News: 11 March 2016 - Forum Rules
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ROM Hacking Discussion / Final fantasy 3 (US) Guest Adder
« Last post by dartcron on October 22, 2018, 08:23:00 pm »
I found this Rom hack on the website, and after i got the 3 player seiken densetsu 3 rom hack working I decided to try the guest adder.

https://www.romhacking.net/hacks/1009/

and allthough I realize it does say "The patch is aimed for hackers and the data of the character guests must be filled in the game database."

So I don't have much coding knowledge, I used several different kinds of gameshark codes anyways I wanted to see what this rom hack would do if I loaded it, on a save file near the end of the game.

https://www.fantasyanime.com/finalfantasy/ff6/ff6saves.htm

so I went here to get save file 27, and I renamed it the same name as my ROM file, and I patched my ROM. and I checked the Party Roster and TORK was there in the 15th slot, A Tera clone with all of her commands listed as "Fight," ( the games graphic was also glitching out a bit on the bottom, which didn't happen before I patched it)

What I would like to do is have Bannon and Leo as usable characters permanently in the 15th and 16th slots in the end of final fantasy 6 (perhaps obtaining GOGO's character being the triggered event) I want Leo to have the commands of Fight, Shock, Sword Tech, and Item since I think it would be more easy to program him to have abilities instead of programming him to be able to wield espers and to be equipped. and I would like Bannon to have the commands of Fight, Health, Blitz, and item. Sabins mentor is in the world of ruin and teaches him Bum Rush, but Bannon disapears and he shares the same character sprite as Sabins mentor, So some fans speculations say that Bannon and Gogo are the same person; other fans speculated that Sabins Mentor and Bannon are the same person. I think with these commands they would be fun to use and different then the other characters.

I cant wait to use some of these rom hacks on final fantasy 3(6) looks like a lot of fun namely;

https://www.romhacking.net/hacks/1104/
Equipable Umaro

https://www.romhacking.net/hacks/1099/
Fight In Colosseum

Another thing I would like to have in final fantasy 6 is how characters are automatically leveled in the game removed. I like playing FF6 really low levels trying to hold out until I get my hands on stronger espers for stronger characters and its just kinda annoying that the characters "auto level correct" when Im out leveling other characters.

anyways thanks for reading hopefully someone can help me with this.

October 22, 2018, 09:00:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
well using the editor.
https://www.romhacking.net/utilities/86/

I was able to get it to load Bannon (as a leo sprite) and a Tera clone on the 15th and 16th slots. however; I cant get it to load Bannon and Leo; Or even Bannon as his own character slot.

I do this by using the Actors editor, and then coping Bannons ID over from actor ID 14 to 48; any help would be useful thank you!

Today at 02:37:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well I figured it out.
first you download
https://www.romhacking.net/hacks/1009/
and patch your ROM file (it needs a header)

then you need to download Final Fantasy 3 Multi Editor,
load your hacked ROM and click on the actor editor.
you can copy Bannon and Leo from the slots 14 and 15 to 48 and 49 but, you need to change 2 things.

there is a Extra HP value and Extra MP value on each actors main page.

from the adobe reader file that comes with guest adder:
        The extra hp field corresponds to the item ID of the guest. If the item is in the inventory, the
guest becomes available in the roster. The item should only be obtained in the World of Ruin.
       
The extra mp field corresponds to the sprite ID of the guest. Valid values are from 0 to 21.
Higher values are invalid and they will generate many graphical glitches.

so for the extra HP field, you need to make both guest characters different Items so I decided to use item 36 Imp's Halberd and item 155 Imps Armor as I can edit the file on those gear with FF# multi editor to make them un equipable and they are not obtainable until WOR either.

for the Extra MP field, 17 for Bannons sprite and 16 for LEO//

and thats it! it works... I just reccomend you not to use load states with final fantasy 3 it causes a graphical glitch for me on the bottom of the screen that is unpleasant.
12
Personal Projects / Re: Deadpool NES Hack (IPS Patch released)
« Last post by PolishedTurd on October 22, 2018, 07:39:43 pm »
Great to hear! I have been hoping for updates, worried that the project has stalled.

Good luck finishing the cutscenes.
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Newcomer's Board / Re: Lists of Gameboy (original) games that have been colorized?
« Last post by Jorpho on October 22, 2018, 06:11:34 pm »
If I'm not mistaken, those three would be pretty much it so far.  It's not an easy thing to do properly.

There's For the Frog the Bell Tolls, too, but I think that's still WIP.
https://www.romhacking.net/forum/index.php?topic=21642.0
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Newcomer's Board / Re: Lists of Gameboy (original) games that have been colorized?
« Last post by KingMike on October 22, 2018, 06:08:35 pm »
I don't think our Search function is made to be that narrowly specific for searching hack functionality.
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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« Last post by KingMike on October 22, 2018, 06:06:03 pm »
About Slap Fight... is "Alcon Special" a game mode already in the game.
I know that the ROM has an International title filled in the header. I think it was "Power Wing". Anybody heard of that?
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Newcomer's Board / Lists of Gameboy (original) games that have been colorized?
« Last post by Ixindor on October 22, 2018, 05:49:05 pm »
Hey guys, new here, first post.  I was wondering if there is a way to pull up only original Gameboy games that now have Colorized patches.  I've got Super Mario Land 1 and 2 as well as Metroid 2 already.  Its been quite exhausting pulling up each game individually.  Is there any way to pull up only those games that have Color Patches?
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Newcomer's Board / Re: Build a hitbox viewer
« Last post by tvtoon on October 22, 2018, 04:05:45 pm »
If you are gearing towards general cases, I totally suggest you learn about MUGEN, the fighting game engine. It won't take much time of your life and you will get the grip of most stuff in a week or so.

Mugen archive is a great place for fetching everything you need. Search for Fighter Factory (3.0+), you will not regret. ;)
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Personal Projects / Re: Hasher-js: Browser-based ROM validation
« Last post by Nightcrawler on October 22, 2018, 02:52:28 pm »
OK. Custom build tools are certainly a nice solution.

Checksums can be optional with xdelta, both in patch creation and application. Delta Patcher supports this in both cases, for example. So, you can still create an xdelta patch with multiple possible targets if you desire.
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okay serious necromancy and a double post at that, plz dun kill me!!

as I said, I left this topic "open" for when we got to the point in the game's translation that we had made sense of all the status effects and maybe revisit the redone icons with that in mind, as couple of the statuses were a little bit of a questionmark at the point when the icon set was created.

we have now completely translated the manual and the status effect bits of the game and here's the page 27 from the manual, explaining them all.

on the page itself you can now see which of the new icons represent which skill and if people think they can come up with more suitable icons, I'm again open for suggestions.

the skill "lost" which we really didnt know what it does, is actually called Faint, and results in the character running out of MP (Mental points in Zill o'll) a fainted character is basically as good as paralyzed or petrified, and is unable to perform actions until atleast 1MP is restored.



seeing the whole list done im actually quite satisfied with how well it worked, and my personal opinion is that basically only Illusion and maybe faint could use some work (both of which were more or less randomly slapped in place with little to no proper context.)
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Did you guys made the version for the SNES9xGX cause when I start up the game after the title screen it stays at the black screen, am I using the wrong version of SNES9xGX?
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