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21
ROM Hacking Discussion / Re: Final Fantasy II Disassembly?
« Last post by redmagejoe on December 14, 2019, 07:02:02 pm »
That weird drawing effect is, I think, the intended behavior of the title screen. It's just not a very "pretty" title screen, which is why a new one was made for the Neodemiforce patch. Would be nice to get that as a standalone patch someday. Also I provided my .sav if you get to a point where you want to see how it's handling stat behaviors past the beginning game slog.
22
ROM Hacking Discussion / Re: Final Fantasy II Disassembly?
« Last post by Jiggers on December 14, 2019, 06:59:35 pm »
Thanks for the patch! Is it a bug that the flowing text (Programmed by Nasir and so on) has like a whole line of each letter across the screen as it draws in?

Another possible bug is that after being given Scott's ring, and asking "Wild Rose" a second time, will loop all his previous dialogue again, including the ring giving message? Perhaps a forced exit from dialogue when sprites vanish, after pressing any button... unless that would break something else.

I found a few more SRAM bytes, and the $20 bytes that I thought might be game event flags certainly must be. Instead of using up $100 bytes and only using 2 bits or so per byte like FF1, they just crammed it all in there, which I guess is how they made room for 4 save slots, with each save being $300 bytes. I'll update my other post with the things I find as I slog through the game's beginning...
23
Personal Projects / Re: NES Double Dragon
« Last post by Googie on December 14, 2019, 06:52:56 pm »
I dig this. :laugh:

I love seeing more Double Dragon love on this site, you did good, bro. :thumbsup:
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Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« Last post by theflamecrow on December 14, 2019, 06:16:55 pm »
Currently running on a hackedish  PS3, only bug I've run into is that one Shin-ra enemy. That's also how far I am in my current playthrough.

25
Personal Projects / Re: Pokémon FRLG: Sevii Expanded
« Last post by Thirteen 1355 on December 14, 2019, 04:57:53 pm »
I should probably start sending some images.


Seven Island Rematch House


Offshore Platform


Three Isle Port - Edited

And a video, regarding Leaf:
https://www.youtube.com/watch?v=OeLalFKoYOo
I noticed one missing dot. The weird warp/transition spots are there for testing purposes.


December 14, 2019, 05:05:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh yeah, editing the Trainer Tower is way tougher than most parts in the game (same goes for Emerald's Battle Frontier). I don't know if I could do anything about that.

Today at 07:58:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)

Jirachi sprite.

Today at 08:35:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)

In-game sprite

Today at 09:25:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Right you are! Totally slipped my mind. I remember a scenario writer from Game Freak once posted a tweet that said the first and third generations occur at the same time, so maybe the Gen 3 protagonists could still work, since they'd finish their journey at the same time. It could also work to tie all of the Gen 3 games together, in a way. Just a thought!

Looking forward to seeing what you do for additional Gyms! This expansion is sounding like it'll be a lot of fun!

Yes, I think I'm going to make Brendan a trainer you can battle. I'm planning to put him at Navel Rock, whereas you'll fight Red at Navel Rock in Emerald (basically the same events from two different viewpoints). This may also make me decide to allow the player to catch only one of the two Gen. 2 legendaries per game. Red would catch Lugia/Ho-Oh, Brendan would catch Ho-Oh/Lugia.
26
Personal Projects / Re: NES Double Dragon
« Last post by aml435 on December 14, 2019, 03:52:31 pm »
Looks great.

Though the holy grail for this game would be to implement a simultaneous 2 player mode, like has been done for P.O.W., Duck Tales 2, & Super Mario Bros, since this game actually calls for it. I wish I had the savvy to figure it out, but it's beyond my skill set.
27
ROM Hacking Discussion / Re: SNES Doom Cheats
« Last post by Pr3tty F1y on December 14, 2019, 03:11:29 pm »
@eskayalle - It warms the cockles of my heart to find another person who likes SNES Doom  :D

Thank you for consolidating my codes. I haven't had a chance to try them yet, but I'm sure they'll work fine.

