Romhacking.net
Romhacking => Personal Projects => Topic started by: ThegreatBen on April 21, 2016, 06:49:46 pm
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This hack is designed to make the first Bof play smoother. more like 2 3 and to some extent 4. Here's what has been done so far
1 Most equipment altered both in strength and name to match the later games in the series, most names and numbers are taken from later games and not made up by me , this has the effect of making the game slightly harder.
2 level gain is smooth and consistent throughout the game gains have been altered to accommodate the much faster gain.
3 joining characters now join at a level competitive to your party's (no more stragglers)
4 restored snes palette (WiP)
https://www.dropbox.com/s/f6oz60hdgp5jmdg/0245%20-%20Breath%20of%20Fire%20%28U%29%28Mode7%29_01.png?dl=0
5 broke the damage cap
https://www.dropbox.com/s/ojom2l6dlq81xud/0245%20-%20Breath%20of%20Fire%20%28U%29%28Mode7%29_03.png?dl=0
hard to take a good shot of damage but you can easily see Karn just hit 1744 damage
6 much less time consuming Flea Market
really want to release this but I want to have the spells Shin and Debo switched for balance purposes before I do, I could really use some help finding that data.
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Hey Ben! Looks impressive! Glad you've continued your efforts on this game. :) Sorry to butt in with this question, but is there any chance you would be willing to release the restored palette by itself, too, once it's done?
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I suppose I could, I wasn't going to so that people would have to play my hack to get the SNES pallette, but at this point if someone could help me switch those two spells I'd be willing to trade that for the palette hack.
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I dunno much about hacking BoFI. The minor text editing I've done is all I can do. But from my experience in overall hacking, I would say that the men who teach Karn his spells are considered events. I bet it would be a matter of finding the code for the event, looking for "Karn learns Shin" part of it, and then changing that to "Karn learned Debo". Then you would have to do the same for the "Karn learns Debo" event and change that to "Karn learns Shin". I hope I'm onto something with that; good luck!
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That was my thought too, I just don't know how, everything I've found so far has been using the search function in my hex editor, I'm not even sure VBA debugger has a trace function. If I knew the values of those spells I could swap them. I do have save files right before learning each spell for when I do figure out how to trace the code.
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If you can find where in RAM it actually sets the value of the spell upon leveling, you could probably trace it from there. If I knew anything about GBA hacking I'd help but I have absolutely no knowledge on it.
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It sets it by event not level, would that still be found in RAM?
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Should be. The spells HAVE to be stored into RAM somehow. So find where they store the spell values into RAM on that character. I'm not sure if any GBA emulator has a breakpoint on 'write' or anything, but that's most likely your best bet.
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That gives me a good place to start, my gba has no RAM viewer but has something about breakpoints so I'll play with that on the SNES version and see if I can find anything, I will keep you updated, thanks for the help.
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If this were the SNES version then it'd be pretty quick and easy to trace all this and get it going.
Is there a specific reason you're using the GBA version by the way? I didn't think there was really much difference except a few aesthetics. Not that there's anything wrong with the GBA, just curious.
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Much better menus, animated cut scenes, item and spell icons and a dash function.
The spell digits should be the same in both versions, so as I play through the SNES version to get the palettes I'll try and find them.
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Any chance this project will have better growth or spells for early party members like Bo/Gilliam so he's not just transformation fodder late game?
BoF is one of my favorites from the SNES but some of the things like Gobi's magic being so limited and Bo starting with all his spells always got on my nerves lol.
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I had very little luck finding anything related to spells, Bleu (now Dies) gains her spells slower so that you can't just get access to Comet and BoltX right off.
Bo and Gobi will both see further use if I can switch Shin and Debo since that will mean no fusions on land until Gust. That's about all I can do with my skills.
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Is anyone interested in play testing this 90% completed? I really need an advanced save file played on no$gba debugger to finish this hack, and just don't have the time to do so myself.
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couldnt swap Shin and Debo but since Ive been sitting on this for so long I decided to release it anyway. enjoy
November 22, 2016, 09:45:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And it's officially up
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...as I play through the SNES version to get the palettes I'll try and find them.
