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Romhacking => Personal Projects => Topic started by: Tailo on April 03, 2020, 07:19:09 pm

Title: DBZ Legacy of Goku II
Post by: Tailo on April 03, 2020, 07:19:09 pm
Hello, I am working on a project that includes the saga of "The Legacy of Goku", in addition to "DBGT: Transformation". This time I come to tell you about TLoGII.

I am using the EUR version respecting all five languages. As for the text, I have not done much beyond correcting some errata as we can see in the following image.

(https://i.imgur.com/hLzg8ik.png)

Also to say, that it has scenes that I have prolonged and added new dialogue, which will also be available in the five languages.
The real reason I started this hackrom was because I didn't like seeing Gohan without the Gi that Piccolo gives him. Once I learned how to modify the sprites, I changed Gohan's outfit and improved, in my opinion, the design of the SSJ2. From there, I began to make changes to the characters' clothing at certain moments in history.

(https://i.imgur.com/yaOXQGn.png)

As you can see, I have also added new portraits. Some I have changed for those of the International version, and others I have adapted to the character.

Taking advantage of the Buu's Fury transformation aura sprites, I have added them to this game, in which the characters will also transform with a different posture depending on their orientation. When they transform into Supersaiyajin for screenplay reasons, I've added the sound the game uses when a character takes off and flies. It is quite original. Unfortunately, I haven't managed to add this sound to the transformation during gameplay.

(https://i.imgur.com/qPOteV7.png)
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 04, 2020, 10:24:33 am
Nice work, this is a great little game. I actually just made a small rebalance mod for this game that I should release.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 04, 2020, 01:54:55 pm
Nice work, this is a great little game. I actually just made a small rebalance mod for this game that I should release.

Thank you. You mean did you modify the STATS of the characters? I had thought about uploading the STATs of the villains x1.5, since uploading them twice seems too much.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 04, 2020, 04:39:25 pm
Fixed the level requirements after lv 30 to be significantly less grindy.

Made it so the Gohan starts as the weakest character and only passes the others at around level 40

Started all characters with much higher Ki so the can use their super saiyan and special moves much more liberally.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 04, 2020, 05:45:00 pm
Fixed the level requirements after lv 30 to be significantly less grindy.

Made it so the Gohan starts as the weakest character and only passes the others at around level 40

Started all characters with much higher Ki so the can use their super saiyan and special moves much more liberally.

Great!, I'll wait for your mod.
Title: Re: DBZ Legacy of Goku II
Post by: Granville on April 06, 2020, 12:03:49 am
Interesting that someone is working on this game! It's a nice little gem, if a bit rough. Shame the horrible first game wasn't made with the quality of the sequels, sadly no fixing that one. Love the upgraded SS aura!

Not sure if you're taking suggestions, but I have a question. Not sure who to direct this at. Can you remove the character level gates outright except for the secret level 50 areas? It would be cool not having grinding forced on the player if they don't want to do it. This would be a way for skilled players to set their own level of challenge and even make low level runs possibly without actually making a hardtype hack.

There are some much nicer looking HUD and text box frames in Buu's Fury as well. Not sure if importing them is possibly however.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 06, 2020, 06:59:49 am
Interesting that someone is working on this game! It's a nice little gem, if a bit rough. Shame the horrible first game wasn't made with the quality of the sequels, sadly no fixing that one. Love the upgraded SS aura!

Not sure if you're taking suggestions, but I have a question. Not sure who to direct this at. Can you remove the character level gates outright except for the secret level 50 areas? It would be cool not having grinding forced on the player if they don't want to do it. This would be a way for skilled players to set their own level of challenge and even make low level runs possibly without actually making a hardtype hack.

There are some much nicer looking HUD and text box frames in Buu's Fury as well. Not sure if importing them is possibly however.

Thanks for comment. As for the first The Legacy of Goku, I am also working on it, although at the moment only in the visual section where I have changed the Goku sprites for those of the Buu's Fury, I am modifying the portraits to 64x64, cutscenes with some better resolution, etc. The dialogues are also being modified since at least in Spanish they leave a lot to be desired. I can upload images if you want.

