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.


Messages - sorrow

Pages: [1] 2
1
Normally I don't like to bother people with personal stuff, but this hack deserves it. Someone has tested compatibility with Devilart's 'Aesthetic Animation' hack?

I've tried it bundled with N.Dpendent's 'Definitive Edition' but it messes the palettes depending on patching order. That's why I tried to bundle it with Aesthetic Animation hack. Different patching order results in different roms, but I couldn't see any visual difference between them on the surface.

I know it's very particular stuff, but someone has tested it or could tell me which is the best patching order for that bundle?

Sorrow, have you thought about the possibility of implementing it to your main patch or testing their compatibility??

Anyway, congrats and thanks for the large amount of work put into this, Sorrow :D


P.S.: It seems that these are good times for Juste Belmont ;D  http://www.romhacking.net/hacks/5858/
Hello Pethronos!

Good times for Juste indeed, lol.

I personally am not a fan of the Definitive Edition patch, as it seems to just combine random hacks together.

As for the asthetic animation patch, I don’t see why it wouldn’t work.  If I remember right, that patch only affects a couple of Juste’s sprite sheets and palette. 

What order did you do the patches?

Also, have you tried taking screen shots or making gifs of each patch, like before and after for comparison?

2
doesnt seem to work on visual boy, what emulator do you recommend?

Not sure why it won’t work for you on Visualboy.

I used standalone mGBA, VBA-M, no$gba, as well as retroarch mGBA and retroarch VBA-M for my testing.

3
Hello All, just edited the original post with the fixes for the few issues Aceearly1993 helped to point out.

4
I see, can you show pics of what item goes with what name? 

And how about the empty slot you were referring to, what did you mean by that?

5
What do you mean by a different presentation and the empty slot?  Can you explain a little more?

Yeah the name change I wouldn’t know because I couldn’t read the Japanese version   ;)

6
Yeah I had noticed the text in the sound mode, I think I may have figured it out and I’ll make sure to post an update.

Regarding the music, I’ll take a look at that, it could’ve been a little mistake that should be an easy fix as well.

7
So which USA Rom should we use to apply the patch? I've tried 2 USA Castlevania: Harmony of Dissonance Roms already and they both failed to run in emulators once I patched it.

Hi xZabuzax, not sure why there would be any issues with any of the USA roms, but the rom info is on the description page.  Use romhacking.net’s tools to verify rom data.  What emulator are you using?  I used standalone mGBA as well as retroarch mGBA and retroarch VBA-M for my testing.

So, does megaman have a full screen bullets?

Hello MathUser2929, he does not, he is the same as he is in the original Japanese hack, the only change for him was the password used to load him.

8
Personal Projects / Re: Resident Evil: True Director's Cut
« on: March 30, 2021, 07:13:46 pm »
Hello Deli295,

I just tested this out finally and used version v0.1 of the patch to get the Uncensored Intro with the Original Music. 

Got everything patched and tested in less than 5 minutes, and that includes the time I spent encoding the .cue and .bin files to a single chd.

Everything seems to be working fine to me.   :thumbsup:

9
Personal Projects / Re: Resident Evil: True Director's Cut
« on: March 25, 2021, 10:09:52 am »
Awesome!  I’m gonna check this out.  Question, you said the music was restored to match the original release, so for the intro, is it the rock song intro from the original US release?

10
Glad to hear some great news bro!! You're our hero!!!

I have a headcanon now. As Julius has his own equipment menu in the original Revenge of the Findesiecle, what would happen if you try to implement the Julius equipment menu to other extra characters instead of Juste equipment menu and apply to, say, Simon X, Maxim, Mega Man, and other crew?

Hey Aceearly1993, I believe I’ve mentioned before already I do not know how to do that.  I would love that functionality though, but I don’t know how to go about making it happen. 

11
Original post has been updated with new fixes folks!  I'll be getting everything together for a release soon.

12
Personal Projects / Re: DSVania Editor (v1.11.0)
« on: March 10, 2021, 09:03:14 pm »
Hi Lago, question.  Is there a way in DSVania to change what the starting equipment is for Harmony of Dissonance?

Or any of the games actually?

13

Well, I mean would this be applied in the converted release? This enhancement/optimization caught my interest.

Hey Aceearly1993, sorry if I’m being confusing.  The release will be exactly how the Japanese one is, so no menu loading for the extra characters EXCEPT Julius, to mirror exactly how the Japanese one is.

That gif was showcasing a glitch in the port that has since been fixed.

And again, if you’re interested in a menu loading for a character the only way I know how to make it work, is to replace Juste in story mode with one of the other characters, but again, they would replace Juste completely, but load an equipment menu and if I get a chance, at least replace the portrait.

That’s just bonus stuff I was thinking about trying to add as optional add ons.

The main goal for this is to port the Japan Findesiecle’s features as is to the USA rom so it can be enjoyed in English.

14
That sounds a bit complex. So will the equipment menu for other characters available in your release of USA conversion in the future? Or it would be a separate patch or sort?

No, the only extra character with an equipment menu is Julius, thats how it is in the Japan release. 

HOWEVER, I do plan on making separate patches that change the main Julius character to load one of the extra characters instead, and THOSE do have menu access (because remember, all that happens is that they load instead of Juste).

Think of it as just playing the Juste story with Megaman going through the castle and such.