Shouldn't have to play through the game to get the palettes. They're all in the same order, so you can just copy'n'paste the whole chunk(s) over to the GBA ROM.
I never did get around to fixing the portraits and other new stuff in my own palette hack, that kind of bothers me.
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Come to think of it neither did I, I did about 90% of them manually then your hack was re released so I just took what I was missing from yours, hope you don't mind.
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I've tried this with ROMs from two different sites, and both of them have letters missing in spots in the descriptions in the menu and shop screens. Is this an issue with the patch, or have I just been using bad ROM's? Just in case it's the latter, how can I make sure that I've got the right version?
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It's not just you, crap I'll fix it later today.
November 26, 2016, 08:49:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It's been fixed and re uploaded, will have to patch a clean rom but save games will still be fine.
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Just uploaded version 1.2 fixes a leveling error, refines my changes to the flea market and Replaces the StarHR with a free Mallet
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...I just took what I was missing from yours, hope you don't mind.
Not at all.
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Version 1.3 is up, I played through it myself finally and fixed a few more errors with leveling restored the StarHR and I finally found the enemy stats so I few late game enemies and bosses are now stronger.
April 01, 2017, 10:51:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is the link directly to the download
http://www.romhacking.net/hacks/3214/
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This hack is designed to make the first Bof play smoother. more like 2 3 and to some extent 4. Here's what has been done so far
1 Most equipment altered both in strength and name to match the later games in the series, most names and numbers are taken from later games and not made up by me , this has the effect of making the game slightly harder.
2 level gain is smooth and consistent throughout the game gains have been altered to accommodate the much faster gain.
3 joining characters now join at a level competitive to your party's (no more stragglers)
4 restored snes palette (WiP)
https://www.dropbox.com/s/f6oz60hdgp5jmdg/0245%20-%20Breath%20of%20Fire%20%28U%29%28Mode7%29_01.png?dl=0
5 broke the damage cap
https://www.dropbox.com/s/ojom2l6dlq81xud/0245%20-%20Breath%20of%20Fire%20%28U%29%28Mode7%29_03.png?dl=0
hard to take a good shot of damage but you can easily see Karn just hit 1744 damage
6 much less time consuming Flea Market
really want to release this but I want to have the spells Shin and Debo switched for balance purposes before I do, I could really use some help finding that data.
I want to thank you for this Romhack as I have been playing it the past few days. I do want to ask something about Karn's spells. Is there a reason Doof Spell is 40 AP? It's original value is 25 AP and because of the new stat gains I am level 40 with 29 AP and unable to transform into Doof to get the Puka spell. This also concerns me because I wonder how much Puka spell is worth AP wise. I am about 3/4th in the game saved right before Scande. No issues otherwise.
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Took a little while but due to some feedback from other players I decided to adjust Karns ap cost for his fusions, he now should be able to use Doof around Tock/Scande
Newest version is already up
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DO you have any plans to allow Ryu to be swapped out?
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This is Breath of fire 1, you could always swap Ryu out as soon as you had 5 or more characters.
Also of note is that this is compatible with the sound restoration patch.
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Took a little while but due to some feedback from other players I decided to adjust Karns ap cost for his fusions, he now should be able to use Doof around Tock/Scande
Newest version is already up
Very nice and can't wait to try this out! Thanks! :thumbsup: :beer:
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Very nice and can't wait to try this out! Thanks! :thumbsup: :beer:
Let me know at what point you get Doof and Puka, I want them spread out a little better so that Puka isnt raping the enemies from the 3/4 mark onwards.
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Both dropbox links are broken.
On a side note, is it possible yet to script in your own bosses and if so, does an editor exist out there that compliments this question with a visual scripting editor? SNES or GBA that is.
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Both dropbox links are broken.
On a side note, is it possible yet to script in your own bosses and if so, does an editor exist out there that compliments this question with a visual scripting editor? SNES or GBA that is.
The dropbox link just shows off screenshots which can be seen on the hacks download screen
http://www.romhacking.net/hacks/3214/
As for the "editor" I did all my work in a hex editor
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Ah gotcha thanks! Does your editor allow you to edit the enemy AI script?