As for the level gates, I think I could eliminate them, but it would mean modifying a lot of code since they trigger events and would have to be modified, just like the cinematics, since they are designed for a certain character to activate them. I think a quicker solution would be to try removing the level requirement or lowering it.

I also thought about increasing the difficulty, increasing the STATS of the enemies by 1.5, but I will see this later. Right now I am working on the main characters and their transformations, to which I am trying to add more. I have also managed to unlock Gohan's SSJ2 transformation and make it waste energy, so it would return to its base state, and its stats are not raised to the maximum, but it has certain drawbacks that leaves me few options to solve it.

Of course I am open to suggestions and ideas. The dialog box could be modified without problems, but I am at least more in favor of respecting the art of the game in this sense. I could copy the code from the Buu's Fury text box, but I think I would have problems with the color palette since they are not the same ... In addition, all the portraits of the game would also have to be modified to have the same frame. If you want I can do a test to see how it is.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 06, 2020, 07:57:01 am
Are you saying that with your mod that you'll be able to keep super saiyan 2 after beating the game? That would be so awesome.

The only thing is I wouldn't reduce its bonus, max stats isn't that much higher than a regular super saiyan at max level. Plus you've already beaten the game at this point.

Glad to see you're also working on the first game, the thing it needs the absolute most is 2 and 3s melee combat system.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 06, 2020, 08:37:55 am
Are you saying that with your mod that you'll be able to keep super saiyan 2 after beating the game? That would be so awesome.

The only thing is I wouldn't reduce its bonus, max stats isn't that much higher than a regular super saiyan at max level. Plus you've already beaten the game at this point.

Glad to see you're also working on the first game, the thing it needs the absolute most is 2 and 3s melee combat system.

Yes, I can make Gohan SSJ transform into SSJ2 and it return to its normal state, and not only that, I can also activate the transformation of Super Vegeta and Super TRunks. His STATS (STR, POW, END) get 100%, while the SSJ increases these parameters by 10 points or promoted SSJ, increases 15-10-15 respectively. To be able to implement SSJ2 correctly I still have to study the case further.

As for the Legacy of Goku 1, mp I think that it will make many changes apart from the aesthetic ones, since it is real, as we know, the game is bad, I do it mainly out of nostalgia, but I think that improving its combat system and other things that you need it, it would be easier to try to make a MOD in the Legacy of Goku.

Throughout the day I will upload some catches.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 06, 2020, 11:42:04 am
Maybe +20 instead? Just so it feels stronger than regular SS



Either way I'm gonna play this cause it looks awesome.

We're you interested in my patch I can send it too you and if you want you can include it in your hack.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 06, 2020, 02:46:24 pm
Maybe +20 instead? Just so it feels stronger than regular SS



Either way I'm gonna play this cause it looks awesome.

We're you interested in my patch I can send it too you and if you want you can include it in your hack.

Thank you, when the time comes we will talk about it.
As for the SSJ2 Stats increase, I must first find out the code that does this to be able to modify it, otherwise, I am afraid that I will be able to give it an increase similar to that of Supertrunks or Supervegeta, that is + 15, + 10, + 15.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 06, 2020, 03:31:34 pm
Cool, I'm going to be following this project closely.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 08, 2020, 08:09:45 pm
Added Super Trunks and Super Vegeta. They did not modify their sprites, they only reduced their speed to simulate the problem that these characters had with speed.

(https://i.imgur.com/Tjcm1Fd.png)

Finished the Cell Games (in principle) where I have done several things, such as adding Tien and Yamcha to the stage, Goku and Gohan will appear in SSJ, and I have modified the final kame so that Goku appears with more earthy color tones so that look like a spirit next to Gohan. In mechanics, I've had Cell create four Cells Jr. instead of three and we can control Goku one last time to fight one of them.
Lastly, Goku will now take Cell transformed into an SSJ and preparing the Shukan Idoo, unlike before that only disappeared in base state.

(https://i.imgur.com/VEuQ70g.gif)


Ahora Gohan aparecerá en su forma base para posteriormente transformarse en SSJ tras la llegada de los Androides y continuar la escena.

