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Author Topic: Screenshots  (Read 685439 times)

sics

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Re: Screenshots
« Reply #1200 on: June 03, 2016, 05:32:08 pm »
Hi I want to share three IPS that complement translations Ninja Gaiden for the NES....



                            -click image to enlarge-

Ninja Gaiden Pack (IPS).7z
   ...If anyone is interested in sharing ips.
« Last Edit: April 13, 2017, 03:28:11 am by sics »

MathUser2929

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Re: Screenshots
« Reply #1201 on: June 03, 2016, 07:04:08 pm »
Oh, you translated them all the espanol. I thought you made a compilation ROM with all 3 games on it. Well, you should submit your translation ROM to the site.

sics

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Re: Screenshots
« Reply #1202 on: June 03, 2016, 09:09:05 pm »
Oh, you translated them all the espanol. I thought you made a compilation ROM with all 3 games on it. Well, you should submit your translation ROM to the site.

 Ops sorry for the confusion, about presenting the roms really prefer that add to the already existing translations or be used as a basis for other work, but I'm also too lazy to communicate with relevant people.  :laugh:

justin3009

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Re: Screenshots
« Reply #1203 on: June 11, 2016, 02:42:44 pm »

In my quest to alter the damned menu of this game, I figured the best way to make use of all layers is to make a sprite pointer instead of having the Tile Map update consistently every time you move your cursor.  This will save a lot of VRAM issues and what not.

Technically I could've made a very specific routine that updated only a 'tiny' portion of the tile map as you moved buuuuut I figured this would be a good way to see about adding a new sprite to the screen.  Albeit nothing on this menu is anywhere near final, I figured it'd be a good start to try to get SOMETHING in as a place holder.

Edit: It took basically all day to get everything properly setup but now the sprite still displays and does nothing, blah blah.  The HDMA now only affects Layer 1 instead of Layer 2 like it was trying to do.  Layer 2 and Layer 3 are now both usable for text!  I borrowed a routine from Chrono Trigger that copies the font into another part of VRAM by spacing out the letters a bit more thus making it look right when it's set to 4bpp.  This way the menu can have fancy background graphics and have Layer 2 be used for extra text!
« Last Edit: June 11, 2016, 07:41:17 pm by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Seeeeph

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Re: Screenshots
« Reply #1204 on: June 12, 2016, 01:38:30 am »
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« Last Edit: June 21, 2016, 03:35:19 pm by Seeeeph »

FCandChill

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###
« Reply #1205 on: June 12, 2016, 03:01:37 pm »
 Comment removed because reasons...
« Last Edit: August 05, 2016, 03:57:37 pm by FCandChill »

SunGodPortal

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Re: Screenshots
« Reply #1206 on: June 12, 2016, 03:36:41 pm »
Quote
Is this typo on purpose?

Probably not. Seph is from Canada and I believe English is not his first language. I don't blame him for making such a mistake though. English is one of many languages that don't make a whole lot of sense.
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Seeeeph

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Re: Screenshots
« Reply #1207 on: June 12, 2016, 05:50:18 pm »
.
« Last Edit: August 22, 2016, 04:06:26 pm by Seeeeph »

Lilinda

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Re: Screenshots
« Reply #1208 on: June 12, 2016, 06:04:39 pm »

In my quest to alter the damned menu of this game, I figured the best way to make use of all layers is to make a sprite pointer instead of having the Tile Map update consistently every time you move your cursor.  This will save a lot of VRAM issues and what not.

Technically I could've made a very specific routine that updated only a 'tiny' portion of the tile map as you moved buuuuut I figured this would be a good way to see about adding a new sprite to the screen.  Albeit nothing on this menu is anywhere near final, I figured it'd be a good start to try to get SOMETHING in as a place holder.

Edit: It took basically all day to get everything properly setup but now the sprite still displays and does nothing, blah blah.  The HDMA now only affects Layer 1 instead of Layer 2 like it was trying to do.  Layer 2 and Layer 3 are now both usable for text!  I borrowed a routine from Chrono Trigger that copies the font into another part of VRAM by spacing out the letters a bit more thus making it look right when it's set to 4bpp.  This way the menu can have fancy background graphics and have Layer 2 be used for extra text!

Couple of dumb questions.

1. Is this compatible with the re-translation?

2. Any chance you could double the XP and gold like the GBA version?
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justin3009

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Re: Screenshots
« Reply #1209 on: June 12, 2016, 06:46:23 pm »
1. Unfortunately no. I've been ok'd to use a couple things from it but the data usage is vastly different and I don't want to use their project as a base when the end goals are completely different.

2. Everything will be heavily rebalanced. There's going to be a lot of changes to the battle system and such so things will have to changed heavily.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

SunGodPortal

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Re: Screenshots
« Reply #1210 on: June 12, 2016, 07:12:35 pm »
Quote
Is ''A hack by SePH'' the correct way to say it in this case?
Or should it just says ''Hack by SePH''

Yeah. A hack by Seph.
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KingMike

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Re: Screenshots
« Reply #1211 on: June 12, 2016, 10:05:30 pm »

Is ''A hack by SePH'' the correct way to say it in this case?
Or should it just says ''Hack by SePH''

"an" is used before a vowel sound, otherwise "a"
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Seeeeph

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Re: Screenshots
« Reply #1212 on: June 13, 2016, 02:21:42 am »
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« Last Edit: August 22, 2016, 04:06:40 pm by Seeeeph »

magictrufflez

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Re: Screenshots
« Reply #1213 on: June 14, 2016, 10:54:29 pm »
1. Unfortunately no. I've been ok'd to use a couple things from it but the data usage is vastly different and I don't want to use their project as a base when the end goals are completely different.

