comes to bounce velocity when receiving a hit, I presume that would require many addresses. Now my question is mainly for the i-frames, do I need to exit the entire asm or would it take only one byte. In ALttP, I was able to edit the i-frame duration with just one byte.   

Pages: [1]