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Messages - Sabin Stargem

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1
I think Byuu placed his personal development of BSNES/Higan on hold, and put it up on Github so people can develop it further in his absence.

2
I have a very...odd, request for Justin3009:  Would it be possible for you to modify BSNES at Github to have support for expanded Cx4 roms?  I don't know if it is appropriate to ask since I have no idea if your hacking experience translates to emulator development.  Anyhow, the reason why I ask is to future-proof Zero Project to be compatible with modern emulation.

https://github.com/bsnes-emu/bsnes


Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.

3
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: September 21, 2019, 02:28:13 pm »
Looks like the forum concerning the BSNES issue has been lost.  Still, I got a quote.


Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.

4
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: September 21, 2019, 05:15:43 am »
Anyone having trouble with the V4.0? I'm patching it using Flips v1.31 and the game doesn't run, just a black screen. Zero Project V 3.1 is working fine.

I tried using both headered and unheadered IPS files and... Same result black screen. ( BSnes and SNES9x )

Your situation mostly matches mine.  SNES9x on my old computer could run ZP 4.0, while BSNES was simply a black screen.  Haven't tried SNES9x on the new machine, just BSNES with the same issue.

There is a possibility that the modified game is doing something that bothers BSNES in particular, the post consulting with Byuu is some pages back.

5
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: March 03, 2019, 08:34:09 pm »
Some NG+ players would like the option to pursue different plot outcomes, just because they can.

Anyhow, I would like the X-Calibur to still be usable.

6
Personal Projects / Re: Dragon Ball Z
« on: November 04, 2018, 02:24:25 am »
MakoInfused had released an editor, though I am not familiar with it in detail.  According to the description, you can do things like assign different portraits for enemies, alter BP, and so on.  Dunno if that helps, but here ya go.

http://www.romhacking.net/utilities/1108/


Being the bag of hot air that I am, I wanted to trot out a thing.  This one is a little discovery concerning a code that edits cards in the player's hand:  It not just handles the player, but also alters what the enemy team receives.  There are five cards to be edited, but only the codes regarding the #2 card affects the enemy.  I figured that you might wanted to know if you started tinkering with card generation and such.

7e01490X (ATK)
7e014a0X (DEF)
7E014B0X (PIC)


Anyhow, would it be possible to create a "base romhack" with a multi-lingual toggle between Japanese and English?  That may be very handy if a "stone soup" approach is taken for improving the game.  SSJ Gohan from you, Bardock from Dbz.zbD, ect.  Probably just be a clustereff due to the language barrier, but I figured that I may as well toss the idea into the ring.


7
Personal Projects / Re: Dragon Ball Z
« on: November 03, 2018, 10:30:01 pm »


This is what I had the inventory setup as so far.

All items that were not usable on the overworld would be grayed out. Moved the item portrait into the description box and expanded the description box to support 4 lines of text.

Pages were also added using the 'Left' or 'Right' directional buttons to make navigation a lot easier. All item and character portraits were also decompressed entirely which sped up some menus quite a bit.

However, I ended up stopping for a bit due to how awful this game handles the menus. It seems like things are tied to.. something so it takes way longer to display graphics on screen than what it ever should. Even the menu handling itself is very clunky and slow. My next thing to do honestly was to scrap the entire menu and code my own system instead. (Obviously using some of the same basic layout but it'd probably have a speed improvement compared to what's going on with the game right now).

Kewl.  Seeing the game going from crud to passable makes my day.  Treat yourself to a nice drink, you deserve it.   :beer:


That said, if I were to be blunt, wouldn't it be easier to remake the game from scratch?  If the bugginess of the Klepto romhack is indicative of the original rom, things are more than a bit messed up.  There are various ways to cause PL to fluctuate, the space pod gravity training has the same results across the board, graphics get scrambled, Ginyu body swapping is advantageous (but cool), the scouter trick for gravity training, battle power dropping after 9,999,999 BP, SSJ Goku & Fused Piccolo losing their training house ki expansions, and so on.

Whatever happens with your romhack, I might as well pass along old observations.  With any luck, they would shed light on making the game more nifty!



Baron Karza: Take Goku to Namek
Quote
Has anyone ever tried this before? It's apparently a glitch in the game.


What you need:
1) Plenty of senzu or kamis.
2) Just as many Baba cards
3) luck

When Goku fights Vegeta on Earth, let Vegeta whip on him to bring him down to 5 hp or below and give Goku a Kami to level him up. If you get a suck hand use Baba to boost your defenses. After either about three level-ups or when Goku reaches either level 13 or 17 (I don't really remember which) Vegeta will run away. When you get to Namek your party will consist of only Goku.

Note: After you defeat Dodoria and the game cuts to Goku in space and then cuts back, Gohan and whoever else was with him will be at the exact same level they were at during the Vegeta fight. So stock up on Kaios and Kamis if you can, cuz you will need them.

https://www.youtube.com/watch?v=g1rGU6vsDHg


Baron Karza:  Surpass the Limits!
Quote
This trick is to power up your party beyond the limit if you managed to get them to level 48. I posted this on here before the whole forum got nuked. If you didn't know about this one then give it a try.

