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Romhacking => Personal Projects => Topic started by: ShadyRounds on October 18, 2017, 09:09:58 am

Title: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on October 18, 2017, 09:09:58 am
UPDATE: This post has a link to a download to patch your rom with the changes I've made, to show the progress of my work on this obscure little gem! (Helping Hands or Instructions still Welcome via PM)

DOWNLOAD Patch - Playable Beta2: https://drive.google.com/open?id=1UId-DMa4zhEHOxx2Ty8E35FQ8Jk3iCt6
[DOWNLOAD is .ups patch for Legends.img "SLUS_006.03", other forms available upon request]
DOWNLOAD Patch - FasterPlayerCameraTurnSpeed: https://drive.google.com/open?id=1Bb9qvZLqiDgdsYhb9Jbi2cN3FflwNVCI

I am making a Megaman Legends Remix. I hope the work may oneday turn into a randomizer, and I do want to include various features beside just item location move/shuffle.
https://www.youtube.com/watch?v=MvOS1qcS5Zc
(https://i.imgur.com/0M5qnUC.png)

Progress:
Megaman Legends 1 Remix (Playable Patch)
BUGS:
->Saves will not allow some changes between vanilla and different mod-versions. Specifically, busterpart changes and supportcar changes, as those are always-loaded and a save injects what was already-loaded.
->SpecWeps requiring changed items to develop, do not list them correctly after creation.
->Some text is otherwise bugged.
->Junkstore reward is hacky, but should work and progress without fatal error
As far as I know, changed chests were for sure changed, but in the event they weren't, this is what SHOULD have been changed:
Spoiler:
Zetsabre > Arm Supporter > Guidance Unit > Joint Plug > Helmet > Grenades > Ancient Book > Zenny

PenLight > Zenny

"Missile Cycler" > Marlwolf Shell > JunkstoreBox

Cannon Kit  > Boatstore Box > Old Launcher > Cannon Kit...

PoweredBuster = CannonKit + ArmSupporter
SpreadBuster = OldLauncher + AncientBook
ActiveBuster = GuidanceUnit + MissileCycler

Marlwolf Shell =>= "Barrier Generator"

_____________________________________
GOAL:
As the first step, i'll be hand-placing items at new locations and listing possible additional features.

Planned So Far:
_____________________________________
Megaman Legends 2 Remix (Planning Stage)
MML2 QuizSchool MMTrivia Patch/Savestate: Reposting...


Open to any feedback, ideas, or advice, from the community, both RomHacker and LegendsFan alike. Would liked to have gotten a working playable version with at least the base-features done by the 20th Legends Anniversary (Dec.19), but as of this new year, Jan4th, I now have a playable version of my work-in-progress, with any luck completely playable and no gamebreaking bugs! (just broken text)

Special thanks to the LegendsStation for RamHack documentation specifically for Legends, and to RomHacking.net community for all the general PS1 documentation that helped me get here! :beer:, so that I can furnish the Legends fandom with some much needed expansion content since the cancellation of MML3  :'(
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ArkthePieKing on October 18, 2017, 01:23:40 pm
Oh man, this is some exciting stuff! Legends rarely gets the attention it deserves. This would definitely breathe some new life into the game.
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: SleepyFist on October 19, 2017, 08:08:24 pm
Heck yeah, this sounds like an awesome hack, It's one of those games I kinda played too often and developed a memory for locations, it kinda makes the game very breakable.
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on October 23, 2017, 04:57:02 pm
I appreciate the kind replies. I figure I've nearly cracked this open and have until Dec19, so I really am playing a dangerous game by taking a short weeklong break (taking care of irl vehicle maintenance). I'll have plenty of time to work on it tonight, and hopefully in 1 setting I can figure out what writes to the accumulative weapon-progress (00 00 for no special weapons unlocked, FF FF for all unlocked, from what I understand), and trace it to rom so I can just change both reward and creation to the same item.

I want to go back later and just rig up a working support car instead of the options given, but for now I'll concede it easier to start special weapon development after the pirate town battle, but at least there are 3-4 weapons that can be starting weapons (made by only 1 junkpart).

EDIT: No good, emulator doesn't break at writing to stored weapon value (at least no$ doesn't). I'm still playing around with possibilities, other emulator debuggers, different addresses that are affected (the weapon being equipped to arm, doesn't break either, weirdly enough). Still hopeful.

