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Messages - Dzumeister

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1
years later, backboard breaking is in...

i love you

2
Personal Projects / Re: Tomato Adventure (GBA) translation/tools
« on: July 29, 2021, 04:45:14 am »
The work you all have done over the years is incredible! Thank you all for your efforts! I can't wait to test this on hardware.  :woot!:



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Personal Projects / Re: NBA Jam 2K22 TE
« on: June 30, 2021, 04:26:03 am »
Whoo! Keep the dream alive!  ;D

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It really speaks to how dedicated Near was to their work in how often they posted updates of this project. I remember when the patch was in its testing phases and how minor fixes would pop up almost daily in their Discord. Near did so much for the community, and we lost a really kind soul. Cyberbullying is incredibly toxic, and I only wish that Near would have been able to get the help that he needed.

5
Gaming Discussion / Re: Byuu / Near has passed away
« on: June 27, 2021, 04:23:43 pm »
Near had so much love for the SNES, game preservation, and emulation. They did so much work for our community, and I'll really miss them.

6
this looks gorgeous!

7
are 'bitch' and 'bastard' from the Japanese script?

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Same thing for me. Biggest glitch of them all, is "appraise" option for female merchant. She just tells you complete nonsense (like club weapon is cursed or something like that). Male merchant works fine, i think. I can't believe developers of this hack just completely abandoned it and never fixed these horrible, horrible, horrible issues. What a rip off.

are u serious

9
News Submissions / Re: ROM Hacks: The Definitive 16-bit NBA Jam is Here!
« on: January 09, 2021, 02:46:52 pm »
This update is insane. 32 total teams? If you even have just a passing interest in NBA Jam, make sure you play this mod and add it to your collection. The level of polish is incredible.

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Never disagreed with ya there... with v2.0, the new Mattrizzle Player Engine delivers on that issue.   :thumbsup: :beer:

This is incredible. Thank you all for your hard work!  :woot!:

I started a new playthrough, and I gotta say, the new palettes make everything pop in a way they hadn't before, it's great! I did notice that they may have messed with some of the other assets, though.

The TMNT of Rage and Konami banners have lost the green that they used to have, if I remember correctly, and are now showing the yellow-gold from the court colors. This is from the Attract Mode, though, if that changes anything.

edit: Yeah, it's weird--in a regular game the banners show up fine:

11
Personal Projects / Re: ALttP - Enhanced patch testing
« on: January 09, 2021, 02:03:17 am »
Did applying these inventory graphics over Redux with the normal inventory work?

doesn't load for me in bsnes or canoe

I also tried building it with the L/R item switch, even though I don't really care for it, but I was getting crashes when selecting magic bottles. It's partly why I'm asking for help testing to see if there are game-breaking bugs with this build. So far I'm up to the 5th Dark World dungeon and nothing's broken  :thumbsup:

12
Personal Projects / Re: Secret of Mana: Script Augmentation Project
« on: January 08, 2021, 04:40:50 pm »
Why not do what Square Enix did with Quina in FF9?  Often during the story, characters would refer to Quina as "s/he" or something.  Everything about Quina was ambiguous, and that is part of its charm.  Same can be said in this case, as well.  You can't please everybody, but if it's ambiguous you can.  :P

FF9 Image:
Spoiler:

would zhe work?

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Personal Projects / Re: ALttP - Enhanced patch testing
« on: January 08, 2021, 04:32:01 pm »
Your project seems to me very good but too close to zelda 3 redux version which proposes to keep also the original menu of the objects, there are several patches in zelda 3 redux with original style menu or a new object menu there are some patches which are optional.

For example the redux patch gives hair close to the link drawing on the cover and the Japanese notice, there is an optional patch to make the hair pink but the problem of wanting to keep this link as the original does not merge because of color changes with some characters like uncle with black hair and are purple in the original without redux.

I think it would be cool to keep the experience of the graphics identical to the original while keeping your ideas in mind, I just wish you would restore the censored elements of the western versions.

The game has been released in several versions.

 :woot!: zelda 3 usa , zelda 3 pal english , zelda 3 canada , zelda 3 pal french and zelda 3 pal german.  :woot!:

Can you make your patch compatible with all these versions moreover some translate the USA version which is in 60 hrz in their language because not translated into Spanish or Portuguese or other European language.