(https://i.imgur.com/ec6ISLw.png)
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 08, 2020, 10:54:20 pm
I love the additions that make it more authentic to the story.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 10, 2020, 05:30:09 pm
This time I come to show the project of The Legacy og Goku, to take a break from 2.

Scenario palettes, characters, and portraits are being modified, making them 64x64. They are practically copied from other games but adapted to a palette of 16 colors, since I don't have that much time to create my own. The serpent and the dog have also been replaced by the serpent and the wolf of the Legacy of Goku 2, also adding death sprites in all four directions.

As for the title screen, it has been a personal bet trying to make them in the style of games 2 and 3, however, when the hack goes up, I will do it with the original cover.
The intention is to continue making other small adjustments to try to make this game more attractive, even if it is visually.

(https://i.imgur.com/lzBMlme.png)

I love the additions that make it more authentic to the story.

Muchas gracias, esa es la intención desdeluego.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 10, 2020, 05:43:19 pm
I actually much prefer your title screen to the original.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 18, 2020, 08:17:12 pm
Cooler now recently in his fourth form to later transform before combat. I'm trying to get us to fight Cooler in both states, but there is always a problem, so for now, we'll have to stick with Cooler's fourth form just for dialogue.

(https://i.imgur.com/Kq0Er0a.png) (https://i.imgur.com/2EUtXHG.gif)

April 18, 2020, 08:23:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I actually much prefer your title screen to the original.
Thanks, but you have the problem that sometimes the text is not well defined since your box has a non-opaque color. At least it's the feeling I have.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 19, 2020, 12:32:03 pm
You might be able to do it if they were two seperate enemies, then switch them after the first battle.

Either way it looks good
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 20, 2020, 06:17:15 pm
The Legacy of Goku

Here are some modified enemies and characters. Tien and Chaoz will now move around the area as well and will not remain static. The positions of the Ki bars (below) and health (above) have also been swapped according to subsequent games.

(https://i.imgur.com/1iz0BhX.png)


April 20, 2020, 06:22:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You might be able to do it if they were two seperate enemies, then switch them after the first battle.

Either way it looks good

Yes, it is what I understand. I guess I'll have to investigate further ... Anyway, this was a last-minute extra addition that I wasn't planning on doing ...
Title: Re: DBZ Legacy of Goku II
Post by: Granville on April 20, 2020, 09:03:29 pm
Maybe a recolored version of the Frieza sprite could work for Cooler?

Is there any conceivable way to implement diagonal movement in LOG1, and knockback when characters/enemies are hit? I would assume the answer is no, but just figured i'd ask to be sure. There are a lot of other issues with LOG1 as well of course, but I think these two elements were the two biggest issues.
Title: Re: DBZ Legacy of Goku II
Post by: Fionordequester on April 21, 2020, 01:44:31 am
I also thought about increasing the difficulty, increasing the STATS of the enemies by 1.5...

Don't.  Please don't do it like that.  I've seen other hacks attempt that, and it almost never works out well.  Here's what I recommend you do, instead...

------------------

1) Increase the HP of all enemies by 20%

2) Decrease the EXP given by all enemies by 20%

3) Lower the level gates to the point they may as well not be there.

------------------

Do those things first, then see how that works out.  That's what tends to work out the best, short of giving personalized tweaks to every enemy in the game. 
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 21, 2020, 08:00:31 pm
Maybe a recolored version of the Frieza sprite could work for Cooler?

The problem is that something I am missing when I enter the new code, but I don't know what it is ...

Is there any conceivable way to implement diagonal movement in LOG1, and knockback when characters/enemies are hit? I would assume the answer is no, but just figured i'd ask to be sure. There are a lot of other issues with LOG1 as well of course, but I think these two elements were the two biggest issues.

Although I had already thought about it, the truth is that I have no idea if I could do it, I would have to investigate, since in the case of diagonal displacement it should also be implemented to the enemies ... The truth, I do not have much hope in this, but I'll try.

1) Increase the HP of all enemies by 20%

2) Decrease the EXP given by all enemies by 20%

3) Lower the level gates to the point they may as well not be there.

Thank you, I will take it into account, although reducing the experience that enemies give I do not know if it could make it too tedious to level up considering that there are enemies that give enough ...