EDIT EDIT: Actually, the weapon equip does break on an odd number between hex's. I got it to break like that, anyway. So I tracked the value, and after a night of changing 7 values and ripping Volnutt's arm off, I figured out that if I calm down and simply change merely the single value it points to and not every value in the nearby neighborhood of the address, it actually calmly works. ...I still don't have it taking the grenade-kit for the grenade-arm (Factually found out how to, just for it to freeze when I do it "correctly"), and I still can't provide an upgrade screen, and the mines-speech still plays, but this is technically 100% playable now... not like I won't continue to improve it, but this is pretty exciting... (If the grenadekit won't take without freeze, the player can't technically get 2, so it's a bottom-priority until I finish the rough draft)
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on November 02, 2017, 08:02:29 am
Worthy enough update. Took another break for other megaman-related things. Well, I came back and decided to pick a random topic of interest: How Buster-Parts modify the BusterGun's attributes.

I must be getting good at this.

So, I scanned for changing BusterValues in ePSXe1.9.25 using CheatEngine (the ram locations never change in a game loaded in this emulator, even after the emulator resets or the entire computer resets).

I found Attk to be CheatEngine=B40D4C. I rendered the following formula for MML1 (possibly all PSX games?), to be (ePSXe&CE)-(A8B6A0)=(NativeRAM) which means RAM=B56AC. C is Attk, D is Energy, E is Range, F is Rapid.

I ran a Break for RapidFire at B56AF, and found on the second break, that the value loads from RAM=900F6(-199h), or 8FF5F.

Sure enough, 01 is the value at 8FF5F, and a lot of conveniently buster-part-looking values lie in the same area (a lot of 00s, with peppered in 01, 02, 03, and 04's).

Well, changing that location's 01 to 03, now causes RapidFire to always grant +3 when equipped, for the duration of the game.

The 16-byte neighborhood can be searched in ROM, where one finds a result: ROM=F63B7 for RapidFire. From this general location, I can likely change the strengths of all buster parts in the game.

Rebalance ahoy! I'm going to give rapid parts so much rapid, rpd/eng parts so much rapid, attk parts I might even reduce attack power on the farther endgame parts and grant energy instead.

I have to change "buster part description" text manually, but that's easy as hell and has already been established in practice to a point of elementary level work. Another important note, is that rapid is locked at +4 as MAX in the engine (manually forcing the player's rapid beyond it, results in same ROF). So... I'm going to have to get creative about the rapid values and possibly peppering in +eng to go along with +rpd.

Also, my city won the baseball world series 2017 for the first time in the team's 50 year existence. I don't even like baseball, but it makes for good conversation.

November 04, 2017, 08:43:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
...and so it is decided. Balance is as follows, because this is the 1 thing in life I actually get to balance so I'ma act like I'm MLG and am god's gift to balancing.

Ergo:

How this changes vanilla strategy:
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: nks on November 04, 2017, 09:39:41 pm
Nice to see one of my favorite games of all time (MML1+2) getting some love. Any added difficulty to them is a definite plus.
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on November 08, 2017, 05:00:31 am
Okay, so still making progress slowly, taking several days off at a time and pecking at it, but I'll have time to do this 3-4 days(nights) a week hopefully for the whole of the holiday. EDIT: I am now switching/adding jobs, so now I may have LESS time to work on it, but the deadline is still a very likely success.

I also have some update. I've changed the buster parts (minor adjustments to those few listed), and I've ran into a problem/opportunity:

Some BusterParts have 4 locations for their textblock, yet others have 2 locations. After being nearly-done, I've discovered why: 2 locations are the store-description (1 for market, one for woods), and 2 are for BusterPartsMenu.

Furthermore, instead of modifying text-pointers in BusterPartsMenu, I can just rob space from the description for the additional space for numbers (not glamorous, but you'd hardly notice). HOWEVER, the shop doesn't have space to rob, which means to do it the "lazy way" (without changing textpointers) i'll have to butcher text for a few of them.

The OPPORTUNITY this provides though, is the store's item locations, possibly the script to grant the items too, and their cost, and it exists INDEPENDENTLY for EACH store location, so the following things might now be possible:

1) Having store sell different items than each other (they already only offer items Megaman DOESN'T have). E.g.: Market sells ChameleonNet but not DefSh, Woods sells DefenseShield but not CamoNet, and WITH THE FREED-UP SPACE the Market now sells MysticOrb and Woods sells CannonKit.

