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Author Topic: Definitive Version Hacks & (re) Translations  (Read 18061 times)

J^P

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Re: Definitive Version Hacks & (re) Translations
« Reply #20 on: July 08, 2014, 07:57:12 pm »
I'll just advertise my hack here  :angel:.

I'm a bit curious why does everyone prefer the version with an extra sound channel? To me it sounds like it's out of place, something that should not be there. I know the NES sounds to well, so when i hear an extra sound channel, it does not feel like NES anymore. It's like changing the sound effects on ATARI, it takes away their identity in my opinion.

On Mr. Gimmick! soundtrack was made with extra channels in mind, Scandinavian version lacks those and it sounds off as they just cut them, though Castlevania3 wasnt as bad IMO.

superfantendo

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Re: Definitive Version Hacks & (re) Translations
« Reply #21 on: July 08, 2014, 10:45:02 pm »
Definitive Version may be a good thing to feature on this site. 

These were made with the intent of having a "definitive version":
Super Mario Bros: http://www.romhacking.net/hacks/1299/
Legend of Zelda: http://www.romhacking.net/hacks/1295/

Here are some others along the same lines:
Metroid: http://www.romhacking.net/hacks/1988/
Final Fantasy: http://www.romhacking.net/hacks/652/
Simon's Quest: http://www.romhacking.net/hacks/1032/
Super Mario Bros. 3: Combine these two-
SRAM Hack: http://acmlm.kafuka.org/board/thread.php?id=7810
Extended Edition: http://acmlm.kafuka.org/board/thread.php?id=7872

Here are some actual releases I didn't know existed until recently:
Mario Bros. https://www.youtube.com/watch?v=uIb19d0n-p4
Donkey Kong: https://www.youtube.com/watch?v=h1vO9lS256Y

Bonus:
Adventures in the Magic Kingdom http://www.romhacking.net/hacks/1292/

Jorpho

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Re: Definitive Version Hacks & (re) Translations
« Reply #22 on: July 09, 2014, 12:17:53 am »
Metroid
-Extreme graphical enhancement, combined several hacks, including a map.
The fancier versions still rely on emulators with Lua scripting, don't they?

Quote
Super Mario Bros Special
-Originally released on the PC88, needless to say it could not handle Mario...the NES on the other hand, due to the dedication of fans, can now play these beautifully crafted levels made by Hudson.
I have never heard anyone refer to those levels as "beautifully crafted".  Anyway, the NES version lacks the custom powerups and can hardly be considered faithful.

Quote
Uninvited
-un censored
Surely it is best played on the Macintosh for which it was originally written?

Super Mario All Stars
-A newer version includes Super Mario World. Nothing new other than some really well done Luigi sprites. Can only play as him in 2 player mode, and he plays no differently than mario unfortunately.
The block-breaking physics in SMB are buggy.  There's a patch to fix it.

Quote
Zelda Ancient Stone Tablets
-These are a series of BS Zelda broadcasts that involve 4 separate roms, dedicated for one quest, you have rename the sav file after each of the 4 roms to carry data over. They have been hacked to work without BSX hardware and now star Link instead of the St. Giga Mascot. Everything is translated.
AST never starred the St. Giga mascot.  Only the earlier BS Zelda had that.
« Last Edit: July 09, 2014, 12:23:10 am by Jorpho »
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Midna

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Re: Definitive Version Hacks & (re) Translations
« Reply #23 on: July 09, 2014, 12:33:01 am »
Surely it is best played on the Macintosh for which it was originally written?

The NES version is the only one with any music beyond 1- or 2-second sound clips, which really helps with the atmosphere, I feel.

goldenband

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Re: Definitive Version Hacks & (re) Translations
« Reply #24 on: July 10, 2014, 05:35:34 pm »
Given that the NTSC version of Impossible Mission on the Atari 7800 has a game-breaking bug that makes it impossible to complete, I'd say patched versions -- some are around as "Possible Mission" IIRC -- are definitely the way to play. (The PAL version doesn't have the bug, but won't run on a NTSC console.)

jimstrom

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Re: Definitive Version Hacks & (re) Translations
« Reply #25 on: July 10, 2014, 06:27:07 pm »
I'll add the PAL version of Fester's Quest.

It's a lot more polished, the enemies take less damage before they die, and Fester can now shoot through walls so his gun is actually useful.