That's what tends to work out the best, short of giving personalized tweaks to every enemy in the game. 

The STATS of the enemies can be modified individually without problems, in fact I want to modify those of Cell, since it does not suppose much difficulty to beat him, and even less with Gohan in SSJ2, in addition, Cell is weaker than even Cooler.
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on April 21, 2020, 10:31:22 pm
A much better way to increase difficulty without touching any of the stats is to increase the movement speed of the few bosses you think need to be tougher.
Title: Re: DBZ Legacy of Goku II
Post by: Fionordequester on April 22, 2020, 02:53:10 am
Thank you, I will take it into account, although reducing the experience that enemies give I do not know if it could make it too tedious to level up considering that there are enemies that give enough ...

Would that still be a problem, if you abolish level requirements?
Title: Re: DBZ Legacy of Goku II
Post by: Heaven Piercing Man on April 22, 2020, 03:52:36 am
Spanish script should use the names ACTUALLY used in the spanish dubs (Euro or Latin, your pick I guess...)
Title: Re: DBZ Legacy of Goku II
Post by: Solid One on April 22, 2020, 10:36:15 am
Hey guys, lemme ask you something: How did you manage to edit DBZ LoG 2 texts?

I'm asking this because, a few years ago, I tried analyzing the rom in order to modify texts for a possible PT-BR translation. AFAIK, I remember being able to find some texts through search relative, and being able to edit them quickly through a hex editor, however I was unable to find other texts and others were found but they were kinda "broken" with missing characters and other strange symbols, probably due to compression or encryption.

Have you found the same problem as mine? If true, how did you manage to solve them?
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on April 23, 2020, 09:59:55 am
A much better way to increase difficulty without touching any of the stats is to increase the movement speed of the few bosses you think need to be tougher.

As there are several ideas on how to increase the difficulty, I think the best thing would be to leave it as it is and create a separate version with STATS or other modified parameters.

Would that still be a problem, if you abolish level requirements?

No, this would only imply that you could face certain enemies with a lower level than the game asks you to. However, it is not easy to do this, as I have been trying to reduce the levels of the doors without success, although I have been able to make them be ignored, it is not a feasible solution.

Have you found the same problem as mine? If true, how did you manage to solve them?

Indeed the game uses compressed and uncompressed text. When I launch the hacks, I will also release a guide on how to do various things in the game. If you still want to translate it into Portuguese, I recommend that you start to translate the visible texts and leave the ones that are not in a separate file to enter later.



April 24, 2020, 08:20:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)

April 26, 2020, 07:17:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Changed the animation in which Kami-sama merges with Piccolo.

(https://i.imgur.com/S8Ar44O.gif)
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on May 02, 2020, 07:33:07 am
Modified the scene where Goku talks to Trunks. Now Goku will transform into an SSJ and Trunks will test him by attacking him with his sword.

(https://i.imgur.com/nOCewAq.png)
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on May 03, 2020, 08:01:57 am
Lot of cool stuff happening here. How much do you have planned for this game?
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on May 03, 2020, 03:24:03 pm
Lot of cool stuff happening here. How much do you have planned for this game?

Well, I have a few more things in mind, like modifying the epilogue, since it seems very crappy. I will try to make a video of this. I also have to fix some sprites that I introduced myself since I don't like how they turned out. Although these days I am working on LoG1, adding more portraits, changing characters, etc. For example, I have remade all Raditz sprites so that their movements are not as straight, especially when firing ki, and now when they are looking to the right, they will not appear with the scouter in their left eye. I have also changed the icons of the techniques, added Piccolo without layer, etc ...

(https://i.imgur.com/qCiEo3Q.png)
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on May 03, 2020, 06:13:33 pm
It all looks very good.

I see you made Raditz playable for testing the sprites, you should include that as an optional patch just for fun.
Title: Re: DBZ Legacy of Goku II
Post by: shinichi999 on May 29, 2020, 08:25:11 pm
Wow, man, I waited YEARS for something like this! Your project looks awesome! Keep doing the good work!   :laugh:

PD: I sent you a PM  ;)
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on May 31, 2020, 07:35:52 am
This time I want to show images of the DBGT: Transformation, which is close to being finished. The ROM has been translated into Spanish and some graphics have been modified such as the background of the main menu, faces of Trunks and Pan (they no longer seem so crazy), graphics of parameters and Piccolo's Mugshots, which seemed to me to have ears too big and Goku SJ4, to which more strands of hair have been added.