2) If the store knows how to only sell items Megaman doesn't already have 1 of (HyperCart, ShieldRepair, ect), but knows how to progressively sell 99 "ExtraPacks" (canteen upgrades), perhaps I can script it to sell "copies" of extra "HyperCart" and "ShieldRepair" (possibly even progressing prices for each already owned, limit of 2 or something).

3) I might be able to change prices.

4) I might be able to change "when" in game-progression, that a shop will offer an item (in the example above, not offer CannonKit until after Downtown fight but before Marlwolf... or, if such a progress-flag doesn't exist between then, at least not offer it before the class B license)

Anyway, if I am satisfied with fitting text for BusterPart descriptions, I'll release a trial-version soon that just makes the few changes I've already made (buster parts, morality, the location of starting busterparts, the grenades instead of mines).
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on November 26, 2017, 06:46:39 pm
I apologize for the long-time no-reply after all the hype. Got a 60-hr workweek at my job. Sucks tbh. Considering quitting, all to finish this.

Anywho, I'm stuck at some binary player-inventory regarding special-weapons. Anyone who's a wiz with that sort of thing and feel froggy, pm me. Otherwise I should eventually sort it out. (EDIT: I sorted it, I can now switch it, and this means a working version coming soon and all-in-all being on-schedule for an anniversary playable version)

Something mildly related that I'm tinkering with, is control-remapping for those who felt Legends controls to be awkward. I'll try to move strafing to a joystick, and jump-shoot-specwep-ect to the top buttons so you don't have to use bumpers for movement.

I found this thread, and the replies by @NoOneee, very helpful in that regard. Changing buttons outright would be a success, but somehow being able to keep menu-inputs would be a plus.

https://www.romhacking.net/forum/index.php?topic=23114.0
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ArkthePieKing on November 29, 2017, 02:45:49 am
I apologize for the long-time no-reply after all the hype. Got a 60-hr workweek at my job. Sucks tbh. Considering quitting, all to finish this.

Anywho, I'm stuck at some binary player-inventory regarding special-weapons. Anyone who's a wiz with that sort of thing and feel froggy, pm me. Otherwise I should eventually sort it out. (EDIT: I sorted it, I can now switch it, and this means a working version coming soon and all-in-all being on-schedule for an anniversary playable version)

Something mildly related that I'm tinkering with, is control-remapping for those who felt Legends controls to be awkward. I'll try to move strafing to a joystick, and jump-shoot-specwep-ect to the top buttons so you don't have to use bumpers for movement.

I found this thread, and the replies by @NoOneee, very helpful in that regard. Changing buttons outright would be a success, but somehow being able to keep menu-inputs would be a plus.

https://www.romhacking.net/forum/index.php?topic=23114.0

Hey, we all super appreciate all the hard work you're putting into this, but put food on your table before finishing a video game hack. I wouldn't be able to play this in good conscious if I knew that because of it you ended up screwing yourself over. The hack will be here when you have time, and we'll be here waiting when its done. No rush fam. :)
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on December 03, 2017, 01:01:04 pm
I need to lose this job in the worst kind of way anyway. Way too grindy, way too many hours and not a single day off. I'm here on Sunday right this moment, and nobody else bothers to show up but two of us and we're way behind.

I'm planning (as in meant to three days ago), to record some of me back tracking the opcode leading to adding a spec weapon to inventory. It's very convoluted, it'd take some explanation and a video, and I can't find the actual source of the info it takes to run the script to add weapon (same script is called every time a weapon is added or developed). It seems all the registers used are loaded before the script, and when returned and break, it's unclear when the resister is loaded. It's a very long calculation that's probably mostly unnecessary I'm guessing.

They also aren't numbers I'd expect it to use to generate a simple bit add via "and" operation. It's like it does even more math before even getting to that step.

Tracing it FORWARD, taking out some unnecessary code, and making a call to new script that just injects a simple value that I need, is a hacky alternative if I don't feel like figuring this out and an in a rush.

EDIT: Okay, so I caught a kinda-lucky break. I broke ONLY the tutorial support car's ability to award a special weapon. Well, you see, I can choose whether or not it takes an item either. That means, and this is crazy-hacky, but it'll "equip" you with the special weapon, but you'll have to "fo'real-develop" it again later and then also be able to upgrade it. This STILL means this makes the support car tutorial "progress correctly", so I'm moving on finally to a working build. Might even rebalance some special weapons slightly since they'll eventually be randomized anyway, damage and base range on some of them.

