News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gary_Oak

Pages: [1] 2
Wolchild is a platforming game originally released by Core Design in 1992 for the Commodore Amiga and Atari ST. It was eventually ported to other gaming platforms such as the Sega Genesis, Sega CD, SNES and Master System/Game Gear. In my eyes, it's an hidden gem of a game.

Redbook audio aside, the Mega/Sega CD version of Wolfchild is essentially identical to the Genesis version, save for on minor quirk...

In the Sega CD version, "Stage 2: Dense Jungle" has a missing background layer (layers?). When comparing with the Genesis version, you can tell this didn't seem intentional at all, and it might have happen either due to a rushed port job or... plain old forgetfulness?

Assuming both Genesis and Sega CD versions of the game share the same code, how hard would it be to create a patch the ports the missing background layer (layers?) found in the Genesis version back into the Sega CD version?

Sega Genesis

Sega CD

Would "Albert Odyssey: Legend of Eldean" require an Un-Worked Designs treatment or is the difficulty balancing intact?

EDIT: Yup. According to "The Cutting Room Floor" (, they messed with the prices of healing items. :\

Personal Projects / Re: Translating Saturn Grandia
« on: July 28, 2019, 08:12:38 pm »
Great job overall! Any future plans for the Digital Museum disc (assuming it shares the same code)?

While playing Shantae for the Game Boy Color, I found it inconvenient for attack and running to be mapped to the same button (B). It would be nice if running could be enabled by default on the status/options menu (something akin to auto-run in most 90s FPS games).

Another good thing would be for the field of view to be zoomed out as I find the game to be a bit claustrophobic in terms of navigation. A mini-map screen could work as well.

It'd be nice if someone could grab one of the Super Robot Wars games and extensively hack it in order to create the true vision of Super Heroine Chronicle (an offshoot of Super Robot Wars, think SRW with waifus). According to TV Tropes, the original game was, allegedly, supposed to have far more characters than it originally did:

What Could Have Been: If this Japanese post was true, the original idea for the game was completely different from the final designed cast, including being planned originally for the PSP rather than the Play Station Vita. Also, other series, including Puella Magi Madoka Magica, Tenchi Muyo!, Heaven's Lost Property, Bubblegum Crisis (the 80s series, not the Tokyo 2040 remake), Silent Möbius, Scrapped Princess, Fate/stay night, Ninja Nonsense, Mahoromatic, Strike Witches, Slayers, Mai-HiME, the first Magical Girl Lyrical Nanoha movie, Cyber Team in Akihabara, Cutey Honey (the Studio Gainax OVA), A Certain Scientific Railgun, Jubei-chan and even Devilman Lady were considered to be included.

It always irked me that, for an 80s anime series with so much gaming potential, Dirty Pair only got a single game adaption an it sucked.

Ideally, fixing some of that games most egregious issues could make for a more enjoyable experience, though I imagine it would take a lot of effort to hack it:

* Enemies wouldn't re-spawn unless the player transitioned screens.
* Include an in-game map for the maze navigation levels.
* Create cut-scenes that expand upon the game's plot (which it's based off the movie with the same name).
* Make sure that the player can only die after taking a certain amount of hits as opposed to one (maybe six?).
* Ending gets decided not by player shooting accuracy, but by the total number of lives spent (clearing the game with no lives lost shows the best ending).
* In-game graphics could be improved (rocks, enemies, etc.).

In the Dirty Pair inspired game, Layla, all art and player sprites could be modified so that they would resemble Kei and Yuri.