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A hex editor technically has that ability, however i do not
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Ah darn. This is one game that seriously needs a full blown editor, like editing monsters AI and level design.
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Took a short break from my Chrono trigger hack to play and tweak this again.
Working on version 1.4 now, fixed the spaces after Bo's name and gave him the ability to use his special glove equips with any bow.
Fixed the rarity of the Mallet in the flea market and added the possibility of a small sequence break for anyone with the patience (or luck)
Gave Deis 8000 more starting exp and took 11k from Mogu, they should both be closer to the rest of the party now.
Also changed a few more names to match the later games.
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Is this hack compatible with Bregalad's Sound Restoration hack? It looks like using both would give you the best experience.
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It is definitely compatible
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Version 2.0 is up, I did this last winter and forgot to upload it.
I got rid of pretty much all the abbreviations and all the items and spells now have their proper names.
I also let Bo use the glove items in his shield slot with any bow.
Deis now starts with a little more experience as well.
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Version 2.0 is up, I did this last winter and forgot to upload it.
I got rid of pretty much all the abbreviations and all the items and spells now have their proper names.
I also let Bo use the glove items in his shield slot with any bow.
Deis now starts with a little more experience as well.
So many new games/romhacks to play I haven't had time to test out the new changes from the previous patch. As soon as I have time I want to try this out and give some more feedback. Thanks again Ben. :thumbsup:
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False alarm, I've corrupted to opening of the game at some point and didn't notice, I'll have to take my patch down and start over.
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You know, the original Breath of Fire could profit of some serious dialog and characterisation enhancements, so we could see the story unfolding like in BoF 3 and 4.
Also, by going the route of the sequels, Ryu's dragon forms could also have their own magic spells.
But before I forget, this showcase in particular is interresting for better music.
https://www.youtube.com/watch?v=UoTdPhrmayA
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Ok it's back up again!
I had accidentally deleted my good rom and made the patch off of one I had corrupted, but I managed to copy my changes from the corrupted one and it works perfectly.
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Nice! This will likely be what I start up my Breath of Fire series Let's Play with in the near future. Probably once Terranigma is done ^_^
I'll make sure you're credited in the description of the first episode
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Awesome I love watching people's experience with this hack.
Up to you but if you encounter any bugs or oddities (though by now they should be gone) you can message me here and I'll have them fixed asap.
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Still compatible with the sound restoration patch? Do I go;
Clean ROM > Sound Restoration > Improved
or
Clean ROM > Improved > Sound Restoration
Also on this hack's page it says "ROM CRC32 4BBBE9A2", I have no idea what this CRC belongs too, it's not the No-Intro one which has a CRC32 of F06422A8 for the (USA) version at least.
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Sorry not sure about the rom version but I've tried a few and it works ok.
As for the order the sound restoration patch and this don't conflict at all so they can be applied in either order.
Here's a sample of the new spell names.
(https://i.imgur.com/tCSiKmI.png)
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Awesome I love watching people's experience with this hack.
Up to you but if you encounter any bugs or oddities (though by now they should be gone) you can message me here and I'll have them fixed asap.
Absolutely. The Breath of Fire series is my favourite series bar Dark Souls so i'm well versed, especially in the first 3 games so i'll let you know if anything stands out :3
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Awesome. I always play the first three as a trilogy too.
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I think the only thing the first two games really need is an optional SNES title screen hack now. I assume your hack contains SNES sound and Vivify's soldier rename hack as applying those failed for me because apparently the code already existed XD
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The sound hack is not included but should work perfectly, the soldier name patch isn't necessary as it's included in his retranslation which is in this hack.
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The sound hack is not included but should work perfectly, the soldier name patch isn't necessary as it's included in his retranslation which is in this hack.
The sound hack have some bug that glich the bubble after kill monsters.
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The sound hack have some bug that glich the bubble after kill monsters.
Still worth it.
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Still worth it.
I'm sorry, i can't play with that bug.
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That's not my patch, but I'm just curious is it actually game breaking?
I play with it and never noticed any problem, what exactly happens?