I eventually wanted to figure out how to walk with Shield Arm (without one of the hacky methods like specwep-frankenstein or shutter-bumpering). I still want to look into hooking up difficulty into starting screen. There's enemy healths and projectile speeds, possibly a few prices. Now that I'm satisfied with moving on (and can come back to support car in the future; the values I scanned tonight actually load the offsets the support car originally load with but I'm too busy to reroute it to "fully-functional support car" right now.

EDIT: Oh what in the... apparently, side effects of intentionally getting no reward may include but not be limited to, getting a random buster part, losing all your zenny, and pissing off an amateur programmer... Please standby... sigh... UPDATE: Unlucky. There's at least 5 other values that DON'T have those negative side effects (and 5 more that... cause crashes?), so that was easy enough to fix.
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on December 18, 2017, 04:07:03 am
This job and the flu. They're going to kill me yet. Which is why I'm trying to document my process, albeit semi-obscurely. (here, and in an unrelated discord channel)

New feature finally figured out. That difficulty menu on the title screen available by default on game launch, without having to beat the game first.

Hardest part, was 3 hours of playing the game to get title screens with "easy" enabled so I can compare title screens with it enabled and disabled (via CheatEngine).

The location that enables the menu, is located a RAM Address C1B28 (and "easy" being listed as an option at C1B2A). The OpCode that populates it, is located at Rom Address 67004 (and 6700C), and when changed from "20" (which tells it to fill r2 with 0) to "32" (which tells it to fill r2 with r18), will fill 00 to 02 (not the "correct" value, but triggers desired menu access anyway), which is what I did.

Now, the menu boots for the first time with the difficulty selection. I should throw some numbers into some chests to make it of "meh" playable quality, and release it today, as it is the promised day, the Megaman Legends 20th Anniversary.
Title: Re: Megaman Legends: Second Quest (Item Location Move/Shuffle)
Post by: ShadyRounds on December 28, 2017, 01:59:23 pm
Well *most* sidefeatures and expanded features seem to go smoothly. However, every time I get to the main business of swapping item locations, I run into various problems.

This time, it's "hole in walls", "garbage pails", and "cardboard boxes". For some reason, at 987B5, the value for the last script invoked is stored. The last NPC talked to, the last Chest opened, the last item examined such as fire hydrant or house door or fruit stand or magazine shelf. Everything SANS the garbage pails and cardboard boxes, which SHOULD store to that value and makes no sense why they wouldn't.

This makes them untraceable by conventional means I were using to change chests and such until now. Which sucks. They're only "sometimes" visible by just casually reading bins as well, they're not consistently writ as such to be read from bins. I'm assuming, as is the case with some chests even, that they aren't writ and the game generates text from a central generic script and fills in item names (it doesn't need custom text in every bin for chests that say 99% the same thing).

Once I wrap my mind around how to fix that, I'll release a playable build, now ever so late mind you, but I'm still excited nonetheless, and hope it's just as good for the end-user once I do get it in working order.

January 01, 2018, 07:17:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hard work and good rum pays off, as I trace the item-filling code to a source (a source I still don't understand, code-wise. Is it a spot in the city? Is it a spot in the main engine? What am I changing?). At any rate, I've finally changed a garbage can reward to another item.

For prosperity's sake, 98830 in Native-RAM, fills to a value of the item being given to you. That is filled upon interacting, from opcode at 128F10 (I traced by No$PSX by highlighting opcode location and "Run to Cursor" and then playing game to trigger a garbage pail giving item), by a location in the ~BF400 area. For Blumbear Parts it's BF3A6, for Broken Motor it's BF496.

(also note, 128F10 is specific to Downtown, AppleMarket turns out to be 109E14, so I just have to "sub-return" from where 98830 breaks on write, to find the value for whatever area I'm working with)

I prefer tracing actual interaction scripts, but when they fail to appear to exist, I now have a backup technique to trace item-giving to it's source.

It's more effort for each and every item in the game, but now with the effort, I am again without (forseeable) roadblocks for a working romhack soon.
Title: Re: (Active&Demo) Megaman Legends Remix (Item Move/Rebalance)
Post by: ShadyRounds on January 11, 2018, 05:16:51 am
I have a playable version published, downloadable at the original top-post.

