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Messages - OMorty

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Congrats on the release! I'm happy to have contributed. ;D

Personal Projects / Re: Secret of Mana, Turbo
« on: February 04, 2019, 04:06:50 pm »
Queue, thank you so much for streamlining the Secret of Mana patching process! That, combined with your new bug fixes and gameplay tweaks, should make for the best version of Secret of Mana to date!

Any plans to add the Earlier Midge Mallet patch to the Turbo patcher? If not, no biggie!

As an aside, part of me would also get a good chuckle out of having the "Turbo" from the Street Fighter II Turbo logo slapped onto the Secret of Mana logo. I'm sure adding that would be more trouble than it's worth, though. :P

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: February 03, 2019, 05:58:20 pm »
If this is ever released on the main site could you also do a 'dumb' version that just applies the better options all at once? I'm also applying the retranslation and update to the game and compatibility would be nice.

I echo SCO's sentiments on patch compatibility. I'm admittedly a bit confused on which of the countless other Secret of Mana patches are compatible with this one (aside from the ones discussed earlier in the thread by G061 and vivify93). I'm particularly interested in having this Improvement Hack work in tandem with the aforementioned patches, plus the Relocalization hack, the Drop Table Balance hack, the Earlier Midge Mallet hack, the Level 9 Weapons Progression Balance hack, and the Restore Unused Fanfares hack. Because I am unsure of how drastically the Gameplay Improvement hack moves things around in the ROM, sitting down and fiddling with all the patches to see what patches cooperate with each other would be a nightmare, especially since there are many possible combinations of patches.

For convenience's sake, this is one order of patches that, according to vivify93, works fine:

1. Remove header (if needed)
2. Apply Item Limit 9
3. Apply Scroll Hack
4. Add header
5. Apply Proper Caser
6. Apply VWF Patch
7. Apply Gameplay Improvement

Though, I do have one question about that combination of patches done in that particular order: should the header be removed prior to applying the Gameplay Improvement patch, or not?

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 26, 2018, 11:37:55 am »
I'll definitely need a save state then so I can poke at the RAM and try to figure out what's going on.

I'll see if I can replicate the issue so I can send a save state your way ASAP!

EDIT: Success! I suspect the issue has something to do with switching characters both right before you enter the boss room hallway door and right before you enter the door into the boss room. Again, this occurred with the Zero Project 4.0 patch (the version with no color changing when using sub weapons) used in conjunction with the MSU-1 hack. You can download my Snes9X Retroarch save state here:

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 13, 2018, 09:33:54 pm »
Hey OMorty, I've played through the noncolor Zero unheadered patch with the MSU 1 patch and did not have the issues youre having, for what its worth

That's the configuration I'm using. Strange...

OMorty: GOD, that bug is STILL around? Justin has been trying to locate this bug for ages now, since I found it in the beta.

Which bug specifically? The ammo bug or the door lock bug?

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 12, 2018, 03:12:55 pm »
Man, I have terrible luck, lol. Looks like I ran into two more issues when using the current Zero Project patch alongside the MSU-1 patch (the regular version of the MSU-1 patch this time, though; the Zero "Weapon Get" screen graphic bug didn't appear again, thankfully).

1.) When fighting Volt Catfish as Zero while using the Tornado Fang weapon, the ammo counter rolled back over to full instead of remaining empty after I had used all my ammo. When this happened, the in-game ammo bar looked a little strange, too (dunno how to properly describe it other than it looking glitched or corrupted). The bar then remained full when in-game, but on the pause menu, the ammo bar accurately reported how much ammo was left since the bar refilled itself. After defeating Volt Catfish, the ammo bar functionality resumed functioning properly...from what I could tell, anyway.

2.) I was not able to enter the boss room in Gravity Beetle's stage. Period. I'm not sure if it's because I switched from Zero to X after entering the hallway leading to the room or what. The door just wouldn't open, so I had to hard reset.

I hate to bring this up again since you explicitly stated you had no interest in MSU-1 functionality, but I cannot tell if these issues are appearing because of my use of the two patches at the same time, if it is because of something going on with the current Zero Project patch, or if it's the emulator I am using (the SNES9X core in RetroArch, mostly because of how easy it use to use MSU-1 stuff with it). Variables are the worst when trying to debug things.

EDIT: Also looks like the PCM file for Neon Tiger doesn't play when using the MSU-1 patch in tandem with the Zero Project patch. Hmm.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 04, 2018, 11:40:35 am »

Figured it out. You're using the incorrect MSU-1 patch. Just use the regular X3 MSU-1 patch, not the Zero Project specific one.

Awesome, thanks for clarifying! :)

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 22, 2018, 07:09:11 pm »
Following up on my earlier reply, it looks like the MSU-1 patch must be messing with the palette data on the "Weapon Get" screen somehow. I beat a boss with Zero with just the Zero Project 4.0 patch applied and did not have the aforementioned issue. I beat another boss with both patches applied and the palette issue reappeared, thus confirming my suspicions. No biggie though, considering MSU-1 isn't part of the Zero Project.