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That's not my patch, but I'm just curious is it actually game breaking?
I play with it and never noticed any problem, what exactly happens?
Only happens on real hardware.
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So in a few days i'll do up a review of this hack as i'm over halfway through Let's Playing it. That said I have some notes if you'd ever like to improve on an already brilliant hack or make this as a separate [Restored] hack (and considering the acclaim the SNES version is getting after it's release on Switch I wouldn't be surprised if you wanted to)
Notes:
- Change 'Gold' to 'Z' and 'Zenny' for consistency with Breath of Fire 2, 3 and 3.
- Include Bregalad's Sound Hack. The SNES sound was better across the board. I found I had to patch the Sound before Improved to get it working. Alternatively, there is a full OST for BoF1 if you'd be able to add that for the soundtrack and use Bregalad's patch for sound effects only.
- Add in the two cut songs 'Unused Bar Theme' and ''Unused Heroic Theme' but i'll mention this later.
- Snes intro sequence/title screen was way better. I made an example of this in the first episode of the Let's Play
- Considering this is supposed to be a rebalance, Nina levels like crazy after Lvl 28. When Ryu and Bo were lvl 30, she was 48 so that may need slight nerfing.
- Change 'fear' and 'scared' back to 'Curse' and 'Cursed' I was immediately confused by what this status was til I noticed the cursed mark floating above my character's head.
- Change 'Life2' item to 'P.Cea' or 'Pcea' for consistency with the rest of the series use of 'Panacea' and so people don't mistake it as a revival item.
- It might be worthwhile to increase the reward amounts from Auria residents for side quests from $20k to $30k so speed runners and lazy people don't have to grind for a billion years for a Gold Bar. The second is available to find so this would be a nice change and still require them to spend $5k of their own money.
- Extend inventory size for party and bank so completionists can have every weapon and armor in one save file. In fact, it would be a good way to implement the cut out Coach item. Perhaps permanently increase the bank inventory but only double the party inventory when the Coach is equipped so the item has a function.
- Add in the Coach item (see above)
- Add in some of the cut end game equipment as random drops from enemies, random fishing/hunting rewards or make them available from the Flea Market. You could rename them after recurring equipment throughout the series to make things easier.
- There are cut areas like the Nanai shop and bar and the unfinished shrine. Now obviously there is no point in adding in Nanai areas buuut.. you could use the maps still. Perhaps have Drogen repaired through an in-game side quest involving collecting certain items and Zenny. In fact, you could add in some of the useless cut items, rename them something else and use them as quest items to rebuild Drogen using the original spriteset from the prologue. Then you could add the unused hero theme for Drogen after it's repaired, keep the original theme inside the main house, and add a basement to the main house and put the unfinished shrine there, switching out blue slimes for gold slimes for easy grinding. You could then add the Nanai Bar map to a house in Drogen and use the unused bar theme song there and place some easter eggs. Maybe alter the map to have an actual bar with tables and chairs though. This would also be a nod to the town building and fairy village from Breath of Fire 2 and 3 aswell ^_^
I should also link this for reference: https://tcrf.net/Breath_of_Fire
Now I know some of these notes are a lot more reasonable than others. Some easy fixes and some lofty suggestions. I just know you're quite a capable hacker so I thought i'd throw some ideas out there as well as a few things i've noticed while playing through Breath of Fire I Improved ^_^
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Some good ideas there, not all of them within my abilities though.
I didnt know life2 wasn't a revival item, interesting.
I had intended to re add the coach item however once it's on its visual effect can never be removed, thus having Ox pulling the cart as your sole avatar indefinitely.
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Is there a way to apply that only to the overworld? Because then it wouldn't be so bad though some inconsistency if Ox is used in a Karn transformation. Still, it would be nice to have as the sprite is there.
I'm sure if you were open to help, other hackers might be inclined to help you add some of this stuff. I'm sure it's much more difficult then hex editing SNES code though but putting the ideas out there into the universe I felt was a good thing haha
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I'm only skilled enough to find stuff in a hex editor, it's how I've done the entire thing.