15
Great to know you're making rapid progress in the conversion, sorrow! So Julius has transparant afterimage now?
Also is the pause menu an exclusive thing bounded with "the game thinks the character is Juste/Julius" value?
If there's enough trouble with Julius in Story mode, leave Julius mode alone in the original status of Japanese Revenge of the Findesiecle would be OK, and keep equipment menu available with other characters.

I actually don’t know how to get the menus to load for the other characters, only the original hackers know what they did for that. 

But don’t worry, I plan on releasing this as just that, a USA Release of Findesiecle that can be played in English. 

The other stuff, like having Julius as the main character will be like an add on patch for those who want to dabble in creating a story for him.

It’s basically removes Juste as the main character, it’s not a thing where you can select which one loads.

16
I think Juste X is already okay with story mode since he's just Juste himself before taken a whole lot of drug.

One thing I notice was the afterimage; in the Japanese Revenge of the Findesiecle, Julius and Juste X were given transparent afterimage when they were dashing/running. On your gifs they became blue again like in original game. Did something broken during conversion, or you'd be okay with the blue afterimage?

Hey there Aceearly1993!  You are correct, that was a trouble shooting issue, and I've figured out the fix.  I just have to take the time to update the post showing the correction.

Now, in the "Julius story mode" the shadows are again blue, but it's more to do with when loading story mode, it thinks it's Juste, so a simple custom palette change with DSVania should fix the shadow thing. 

Of course the Julius story mode thing was a bit of fun, and I am honestly still surprised in myself that I figured out which pointers made that change.

Now if I could only get the "Maxim" abilites to load in Story mode instead of Juste's, that would be something, but really, leaving it as Juste's spell move set gives way more moves for gameplay, so it's a win either way.

17
Haha, I was actually about to make an edit with this very change.  You had the same knowledge as the person who helped me figure it out, still very awesome!  Thank you much!

March 09, 2021, 01:21:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey everyone, discovered a neat little trick yesterday that allows the extra characters to act as the main during Juste story mode.

With some creativity, it can allow for some fan story mods of Harmony of Dissonance.

Here's a preview (sorry, it's a long gif):



I'll add some info to the original post later to explain how this was done.

18
Hello Everyone.

I am currently close to completion of porting the Castlevania HOD: Revenge of the Findesiecle Japan hack to be compatible with the USA version of the game so that it may be enjoyed in English.

There area  few things that I do not have the knowledge/ability to change/fix that I am in need of assistance with:

It was suggested in my Castlevania HOD: Revenge of the Findesiecle Japan to USA port (located here: http://www.romhacking.net/forum/index.php?topic=32390.0) that the SIMONX hidden character get a sprite fix for his "slide" and "jump kick" attacks.

Currently the issue with those two attacks is not able to be fixed with simple sprite replacement with Tile Molester/YY-Chr because the "slide" attack shares the sprite of Simon's "death" and the "jump kick" attacks share sprites with 'idle-Simon' (straight-down jump kick and diagonal-downward jump kick).

Here is a GIF showing the attacks as well as another issue:



The other issue shown in the GIF has to do with the SIMONX character's actual hit-detection (hitbox?) of the jump kick.  It currently is broken and does not register on enemies or attackable things such as candles.  It seems that it DOES work if you do a Super Jump to the ceiling FIRST, and then try to do jump kicks afterward.  But even that is not reliable all of the time, and getting hit from an enemy (possibly taking damage) seems to reset the need for the Super Jump to allow hitting to register again.

What I would need help with would involve not just adding a "slide" and "jump kick" sprite for Simon in to the game, but to also actually associate those sprites to the commands and make sure they don't continue sharing the previously mentioned sprites.

Here are the sprites that were suggested for use:



Also, if anyone knows how to fix the current hitbox issue of the "jump kick," fixing that issue will make the bonus character more fun to play.

Lastly, not as important, but more on the lines of fixing a nitpick, if anyone knows how to make the change:

Currently, the character of Megaman is loaded when entering the name ROCKMAN in a new file.  Ideally, since this is the USA release of the game, I would like to change the name to MEGAMAN on a new file to load that character.

Fixing these issues in the original hack, should also allow for them to be ported to the USA hack as well.

Thank you, I look forward to any assistance possible!  :)

19
Music changes should be straightforward, but right now, I need help on figuring out how to go about fixing the stuff that is currently listed as broken.

March 04, 2021, 10:59:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Tiny update, playing around with a new Simon Sprite for this port.  When it resets in the middle of the GIF, it's to show SIMONX.

I put in the SSBU Simon Sprite from Spriters-Resource, and  I fixed the whip so that it doesn't share colors with Simon.  Now it looks like a proper chain whip...
 

20
Hey MathUser2929, that's how Megaman (well, I guess "Rockman") behaves in the Japanese Findesiecle, so that is how he is in the current state of the USA version.

Again, all I'm trying to do here is port that Hack over to be compatible with the USA version, so the goal is the make the USA version behave just as it would when you play the Japan Findesiecle hack.

The menu screens are currently one of the issues.  In the Japan Findesiecle, the game does not actually load the menu screen for the following:  Maxim, Devil Juste, Simon, Devil Simon, Mario, or Rockman/Megaman.

Instead, it just "pauses" until you hit start and it will un-pause to continue gameplay.

Julius has a custom Menu when you press start for him, as well as custom music, but it's not working correctly at the moment.

Pages: [1] 2