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Messages - RealGaea

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I want to polishe something about UMK3, and it's rain stance.

He has the default stance (Scorpion).

But in the rest of the ports, he has Reptile's stnace.

Also, none of the SNES ports has a "SELECT YOUR FIGHTER" tile. I also want to add that.

Thanks at least for reading.

Personal Projects / Re: Final Fight SNES Restoration Project
« on: January 26, 2019, 01:01:41 pm »
Then contact him! Maybe together can reach even more far!

His Cody on FF Guy is completely playable.

Personal Projects / Re: Final Fight SNES Restoration Project
« on: January 23, 2019, 06:27:40 pm »

WOW. Just wow.

This is a huge progress. I hope you can relocate the points in the bonus stage.

And fix the tiles. I guess it can be done since the patched ROM is 16Mbit (2MB).

EDIT: This even works on ZSNES.

Personal Projects / Re: Final Fight SNES Restoration Project
« on: January 22, 2019, 02:32:25 pm »
Let me check my PC when I arrive home. I have most of I could save in my laptop.

The desktop HDD died months ago.

Quick question: Isit possible to transfer/export BGMs? So The JAP/USA versions of Final Fight could have Industrial Area Part 2 (elevator) BGM.

Personal Projects / Re: Final Fight SNES Restoration Project
« on: January 22, 2019, 12:23:58 pm »
RealGaea here.

I'm astonished from what I'm seeing...

Of course you can use our patches as a base! User Rainponcho expanded the ROM to 1MB to put everything. I think there's enough space to do anything.

I suggest to do the HUDs like Final Fight 2. And take the Industrial Area Backgruond Graphics (and the Cody 1UP icon) from the GBA port.

Unlike Rolento, they were properly resized.

Guilty Gear: The Missing Link [PSX]:

I wanna make a tweak to the conditions for unlocking Baiken.
Originally, you have to make a No Continue Run with Sol or Ky. They'll fight her after credits.
I want to give her the "Accent Core" treatment, like the conditions to face Order Sol: you mustn't lose a round or match until you reach Justice. Then you can continue as many times you want. Then fight Baiken. With any character.

For JAP, USA and EUR ISOs.

I tried the Liu Kang thing you mentioned, but when I changed Liu Kang's VS portrait palette to green, Johnny Cage's VS portrait became green as well for example. Mistake?

EDIT: Scorpion thing was the same. Sonya's VS portrait became red (but not on the select screen).

To save colors on screen, some characters share the same palette on the roster.

Fate/Unlimited Codes [PS2]:

Make the Main Menu and Arcade Mode being available for both players' sides.

I always wanted to start a new arcade (and challenge Luviagelita and Zero Lancer) from Player 2's side.
Player 2 can't do this, because one of the requirements to face them is no continues.

Also, localization of the script, using the PSP version as base.

Fate/Unlimited Codes [PSP]:

Restore Sachi Tainaka's song, Code, to the overseas versions.

Marvel vs. Capcom 2: New Age of Heroes [PS2/XBOX]:

Block the option of picking the same character when you buy everything on the Shop. Not a big fan of that.

Restore back the Arcade logo of the title screen and Main Menu, present in the NTSC-J version to PAL and NTSC-U regions.

...and that's it. No purist names shenaningans, not in the mood to discuss that (again. like in 90% of my inbox. I'm fed up with that, thank you.)

Now that user emerilfyer released those MMZ4 patches, I could combine them and make them compatible with the Spanish Translation, but there are few things to do.

Progress so far:

Megaman Zero (USA, EUR)
+Blood Patched, Spanish Translated by Stresslation.
-Restore back the Inti Creates logo, and put Stresslation signature in the Nintendo portion of the Capcom logo.

I kinda suck at this, but it worked.

Megaman Zero 2 (USA)
+Blood Patched, Spanish Translated by DaRKWiZaRDX.
-Put DaRKWiZaRDX signature in the Nintendo portion of the Capcom logo.

Megaman Zero 3 (EUR)
+Fixed Logo, Spanish Translated by DaRKWiZaRDX.
-Put DaRKWiZaRDX signature in the Nintendo portion of the Capcom logo.
-Search for the Blood Patch for the EUR version.

Megaman Zero 4 (EUR)
+Fixed Logo, Blood Patched, Voices On, Spanish Translated by Lukas Traducciones.
-Edit Offsets for the intro text.
-Put Lukas Traducciones signature in the Nintendo portion of the Capcom logo.