While I would love to collaborate with a more skilled hacker none have come forward.
I've been trying to swap Shin and Debo forever to no avail, that's the highest priority in this hack.
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I've been working on disassembling the europe version of this game, as it was compiled with no optimizations which makes it easier to decompile back into C code.
You can find the current progress here: https://github.com/Normmatt/bof (https://github.com/Normmatt/bof)
I want to eventually do a whole new translation of this game with more effort put into it than the original (including expanding item names, menus, etc, and implementing a variable width font) but its going to be awhile before that project gets started.
Theres still a lot of data that needs to be reverse engineered / documented so if anyone wants to help, either get in touch or submit a pull request.
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I'll take a look, the last post in this topic shows what I did manage find in a save file about how transformations are stored
https://www.romhacking.net/forum/index.php?topic=21482.msg371626#msg371626
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A new version is up, not much different but it changes Life2's description to be accurate, GP to Z/Zenny, Active to Speed, gave the OP flea market items high prices so they can't be farmed repeatedly, and hopefully fixed that stood space after Bo's name.
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All great changes man. The only thing I would take a look at is the final boss fight. In my playthrough, the little girl version of Myria lost her health but didn't die causing an eternal battle. Amusing but it did require loading an old save and replaying up to that point. Random ass glitches...
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Would this be useful to the project?
(https://i.imgur.com/tN3eyCH.png)
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All great changes man. The only thing I would take a look at is the final boss fight. In my playthrough, the little girl version of Myria lost her health but didn't die causing an eternal battle. Amusing but it did require loading an old save and replaying up to that point. Random ass glitches...
No idea, I never touched any version of Myria so I have no idea what that's about, I'll probably play through again before spring.
Would this be useful to the project?
(https://i.imgur.com/tN3eyCH.png)
Yes please.
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There you go: https://mega.nz/#!XAUAFaab!iGo7gCYvrjLvZAvMQAu6J0f9_F32C52RaZXLoiosc-4
It's the projects to compile my GBA/DS vwf code in order to be integrated into the US rom.
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There you go: https://mega.nz/#!XAUAFaab!iGo7gCYvrjLvZAvMQAu6J0f9_F32C52RaZXLoiosc-4
It's the projects to compile my GBA/DS vwf code in order to be integrated into the US rom.
Maybe I'm missing something but I extracted that into the same folder as my ROM and nothing happened.
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I'm also very interested in figuring out how this would work. Is it compatible with Bregalad's sound restoration and/or Asaki's palette restoration? I also noticed several string sets are missing, namely spell names and location labels. I've been wanting to give Breath of Fire the script it deserves for a long time.
Edit - Other things I noticed is that miscellaneous strings (Inventory selections, item/spell descriptions, monster names) are missing, and this doesn't seem to support the 8x8 font.
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You two should collaborate. The majority of the work is done. This is easily still the best version of Breath of Fire 1 I have ever played so some polish is all it really needs TBH.
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I mean, we kind of did. He based BoFI Improved on BoFI Text Cleanup. (Which, by the way, has already incorporated Soldier Name Reverter since its release. :p There was never any need to apply Soldier Name Reverter on top of any patch that includes BoFI Text Cleanup.) But if I do a script expansion with Gemini's patch, Ben still definitely has my express permission to use the new version as a base for all future revisions of Improved.
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I mean, we kind of did. He based BoFI Improved on BoFI Text Cleanup. (Which, by the way, has already incorporated Soldier Name Reverter since its release. :p There was never any need to apply Soldier Name Reverter on top of any patch that includes BoFI Text Cleanup.) But if I do a script expansion with Gemini's patch, Ben still definitely has my express permission to use the new version as a base for all future revisions of Improved.
Which of course I would, until your patch came along I didnt even know the first BoF even had a story.
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In the main menu if I select Exchange the game freezes. I patched the USA rom. Am I supposed to use a certain rom with this hack?
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If Ben's patch now incorporates Bregalad's sound hack, that would be the cause.
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If Ben's patch now incorporates Bregalad's sound hack, that would be the cause.