(https://i.imgur.com/RsVBUAX.png)
(https://i.imgur.com/THVbJj4.png)
(https://i.imgur.com/MZZPRf8.png)
(https://i.imgur.com/KQReRV6.png)
(https://i.imgur.com/raFXXfg.png)

It all looks very good.

I see you made Raditz playable for testing the sprites, you should include that as an optional patch just for fun.

Much better, I will explain how to do it, only that in addition you would have to create the sprites of the movements that the character you want to put does not have.
Title: Re: DBZ Legacy of Goku II
Post by: shinichi999 on May 31, 2020, 11:11:32 am
Wow, man, I'm really impressed! I have been waiting for years for something like this!

As I said before, if you need help just let me know. I'm really looking forward to play your hacks! :laugh:
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on June 06, 2020, 06:33:14 am
Today I come to explain what I have made in DBZ Buu's Fury.In addition to translating it into Spanish, in the graphic section, as usual, I have changed the title, some posters of the scenarios, I have added portraits to characters that did not have it, modified the appearance of some characters such as Ox, Yamcha, A18, etc.

(https://i.imgur.com/jdMKgBx.png)
(https://i.imgur.com/VsE7aFo.png)
(https://i.imgur.com/gM8IsE4.png)
(https://i.imgur.com/HN0k7MI.png)

As for the game mechanics, I have modified, among other things, the following:

-Unlocked the Grand Saiyaman's clock. When Bulma gives us the watch, this ability will replace the SSJ transformation until we compete in the Tournament. This implies that I had to modify the code so that Gohan did not automatically transform into GS in the scenes that were programmed for it in the event that we arrived at the event already transformed.

-Modified the results in the punching machine. This minigame was really absurd, so now, to be able to overcome it, you have to get a low score, as it happens in the series, so if we obey a high score, the referee will order the replay of the test alleging a failure in the machine, just like A18.

- Certain characters will appear transformed in the moments of the corresponding story. Some examples are that Goten and Trunks will arrive alongside Vegeta transformed into SSJ, Vegeta will sacrifice himself to try to defeat Buu in SSJ, Gohan will cast the Kame to the transformed Buu egg, etc.

(https://i.imgur.com/bPH0Rq2.png)
(https://i.imgur.com/V6rIf4E.png)

Lastly, it should be noted that thanks to the fact that I learned new things by modifying the LoGII, there are things that I may possibly change again and others that I did not know how to do, I will finally do, although I will inform you about this.
Title: Re: DBZ Legacy of Goku II
Post by: shinichi999 on June 06, 2020, 07:39:59 pm
Today I come to explain what I have made in DBZ Buu's Fury.In addition to translating it into Spanish, in the graphic section, as usual, I have changed the title, some posters of the scenarios, I have added portraits to characters that did not have it, modified the appearance of some characters such as Ox, Yamcha, A18, etc.

(https://i.imgur.com/jdMKgBx.png)
(https://i.imgur.com/VsE7aFo.png)
(https://i.imgur.com/gM8IsE4.png)
(https://i.imgur.com/HN0k7MI.png)

As for the game mechanics, I have modified, among other things, the following:

-Unlocked the Grand Saiyaman's clock. When Bulma gives us the watch, this ability will replace the SSJ transformation until we compete in the Tournament. This implies that I had to modify the code so that Gohan did not automatically transform into GS in the scenes that were programmed for it in the event that we arrived at the event already transformed.

-Modified the results in the punching machine. This minigame was really absurd, so now, to be able to overcome it, you have to get a low score, as it happens in the series, so if we obey a high score, the referee will order the replay of the test alleging a failure in the machine, just like A18.

- Certain characters will appear transformed in the moments of the corresponding story. Some examples are that Goten and Trunks will arrive alongside Vegeta transformed into SSJ, Vegeta will sacrifice himself to try to defeat Buu in SSJ, Gohan will cast the Kame to the transformed Buu egg, etc.

