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Messages - CountBuggula

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Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 18, 2019, 08:49:15 pm »
You're a genuine treatsure and important asset on this site, I really hope you get well soon.  Until then, try to enjoy your vacation the best you can.

Went ahead and implemented the new base portraits for Charlotte and Jonathan. I only implemented the first one of each character made by Johann during the weekend for testing.
Here's a quick beta patch:

I'm getting an invalid delta error when I try to apply this.  Can you please provide a checksum for the delta and for the ROM you're patching against so I can rule out file mismatch problems?

Edit: nevermind, I guess it just didn't like the version of xdelta I was using.  I tried it again with a different patcher and it worked fine.  Huge improvement to the in-game portraits, so far it looks great!  Can't wait to see the final result with the excellent artwork you guys are making.

Newcomer's Board / Re: How compile .ips source?
« on: October 07, 2019, 05:11:43 pm »
All right, I might have messed up.  That's what I get for trying to mash my head against this so late at night.

I was a little more thorough this time (I did a proper conversion using unix2dos.exe instead of trying to do it manually) and got a different result.  This should work:

The download link you posted is no longer active.  Since this isn't getting a proper release (at least not for now) could you please re-post it or send me a link in DM?  Thanks!

Personal Projects / Re: NES Goonies II Revised Design
« on: June 15, 2019, 06:00:18 pm »
Is there any way to use the SRAM Saving Edition patch with the Revised Design patch? Whenever I try the two together the roms glitches out when I try to play it.
sram: It's not going to be too easy. I've been playing on the everdrive n8 which has built in savestates so I didn't feel a lot of need for it. And passwords still work. So I don't think I want to add it, but if someone does then I can provide the fceux debug files which have a lot of the ROM mapped.

Just a few posts up from yours.

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: April 15, 2019, 03:23:10 pm »
I'm really digging the pics you posted, this is gonna be kick ass when it's done. Can't wait to play it.  :beer:

It really highlights just how incredibly BAD the original graphics were.  I can't wait for this one too.

Personal Projects / Re: My Neighbour Totoro (SMB1)
« on: March 22, 2019, 02:52:31 pm »
Your URL is broken, FYI.
Code: [Select]
[url=http://All the Studio Ghibili midis you could possibly want.]

That's really bizarre.  It wasn't like that before, because McDenDen was able to follow the link previously.  Anyways, fixed it.  If it breaks again, here's the full url I was pointing to:

Personal Projects / Re: NES Goonies II Revised Design
« on: March 18, 2019, 02:00:30 pm »
Nesrocks, have you been able to look into combining the sram saving hack into yours?  I've started playing this hack and love the changes you've made, but am hoping to be able to save my game before I get too far into it.

As I understand it, the graphics in Goonies II are compressed and not easy to change or update.  If the technical problems were worked out, do you have any desire to do any improvements here?  While the background graphics are gorgeous and in my opinion some of the best on the NES, the player and NPC sprites definitely leave something to be desired.  I would love to see what you could do with them.

Also, I'm really looking forward to your Ghostbusters hack - it's such a drastic improvement and I can't wait to be able to try it.

Personal Projects / Re: My Neighbour Totoro (SMB1)
« on: March 13, 2019, 04:33:48 pm »
I have been able to update the various audio channels but the music is only in sheet music format that I can find. I can't read sheet music so it's a bit trail and error getting it into the game and transcribing it. I am using hex.

All the Studio Ghibili midis you could possibly want.  Obviously you can't convert straight from the midis, but it's probably a way better start than sheet music.

Personal Projects / Re: Secret of Mana: World of Balance
« on: March 04, 2019, 07:05:38 pm »
I'm so keen for this, finally SoM is getting the treatment it deserves.
I know this isn't in your scope for this but would be cool one day to make an 'expansion' of the game and add areas that were probably removed from the game. The Japanese manual (which I have) has beta screenshots as well as the beta maps that show some areas that were probably cut from the game.

Has anyone ever made a comprehensive list of the things that were obviously cut?  Paths that don't go anywhere, story-lines that aren't finished, etc?

Does the Japanese manual have anything that's not on tcrf?

Personal Projects / Re: Secret of Mana, Turbo
« on: March 04, 2019, 02:54:54 pm »
Awesome work!  I'm really looking forward to taking the time to dive into this and enjoy a fresh playthrough, but I have to say that even just the new patching process is SO incredibly nice and makes combining all the patches I like to use for this game so much easier.

Personal Projects / Re: EarthRedone - EarthReBound / EarthReMothered
« on: February 25, 2019, 03:31:58 pm »
With no license in the repository (like in MaternalBound's case), it is ILLEGAL to get the code, edit it and redistribute it.
That's why people add licenses to their repository.
One could easily sue you for stealing.