I thought the sound hack was not included in the the improvement mod. Anyway, you are correct. I tried the stand alone sound hack and it does the same thing. Is anyone working on a fix for the sound hack?
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Which of course I would, until your patch came along I didnt even know the first BoF even had a story.
Holy shit dude you made me inhale my drink :laugh:
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Maybe I'm missing something but I extracted that into the same folder as my ROM and nothing happened.
You need to compile the code. There are armips scripts in there with a batch, also a makefile to be configured with devkitArm.
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Oh crap I did accidentally include his sound hack, I'll have to contact him for permission because it really is better with it.
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Oh crap I did accidentally include his sound hack, I'll have to contact him for permission because it really is better with it.
Since it would constitute an addendum, you can just link their stand alone hack in the descrption, though asking for permission is nicer ^_^
POLICY
Addendum: A hack that fixes bugs, improves upon, or revamps another author’s released hack. The resulting patch is intended to be a non-translation hack. Patches should contain addendum work only unless it is not possible due to the technical requirements of the patch (such as patches targeting a different ROM). The original work the hack is an addendum to should be linked in the description (The original hack must be on the site also!). Significant improvements that cause the hack to take on a new identity are exempt and may be submitted under the Complete category.
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There's a possibility to retranslate this now?
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Hello, I've given the permission to ThegreatBen.
If the patch would be supposed to be patched after mine that would be an addendum. But here his patch seems to simply include mine with other changes added on it, so it's not an addendum. I could be wrong though.
I thought the sound hack was not included in the the improvement mod. Anyway, you are correct. I tried the stand alone sound hack and it does the same thing. Is anyone working on a fix for the sound hack?
I'm so sorry about that bug ! I've been warned about it since early after my patch's release, but I've been lazy to fix it since I just spent so many hours on the patch itself. I'm sorry about that.
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If Vivify and ThegreatBen do collaborate and a new script is implemented alongside the sound and palette restorations, I think it bears worth mention Ryusei's and D4s's retranslation of Breath of Fire 2 - The Fated Child which is a masterpiece would be worth emulating. Adding a VWF patch and changing the font to allow more dialogue, elaborating on said dialogue, adding in all the changes Thegreatben has already implemented and taking it to the next level in terms of series consistency, lore, etc.. This could be a definitive edition of Breath of Fire I - The Dragon Warrior.
Notes:
- Include the full title. Ryusei and D4s's retranslation does this and it's worthwhile. It sets it apart from the original and really shows the effort and dept put into the project at face value
- Try your best to incorporate the original intro screen from the SNES version. It may require aid from third parties but it would be worth the effort.
- Revise the items and armor lists to further series consistency
- Try and make more use of cut content https://tcrf.net/Breath_of_Fire
I mention a few suggestions earlier in thread and if ThegreatBen has some help, they could be implemented. At least the music tracks.
- Really try and deepdive the lore like Ryusei and D4s did so you have more to add and work with.
- Try and implement custom avatars for each shaman form when transformed and change Karn's name to the form he has become. This one would be tough but a good change.
- Really try and balance out the level up speed of some characters. I spoke with Thegreatben about this already and you can see in my playthrough it gets pretty out of control lol
- Reference happenings of Breath of Fire V: Dragon Quarter. BoF5 was by far my least favourite but the crutch of the story is that it is supposed to turn the story into a paradox. The world of Breath of Fire gets destroyed by the end of 4 and the people travel underground where you start in BoF5. Once you make your way to the surface the game ends indicating the creation of a new town and the restart of the cycle. Personally I prefer to pretend BoF5 isn't part of the series as it makes it more enjoyable but if it were about series consistency, subtle nods might be worth mentioning.
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You need to compile the code. There are armips scripts in there with a batch, also a makefile to be configured with devkitArm.
Alright I'll play with it a little when I have time, thanks.
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Hey Ben, if you figure this out can you drop me a line? We also still need support for spell and enemy names at the bare minimum.
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I've got good news. I've looked into the "Exchange crash" bug, and this is a very simple RAM conflict, where I used RAM which I thought was unused, but was actually used only when using the "Exchange" command. This is very easy to fix, and I'll release an updated patch ASAP. I'm sorry to have left this bug unfixed for more than 2 years, even though it was trivial to fix.
