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Messages - iridium_ionizer

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Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 06, 2021, 01:44:45 am »
Also I use to really love nes graphics but I’d now prefer 16 bit or better in the way super Mario all stars upgraded the graphics ...

Have you played BS Zelda for SNES?

ROM Hacking Discussion / Re: Star Wars JVC NES Level Editor?
« on: May 09, 2021, 02:24:33 pm »
If you ever are wondering if there is a released level editor, then follow these steps.

1) Start at Then click on Search in the top right of the menu bar. Then type in the game's title. (Note: if you click on Search while in the forums, then it will only search in the forum topics, which is not what you want).

2) In the search results, look for the game's title or a hack for that game. You will usually find a useful link in the first page of results.

3) If you clicked on a hack or translation for the game, then click on the game's title in the top left corner of that page (this link is located directly below the title screen thumbnail image for that game).

4) The game's main page will have sections listing Documents, Utilities (including level editors), Translations, and Hacks. If there are no items in a category, then the category will not show up.

Gaming Discussion / Re: PSA: Some games actually *need* script editing
« on: April 08, 2021, 03:27:41 am »
I do wish that SE would please put together a full remake of it, just so that there could be a new official version of it. I don't even care if it's any good.

Be careful what you wish for, Square-Enix will release a mostly faithful remake with amazing remastered 3D graphics and symphonic sound, but they will change the ending to something quite different just to generate controversy and the free press that accompanies it. And maybe to get you to buy the re-remaster in 20 more years.

Did you try using this section of the hacking notes from the Data Crystal?

There are a fair amount of mapper hacks for popular NES games (ex. UNROM to MMC3). I wonder why there are not hacks that take it a step further and use the extra CHR-ROM space to fill it up with uncompressed tiles (for games that normally have compression). They would also have to take out the decompression code and replace it with simpler code, but the end result would make that game become instantly more accessible for many future graphics hacks.

I can think of a couple of reasons why this isn't really happening yet (but I can dream, right). Any thoughts on this?

Personal Projects / Re: Ultima: Exodus (NES) *Editor*
« on: March 11, 2021, 12:08:08 am »
It includes a built-in sound/music editor! Color me impressed.

Personal Projects / Re: Dragon Quest I - IV: Delocalized
« on: March 01, 2021, 02:08:11 am »
I just finished playing through the delocalized version of Dragon Quest III, and I posted my glowing review. Thanks for such a wonderful experience!

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: February 26, 2021, 03:21:37 pm »
One thing I noticed is that when you pick up a random arrow drop for the first time, it adds the item to your inventory, but doesn't actually give you any arrows. Is that something that couldn't be worked around?

I'm pretty sure that this is a feature, not a bug. The arrows should be usable once you get the bow.

I gave this a test drive last night, it is pretty fun and polished. There were a some graphics that I didn't prefer over the original, but many that I did. And the gameplay changes are just great and interesting (Ex. I can't just shoot arrows willy-nilly).

Also I'm wondering if there's any way of making this work with The Zelda Randomizer? That would be so epic!

I will definitely try to patch this over a randomized overworld (or other level hack). I'm thinking it might work as long as it is just the levels that have changed. Otherwise, it will be much more complicated to try to blend them together.

Edit: I tried to get it to work by just patching over a randomized overworld ROM. The MMC5 version wouldn't even load. The MMC1 version would load the title screen, but it wouldn't go past that. There is probably a way to get a randomized Zelda levels into Redux by careful ROM code injection or by recompiling (with altered level code). But yeah, there doesn't seem to be a simple way to do it.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: February 23, 2021, 08:37:31 pm »
Congratulations on the release!!

So what obstacles did you encounter to implementing the diagonal sword swing?

For anyone interested, Displaced Gamers did an in depth video on the hit detection code in LoZ. There is partially implemented code for something similar to a diagonal sword swing in the original release.

First, you should probably read this post (Getting Started) and at least skim some of the information linked within. The FAQ has several sections aimed at people wanting to undertake translation projects.

Next, I would try to do make a smaller contribution first. Try answering a Help Wanted section. Maybe there is a ROM hacker that only needs a small amount of non-kanji Japanese text translated. Japanese to English translators are definitely in demand.

You should read through some posts on both this Script Help and Language Discussion board and also read some of the larger threads about lengthy translation projects on the Personal Projects or ROM Hacking Discussion boards. See what people are saying and see what typical obstacles are in the process. You probably need to get a feel for the workflow before you begin your magnum opus.