Piotyr

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Re: Definitive Version Hacks & (re) Translations
« Reply #26 on: July 11, 2014, 01:43:12 pm »
Note uninvited and its brothers/sisters like shadowgate etc have many versions that all have different pros and cons. It all depends on if you like graphics better than interfaces or music compared to dead silence.
I don't see a perfect version ever releasing of these games sadly.

Gideon Zhi

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Re: Definitive Version Hacks & (re) Translations
« Reply #27 on: July 11, 2014, 02:59:53 pm »
Because they haven't been mentioned yet, I'm going to namedrop Assault Suits Valken and Twinbee Rainbow Bell Adventure. Both were released in English-speaking countries, but in severely pared-down forms:

--Valken had half of its dialog events removed, including one scene in the final level that completely got the axe due to Nintendo's censorship policies at the time.
--Twinbee had its map straightened out, secret exits and collectibles removed, endings removed, story text removed, and battery save axed in favor of a password system.

The translations retain the features that were lost in the official English versions.

Actraiser was similarly edited - while the dialog is mainly the same, the levels in the Japanese version are significantly more challenging. Whether this is a good thing or not is left up to the discretion of the reader.

Midna

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Re: Definitive Version Hacks & (re) Translations
« Reply #28 on: July 11, 2014, 10:13:25 pm »
I don't see a perfect version ever releasing of these games sadly.

I think the GBC version of Deja Vu and its unreleased-on-the-NES sequel come pretty close. They have the music and streamlined interface from the NES versions and the beefed-up graphics from the Windows versions. Works pretty well, I say.

(Now I just wish the GBC version of Shadowgate had the Windows graphics.)

standigz

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Re: Definitive Version Hacks & (re) Translations
« Reply #29 on: July 13, 2014, 12:47:48 am »
re: superfantendo

Thanks for the heads up on SMB3 extended, that looks like an amazing piece of work.

re: Jorpho

*True, the Metroid hacks I was referring to do have lua's if you use them on an emulator, but you don't have to use them. I've used Metroid Mother fine on my powerpak

*As far as I'm concerned SMB Special is better by default because that was the console SMB was designed for. I tried playing the original on a PC88 emulator and I game up in disgust. I say beautiful because.....well you have to sift through a lot of Mario hacks to find one that you like, this hack is unique as its based on professionally designed levels. I haven't played every SMB hack, never will be able to in a lifetime, I really enjoyed SMB Special on the NES, and I feel that's the best way to play it.

*Uninvited, yeah if you have a vintage Mac lying around knock yourself out, I was interpreting "definitive version" as the "best way to play a console game on the console" (or something like that.)

*Yeah, I forgot about that SMAS patch, I typed that all from memory. lol

*AST did star the BS mascots, the plot was that 6 years after Alttp, a new hero appears, and stuff happens. Link was thankfully put back in for the sake of the fans.

Myria

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Re: Definitive Version Hacks & (re) Translations
« Reply #30 on: July 14, 2014, 12:23:49 pm »
Nobody mentioned making E.T. not suck:
http://www.neocomputer.org/projects/et/

Definitely love the d4s+Ryusui Breath of Fire 2 retranslation. =^-^=

There are some things that would be nice to be able to do in the future, such as backport the changes of GBA FF4-FF6 and Triforce of the Gods 1 to their SNES ROMs to make definitive versions.

If Matrix had included the extra content of GBA FF4 in DS FF4, I'd argue that that would be the definitive version.  Whether the PSP release of FF4, which is the GBA versions with redone artwork, is the definitive versions is certainly up for debate.

VicVergil

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Re: Definitive Version Hacks & (re) Translations
« Reply #31 on: July 14, 2014, 12:33:36 pm »
Ancient Stone Tablets, much like BS Zelda 1, did star those two Satellaview mascots indeed. The male one is a modified Link sprite with a hat and altered palette. And that's the only state the game was ever released in officially.
When fans translated both games and reworked them to restore missing broadcast data, they also modified it to star Link. I believe there are alternate patches without the playable character hack that keeps the mascots, including the unmodified one of course, if I'm not mistaken.

As a trivia, the similar BS Marvelous Another Treasure Island by Nintendo (a couple of Satellaview spin-offs of the 1996 SFC cartridge release) has the (boy) Satellaview mascot dispose of Dion and take over his identity as the main playable character.

I think you confused it with the re-release of A Link to The Past for Satellaview. Which is identical to the cartridge version, including the fact it starred only Link.