For those who do not wish to wait for the patch to be updated, the changes are as follow.
Changes for (J) ROM :
- At 0x9DEFD, replace [0x51] by [0x52]
- At 0x9EB91, replace [0x51] by [0x52]
- At 0x317700, replace [0x00] by [0xE0]
Changes for (U) ROM :
- At 0x9E0DD, replace [0x50] by [0x52]
- At 0x9ED71, replace [0x50] by [0x52]
- At 0x318E00-0x318E01, replace [0x00, 0x57] by [0xE0, 0x58]
Changes for (E) ROM :
- At 0x9E211, replace [0x50] by [0x52]
- At 0x9EEA5, replace [0x50] by [0x52]
- At 0x323200-0x323201, replace [0x00, 0x57] by [0xE0, 0x58]
That should be all, folks. Enjoy the fix, and sorry again for letting the bug there for so long. I hope this won't create another bug though.
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Thanks I'll add this to my version as well.
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That's awesome. Thanks you guys.
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I tested trading with VBA Link earlier today and nothing seems to be going awry. I got random items from the sky no problem.
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I tested trading with VBA Link earlier today and nothing seems to be going awry. I got random items from the sky no problem.
Oh thanks for testing. I can't even test this myself, as I only have one GBA without link cable (I have a retro-compatible DSi but I doubt you can link it) - and as to emulating two connected GBAs I never got it to work when I tried, alas. And yeah, no RAM conflict when opening the "Exchange" menu is not the same as no RAM conflict during actual exchange :)
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Hey Ben, I was able to change GP to zenny thanks to my friend helping me out.
https://pastebin.com/n0fcg3zP
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I thought I had already got them all in my last release. I'll double check sometime soon.
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Oh sweet. Sorry about that then. The three in particular I needed help from a friend with was the first three: the merchant mini-game in Prima, the menu display, and the shop display.
Edit 1 - I'm still missing the values for the storage. I'll get those to you as soon as I can.
Edit 2 - Added info on how to change G to Z in storage. Thanks to mteam for basically all the changes except dialogue, items, and the battle message.
https://pastebin.com/n0fcg3zP
(this pastebin upload and the one in my previous post are now the same one)
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Cool, looks like I have a to do list.
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@ThegreatBen just in case this is of any use to you, my sound restoration patch actually adds new music sequences at (offsets for US ROM) : 0x318C00 - 0x330334. Because this takes more room than the original music sequences, I made them at the end of the ROM in an unused area.
This means the space between 0xD65F4 and 0xEB3DF, which contains the original music sequences, is now left unused, although there's still data in the ROM so it appears used. If you have an use for this ROM space you can use it.
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Notes:
- Reference happenings of Breath of Fire V: Dragon Quarter. BoF5 was by far my least favourite but the crutch of the story is that it is supposed to turn the story into a paradox. The world of Breath of Fire gets destroyed by the end of 4 and the people travel underground where you start in BoF5. Once you make your way to the surface the game ends indicating the creation of a new town and the restart of the cycle. Personally I prefer to pretend BoF5 isn't part of the series as it makes it more enjoyable but if it were about series consistency, subtle nods might be worth mentioning.
Dragon Quarter is neither a sequel or prequel to any of the other games.
It is a self-contained story and setting, which just borrows and tweaks elements of the previous.
BoF 4 however is open. It can work as a distant prequel to BoF 1 and as a parallel universe. Momo even states her presence in 4 by hopping dimensions.
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Has anyone else gotten this tile bug with the newest released version of the patch, or is this just an emulator-specific issue? I'm using mGBA.
(https://i.imgur.com/iCDpZrQ.png)
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Has anyone else gotten this tile bug with the newest released version of the patch, or is this just an emulator-specific issue? I'm using mGBA.
You should probably share your save file so that we can investigate this. There's basically 3 hacks combined, so any of those 3 could have triggered that bug. And I'm currently extremely worried that by moving the sound buffers further in RAM (while fixing the Exchange crash bug) I might have created another bug somewhere else...