(https://i.imgur.com/bPH0Rq2.png)
(https://i.imgur.com/V6rIf4E.png)

Lastly, it should be noted that thanks to the fact that I learned new things by modifying the LoGII, there are things that I may possibly change again and others that I did not know how to do, I will finally do, although I will inform you about this.
This is astonishing! Can't believe how far you can modify these games now.

I have just one comment, don't you think that in Spanish is better to say "Café Satán" instead of "Satán Café"?

And I have another question: Since you can modify these games so deep, would it be possible to change the battle system of LoG 1 for the one used in LoG 2 or 3? Maybe this is kind of more advanced but I really hate the way that first game handles the battles, it's really frustrating.

I'm looking forward to play all of your hacks, dude!  :laugh:
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on June 07, 2020, 10:29:05 am
don't you think that in Spanish is better to say "Café Satán" instead of "Satán Café"?
It is a doubt that I had, but looking at the names of the businesses in my city, they always put their own name second. I guess Satan Café sounds more modern so to speak. However it could be easily changed.

would it be possible to change the battle system of LoG 1 for the one used in LoG 2 or 3?
Other users asked me this, and the truth is that I would love to be able to do it, but it is something that is beyond my knowledge. Maybe when I launch the rom someone more skilled than me could do it.
Title: Re: DBZ Legacy of Goku II
Post by: cralso on June 07, 2020, 10:39:48 pm
These games are really cool, however the quality of first DB-LOG (Legasy of Goku) is noticeably inferior to its sequels.
I think could be nice view the first game recreate as an romhack for DB-LOG2 or Buu's Fury, but well I guess this can be hard.

Also I wonder if you have now a tool or what, now looks as if edit these games is easy for you hah!
I would like an "Legasy of Goku 4" haha, based on Dragon Ball Super serie :P
Title: Re: DBZ Legacy of Goku II
Post by: Kanavus on June 07, 2020, 11:36:15 pm
This is fascinating! It's great to see people working on these games, some of the most underrated ones

I'm not too well-versed in this kind of thing, but I am curious: is there any way you could rip the sprites from LOG2 decompressed, like people have done for Buu's Fury? I'm sure there are sprites for characters that are never used in the game, and so they have never been seen by anyone outside of Webfoot, and I'd love to see them if that's even a possibility
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on June 08, 2020, 10:25:44 am
I think could be nice view the first game recreate as an romhack for DB-LOG2 or Buu's Fury, but well I guess this can be hard.
The truth is that yes, it would be a lot of work, especially because of the need to change some maps. With that you must know many of the mechanics of the game. I would be lying to you if I said I don't think about doing it, especially when I work at LoG 1, as it can be frustrating at times.
For example, I changed the kinematics of the first screen so that Raditz came to the island flying, Goku preceded him when he went to kidnap Gohan and he fell to the ground after Raditz hit him (as happens in the series) , but I had to discard all that work because somehow, the game keeps the position that Goku was in when the event started and when you take control of the character again, he reappears in that place, and it is very unprofessional.
Another example is that I have prepared different portraits for Goku, the problem is that I had to make his portrait appear on the left and not on the right, a place that the game uses for the rest of the characters. And if to all this you add that I am redoing a large part of the sprites of the characters so that their movements look somewhat better, or simply because of their appearance (I hope to be able to upload images of Nappa soon), because in the end, what turned out to be An easy game to modify has become a little odyssey.

Also I wonder if you have now a tool or what, now looks as if edit these games is easy for you hah!
I would like an "Legasy of Goku 4" haha, based on Dragon Ball Super serie :P
I don't have any specific program to modify these games, the ones I use are the Tile Molester (God bless its creator), APE, HxD and Paint.

is there any way you could rip the sprites from LOG2 decompressed, like people have done for Buu's Fury? I'm sure there are sprites for characters that are never used in the game, and so they have never been seen by anyone outside of Webfoot, and I'd love to see them if that's even a possibility
In Buu's Fury I have not seen any unused graphics / sprites. There are some enemies with alternate colors that I can't remember where they appear, but I'm pretty sure they do.