What you need:
1) All members of your party to be at maximum power level (lvl 48 for most)
2) Vegeta to be member of your party
3) To be at the island for the final fight with Freiza
4) Power-ups enough for each member of your party (kaios or Saichorous)
5)three Grandpa Gohans (so you don't get killed)
6) Plenty of Zenni or plenty of training points to get more zenni later

What you do:
After beating monster Freiza he will transform into his final form. Your party will then have to engage him for three turns. First, give everybody (even Vegeta) a Saichoro card (or Kaio) to power them up. Then, give Freiza a Grandpa Gohan card for each turn so he doesn't do damage to anybody.

After the three turns in battle the scene cuts to Goku egressing from the healing chamber. Take the time to train to earn more zenni, if needed and to stock up on power ups for later. You might also want to get a shenron card or a Korin or two. Also, don't forget to get two or three extra power-ups for Goku. Once you're well-stocked go kill Freiza with SSJ Goku.

After the ending you will face SSJ Vegeta. You will fond that everyone in your party is at the exact same level they were at just before Goku joined the fight against Freiza. You can then power them up again.

Well, that's it. I really don't know if it works at levels below 48 but if anyone wants to try it let us all know.



Baron Karza:  Make Ginyu the Strongest
Quote
This trick is so easy and you don't need a gameshark or hack or anything.

What you need:
1) Gnyu as part of your party.
2) Either a Baba or an Enma card (not required but it can help)
3) A Chichi card.
4) A grandpa Gohan card (also not required but it can help)
5) A picolo card or class B scouter

What you do:
Get into a battle. Using the Picolo card or the scouter, determine the opponent's card. As Gnyu, use a Ki card of lesser value to execute Exchange attack (if you don't have a Ki card use your chichi on your weakest card) . Once you have the opponent's body, flee from combat. Every time you fail to flee. your cards in hand will lose value. Before they go all the way down to 1atk/ 1def use a Baba or Enma card to give yourself more chances.

After having fled with an enemy body, after winning the next battle Gnyu will jump automatically to level 47 (even if he's already at 47) and gain BP. This can apparently be done ad infinitum.

When you reach higher levels you'll need either G.Gohan OR you can paralyze your opponent with Chaozu's confusion or somebody's Solar Flare. The point behind this is that after stealing an enemy's body he now has Gnyu's superior power and some enemies can attack twice. If they attack you after you take their body Gnyu will be killed and you'll have lost him.

Using this method, you can get Gnyu into the millions in a matter of minutes. I have one who is over 5 million.

Good luck and enjoy.

Baron Karza:  Secret Battle, Secret Power
https://www.youtube.com/watch?v=iMUB5VGWkRo


Tommy Chaos
Quote
Remember that part on Namek in the cave with the big rolling boulder? Well provided Dende is lvl 3 (get him ASAP) you can just repeatedly walk under it until down to 1 hp.. then back off and initiate a battle. Then heal Gohan with Dendes power and notice Gohan's BP climb up....


Baron Karza:  Surpass the Limits...with Saiyans & Dende!
https://www.youtube.com/watch?v=ocZWC00lxuU


Erik Legcher
Quote
Here is another. I use z ki card kaioken X4 then they will fly away. Next with gohan group get into battle and beat the enemy or run away. Then you will get back into the fight with goku vs vegeta and use kamehameha. and beat vegeta in one hit using z card ki. U will get 2 goku's and you will never be able to get to namek.


JDWitchDoctor
Quote
I've been playing this game for a while. Big DBZ fan. Big RPG fan.

During the fight with Vegeta, you alternate between Goku and Gohan's group as the battle progresses. When I took over as Gohan, I tried the battle training at the spiked house. The battle was normal enough, but I began losing too much health and ran away. I had never run before, and thought I might as well. Save states make anything possible.

Anyway, I return to the interior of the spiked house with goku as my field sprite, even though Goku was not with my group. Strange, no?

Anyway, just an observation. This place is pretty dead, but there are some good topics here. I appreciate them. This is one of the games I play over and over, a personal "cult classic" so to speak. Certainly isn't the first for me, nor will it be the last. I simply enjoy it, despite the numerous flaws and glitches.


Baron Karza:  Is leveling up against freiza bad for you?
Quote
I had Krillin at level 47 during the first full Freiza fight. After defeating form 2 Freiza Krillin leveled up but only to 128,000or something like that (lvl 46 Krillin is usually about 165,000). When he finally got up to lvl 48 he was slightly weaker than Tien (he's usually stronger). Was this just a glitch or does that always happen?





8
Personal Projects / Re: Dragon Ball Z
« on: November 03, 2018, 12:38:55 pm »
I absolutely love this game to death and would love to work with it some more.

If you go full-in on refining the game, I would like to pitch a quality of life idea.  Navigating the inventory can be annoying, especially as it grows in size.  The cool way to resolve that would be to take the Status Screen interface, and turn it into 24 portrait frames in which each individual card would be kept.  Functional, and a step forward from a presentation standpoint.