Incorrect.  If you don't include a license.txt in your github repository, it falls under the default github ToS, specifically the following:
Quote from: github terms of service
If you set your pages and repositories to be viewed publicly, you grant each User of GitHub a nonexclusive, worldwide license to use, display, and perform Your Content through the GitHub Service and to reproduce Your Content solely on GitHub as permitted through GitHub's functionality (for example, through forking).
It is ShadowOne333's fault for not including a more restrictive license if that was what he wanted, and he can't go back and complain about it now, especially when OP included proper credit for the source.

Personal Projects / Re: My Neighbour Totoro (SMB1)
« on: February 23, 2019, 08:59:10 pm »
Cute idea!  Normally I don't care much for total conversion-type mods or changing main characters in games, but I also love Studio Ghibli and you're right - there should have been some games along these lines.

What are you doing story-wise for this hack?  That will help guide you towards what you want for level design.

Personal Projects / Re: Secret of Mana: Relocalized
« on: February 22, 2019, 11:17:07 am »
Why the Square logo though? Why not "Relocalized" subtitle instead or "Press Any Button".

Aesthetically, all 3 text suggestions do the same thing. They frame the picture by balancing out the title and filling the negative space.

If I'm going to put something in there for the sake of putting something in there, the utilitarian in me is more likely to be put something useful than something nostalgic.

I'll probably just go with "Relocalized" but my mind isn't set in stone about this yet.

Hmm.  I definitely get what you mean about the aesthetics point of view.  Personally, I'd rather either have the Square logo or nothing at all.

Personal Projects / Re: Secret of Mana, Turbo
« on: February 14, 2019, 12:21:50 pm »
There, a 25 year nitpick, finally fixed:

(Go look at a fountain in-game if what you're seeing isn't obvious.)

That always bugged me too!  I'm so glad I'm not the only one.

I started playing through using 1.4 and I have to say I'm super impressed so far.  Keep up the good work, this is exciting stuff.

Personal Projects / Re: NES Goonies II Revised Design
« on: February 08, 2019, 03:16:52 pm »
I like the ladder changes, but changes to the jump mechanics would change the gameplay too much, I think. It feels a bit like castlevania, you commit to your jump decisions. But you can make small adjustments.
This would be a good optional patch, I think.  Many people have different opinions about control difficulty.  Personally, I find the improved jump control hacks for the NES Castlevania games to be absolutely essential and I love them.  I beat Goonies II when I was a kid using default controls, but I don't feel the need to punish myself when I want to revisit some of these old games for nostalgia, when I've gotten so used to improved control schemes in newer games.

Wow, impressive and amazing job, I hope we'll be able to combine this hack with the SRAM hack to get the perfect version of the game
Agree, I would hate to have to choose between these.  Please make sure it's compatible.

Is there some censorship in the game ? I remember there was something special Japanese only included in the Japanese version of the game.
According to The Cutting Room Floor none of the regional differences were censorship related.  I'd love to have a better localization or a proper retranslation though.

Great job putting all this together so far.  I really look forward to trying it, and good luck with further improvements!

So to bump this thread, I’m happy to announce the first release for the first game is out
I sent you a PM but wanted to make sure you saw that your patch shifts data, and due to releasing it in IPS format, it contains a significant amount of code from the original ROM.  In addition to obvious copyright problems with that approach, it makes combining several patches problematic.  Please re-release in xdelta or similar to avoid problems.

Can the autor of this hack make it compatible with this hack? So the music could still work

Castlevania improved controls:

I have a version that he made to be compatible with Ultimate Castlevania - I'll give it a try and see if it works.

Newcomer's Board / Re: Ogre Battle: MotBQ Alignment difficulties
« on: August 02, 2016, 10:19:58 am »
You know, I actually thought of that right after I posted this.  I normally hate using cheats, but in this case, I think you guys are right.  Also, when I looked more deeply into it, I realize that modifying the rules for how CHA and ALI change would likely make it difficult or impossible to change classes from soldier or amazon to most other classes without also going in and editing those class requirements.  Would require a LOT of work and testing to make sure there aren't other unintended consequences and that the game is still playable.

I think cheats will get what I'm looking for, thanks for the input!

Newcomer's Board / Ogre Battle: MotBQ Alignment difficulties
« on: August 01, 2016, 05:13:07 pm »
Ogre Battle on the SNES has been one of my favorite games but I'd always get stuck when I realized I'd managed to get all my powerful leader's alignments down to 0.  Any time your army fights an enemy weaker than themselves, its alignment goes down.  In order for alignment to go up you have to have them fight enemies stronger than they are.  And it's a complex enough game that I can't stand the idea of managing all of my tactics around managing alignment - it's a difficult enough game as is!  There's other things that affect alignment as well, but it usually just comes down to that one mechanic ruining everything for me.

I get the feeling it wouldn't be terribly difficult to disable that singular alignment changing function by someone familiar with the code, but while we've got a number of impressive hacks and utilities for the game, the wiki is completely devoid of information.  So any thoughts on where I could go to accomplish this?  Is there any other interest in this particular change to gameplay?  I feel like if I could do it, I might actually manage to finish the game for once instead of giving up out of frustration.

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