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Messages - G30FF

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1
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 06:53:45 pm »
Wow! I wasn't expecting this! I was just going to try and take 2.22 and create a diff patch with 2.3, but this is amazing! Thank you! I didn't mean to put you through all that trouble, but I appreciate it all the same! I've saved the file and I'll see how much of this I can backport into Revamped. You've done a great job documenting everything!

2
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 04:45:55 pm »
There are, but I'm thinking about some of the changes specific to 2.3, like the new sound effects on the cloud missiles, birds in the ending (I don't recall them in Revamped), and animation frames on Break Man in the stage select.

3
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 04:07:50 pm »
Does anyone still have a copy of the 2.22 Improvement patch? I wanted to try and upgrade MM3 Revamped using the new Improvement updates, but I don't have access to 2.22 to make a diff patch with anymore.

4
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: August 02, 2021, 10:45:54 am »
I'd love to know what the small change was on the last non-numbered update so I can determine whether I want to redownload the patch and redo the manual adjustments.

I believe the change is to make Mega Man face right after defeating Gamma.

5
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 27, 2021, 07:02:41 pm »
For me, it turns out to have been my emulator. I tried in the Nestopia core in OpenEmu on Mac, and the problem was there. But as soon as I tried it on lr-nestopia in RetroPie, with the same rom, it worked fine. It's very odd to be sure. But I play on my RetroPie 99.9% of the time anyway, so I'm not too worried!  ;D So to Vanya, I would suggest trying in an alternate emulator if you can. Retroarch seems to work.

6
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 10:12:36 pm »
It's not a problem for me, honestly. I tend to use the weapon swap early in the game, but after getting the full inventory I usually end up pausing to switch weapons because I find it faster to find what I'm looking for that way. Thanks again for all your hard work and for looking into this!

Select and up/down is not great, and it's not exactly a natural motion for NES games, I'm with you there. I remember seeing a Batman NES hack that enabled use of L/R buttons on a SNES controller for use in FCEUX, for weapon swapping. Only thing I miss from the PS2 Anniversary Collection ports.

EDIT: Okay, so here's a thing. I originally tested it in OpenEmu on my Mac, and the weapon switching doesn't work. I tested it in lr-nestopia on my RetroPie build... and it works perfectly. Did not expect that. So apparently this really IS a problem on my end, just not the problem I expected!

7
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 09:18:28 pm »
Oh well. It's hardly game breaking, so unless other people report the issue it may be a fluke for me. Thanks for checking!

8
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 08:58:37 pm »
Very strange. I patched the latest Improvement over an unmodified MM3 US no-intro rom, and I see this issue. Could it be the no-intro rom that is causing the issue? I used this rom for the 2.22 version of the patch and it worked without issue.

Out of curiosity, I tried patching Rockman 3 with the Rockman 3 Improvement patch, and the same behaviour is present there too.

9
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 07:53:46 pm »
I'm used to the reverse weapon cycling behaviour from Mega Man 3 Revamped, and unfortunately that doesn't seem to work here. Here's what I noticed:

Hold down and press select -> Nothing happens
Hold up and press select -> Weapons cycle forward
Press select -> Weapons cycle forward
Hold select and press up -> Nothing happens
Hold select and press down -> Weapons cycle forward

10
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 26, 2021, 07:13:39 pm »
This is great! The "manual fixes" text file is very much appreciated as well. The music fade out after beating a boss caught me off guard until I read about it in the patch notes! One thing I will note is that Down+Select to cycle weapons backwards does not seem to work as the patch notes say. Holding up or nothing and pressing select cycles weapons forward, but holding down and pressing select does nothing. Then again I just gave it a quick test run.

11
Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.8)
« on: July 19, 2021, 04:31:57 pm »
Now that I know where it came from, I don't personally mind having her name as MEI. It just confused me until I figured that part out! I don't feel strongly enough about it to change.

I'm totally with you on the IDW series, it's fantastic. If you haven't seen it, I also recommend Rise of the TMNT. It's got a surprisingly deep story, along with great action scenes and animation.

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Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.8)
« on: July 19, 2021, 11:36:57 am »
I gave Attack of the Grem a quick test, and I love that you pulled from the recent IDW comics for Lita and Jennika for it! I like the new Casey sprite too. A nice touch. At first I thought you had made a mistake, having Venus's name in the pause menu as MEI instead of VEN. But then I looked her up on TMNTPedia and learned her real name is Mei Pieh Chi. Shows how long it's been since I've seen The Next Mutation!  ;D

13
Personal Projects / Re: Megaman Japanese style project.
« on: June 26, 2021, 11:16:09 am »
I didn't know there was so much problems getting both the Restoration and the Refit hacks to work right together, they use to work somewhat alright when you combine them back then, I'm guessing the latest version of Refit changed some things that makes it incompatible with mine.

