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Messages - Vanya

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1
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 27, 2021, 04:31:08 pm »
I can confirm the bug that G30FF reported. Same thing is going on.

EDIT: I've tried about a half a dozen different roms including one with the date you listed and they are all behaving the same.

2
Personal Projects / Re: Megaman 3 Improvement 2.3
« on: July 27, 2021, 11:55:42 am »
Woot! Great to see n update for this! The updates for hacking and manual edits are much appreciated!!





NOTE TO SELF: This talk about the weapon select makes me wonder how difficult it would to do a version of the weapon select from MM11 with only 1 visible weapon at a time. And maybe having select on it's own cycle rush.

3
That translates to "Legend of the Holy Sword" or "Legend of the Sacred Sword". I thought about going with one of those, but the "sacred sword" they are talking about is the Mana Sword so...


Legend of the Mana Sword. This is a mockup so far because it'll be a lot easier to make changes before I insert it. What do you think?

Nice!! Can't wait to see how it turns out.

4
ROM Hacking Discussion / Re: Megaman Drop Item Rates???
« on: July 21, 2021, 07:36:59 am »
Thanks! I found it just now while you were posting. So for what it's worth it was in the disassembly.

Found it in Bisqwit's disassembly for the game.
According to his comments in the CREATE A RANDOM DROP code:

Nothing = 24/128

Bonus Ball = 69/128

Small Weapon = 15/128

Small Health = 15/128

Large Weapon = 2/128

Large Health = 2/128

1 Up = 1/128

And that seems reasonably consistent with test data I took from destroying 512 Screw Drivers in Cutman's stage.
Many Screw Drivers died to bring me information about these drop rates.

EDIT:

For anyone that's curious, this is my test data.

Code: [Select]
Nothing      = 126/512
Bonus Balls  = 268/512
Small Weapon = 030/512
Small Health = 077/512
Large Weapon = 005/512
Large Health = 002/512
1 UP         = 002/512

5
ROM Hacking Discussion / Megaman Drop Item Rates [FOUND]
« on: July 20, 2021, 10:34:31 pm »
Anyone happen to know what the exact rates for Megaman 1 are?

6
Left (consistency over aesthetics)

7
Personal Projects / Re: Final Fantasy VI: Divergent Paths
« on: July 10, 2021, 01:56:59 am »
Will do!

b_(^.^)_d

8
Personal Projects / Re: Final Fantasy VI: Divergent Paths
« on: July 09, 2021, 11:57:02 pm »
Thanks, Gi!

@PowerPanda: Now that you mention that, I think I recall reading about that before.
If I were to try to add it, I'd want it to be a new relic or something.
I just wish I could figure out a way to add the relic commands to the menu instead of replacing a command.
But I digress, and I wanna go play DP now.

9
Personal Projects / Re: Final Fantasy VI: Divergent Paths
« on: July 09, 2021, 06:07:27 pm »
Groovy!
I was wondering, off the top of your head, do you know if I can change the Coin Toss relic to change a different command in any of the editors and if not what address(es) to modify to change it manually?

And I'll bug you with one more thing. Do you, or anyone for that matter, remember there being a patch that replaced Cyan's Bushido and/or Sabin's Blitz into a simple 8 option command sub-menu like Mog's Dance command uses?

Back on topic...
Is the Summon command used anywhere in Divergent Paths?

10
For the record, I'm fine with night time clouds having a blue outline. So I'll definitely tweak my ROM for that.
I'll also tweak my ROM for the inconsistent underground palette to night time palette.

Here's another one, tho.

7-2 end fortress has a cloud to the right of it that has the lower left tile missing.

11
Gaming Discussion / Re: Final Fantasy Pixel Remasters
« on: June 28, 2021, 04:31:54 pm »
Well, I think you're giving Ted a bit too much credit there. It's not like he was the only person that could have made those translations and Square would have abandoned releasing those games in NA if he couldn't have done the job. Thank Square for wanting to release the games here int he first place. Thank Ted for doing the best he could in the stupidly short time frame he had to work with.
But I digress...

The sprites look much better in composition than the original sprites. And less be real, the old mobile/Steam sprites are not even in this competition. They're just hot garbage. Sorry, Mr. Intern. They have not aged well.

To get my critique whining on, the new sprites do get a low score for the shading. It's the worst on Dark Knight Cecil's helmet where it's just straight up bad pillow shading. There is also a problem of palette choice like was already pointed out. Colors are a bit too saturated in the gradients. These are still pixel graphics so they need a good level of contrast or it will all kinda blend into a single color to your eye.

Still, it is a step in the right direction and nothing a simple color edit won't fix.

12
I like the idea of restoring beta elements in games even if it is all just cosmetic.

13
Finally got around to playing this bad boy.
Everything has been great so far. No bugs to report, but I do have a couple of little enhancement suggestions.

I noticed that 2-4 is an underground castle, by which I mean when you enter the castle at the end of 2-3 it's using the underground palette which is neat. However, when you start 3-1 the palette is the overworld night-time palette. Shouldn't it use the underground palette too? For consistency?

And I also noticed that the overworld night time palette uses black outlines which hides the font's shadows. Is there any way to maybe edit the palette to make the shadows blue like with the underground palette?

So far I'm up to 5-1. Can't wait to finish up and go through it again with the timer disabled. (I like taking my time to explore.)

14
Personal Projects / Re: Final Fantasy VI: Divergent Paths
« on: June 18, 2021, 11:01:10 am »
Is the hack still compatible with any of the editors?
Just wondering because there are some simple changes I always like making to my personal copies.
There are also, some enhancement patches I like using, are those still compatible? Specifically, patches that change how commands work.

15
The ASM scares me every time I have to dive into one of these games, but it is what it is.
Question then, do I need to work on a specific ROM or disassembly to keep things compatible with this HD pack?
I prefer to build on what was already done as much as possible to avoid reinventing the wheel as it were.

16
Personal Projects / Re: Zelda: Remastered (Mesen HD Pack)
« on: June 06, 2021, 12:47:59 am »
Ooh, yeah! That'd be a great addition to this pack.
It would be a great way to add a little bit of direction and maybe some extra clues.
I think Breath of the Wild shows that this style of open Zelda game can really benefit from having a bit more information strewn about to help players along a bit.

Actually, now that I'm thinking about it, that might be a great way to add in some of the info that you'd be able to find in the manual normally. Maybe even use gossip stones instead of signs?

17
NOICE!!!
I love both of those, but the bsolmaz13 one is my preferred option.
I've followed his channel for years and eagerly awaited each release he made for the Revised remixes.
That tears it, I have to make a hack that adds in Timeman, Oilman, and Bondman.
With the graphics and music updated like this it'll be my dream update to Megaman!

18
Personal Projects / Re: Final Fantasy VI: Divergent Paths
« on: June 05, 2021, 11:53:39 pm »
Sweet! I remember when you posted this on FF6hacking.
Been looking forward to it.

19
I cant wait to play through this

Same here. Especially since the level design is so "weird" in comparison to Nintendo's levels.
And the extra enemies and power ups just make it feel like more of a "true" sequel to SMB1.

20
I can attest that I have seen occasional suggestions / ideas/ requests spark someone's interest and get made.
Not on this forum, but I once made an offhand remark about an idea and it got made that same day.

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