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Messages - duiz

Quote from: sics on March 31, 2020, 12:18:56 PM

If I'm not mistaken, I remembered that you were the one who translated a pirate game of fights from the NES, long ago if you look at the thread where you asked for help, at that time I had written a personalized tutorial so that you can solve the problems that you had, maybe it might still interest you

On the other hand I will not deny that my nick looks very nice on the cover, but this project is possible thanks to the work of more than two people, so although I literally do not care how people decide to enjoy the hack, I prefer to see my name on a small list in some corner along with everyone else who made this possible, on the other hand I would love to have a copy of your designs :thumbsup:

Ah yeah that was you! Unfortunately, I didn't quite get the hang of it and I forgot to try again... I do appreciate you trying to help.
I updated the designs a bit. The other contributors are on the cover, though its hard to see from here. As you are the publisher of the patch it looks more natural to have your name (like if Sega published, it would say Sega you know, rather than 100 names from the actual credits). Once the hack feels complete from you and Ti_'s standpoint, I can send you the designs so you can get a repro of your work for sure.
Made a full printable box for whenever I get around to making a repro of this. I did get a chance to play the hack today and it is significantly improved indeed! I understand the enemy patterns and placements aren't perfect but modifying that would probably require way more complicated modification so I get why that can't be fixed.

Quote from: sics on March 27, 2020, 04:53:40 PM
I must admit that that cover looks great, although I feel that you should have chosen a font similar to "in the world", if you look at all the small text share that font :thumbsup:
Oh the "Improvement Vol 2." part uses the same typeface font as the original Japanese did on the original since I managed to locate it.
I actually remade each component in vector rather than just using a scan, so it can be scaled proper to print sizes and whatnot.
I made a front box and cart label in anticipation of the hack. Maybe I'll finish a full printable box.

Dunno if this has been suggested a million times before, but how feasible is it to hack mouse support into Shadowrun on the SNES? Seems the game would benefit from using the mouse quite a bit.
Sorry to bump an older thread, but was there any update on that manual? If no one stepped up to the task yet, I can take care of the photoshop work for the last few pages since my job is in magazines and I deal with layouts all day long lol
Considering that the game across all platforms is pretty similar (with the best being either C64 or Sega Master System), I think keeping the core game the same but improving the most criticized areas such as a the staircase and the driving sections to be a bit easier is as good as you can get it in regards to the game engine.
Programming / Re: Extending name space in NES game?
February 09, 2019, 09:43:15 AM
Thanks so much! I... have no idea what you mean by any of this but I am gonna study it and do this to force myself to learn!
Programming / Extending name space in NES game?
January 30, 2019, 05:04:36 PM
So I did a quick and dirty name translation hack for the bootleg Famicom fighting game World Heroes 2 Pro for my friend (my first release! yay!)

Now I have never done any romhacking or have any sort of coding experience whatsoever so this was a process of just simply debugging the hex code and figuring out the name scheme and character table and then switch the letters. Not pretty or impressive I know. However I wonder if there is a way to fit more characters into the names as many have to be abbreviated to fit the predetermined character length.

In the code, the name appears twice, one I guess is a trigger I guess and the other for the display.

For example, looking at Ryu

R=1B Y=22 U=1E

In the code, it appears like this

22 03 1B 22 1E 05 17 0B 1B 13 19 07 0D 12 1E 18
FF 1B 22 1E FF FF 17 0B 1B 13 19 0D 12 1E 18 AC
Final Fight is probably my favorite game ever so this project has me super excited!

I would echo everyone else though, FFGuy is much better balanced so I would suggest using that as the base.
Personal Projects / Re: F-Zero Final v0.2 Available Now!
September 30, 2018, 05:44:47 PM

and inside snes_roms

Personal Projects / Re: F-Zero Final v0.2 Available Now!
September 30, 2018, 03:55:38 PM
This is what happens when I try to patch the game. I confirmed the CRC is the correct ones.


C:\Users\duiz\F-ZeroFinal>SET ROM_DIR=..\SNES_ROMS

C:\Users\duiz\F-ZeroFinal>del "..\SNES_ROMS\F-Zero_Final.sfc"
The system cannot find the file specified.

C:\Users\duiz\F-ZeroFinal>copy "..\SNES_ROMS\F-Zero.sfc" "..\SNES_ROMS\F-Zero_Final.sfc"
The system cannot find the path specified.
Ah yeah didn't test her's, only the patches on the front page.
I discovered that these patches mostly target the "Darkwater" dumps. Not gonna suggest where you find them or anything, but the patches worked on those dumps for me.
nesrocks, you quickly become probably my favorite romhacker. I love the Super Pitfall project you did and what you are doing with Ghostbusters. Always a great idea to improve the games that didn't quite live up to the promise they made, or should have made.

Anyway, take your time and I will enjoy this remaster whenever you finish it!
The last patch version link has died unfortunately. Any chance for it to be reuploaded?
I'm still having trouble patching Lunar due to xdelta not liking the md5 hash, despite it being the same as in the readme... no one else encountered this issue?
I'm trying to patch Lunar Silver Star using the latest patch with an iso that matches the MD5 hash stated in the readme, but I keep getting this error:

xdelta3: not a VCDIFF input: XD3_INVALID_INPUT
xdelta3: normally this indicates that the source file is incorrect
xdelta3: please verify the source file with sha1sum or equivalent

I tried using older versions of xdelta too just in case but no dice...
ROM Hacking Discussion / PSX PAL 60hz conversion hacking?
February 26, 2018, 10:19:36 AM
I been interested in maybe getting involved and trying my hand at hacking 60hz support for some of the PAL exclusive releases on the PSX. I noticed that there are a few already on the site, but I'm a little unsure where to start, and figured here would be a good place to ask and get a bit of an introduction to my first hacking attempts...

How involved is the process of doing this sort of conversion? I realize that it will require some proper hacking of values and isn't just a matter of flicking a switch so to speak. But where does one start and what do you look for?
Love the work you guys did! Having so much fun!

Looks like someone already made a box for this. I discovered the hack here yesterday myself.