As for LoG 2, there is a portrait that is not used, and it is that of Garlick Jr. I suppose they wanted to introduce it into the game but they discarded the idea. Here is the image.

(https://i.imgur.com/5j5bgKV.png)

And as for LoG 1, there are some custscenes that have not been used, like the image of Roshi Island or the planet Namek. And I am sure that they also had the intention of adding the Genki-dama technique, since Goku has some sprites raising his arms that are not used in the game and I also discovered some sprites similar to the charge of the Ki ball (can that are the same) used with a bluish color palette that could be the burden of the Genki-dama.
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on June 16, 2020, 09:25:42 pm
Taking advantage of the fact that the anime is remastered, I have been changing the cutscenes to improve their quality a bit. The image of dead Goku I have decided to change it simply for agreement.

(https://i.imgur.com/TalmS7p.png)

It has also continued to modify characters and portraits, correcting colors and even remaking all the sprites of certain characters, such as the Snake Queen, which will have better movement sprites. The spirit enemy has also been exchanged for the enemy ghost of Buu's Fury.

(https://i.imgur.com/3oyXSGG.png)
Title: Re: DBZ Legacy of Goku II
Post by: shinichi999 on June 17, 2020, 11:29:21 pm
Taking advantage of the fact that the anime is remastered, I have been changing the cutscenes to improve their quality a bit. The image of dead Goku I have decided to change it simply for agreement.

(https://i.imgur.com/TalmS7p.png)

It has also continued to modify characters and portraits, correcting colors and even remaking all the sprites of certain characters, such as the Snake Queen, which will have better movement sprites. The spirit enemy has also been exchanged for the enemy ghost of Buu's Fury.

(https://i.imgur.com/3oyXSGG.png)
It's really awesome how much love you put into it! Can't wait to play them, especially Buu's Fury and GT Transformation in Spanish  :laugh:
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on June 23, 2020, 05:40:51 pm
It's really awesome how much love you put into it! Can't wait to play them, especially Buu's Fury and GT Transformation in Spanish  :laugh:

Thank you very much! I hope I can upload the hacks soon as I really want to finish them. I feel that it is too much work and hours invested and I am already very lazy to work on them, and also, right now I have a lot less time and I advance very slowly. This is the last thing I've been able to do and it's not even finished yet.

(https://i.imgur.com/HV37Qsn.png)
Title: Re: DBZ Legacy of Goku II
Post by: Illusioned on June 24, 2020, 06:27:03 am
This is all very impressive. Nice work.  :thumbsup:
Title: Re: DBZ Legacy of Goku II
Post by: ThegreatBen on June 24, 2020, 11:41:45 am
It's good work but I think you spread yourself too thin, you took on 4 games at once.
Title: Re: DBZ Legacy of Goku II
Post by: nosynose on June 24, 2020, 12:02:28 pm
I hope you'll able to focus on and complete this one, which seems to be really outstanding :thumbsup:
Title: Re: DBZ Legacy of Goku II
Post by: Tailo on July 02, 2020, 05:41:24 pm
Thank you, nosynose and Illisioned!

It's good work but I think you spread yourself too thin, you took on 4 games at once.

I actually started with Buu's Fury a few years ago, but I had problems because I messed up the ROM and got so mad that I hated it and put Romhacking aside to pick it up again relatively recently. Then I went to the GT Transformation, and to rest, since it was very boring just to translate, I started with the LoG2, and already put in, I dared to improve even if it was graphically the LoG1. In this COVID-19 quarantine, I have come a long way, but I have resumed my work and I lack a lot of time. In addition, I would have to review the things I did in Buu's Fury, since I have learned to do things that I did not then ...

Here I will leave the link to a video which I did not want to upload yet, but I'm afraid it will take me to update my progress in the Hacks again, so I leave it as a goodbye.

I show how I have modified the prologue completely making it somewhat more extensive and detailed according to the original story, creating new sprites, movements, etc. For those who do not remember or know what the original is like, it goes without saying where to find it ... I think the audio is lagging on the video, I couldn't find the cause.

https://youtu.be/Xdzlk_TWu44

A greeting.