Another idea would be to hack the NES Mega Man games to look like Dirty Pair games:

* Artistically, one could take advantage of the Mega Man's graphic style for them to look like a super deformed take on the series. Could be named Dirty Pair SD or SD Dirty Pair
* Mega Man's sprites could be modified to resemble Kei and Yuri. The player could change characters by pressing Select in the boss selection screen.
* Dr. Light's sprites could be the 3WA scientist from the OVA series (forgot his name) the helps the Lovely Angels with his inventions.
* Roll could be chief Golley, Rush could be Mugi and Beat could be Namo.
* Dr. Wily could be an original villain or a return of Dr. Wattsman from Project Eden.
* Bosses could be modified to look more like human/cyborg criminals rather than actual robots.
* Soundtracks, specially the title and credits music, could become 8-bit renditions of the 80s anime series soundtrack.

In Clock Tower for the SNES, once you trigger all scissorman encounters, there's no way of having him show up again. It would be nice if it were possible to make scissorman show up randomly at any time just like in Clock Tower for the PS1.

Rodimus Primal, do you have any plans for a potential Namingway/Uncensored Edition equivalent for Final Fantasy V?

I almost forgot that Working Designs also messed with the difficulty balance of Albert Odyssey: Legend of Eldean, another RPG gem for the Saturn.

Personal Projects / Re: Independent Girl Translations
« on: February 08, 2017, 11:22:27 am »
Thank you for the FMA translation! I don't think I have run into any bugs so far.  :thumbsup:

Are you considering translating Omoide no Sonata as well?

Thank you for creating these! Is there a chance you could do the same for Magic Knight Rayearth (Saturn)? A fun Zelda clone that would get cheap in terms of difficulty (notably, the final boss battle).

As much as I respect the translation work MIJET did with the Phantasy Star II text adventures, I wish they had sticked to the official names and terminology from Sega's english localization of the main game. It would be cool if someone could cook up some addendum patches to do just that.

It would be cool if someone could add VWF to Pokémon R/B/Y/G/S/C/Ruby/Saph. These days, seeing those games with everything in CAPS can look pretty bad and unprofessional, specially after playing from Emerald and beyond.

ROM Hacking Discussion / Re: Intro-Skipping Codes.
« on: September 19, 2015, 07:00:28 am »
With all that said if you are going an emulator then it might be just as easy to use a savestate -- done right you will probably come in before the SRAM/EEPROM/Flash is read and then just load straight in after that.

Now that you mention it, that actually sounds like a much more practical idea!  :laugh:

ROM Hacking Discussion / Intro-Skipping Codes.
« on: September 18, 2015, 06:09:00 pm »
In the PC gaming scene, one of the things that people tend to do right off the bat with them is to remove any intro videos that precede a game's main title/menu. Here's an example:

With that in mind, I was wondering if the same would be possible with console games through an emulator. I can imagine that creating patches to circumvent game intros and go straight to the title screen could be difficult and/or messy. But, could one resort to RAW, Action Replay or Game Genie codes to have the game jump straight to where the action's at?

I had this idea with Final Fantasy VI for the GBA. Essentially, the plan was to create codes that would skip the Nintendo health disclaimer and the game's intro cinematic, which IMO seems kinda pointless to have seeing as the game now has a proper title screen.

I just noticed that the player movement physics in SMB 1/2/3 on Super Mario All-Stars doesn't feel "right" like in the NES originals, ditto for MM 1/2/3 in Wily Wars. It'd be great if someone managed to fix that one day.

While probably pointless, it would be cool if someone hacked Probotector's (the european version of Contra: Hard Corps for the Genesis) title screen to include the word "Mega" in it. That way, it could be easily distinguished from the other ones with the same name (NES, Game Boy), not to mention that the word Mega would make an already badass game (it was already badass to begin with, but having playable android characters made it even more badass imo) even more badass.

It would be cool if someone could restore all censored content from Super Castlevania IV (crosses, blood drops instead of acid ones, etc...) back to it's place. Extra points to whoever manages to add the blood dripping effect from the japanese version's title screen into this one while making it feel natural.

By the way justin, maybe I missed it from your original post but are there any plans to implement Suzu as a playable character or any of the other extras from the later GBA/PSX versions for that matter?

Pages: [1] 2