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Messages - azul120

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Awesome. Been thinking of getting back into the game, time permitting.

Have you made the card ids into Action Replay codes to add them individually (as an alternative to the add all cards code)?

Fun Fact: It's not necessary, it's merely a convenience for people who don't want to pump a lot of missiles or Ice Beam.
What Samus Returns REALLY needs is Select to cycle between Beam/Missiles, Ice Beam/Super Missile and Grapple Beam/Power Bomb, as Select for WHATEVER REASON... Is just a secondary Start. And this is not an issue exclusive to Metroid Samus Returns

You have to be the first person who feels the same way I do on the weapon select. The select button was perfect for being able to one button spam bosses with missiles. The hold shoulder button down method introduced by Fusion is IMO cumbersome, especially in handheld play where hand space is at a premium. And that got itself a hack in Super Metroid because people are crazy.

The melee counter is not necessary per se, but enemies they expect you to use it against have tons more HP than they otherwise would have, and I’m just talking about the mooks. Pads out the game unnecessarily.

I would be really interested in a Metroid: Samus Returns hack that removes the necessity of counterattacks (at least/especially for the Metroids).

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: August 14, 2019, 05:55:14 am »
Good stuff. Stupid question: would it ever be possible to port the AoS music engine into HoD?

Looking forward to this!

All we need now is an "HD graphic" patch with visuals along the lines of the aborted 2d remake.

Personal Projects / Re: Zelda II Redux
« on: March 23, 2019, 03:33:24 pm »
Is there anyone creating vids for these yet? Previews for each patch would be helpful.

Would diagonal movement be possible?

Personal Projects / Re: Final Fantasy IV - Ultima
« on: November 18, 2018, 02:53:11 pm »
Did you do anything about the post Lv. 70 stat drops?

Personal Projects / Re: Zelda II Redux
« on: November 13, 2018, 01:29:29 am »
Going from MMC1 to MMC3 is not a piece of cake. It involves a different way of loading graphics. You can probably use the same CHR swap as the original, i.e. swap 0x2000 bytes at PPU 0x0000 or 0x1000 in one shot. But the advantage of MMC3 is that you can individually swap smaller chunks of the PPU at any given time. I think the smallest is 0x400 bytes, which is a quarter of 0x0000 or 0x01000, or 64 tiles. That would make tile animation a lot easier and less "hacky".

As far as I know, MMC1 allows a maximum of 16 banks, so the expansion of banks is possible with MMC1. Just change the ROM's header, and then make sure the correct banks are swapped as needed. As for Zelda II specifically, you have to take bank 7 and move it to 15. I think the rest can be left where it is.

In Shadow of Night, the code for the Overworld bank swapping is at 0x2A40.

There already is a MMC1 to 3 hack, but of course there's the issue of it possibly not working on Everdrive or Retrocart.

Not sure if this has been entered in this thread, but an enemy party hack for the 3d remake of Final Fantasy III (DS, but hopefully also the other ports).

Personal Projects / Re: Zelda II Redux
« on: October 29, 2018, 02:05:02 am »
Interesting stuff here.

Can't help but wonder what could be done with a mapper conversion. First things first of course.

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: October 14, 2018, 02:06:36 pm »

This is of great interest. I thought of a couple things:

Longer sword/hitbox, naturally.

Ice Spell: Ice-element damage, and also freezes enemies in place Metroid-style.

Fairy Spell: If you implemented a miniature spell, you could make this into a warp spell to warp to any previous location, a la Dragon Quest series.

The health penalty for water/lava pits is something that should definitely be done. The Monster World games have also done it. Lives could be excised as long as reasonable save points are provided.

I've thought of doing something like this in Unity (after learning how to use it, heh), but also add item usage into the mix, a la the grappling hook, to make it more Zelda/Metroid-like.

While they could be extraneous, any thoughts on other Zelda hallmarks such as shops and rupees?

Some of the Ys games could provide excellent reference in balancing item/weapon/xp level upgrading as well as salables/consumables.

Personal Projects / Re: NES Metroid HD Pack
« on: October 14, 2018, 01:23:59 pm »
Nice. I'm impressed you didn't even use a mapper converter.

Semi-OT: Would an Excalibur II timer removal be possible?

I did. It was written up years ago though, and there were a that were left up to guesswork.

By documentation, I'm referring to the algorithms/formulas (damage/healing/magic/etc.). I can tell the enemy stats have been figured out via the hack tool. Thanks in advance.

I'm trying to pinpoint item hex locations for the Yu-Gi-Oh! DS games in particular, and am wondering what the most efficient means towards this would be. Would the save state method as covered in the RPG hacking document, for instance, be a good place to look?

Newcomer's Board / Question about .lua scripting
« on: September 01, 2011, 05:15:13 pm »
Been a lurker of this place for ages. I understand .lua isn't especially popular, but I am interested in making a script. Are there any good places to start, if any?

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