I haven't been able to do a lot of testing on this code, but I believe the following should give you all keys:

[All Keys]
7001d8=ff

Also given that it's only one byte off of the All Weapons code, this is probably a sweet spot for storing HUD related data. There may even be better Infinite Ammo/Infinite Health codes there as the original codes that I posted above were targeting SNES memory (as most SNES emulators like BSNES, MAME, ZSNES, etc. don't search cartridge ram). However, SNES9x does search cartridge ram, but it was giving me the wrong addresses (they were starting at x800000 instead of x700000 - but thanks to BSNES' manifest view, it was helpful in making an educated guess to the right address.

December 14, 2019, 07:17:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, although there are no known cheats built into SNES Doom, the "God Mode" IDDQD face sprite does exist in the system and can be turned on (although all this code does is turn on the sprite, not actual god mode):

[God Mode Face]
7001d6=02



Altering the byte by even #'s (from 00 thru 3e) goes through all head sprites available.

Additional Edit: It seems a few other bytes near these do control the HUD display of your health, ammo, and armor. However, they seem to be controlling the HUD display only (at least for health and ammo, but presumably for armor as well but I have tried a controlled test for armor yet). So while they can lock the display numerals as whatever value you assign, you still only have whatever ammo/health/armor you have picked up behind the scenes (and so you can still die and run out of ammo).

So, to me, that would mean your actual health and ammo (and presumably armor) are controlled within the SNES' own memory while the cart ram for the Super FX chip seem to control keys, weapons, and Doom guy face sprite but only the *display* of the health/ammo/presumably armor numerals. That would also account for the fact that you see a brief drop in your health/ammo before they recover to full (i.e., 255/999, respectively, with these codes - due to both the SNES ram and Super FX cart ram coordinating data).

Today at 11:37:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And another edit: Thanks to a French gentleman named TheRetroMike, there is a No Clipping code for SNES Doom that has been found but apparently is not widely known:

[No Clipping]
00a0f3=03

The no clipping applies to the player as well all sprites (e.g., enemies and projectiles). However, sprites still are solid to one another, so basically the level geometry is able to be clipped through.

I've had this freeze the game (when in auto-map mode in the hidden E1M4 stage). I'm not sure why it crashed - perhaps it caused the game to exceed available memory. Just wanted to share that here as well.
28
Personal Projects / Re: Pokémon FRLG: Sevii Expanded
« Last post by MandatoryPixel on December 14, 2019, 02:49:29 pm »
As for fighting other protagonists, Red was the first. Fighting Ethan and all of them doesn't work since they aren't trainers yet.

Right you are! Totally slipped my mind. I remember a scenario writer from Game Freak once posted a tweet that said the first and third generations occur at the same time, so maybe the Gen 3 protagonists could still work, since they'd finish their journey at the same time. It could also work to tie all of the Gen 3 games together, in a way. Just a thought!

Looking forward to seeing what you do for additional Gyms! This expansion is sounding like it'll be a lot of fun!
29
Personal Projects / Re: Pokémon FRLG: Sevii Expanded
« Last post by Thirteen 1355 on December 14, 2019, 02:19:05 pm »
Adding Gyms on Sevii is certainly possible. I will probably do that once these initial steps have been completed.

I like Mew staying in Emerald though, and Jirachi being in this game. It's a nice cross-reference. I will, however, make Mew regularly obtainable in Emerald. Remember that the 151th Pokémon doesn't count towards Dex completion.

As for fighting other protagonists, Red was the first. Fighting Ethan and all of them doesn't work since they aren't trainers yet.
30
Personal Projects / NES Double Dragon
« Last post by SomeOldGuy on December 14, 2019, 01:58:26 pm »
Hey Everybody!  Took a little break from Robocop and did some work on Double Dragon.  The patch is below:

http://www.mediafire.com/file/bdwj5lci328gjxv/Double_Dragon_%2528USA%2529_-_Edit_1.ips/file

Changed the palette's of the Lee brothers to be more like the arcade.


Made the girlfriend a little more curvaceous and gave her longer hair.  The scene where the thugs kidnap her is now rated PG-13.  ;D   


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