I'm re-testing the game but I'm still relatively early in the game as I have a lot of stuff to do IRL those times.
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You should probably share your save file so that we can investigate this.
No problem.
https://www.dropbox.com/s/ssalg6r2otghtw0/0245%20-%20Breath%20of%20Fire%20%28U%29%28Mode7%29.SaveRAM?dl=0
February 23, 2020, 01:33:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, disregard my last few posts. This seems to be an emulator-related issue. It has nothing to do with the patch. Sorry for wasting your time. :-X
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It's fine, it didn't waste my time (although it was going to right now when I came see your answer :) ).
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Does that gray tile glitch occur on the non-patched original rom too? If so, might want to let endrift know about it.
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Does that gray tile glitch occur on the non-patched original rom too? If so, might want to let endrift know about it.
Yeah, it seems to be an issue in mGBA. Lament Forest looks fine on VBA-M.
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The Lament Woods don't look like that on mGBA on my end in a BoFI that doesn't use Ben's project...
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The Lament Woods don't look like that on mGBA on my end in a BoFI that doesn't use Ben's project...
Got a save file I can use to take a screenshot on my end?
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sure. you need to walk outside arad and warp to tantar though.
https://www13.zippyshare.com/v/vaD8LrWO/file.html
(https://i.imgur.com/MwElbVC.png) using my v0.2 breath of fire i text cleanup beta, with asaki's color restoration and bregalad's sound restoration applied
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Okay, looks like updating mGBA to version 0.8.1 fixed the issue. It must have been present in 0.8.0 or something, cause I hadn't updated the emulator in a while.
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I'm just coming to confirm that the forest looks fine on real hardware, with Sound Restauration + Palette restauration + writeup (but not "improved") applied
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Got the fix for the sound patch done, fixed all the instances of G to Z in accordance with the change to Zenny.
I also repriced the super in the flea market so that they can still be bought but not exploited.
Haven't uploaded it yet though.
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If you can fix the sound patch issue, then I definitely want to give your patch a shot as I refuse to play this without it. I guess I can do a playthrough of the second game with just the SNES palette in the meantime as that game I don't care about its soundtrack as much.
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Oh yeah I still gotta upload this
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Newest version is up, it includes the fix for item trading, found an oversight that let Bo use a few shields, changed all references of currency to Z/Zenny
I also included my playable Sara patch as an optional file, it should be complete.
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Does this already have the Bregalad sound patch included or do I need to patch that over-top your hack? Also did you fix the fog bug in tantar?
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Does this already have the Bregalad sound patch included or do I need to patch that over-top your hack? Also did you fix the fog bug in tantar?
Plese read the thread, he includes my sound restoration (but historically didn't), and the fog bug was an emulator bug, not a bug due to any of the applied romhacks.
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ISP patch still says 2.2, and on the hack's RHDN page it says "ROM CRC32 4BBBE9A2", I have no idea which CRC this belongs too (not matching any of the no-intro's), is this another error? Do we use a US or EuR version of BoF
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Oops I forgot to rename the IPS, But it's the right one.
As for the version it's definitely the US version, it's worked with every one that I tried it on. I use the VBA emulator to play if that helps.
And yes this includes the sound patch and it's fix.
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Newest version is up, it includes the fix for item trading, found an oversight that let Bo use a few shields, changed all references of currency to Z/Zenny
I also included my playable Sara patch as an optional file, it should be complete.
Greetings. Gotta say thanks for the Hack, I do appreciate some good changes were done (I do still find Spells could be much better but that's a thing BoF in general mishandled), and I loved the Zog fight, that mofo was really dialed up quite a bit.
Anyway I wanted to ask regarding Nina's ultimate weapon, PowerRP as it was initially called that could only be acquired in Flea Market stage 3. I've been trying and trying and have still not seen this weapon. Conversely I have seen very much all the other equips like Mallet, GlowCN, S. Armors, etc, etc. Just wonder if the weapon is still found here, and whether it is still called PowerRP.
Thanks in advance man.
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Still the same name but I moved it to stage 2 and the DarkDR to stage 3 sorry.