Rodimus Primal

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Re: Definitive Version Hacks & (re) Translations
« Reply #32 on: July 16, 2014, 01:19:01 am »
I'll shamelessly plug my hack of Final Fantasy VI here : http://www.romhacking.net/hacks/1386

I enjoyed this version of Castlevania II: http://www.romhacking.net/hacks/1032/
If you want a translasted Castlevania III: http://www.romhacking.net/hacks/1983/
Playing as the hidden characters is so worth it in Mortal Kombat II : http://www.romhacking.net/hacks/537/



M-Tee

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Re: Definitive Version Hacks & (re) Translations
« Reply #33 on: November 22, 2014, 03:12:57 am »
Back on the topic of definitive versions, as in hacks and translations worth playing instead of the original instead of alongside it....

Brad Smith's StarTropics Music Fix is without a doubt under that category. RHDN link.

Also, I was admittedly doubtful of DragonDePalatino's Mother 25th Aniversary edition, but it seems to have come out with a surprisingly high quality. Satoshi Matrix left a very positive review for it as well.

Finally, I'd like to call some attention to Arne's Super Mario Land graphics hacks (thee versions in one download), the default of which will always replace the original in my game library. His handling of the tiny sprites is superb.



On a side note, Arne's assorted write-ups  for pitches of how to update old games are all extremely detailed and interesting to read with gorgeous art.

drunkenjesus

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Re: Definitive Version Hacks & (re) Translations
« Reply #34 on: November 22, 2014, 09:19:48 am »
Shane M. from acmlm's forum has done a couple great hacks like you're speaking of I don't think he has any posted on here though

I dunno the forums policy on links so I won't link to them but he's done a FDS SMB1/SMB2j bugfix/saving hack, SMB2 bugfix hack, & a SMB3 hack with saving, unused content from the original game including the unused levels, and he added a few e-reader levels from sma4.

NES Boy

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Re: Definitive Version Hacks & (re) Translations
« Reply #35 on: November 22, 2014, 09:44:04 pm »
Blaziken257 just released v1.2 of his DKL3 GBC translation. In addition to some fixed bugs and a minor improvement in the level name loading routine, he has restored Bear's missing animation and dialogue, as well as a minor text tweak (pictured below) to bring it in line with the original GB DKL3.


goldenband

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Re: Definitive Version Hacks & (re) Translations
« Reply #36 on: November 26, 2014, 11:57:24 am »
Brad Smith's StarTropics Music Fix is without a doubt under that category. RHDN link.

Wow, that's terrific! Huge props to him for digging into that, finding the answers, and fixing it. Like the ColecoVision fix I posted earlier (for Sector Alpha), I love it when people repair bugs like that, letting us experience content we were meant to have in the first place.

There are a few other games that have similar music errors, like Columns for Genesis and Toto World 3/Cave Dude for Master System.

qwertymodo

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Re: Definitive Version Hacks & (re) Translations
« Reply #37 on: November 26, 2014, 01:17:53 pm »
This is exactly what I was going for with Zelda: aLttP DX.  Whether or not I achieved that goal, I will leave up to you.  It incorporates some of the enhancements already mentioned by standigz as well as others, including MSU-1 support for full CD-quality audio (mostly ripped from ALBW), collecting items with the sword, the way you can in pretty much every newer Zelda game, and the ability to cancel the flute.  I intentionally did NOT include the multi-push block patch, because I felt that broke the existing block puzzles, rather than improving them.  It also incorporates a handful of bugfixes.

Chronosplit

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Re: Definitive Version Hacks & (re) Translations
« Reply #38 on: December 01, 2014, 01:35:57 pm »
I'm seconding Sonic 3 Complete.  Apart from what was already said, it has a huge list of bugfixes too long to fit nearly anywhere.

For Final Fantasy 1, I doubt you can get more definitive than this unless you want to ditch the charge mechanics for spells with newer ports: http://www.romhacking.net/hacks/1631/

For Pokemon:
Crystal: Emu Edition
FireRed/LeafGreen: Throwback Edition.  There is Ultra Violet, but IMHO this surpasses it as definitive thanks to being more in-tune with the originals and fixes for existing bugs.
Emerald: Complete Hoenn Dex Edtion (Debatable because of a graphic bug.  It's my hack, I can be honest if I want to.  National Dex Edition is good too, but at this time of posting there's a hotfix ready to go and I wouldn't call it definitive.)
« Last Edit: December 01, 2014, 02:05:20 pm by Chronosplit »