Personal Projects / Re: Mega Man Zero 4 (GBA) - restore vocals, blood
« on: November 26, 2018, 10:09:03 pm »
Same here, I tested it and everything is working great. Excellent job on restoring the blood & the vocal tracks back to both the American & the European versions of MMZ4.

Thanks for doing this, now all the MMZ games are uncensored.

See? This guy thought on ALL REGIONS. Still waiting for your EUR patches on MMZ2 and 3, y'know?

This has already been done for Contra 3. Check here for a hack that restores the cheats, infinite continues, and the final boss on Normal. I haven't beaten it, so I'm not sure if it changes the ending at all, though. There's a similar Super Probotector hack that restores the codes and infinite continues here, but it doesn't mention adding the final boss back.
I was in charge of Super Probotector. I forgot to mention I edited that. Not a big change, but worthy to put the same height on all regions. Maybe I forgot because I'm STILL struggling on how to switch back the original death cries in Contra Advance. WOOOOOO!!!

Now that I'm here... Color restoration and the Optional Probotector Advance: Alien Rebels EX.

Yes, I like localizations, Tails-faced user. Deal with it.

Including restore Goro, Kintaro, MK1 Raiden, MK1 Kano, MK2 Kung Lao & Chameleon from the PSX port.
No, that's a lot of work. Better taking things that were already IN.

Arcade Gears - Wonder 3 (PSX)

There's two SFX that are swapped in "Midnight Wanderers" and "Chariot" when picking up coins. Also LOCALIZATION.

Captain Commando (PSX)

I don't know if it's the emu. But Dolg sprites are glitched. Also LOCALIZATION!

Metal Slug X (PSX)

Restore the Blood Color. For BOTH USA and Europe Versions.

Mortal Kombat Trilogy (N64):

Now that the 1995-05-13 prototype was dumped and released, it contains a playable MK3 Sub-zero and Kahn's Arnea (with a sweet easter egg), a ROM expansion to include them (as well with a BGM fix) in the final versions could be possible.

Samurai Shodown/Spirits for the Super Nintendo/Super Famicom:

Give use to the L and R buttons for High Slash/Punch and High Kick. The Mega Drive/Genesis versions assigned them to the Z & C Buttons. Why, while having also six buttons, the SNES/SFC versions didn't do that?

I'd love to see this done!

I would like everything possible from Trilogy ADDED into UMK3 arcade without removing anything. In fact, add Classic Sub-Zero's extra Fatality.

I'd also love to see those colorization hacks done too!

My wild guesses goes to modify the unused content in SMB3 to put Luigi sprites. As for UMK3, it can be done in the 16-Bit console versions, if we expand the rom size to 8 Megabit. Ultimate Mortal Kombat Trilogy is proof of that.

UMKT would be more perfect if we reduce the roster to the PSX/Saturn/Win/DOS version. And reduce the atrocious AI and those unneccesary added Fatalities...

Super Mario Bros. 3 (NES): Give Luigi his own set of sprites:

Giving the amount of unused content, it can be replaced with this. Super Mario Bros 3 Mix did it, why the original don't?

ROM Hacking Discussion / Re: Screenshots
« on: September 26, 2018, 09:51:48 pm »

Combining many versions and hacks of UMK3, now with proper colors for Liu Kang, Shang Tsung, Stryker, and Nightwolf!

Still, this nemesis_c hack can't be emulated on Everdrive or Android emus.

I want a Megaman 1 rom hack that is an equal to Megaman Powered up. Redesign the the stage select screen to fit Time Man and Oil Man with their own levels and modify the Wily Fortress stages to accommodate the additions. I would say take out the 2 rematches in Wily 2 and redesign Wily 4 with all 8 robot master rematches setup like in Megaman 2. Also add the E tank ability even if it is just one maximum. Basically add the main stuff I listed and a save file system and we will have the best MM1 romhack ever.

I think that would work using MM2 as base ROM.

Newcomer's Board / Re: Mortal Kombat 3: Redux
« on: September 14, 2018, 01:02:39 pm »
To learn a bit more, use Geiger's Snes9x to play the game, [...] but you'll have to play until the end of the game and defeat Shao Khan for the code to get to that point.

Ok, then... I'll be getting my ass kicked in MK3. Again. In snes9x. Kudos for the starting point. I'll use savestates to get at the ending and credits and PM you if I can't find it. See ya, and thanks!

September 15, 2018, 09:40:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found the pointers, and now both region ROMs are working smoothly!

But I need to apply them to .sfc, I'm been working with .smc...

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