You will find information on this page about the different versions of zelda 3 on snes.

https://tcrf.net/The_Legend_of_Zelda:_A_Link_to_the_Past

Thank you in advance for your work. :thumbsup:

Redux allows you to keep the original menu, but it's not a 24-item menu. You don't get to keep the Shovel if you don't opt for the new inventory patch. I understand that Redux pretty much fulfills everything this patch does. However, this patch keeps much of the original US release intact, which I just happen to prefer. At first, I'd asked ShadowOne333 if they'd be able to change their inventory graphics of their optional patch to use the one in this, but it seemed that it wouldn't be compatible, so I put this one together instead.

Sorry, I don't really have any plans on adding anything else. I literally just wanted to share this here so that people could test it to see if it works on original hardware/other emulators, that's it

14
Personal Projects / Re: ALttP - Enhanced patch testing
« on: January 07, 2021, 06:41:50 pm »
Out of curiosity, isn't that what DX and Redux's patches already do? Or does it differ in other ways?

Yes, Redux already has pretty much all of these QoL changes, but I wanted a version with this particular inventory menu because I think it looks better and is more faithful to the original, plus it doesn't change the original HUD, which I also prefer. It also doesn't include the palette/color changes or restore cut/censored content. L/R item switch isn't included either, which ended up producing game crashes (plus I don't think it's all that useful once you have a certain number of items), and the max bomb/arrows weren't altered either.



Yes it works now, thanks!

Since it expands the file you could also change the ROM size in the header at 7FD7 from 0A (8MBit) to 0B (16MBit) to reflect that.
(and fix the crc afterwards with Checksum Recalculator)

I have no idea how to do that. Would I use WindHex on the patched ROM, then create a new patch from there?

15
Personal Projects / Re: ALttP - Enhanced patch testing
« on: January 07, 2021, 01:56:07 am »
I get a "The patch is broken and can't be used." error.

Which emulator?

retested with BSNES, should run. updating patch to bps format: download here

16
Personal Projects / ALttP - Enhanced patch testing
« on: January 06, 2021, 06:46:35 pm »
Hi everyone,

I wanted to make a "master patch" that includes as many QoL improvements on The Legend of Zelda: A Link to the Past that I like. Unfortunately, I don't have real hardware to test it on, so I'd like to know if it works fine without any game-breaking bugs before I submit it to the site. You can download the patch right here, and it should work on a US ROM without a header.

Features:
  • 24 item menu, designed by Euclid & XaserLE
  • various bugfixes by Conn
  • ability to change directions while running with Pegasus Boots like in Ancient Stone Tablets
  • ability to collect items with your sword and break pots with it after L2
  • conversion to FastROM to eliminate instances of slowdown, code by wiiqwertyuiop
  • compatibility with Canoe, the default emulator running on the SNES Classic Edition - patch by Bosco82

edit: changed format to .bps, should work fine now. should also work fine in BSNES, haven't tested with other emus

17
I like the announcer's references to the 90s' big fighting games, Mortal Kombat and Street Fighter II! Would it be possible to add one for Killer Instinct specifically for when a hot streak or "Heating Up"/"Toasty" is broken? "Combo Breaker" would be perfect! It might also work in place of "STOLEN"/"INTERCEPTED", though I still love those  :laugh:

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Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: December 19, 2020, 01:01:41 am »
Nice list. I'll definitely add Eminem. I'm not sure the exact number but there's over 50 hidden characters in the game so i got a lot of players i can add. I haven't played College slam on the PS1 yet, though i did try it on a Saturn emulator. The game has fictional players, but i believe they have a large roster too. And the game let's us change the players names. There aren't any player portraits though. I'm thinking about messing with that in the future as well.

  • Kim Kardashian
  • Kanye West
  • Joe Biden
  • Donald Trump
  • Bernie Sanders
  • Barack Obama
  • present-day Michael Jordan
  • The Rock
  • Bill Murray
  • Kevin Hart
  • Wesley Snipes and Woody Harrelson

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Newcomer's Board / Adding headers to NES ROMs for patching
« on: December 16, 2020, 02:13:26 am »
I found that some NES patches require headers. What's a program I can use to add them and remove them?

20
Personal Projects / Re: Super Mario Kart: Super Circuit Demake v1.1 update
« on: December 15, 2020, 08:54:22 pm »
You should try importing the player sprites too!

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