I updated the description in my hack alerting everyone that it's not compatible with Refit anymore. Sorry everyone, I didn't know.

The only thing I can think of is make a alternate patch for Restoration that will add the shorter charge time and the increased invulnerability from Refit.

That might be the better option, because I was thinking of getting help on re-localizing the script to be closer to the one from the Japanese version like the other users on here did with the SNES MMX games.

The two patches do work correctly together, nothing game-breaking occurs. The only problem is that both patches try to update some of the same lines of text, so those lines appear garbled. The description of Rush Jet in Auto's shop is also broken. I compared the two roms in a hex editor, compared against vanilla MM7 to check. Refit rewrites a number of lines of text, because part of its custom font includes a new character for "r.", so all instances of "DR. WILY" and "DR. LIGHT" are replaced with "Dr.WILY" and "Dr.LIGHT" with no spaces, and a single character "r.". That led to some of the issues, like "Dr.WILLYY". Also, Refit replaces the item descriptions in Auto's shop with more descriptive ones.

For my personal use and curiosity, it was relatively easy to create a combined rom of both hacks, including the new title screen, without any of the text issues. I patched with Refit, removed the custom fonts and graphics (using the graphic compression/decompression tool to swap in vanilla MM7 graphics overtop of Refit), fixed/reverted the text issues with a hex editor using a vanilla MM7 rom as reference (leaving the item shop changes), then patched with Restoration, and repeated the process for any remaining text issues. I also changed two lines that always bothered me ("You better tell me who you are?" to "You better tell me who you are!", and "I gonna do what I should've done years ago" to "I'm gonna do what I should've done years ago").

14
Personal Projects / Re: Megaman Japanese style project.
« on: June 19, 2021, 09:27:20 pm »
It's possible to make it work if you patch both refit and the restoration patch and build it with the source code

You're absolutely right, I just tried building the patch from source with a pre-patched Refit+Restoration rom, and it worked. It reverted Refit's font change on the title screen, but it seems to have all worked correctly.

15
Personal Projects / Re: Megaman Japanese style project.
« on: June 19, 2021, 04:06:07 pm »
Quick report, SCD: while Restoration was previously compatible with Refit, it currently breaks the title screen. I had the previous version so i can choose which title to keep, but at least with the new one, it isn't working.

The problem there is entirely with Refit. Refit replaces fonts and graphics, and those changes are not compatible with the Japanese style title screen graphics changes, which include ASM changes as well as new graphics. You'll get the same results if you patch the new title screen on top of standalone Refit. Incidentally, Refit and Restoration were never 100% compatible anyway, as the font changes from Refit and text updates from Restoration combined ended up causing at least a couple of lines of dialogue to bug out (Dr.WILLYY in the intro cutscene, and just before fighting Bass in Wily Castle 1).

16
Personal Projects / Re: Megaman Japanese style project.
« on: June 18, 2021, 02:49:30 pm »
Just tried patching this over Mega Man 7 Restoration, and it seems to work correctly after a quick test! Sadly it ends up breaking Mega Man 7 Refit.

17
Personal Projects / Re: [NES] Joy Mech Fight Special
« on: May 30, 2021, 04:10:57 pm »
v4a fixed the translation issue. Thanks again! Keep up the great work!

18
Personal Projects / Re: [NES] Joy Mech Fight Special
« on: May 30, 2021, 01:37:18 am »
I just downloaded the update, and that's a really great addition! Very cool! Although I wanted to let you know, there's a problem with the english version of the patch. I patched a clean JP rom with the english version of JMF SP v4, and the text was all in Japanese. Applying the Quick patch to my already patched v3r1 rom worked properly though.

19
I've never worked with the Smokemonster pack, but I know the game works fine with the USA version from the No-Intro NES set. Definitely try the rom in an alternate emulator, or grab a No-Intro ROM that matches the ROM info here: https://www.romhacking.net/hacks/3486/. It's entirely possible Return to New York simply doesn't work on real hardware, which might be why it won't work on MiSTer. I don't have any way to test that.

20
You're probably better off patching your own rom from a no-intro set. Try it in something like Nestopia or Mesen too just to be sure.

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