I've been struggling with the more complex text examples, switching them has been a pain and they are probably still buggy.

I never found a solution to the junkstore reward beside equip the specwep and let the player develop the real item later.

Other than that, it's entirely playable. There's nothing I'm aware of that should break progression, softlock the game, or cause difficulty with any special weapon other than the splashmine which is essentially removed for now.

Changes as of now:
-starting morality is closer to dark
-buster part powers have been balance-adjusted
-specweps are found in a better order; some specweps have new ingredients
-significant items have been moved to new locations
-mainmenu starts with difficulty options exposed

Thank you all for your patience. I'm only nearly a month late as of now, but it's good to finally provide this game with a player-mod. Hopefully I can continue development and expansion.

My next plans include enemy location and enemy-types, dense fog, and working on MegamanLegends2 which won't have any problems with a keyitem specwep like MML1 has had, or even items breaking progress either, so it can be a more chaotic shuffle. To be honest, I have ideas for an animation project in there somewhere, so Legends2 may take the remainder of the year to really get anything out to show for it. I'll probably add it to this thread when it does become a work in progress.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on January 25, 2018, 12:47:28 pm
So I was making notes on what's to come when I do focus my attention on MegamanLegends2:

1) No keyitem specwep, and no plotadvancing specwep, so the entire pool can be shuffled.
2) Busterparts work slightly different, but it only means rebalancing wold be more useful.
3) There is a 100 question Trivia Quiz for a BladeArm part, that asks numbskull shit like US Presidents and how many eyes some bugs have. I am changing it to an actual MEGAMAN related trivia, because fuck yeah I am. That's probably, like, the first thing I'll be changing and patching.

None of this is in the immediate workload to come from me, there will still be a break between my MML1 Remix patch and my work on a MML2 Remix patch, but it's good to mention nonetheless.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on April 25, 2018, 09:55:28 am
Quote
Warning: this topic has not been posted in for at least 60 days.
Unless you're sure you want to reply, please consider starting a new topic.

Guess it's been a while. No new patches to report, but I do have a new thread related to how I have made the currently-existing Legends1Remix patch. Hopefully useful for inspiring beginners.
https://www.romhacking.net/forum/index.php?topic=26229

Oh, and a new video for Legends1Remix gameplay. Added to top-post.

April 30, 2018, 04:23:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
As requested in the instructional videos, someone wanted faster player turning speed, faster camera turn speed, ect. I made a patch for just that!

Added to first post in thread. Same rules apply, patch to a legends.img slus_whatver.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on June 24, 2018, 09:41:06 pm
The following post was created by Trege of MegamanLegendsStation, in collaboration with my own self:

So me [Trege] and ShadyRounds have a treat for you guys today.

Most of the credit goes to him for finding paprika's npc interactions, all I did was convert what he found into a usable Gameshark code, he's currently figuring out how to restore the scene in the rom itself, but for now we have a gameshark code for it. [the suggestion of a gameshark rig and the entirety of designing it was all Trege btw.]

https://youtu.be/IikZOU38ei8

Thanks also goes to TAU for his debug room code I had to use it as a fail safe to prevent the game from crashing in other areas.

- E00C356E 0005 If Area is downtown
- E00C1B61 0000 if Subarea is 0
- D209FCC8  3A98 if distance from paprika is less than 0.15000
- D209FCCA 0001 if distance from paprika is less than 1
- D00C3584 0005 if NPC08 is on the pole (AKA Tron)
- D00989F3 0080 If Trigger kicks
- 8009FC50 0007 Launch paprika

This is for the NTSC-U Version of Megaman Legends 1 on PS1.
I haven't tested it on real hardware yet, but it does work on the gameshark plugin.
I need to find my PS2 and test it on that.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on October 02, 2018, 03:42:09 am
Paid Vacation was this week. Had time to finish up this Megaman Legends 2 QuizSchool TriviaSwap.

This is a .img patch, as well as savestate while standing in quizschool and questions loaded to ram, that injects real Megaman franchise trivia into the Legends 2 QuizSchool.

Questions were provided generously by Twitch (Gilleum) of ReploidRevo (YTChannel), and adjusted by me to fit into code.

DL link in Main Post.

EDIT: some bugs in text, nothing devastating yet but ill test the whole thing and work them out.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on May 02, 2019, 04:05:22 am
Long time since touching base here.