Personal Projects / Re: iridium_ionizer's Projects
« on: February 16, 2021, 12:23:36 am »
Well I figured that since it is comprehensive (not just a few bytes changed) and includes the ASM hack for retaining a weapon after dying it wouldn't fall within the category of a "simple cheat," but maybe I am wrong.

It would be great if you or someone else could look at this Readme.txt and give me an opinion based on more detailed information before I submit it.

I'm afraid ASM hacking the title screen to insert the options there is probably a bit beyond my current skill level.

Personal Projects / iridium_ionizer's Projects
« on: February 15, 2021, 11:51:40 pm »
I like making art. I know the basics of coding. I don't mind patiently researching information and testing how changes affect the results. I love videogames (especially old-school ones). So why not get into ROM hacking?

Here are some of my personal projects. I mostly intend to post finished ROM hacks as they are released, but occasionally I might post Work-in-Progress (WiP) projects to gather minor advice if I get stuck or solicit opinions on the direction or scope of projects.
(My Showcase Website)

Newer projects toward the top.

Contra: Easy Mode - RHDN link

Super Easy Bros. - RHDN link

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: January 24, 2021, 02:11:19 am »
Like a New Zealand rugby fan, I like the All Blacks.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 12, 2020, 03:27:05 pm »
Sounds like a good workaround, but Zelda's limitations come again to screw things over.
You are limited to either two palettes for a particular screen, and those are specifically either one color for the outer or the perimeter of the screen, and another for the inner portion of it.

Yeah, I know. I was just trying to get full resolution screengrabs from the ZeldaTech editor in a hurry.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 12, 2020, 02:57:07 am »
There's like 3 or 4 caves that let you choose a path for warping to another place.
And the issue? They all use the same text.
It could probably be done by assigning another text for the other 3-4 caves, but all of the text and pointers are already being used in the game, so I have no free text to use for them.

One way to design your way around that limitation would be designate where the three paths lead to in the overworld screen above the shortcut cave.

Numbers 1, 2, 3                            OR    rock, forest, water                   OR    statue, grave, forest

Of course this assumes that you want to redesign the overworld, and it also assumes that you are willing to let accessibility / convienience dictate the design of 4 overworld screens.

Personal Projects / Re: Dragon Quest I - IV: Delocalized
« on: October 18, 2020, 12:45:25 am »
I have been playing a bit on DQ3 Delocalized and it has been great. I just got to Romalia, and I have been impressed by the absence of glitches, nice spritework, and terrific script. I will probably write a review when I have gotten a bit further.

Just a suggestion for the next time that you update the readme file, you might want to include at least a little bit of detail about what the "dw3_revert_localization_rewards.ips" actually does. I have read elsewhere that DW3 (USA) had about a 25% increase in XP and GOLD drops compared to DQ3 (J), and I assume that when this patch is applied it reverts back to these more generous localization rewards, but I am not entirely sure. I didn't see anything in the readme.

Anyway, wonderful job. Congrats to the team!

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 26, 2020, 01:56:03 am »
I don't have any mockups for a burnable tree for LA GFX yet.
Here you go.

               Plain,    berry,    darker,    striped,    skinny,     tall,     stocky,    droopy,    rotten

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 18, 2020, 01:47:41 am »
To belabor the point, and because I just wanted to make a few that were actually SUBTLE, here are a few more.
Shadow, skinny, stocky, tall.

It seems like you have plenty of options and the decision making process is well underway. Best of luck.

Whatever ones of mine you don't use I will probably use in my upcoming tree-themed ROMhack The Legend of Arboles: The Branch to the Root.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 15, 2020, 10:40:16 pm »
I do understand the complaints about the dry tree sticking out too much.
I kinda agree with it. I suggest the users here to contribute mockups of other possible sprites for the tree.
Anything is possible, even the change of palette like some people said.

Some of these might be too over the top, but I suppose you could always merge one of them with the regular tree tile.
Too much? Like one of them? You decide.

My "pie in the sky" wish would be for a utility that takes a .ftm or .nsf file from Famitracker and reformat it into bytes based on separate configuration files for each NES game. The utility itself would probably be easier to make than the config files, but since the sound / music data formats are known for many NES games it should be doable. Yes, the config files would have to specify which channels / effects would be discarded for that game.

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