I did, however, notice another nitpicky issue involving palettes which was present regardless of the use of a MSU-1 patch. Whenever explosions appear after a boss is defeated, Zero's life bar icon changes from red to blue. If it happens when a miniboss is defeated, the colors revert back to normal once stage music resumes, but if an end-stage boss is defeated, the issue persists until the next stage begins.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 22, 2018, 12:55:59 pm »
No, the MSU-1 should be compatible with this patch as well as it doesn't interrupt any of the code the MSU-1 uses.

1) With the intro stage, it's actually using X's buster animation when he's firing in the air. He still moves like he was wall jumping similar to Zero but it's his buster shot for sure.

2) Oh that's.. odd. Just did a quick run through and it appeared normal on my end. I wonder if there was a random bit that got set and interrupted the palette or something. That's very odd. (This is without the MSU-1 patch applied)

Ah, gotcha. I'll see if it does the same thing without the MSU-1 patch applied and report back.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 22, 2018, 12:09:41 pm »
First, I just want to say thank you for this awesome hack! I played through a few stages with the new 4.0 patch applied (Along with the MSU-1 patch meant for the Zero Project; still works with the 4.0 update!) and haven't run into any crashes or game breaking bugs. However, I did notice two oddities:

1.) When playing the intro stage as Zero, X's animation to take down the...whatever that giant bug ship thing is, seems off. It looks like the sprites used were his Z Saber sprites with the Z Saber removed. Not sure if this was intentional or not.

2.) When I beat Acid Seahorse with Zero, the "Weapon Get" screen that followed showed Zero's background sprite with what looks like an incorrect color palette applied. I used the version of the patch that doesn't change his palette when he equips sub-weapons, however, so I'm not sure what's going on here. Maybe the MSU-1 patch I applied could be screwing things up? Here's a screenshot of what it looks like, too:

Again, thanks for all your hard work! I realize the first of those two points may be a bit nitpicky, but it didn't detract from my enjoyment of this hack one bit.  :)

Personal Projects / Re: [PS1] Resident Evil All-Stars
« on: August 06, 2016, 10:53:40 pm »
Any plans to add subtitles or slideshows to replace the removed VOs and FMV sequences? I only ask because I'd imagine it'd be pretty jarring for the game to just suddenly cut to black, then immediately fade into a different scene mid-gameplay.

Regardless, this is great stuff, and I look forward to the finished product! :)

EDIT: Just noticed that this is an old topic bumped by somebody asking for a download link. My mistake!

I am well out of my element and it may take a lot of study on my part to execute this.

However, 9 megabytes seems like a lot of memory just for samples and notation data...? Wouldn't a compressed archive like that be a lot smaller?

The sound data could just be archived to protect the files. It's also possible that the instrument samples are just big, or the archive contains instrument samples, notation data, and sound effects (which is probably more likely).

Yet again though, the backend stuff isn't my forte. I do have experience making music in FL Studio (specifically with soundfonts, sampled instruments, etc), but when it comes to the other stuff, I'm just throwing ideas out there. :p

I don't have much experience with editing how games read data (I've dealt with playtesting, translating, and script editing more), but I just felt like sharing my thoughts on this.

I get the feeling SOUND.DAT is just an archive with instrument samples and notation data. If you figure out how the game reads data from the archive, you might be able to replace the game's instrument bank with that of the original Genesis/Mega Drive ROM, along with replacing the notation data with something more faithful to the original. I know vgm2mid can convert the individual tracks to editable MIDIs (far from perfectly), but I don't know if you could do anything with the MIDIs after the fact.

Hey there, just wanted to say I'm SO HAPPY that somebody's working on a translation for the Hybrid Front! My Japanese may not be the best, but I'd definitely be willing to take a look at the Japanese script to see what I can make sense of. I'd also be willing to edit the translated dialogue for clarity and consistency, as well as playtest the game once things get further along. I've worked on the Dragon Force II translation doing the latter of those two things, and I'm also doing the same work for Pennywise for a different project, so I've got some experience, lol. :P

Once again, I am SO HAPPY somebody's finally doing some serious work on translating this! If I sound like I could be of help, PM me! Your work's been great so far, and I'd love to get this game out there! :)

News Submissions / Re: Translations: First Game in Oni Series Translated
« on: October 24, 2014, 03:55:24 pm »
I'd be more than willing to do some playtesting and script editing! I've been script editing and playtesting for the English Dragon Force II translation, but things are starting to slow down since we're nearing completion. I'd love to get some more experience doing this kind of work, so if anybody working on the Oni translations sees this, feel free to shoot me a PM. :)

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