News: 11 March 2016 - Forum Rules
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This is nice, I like the humour in this game. And Blobbos is much better than pikachu. Thanks!
The game is justice beaver (rick dangerous remake demo)(snes).

Given that it's based on an Amiga game (with one button) that control scheme doesn't surprise me. Sounds like whoever did it couldn't be bothered to adapt it to a system with many buttons. If it's a complete remake of Rick Dangerous then it might be worth hacking, but I'm thinking that a modern remake with both RD 1 and 2, with adjustable controls (and infinite lives), would probably be a nicer idea. Wonder if anyone has done that by now...?
Personal Projects / Re: Metroid II EJRTQ Colorization
« Last post by Quantam on January 21, 2019, 03:53:38 am »
Have the palette for Samus, during the best ending (no suit), been updated?


With one exception I've left the art decisions entirely unchanged, as my intent was to fix EJRT not make a derivative work. Though I have been wondering for a while whether that decision was a prank, a political statement, or merely that there wasn't a good palette to use (as EJRT uses a single set of palettes for the entire game). It's something I could fix now that there's a mechanism for screen-specific palettes, but at this time I'm not planning on changing it.
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« Last post by Jiggers on January 21, 2019, 03:33:50 am »
I tackled the dialogue data today. Only 256 lines in the game! Didn't know that. Should have expected it. Gotta figure out how to double that at least. Really hope I didn't screw up a pointer.

There was a game-freezing bug where the magic menu was looking at "$6300" instead of "ch_magicdata"--which used to be the same thing, but aren't anymore.

So I went through and looked for every place there was a variable that wasn't in Mostly they were in battle code. There's like, 8 different places they just chose at random to use as loop counters and temporary backup spots. So about 60% of the way through I just gave up labeling things very well because I was making new variable labels for the same damn thing. So a few spots it'll be saving to like, "math_basedamage" and it has nothing to do with damage at all.  :P I'll get around to that eventually...

Also updated the Checksum verification so now it tries to check the right spots for each save slot, instead of just the first one. - So here's a new upload. Rather than overwrite the old upload with every new change, which may or may not break everything, I'll start updating this one instead. Version... 0.2 or something. I should learn how to do project updates maybe.

If anyone is actually trying to play the game with this, please let me know when something looks way off.
Personal Projects / Re: Metroid II EJRTQ Colorization
« Last post by dACE on January 21, 2019, 03:25:47 am »
Have the palette for Samus, during the best ending (no suit), been updated?

The game is justice beaver (rick dangerous remake demo)(snes). The buttons are x is jump, up is jump, hold A plus up is gun, hold A plus down is bomb, and hold A plus left or right attacks in that direction. Could they all be changed so its just one button?  L and  R could be the left and right attack. X jump A gun B bomb. The music is also messed up.  I dont know if the music is in the game or just messed up but there is rick dangerous soundtracks that could be used if its not to hard. Theres 4 levels and music seem fine in the rest of the game just not on the levels. Thanks
I'm Trigger, a proofreader for the translation group Precise Museum. We're currently hard at work on a translation patch for the Nintendo DS version of Puyo Puyo 20th Anniversary. You can see footage of the story mode prologue at All the text has been translated and is currently being proofread before the last bits are patched into the game. However, there's still a little problem: we're currently having issues with certain images. More specifically, ones that have their own mapfile, ones in 8bpp format, and a single set of images containing multiple palettes in the same .narc file.

Here's an example of what happens when we attempt to extract 8bpp files, and a comparison of what it's supposed to look like:

The ones with the mapfiles will come later, since at the time of writing, the person who's been handling most of the images we've done has had her Windows VM crash.

If you're interested, just fill out the form at and the project head will get back to you! It's recommended that you program in NIM, as our other main tech people are using it as well.
Though my acquaintance with programming is pretty much entirely at the hobbyist level and I don't do anything remotely related as a job, I think most programmers would agree that another useful tip is just to write whatever comes to your mind that might solve the problem and try it.  If it doesn't work, then figure out why, make the appropriate changes, and try again.  Doing something and failing is a far better way of learning and solving problems than staring at the screen because you want to make something perfect the first time.  The computer is generally far quicker and more accurate at pointing out your mistakes than your own brain is.
Script Help and Language Discussion / Re: Bahamut Senki Intro Grammar Question
« Last post by filler on January 21, 2019, 12:37:50 am »
Your take feels more right. I'm still not sure why it's までが rather than までは in that case, but I'll keep mulling it over regardless. Thank's for your input!
Personal Projects / Re: Final Fight SNES Restoration Project
« Last post by Vanya on January 20, 2019, 11:57:34 pm »
A useful bit of information in the Cutting Room Floor articles is that the missing patrons in the Japan and USA versions of the game are a simple layering error that was corrected in the PAL version and Final Fight Guy.
There is also a couple standing in the background later on in the same stage that has the same issue.
These can all be seen by turning off layer 1 in an emulator.
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