2. Everything will be heavily rebalanced. There's going to be a lot of changes to the battle system and such so things will have to changed heavily.

I'm very interested in what you're planning to rebalance--BoF2 is my favorite game, and there are some well documented problems I'd love to see fixed!

Although, like IST, I would love to see something compatible with the retranslation, I can live if the other stuff it worth it! (The hacked menu screen does look lovely though)

justin3009

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Re: Screenshots
« Reply #1214 on: June 15, 2016, 12:15:27 pm »
I'm very interested in what you're planning to rebalance--BoF2 is my favorite game, and there are some well documented problems I'd love to see fixed!

Although, like IST, I would love to see something compatible with the retranslation, I can live if the other stuff it worth it! (The hacked menu screen does look lovely though)

I'm partially working right now at the moment to remedy some of the games natural bugs.  This is the only one I've gotten rid of so far:

Quote
When you try to 'Swch' a priceless item at an equipment shop, the game crashes.
The only reason why it crashes is because the string the English version used was just a tad too long.  If they cut it down a few words it wouldn't have crashed.

Seny giving no bonus is an easy fix and I'll work on that a bit later once I'm tweaking the Shaman system a bit more.

As for the rebalancing.. basically everything in the end.  Enemy stats, PC stats, weapons, items, spell damage, etc.. will have to be altered for what's in mind.  One thing I CAN confirm though is that the 'Dragon System' will not be just a spam Ryu with AP healing items and do 999 damage.  I'm aiming to make it more of a controllable character with it's own stats ALA BOF3/BOF4.  How that'll be implemented is still in question though we have an idea.

Thank ya for the comment on the menu, though, it'll look nothing like that when it's done :P
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Maeson

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Re: Screenshots
« Reply #1215 on: June 15, 2016, 12:58:04 pm »
Good luck with your BOF2 project!  I've been tinkering with BoF2 lately too.

I changed characters (stats gains and spells, so the less useful characters are more fun to use), touched a little the shaman bonuses, increased the exp and money enemies give (But not double, as it makes the game feel inconsistent, at least for me, when I tried it a long time ago, you level too fast), and buffed enemies somewhat to make up for faster level ups. Also changed the cost of spells and some pieces of equipment here and there.

Simple stuff overall. I'm yet to give it a full test playthrough to see how everything goes together, though. Like whatever else I do is just for personal fun, so I don't know if what I changed will be fun for others yet.

What I didn't find was the spell damage. I'm still a filthy casual in rom hacking regards after all.
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magictrufflez

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Re: Screenshots
« Reply #1216 on: June 19, 2016, 11:21:12 am »
For the record, I'd definitely be interested in any BoF2 rebalance, especially if it's somehow compatible with the retranslation.

And as long as the original level of difficulty is still there--it still blows my mind how hard that game is, no matter how many times I play it and how much I know about it.  I'm not sure how much I'd enjoy an "easytype" version...

Maeson

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Re: Screenshots
« Reply #1217 on: June 19, 2016, 12:24:28 pm »
Well, the hack I made seems to be compatible with the retranslation (I played certain sections of the game, like from the beginning until you meet Jean/Tapeta, for example) and worked absolutely fine, but you need to do a little something before.

You must have an (an or a?) SRAM file already created after you install the retranslation patch, but before you install the "rebalance" patch. That's because the first time the retranslation boots up, it checks the game to see if everything is "how it should be". But if it tries to make the check with the hack patched, it will show you an error because it doesn't match what the check expects...

Now, if it makes the check before, and you later install the patch everything will work. If you had an existing SRAM File it should be okay too.

So yeah, it's compatible, but the check kinda annoys you a little before starting. I guess any "rebalance" hack should be okay as long as you don't move things around.

Easytype hacks are those where characters start maxed out, or just reduced difficulty in general?

I could understand the second ones if a game is hard to the point of most people not wanting to get into it.
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magictrufflez

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Re: Screenshots
« Reply #1218 on: June 19, 2016, 05:04:48 pm »
Oh, I don't hold it against people who find the game too difficult and want it to be a bit easier (even with the million times I've played it, Infinity still gives me trouble the first time down), I would just rather not have a hack that severely weakens monsters or really buffs up the players.

One thing that I think could stand to be removed to slightly increase the difficulty is giant monster island, but that's just IMO.

Maeson

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Re: Screenshots
« Reply #1219 on: June 19, 2016, 05:47:12 pm »
My comment was in general, not just for this game, and don't worry, each one has his own way to see difficulty.

Well in practice by test playing a little what I have made, making the game less grindy by increasing the exp and money also made the game to feel quite a bit less challenging, that's why I also beefed up the enemies a percentage of their oiginal stats.

About buffing the player... Hmmm I made characters better,  (For example Jean and Sten got some big improvements so people may want to use them now, and I also gave Ryu some offensive spells just because I get a kick out of it, lol), but I didn't go too far, or at least as stat numbers go it doesn't seem so (I'll have to see as I testplay).

I also made some changes to the shamans so they change the character instead of just "improve them" in the case of transformations.

For example, Jean transformation gives him a boost on attack and doubles his not very high speed at the cost of defense and AP. That way I try to make the normal characters feel useful and depending on what you want them to do you may prefeer to stay in a normal form.

Transformed Jean is a faster, more offensive physical warrior, while normal Jean can endure more pain and be a better caster by having more AP to attack or support the team.

I don't know if others will like that, but I for one find it more interesting. "Rebalancing" is another very subjective thing too.
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