The other possibility for handling items would be to copy the training house character picker, then expand it to twenty four slots for the items.  Not as pretty, but probably easier for bugfixing purposes.

For the most easy way to approach it all, just having like items visually stacked together would work fine.  Still a bit clunky to play with, but definitely faster than the original inventory.

9
Personal Projects / Re: Dragon Ball Z
« on: November 02, 2018, 03:03:03 pm »
You might want to get in touch with xJustin3009, he did some work on implementing a SSJ Gohan. 

https://www.youtube.com/watch?v=x0RbQbi2MwY

I will try to keep track of this project, as I have an unhealthy interest in Super Saiya Densetsu.

10
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: August 02, 2018, 08:25:08 am »
It looks like that the problem with BSNES/Higan support for this romhack has been figured out.

Quote
Qwertymodo:  The SD2SNES implementation of the Cx4 allows for larger ROM files than the actual Cx4 chip does (specifically to support this MMX3 hack). I don't know if higan allows this as well, but if not, then higan won't support the hack.

CaptainJustice:  So the game uses more of a C5 than a C4? That'd do it.  Is it a case of the processor doesn't actually support it, or the processor supports it but not on the board it was used with?

Qwertymodo:  At some point, I know people were able to build real carts by adding extra mapping hardware, but it's been updated several times since then, including the addition of SRAM, so I don't know if the "final" version is doable on real hardware or not (though I suspect it is).

Byuu:  The chip select emulation may not work as expected if the ROM is larger. But other than that, I'll allow my generic Cx4 board ID to exceed 16mbit if it doesn't already, but I won't go past 32mbit.  FEoEZ is the only game I will directly support with a truly custom board configuration.

11
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: May 20, 2018, 02:55:17 pm »
I reported the game's emulation issues on the Bizhawk tracker.  Hopefully they can figure out why the romhack doesn't work on that emulator.

These days, I don't want to use SNES9x because the controls don't properly play with the XB1 controller triggers:   The jump and dash buttons are configured to use them, but SNES9x causes a hard cancel when trying to do a maneuver.  Can't jump nor dash when both triggers are pressed.  Whereas, Bizhawk allows me to dash and then jump without releasing the dash button.

12
Gaming Discussion / Re: The hardest game you ever played.
« on: March 19, 2017, 12:23:23 am »
La-Mulana.  Hell.  Temple.  My eyes.

13
Personal Projects / Re: SD Splatterhouse needs a better sub-title
« on: November 03, 2016, 12:46:06 am »
I would like to suggest this:

Splatterhouse: Spooky Dream

Aside from being easily abbreviated as Splatterhouse SD, it references one of the endings that suggest Naughty Graffiti is Rick having a premonition of the mainline Splatterhouse games.  That, and people think "Spooky" as Halloween fare in terms of scariness.

https://youtu.be/wx4Qmyb292k?t=1849

14
I'm not really sure which one I'd pick - IF I were to do another one.

I would like to trot out a suggestion on that front.  Someone by the name of Isaint / Rex0009 has been working on translating Ghiren's Greed V PSP, and apparently made a fair bit of progress.  Problem is, that he has hit a snag with re-compressing images.  With a bit of help, he might be able to see the project to completion.  I am not sure if he is the real deal, but it seems like there are some technical details in the threads where he discusses the project.

https://gbatemp.net/threads/gundam-ghirens-greed-translation.443718/

http://www.romhacking.net/forum/index.php/topic,21198.0.html

15
Anyway, I'm happy with the title E.V.O.: The Theory of Evolution. I had thought about something like E.V.O.: The Origin of Species, since it alludes to this being the prequel, but this game is just as much about the future of life as it is the origin of life.

On the contrary.  There is a book called "On the Origin of Species", which is very important:  It argued for the existence of evolution, and explained the mechanics by which it occurred.  Darwin's efforts gave legitimacy and popularity to evolution.

https://www.youtube.com/watch?v=1cPpHlcj_O4

16
Might I suggest a title or two? 

1 - "E.V.O:  The Origin of Species"
2 - "E.V.O:  Before Eden."

17


Ooooh!  I loved playing Wonder Project J2.  Wish that game got a spiritual sequel...

18
:thumbsup: :thumbsup: good work! but how long it take ?give me a number

This isn't the sort of thing that can be given a hard time table:  The project members are not being paid to work on this, and they are donating their spare time.

19
...It is a good time to be a fan of giant robots.   :)

20
If anyone had a save with an unused counter item, I'd be greateful for their sharing it! :)

Here is a save where I used CWCheat to add all robot and skill parts after the first mission.   It was built using the Japanese version of the game, but it looks like the savefile can be loaded up in the translated version.  Mind, I have no idea what sorts of bugbears that can cause.  :p


https://sites.google.com/site/sabinstargemsvault/SRWA%20Portable%20Debug%2B.zip?attredirects=0&d=1

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