Another community member, Kion, has been handling graphical data and building browser-hook tools for viewing and exporting models and textures... AS WELL AS now import-patching for character color palette. This also means we can likely patch gameplay data the same way, I'll be trying to get his involvement with his permission. This thread is some of his work, along with a quick picture. Despite thread-name, it's for PSX.

http://mmls.proboards.com/thread/5884/megaman-legends-pc-modding?page=2&scrollTo=97615

(https://i.imgur.com/4bFhNdg.png)

Ask for me, I am going to spend time polishing this, but have also been working on unrelated projects like video and MN9-dummysource compile-build.

HOWEVER, I do have a recent idea and contribution to MML1. Door modifiers. I had the idea, to shuffle around which direction doors take you. Maybe uptown in the east, oldtown in the west, main gate behind city hall, yass plains south of old town, ect. Change door tiles to represent. I found the entire door-data to load at C3560, 0-3 is new X location, 4-7 is new Y, 8-B is new Z, C is 03 to load and 00 when not, D is always 00 (unused), E is ST#, F is Room#.

So, going from Downtown to Old Town, E and F go from 05 00 to 19 03 (the standard walking area of old town isn't 00, it's 03, the bonne fight is 00), and changing that much will usually cause you to fall out of map on map transition, but now knowing to change the rest will allow a door to take you to another door without falling out the map as your character's proper XYZ will be set.

There may be a few valid configurations of various ruins that can use this. Jynn's 2 subruins doors, some doors between rooms within Gates/Ruins, different subcities from different town section, subruins in a slightly different configuration. Exciting idea, at least I thought.

Sorry about the long pauses, but there's potential in this for sure.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: AlternativeZeroSubs on May 04, 2019, 02:00:02 am
Was wondering if there could be an optional extra for Japanese voices as well?

I tried taking a look at MML 1 and 2 alongside a few other games and I'm quite stumped with it's audio as it's ordered differently than than the Japanese version, for example Lunar 2 is 1:1 with it's Japanese version so I put it on the backburner as I finished an undub for Legend of Dragoon.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on September 02, 2019, 01:54:23 am
Sorry for not getting back in a while.

Voices might be a stretch. Voice files were the one thing the disc used a lot of space for. Models and Textures were wastefully duplicated throughout the game and some japanese fonts exist, but Audio is a hard one. While one or the other can work if they fit in same timeslot (and thus same memory footprint), having both simultaneously steps on toes.

I'm also posting because I updated MMLegends2 Quizschool On-Topic romhack download link. It's not a major romhack, but it by itself is basically complete, no text bugs, nothing wrong, it just works, and the link comes with both a NUPS patch file for ".img" format SLPS_011.41 MMLegends2, AS WELL AS a ePSXe SaveFile at the QuizSchool (the quiz is loaded just so long as you don't leave the building).

EDIT: WELL, I DID fix all the text mistakes, but there's a lingering less-easy to fix bug because it's so catastrophic it causes reliable crash I can't quite trace why. Will work on it, but it's a shame to fix the text and then this happens.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: pleasejust on September 02, 2019, 03:23:47 pm
Hi, this looks promising. It's also nice to see a hack for a game like this that doesn't get much attention.

First things first. I don't mean to sound harsh, but wtf is legeds.img? Before you even think of doing something like this you have to look at what is the most accessible dump of this game? Is it even a good dump, etc? Also, img or iso formats are not proper dumps. A proper dump is cue/bin, which is a byte for byte copy of the original disk, which happens to be the most commonly available dump of these games, even on emuparadise. So before you go any further make sure your patches work with that version. Thanks.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on September 03, 2019, 04:49:30 am
I was considering that next actually. More specifically, chatting with fellow community member Kion about having a patcher that can patch any format of file and apply parts of the patch optionally and possibly shuffled by seed.

He suggested javascript's "node.js" to code. Just instruct it to look for strings unique to legends game code, and replace, with possibility to instruct it to take a list and populate another list of unique strings.

All this was literally next on my plate, before the texthack I was working on suddenly started invoking crashes. Maybe cat walked across keyboard when wasn't looking and I saved it foolishly. I'll just start taking chunks and applying them to a clean copy to see if the problem migrates with it.
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: TimeCop on September 04, 2019, 01:49:07 am
I like a lot of the idea of rebalancing the game. Making the enemies more aggressive and making the battles tighter is interesting.

Don't like the idea of a morality system. Rock Volnutt is a nice guy, and the story/setting is pretty upbeat. It's not Fallout or a WRPG. It doesn't fit the setting.

A separate Undub or MML JP Restored might work. Restore JP content but leave the game untouched. The JP version had a really unique main menu too.

Oh and this romhack is aimed to work on real hardware right?
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: PresidentLeever on September 04, 2019, 09:35:01 am
Cool to see the games being worked on! I don't think most of these are related to your goals but they're the things I'd most like to see changed for MML1 (haven't played 2 yet) after beating it a few months back so it seems like the best place to post them:

-Mostly linear structure (you can sometimes choose between two dungeons but you're guided towards the "right" one and picking the other one is kind of redundant since the game doesn't let you explore it fully at that point, you'll gain new abilites over the course of the game which let you explore previous areas fully)

-Some enemies won't even react if shot from far enough away

-Your mines don't hurt you if you stand right next to an enemy and drop them (this does lots of damage quickly)

-Some control issues (very short invincibility time means you'll get hit several times in a row by some attacks and can get pinned down by multiple enemies in some situations, can't change targets while auto-aiming, minor delay after jumping and side dodging, some delay before using certain special weapons (and not being able to move while shooting) make them near useless against some bosses, have to touch a tile for the auto-mapper to fill it in which creates situations where it looks like there might be a path where you haven't explored 100% of a room, can't look around/aim while moving, can't move backwards while shooting)

-Can shoot faster manually by moving forward slightly between shots - Maybe it should be easier to fire that fast without a weird trick, so it's more like the 2D games?

-The (default) vacuum arm special weapon should be a default passive ability imo, as it makes for a better gameplay flow

-Some special weapons aren't very good (drill - good for destroying certain walls at least, grenade, blade, shield - can't move nor shoot at the same time, machine? - avoid upgrading its special (spread))
Title: Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
Post by: ShadyRounds on October 29, 2019, 11:24:30 pm
I appreciate the feedback.

-I can in fact look into expanding how many tiles of map adjacent to you are revealed simultaneously. enough to reveal an entire default sized chestroom without perimeter walking just by standing at aforementioned chest in center.

-it would be easier to make legends2 decision-friendly tbh, 1 has too many things require the previous things to function, and i know the storyflags are very unfriendly, you can softlock simply by not talking to an npc at a doorway you're expected to in certain situations

-most people like the mines usage, just not that it's so early game overpowered. Other weapons are weaker, and the fact some are neigh useless compared to primary weapon is definitely an addressing point. Drill is strong in mml2, i can make it similar strength. blade i can try to add i-frames and movement distance at least. shield i can try to add perpetual kick-reflect hitbox to, and possibly add more projectiles interact with kickable state (bullets and the green blasts). Kicking automatically changes projectile's "team", as in what it can damage, so that's exciting. Machine buster, i might just add free bullets along with spread (and thus extra damage) or i might instead add piercing bullets. Not sure about regular grenade, considered giving it higher initial arc and better default range and maybe better bounce physics and better collision detection radius and more damage. Grand nade would still have wallbreaking as well as wide aoe going for it, even if both did nearly same damage.

-The game at one point in beta appeared to have support for 2 special weapons, i'm not sure if it's in my ability to handle that but it's an idea.

-I'm already adding abundant rapid-boost stats to buster parts, which when present makes shutter-firing actually slower, and it makes some parts and builds valid since i'm also making it harder to boost attack without sacrificing energy and by default attack and energy not being both maxable simultaneously without easy-mode BusterMax (which also won't max by start, but can max everything in combo with 2 other parts).

-The linear map suggestion, did give me the idea just now, to add more destructible walls to dungeons perhaps. They load to ram in every non-story dungeon, i can put them in several places, and maybe in the case of the explodable ones add weapons that can break it.

-I also considered if i get to making a randomizer, having a setting that might outright change what specweps do. Make missiles single-fire, make cannon homing, make gun fire grenades, make one gun do the green charge blast thing (would honestly be difficult to use if the animation for it's windup is long), and ect.

...and now the bad news: due to a reoccuring crash i cannot trace to any particular issue nor can i compare to vanilla game, i'm likely to leave the quizschool romhack down for an extended period of time. I'm sorry, it was really exciting for me to work on too, just to actually complete it and it be unuseable.