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Gaming Discussion / Games that use font Chicago?
« on: June 15, 2019, 12:50:07 am »
Weird question, but I was thinking the other day on the prevalence of games (Namely RPGs) that used a variation of the font Chicago back in the 1990's. So I was trying to compile a list of games that used a bitmap font version of Chicago.

Here's what I have so far.

- Chrono Trigger (SNES, PS1)
- Dragon View (SNES)
- Final Fantasy V (PS1)
- Final Fantasy VI (SNES, PS1)
- Secret of Evermore (SNES)

Fan Translation:
- Bahamut Lagoon (DeJap, Neil Corlett, Tomato) (SNES)
- Dragon Ball Z: Super Gokūden - Totsugeki-Hen (Kakkoii) (SNES)
- Final Fantasy V (RPGe) (SNES)
- Magic Knight Rayearth (mziab) (SNES)
- Might and Magic: Book Two (MrRichard999) (SNES)
- Parasite Eve (GreenGoblin) (PS1)
- Sailor Moon: Another Story (Bishoujo Senshi Translations; mziab, vivify93, Bishoujo Senshi Translations) (SNES)
- Sailor Moon R (FuSoYa, Masamune) (SNES)
- Star Ocean (DeJap) (SNES)
- Tales of Phantasia (DeJap) (SNES)
- Tales of Phantasia (Phantasian Productions) (PS1)
- Wizardry Gaiden IV: Taima no Kodou (MrRichard999) (SNES)
- Wonder Project J: Kikai no Shonen Pino (WakdHacks) (SNES)

- Parasite Eve (Font Hack - Green Goblin) (SNES)
- Secret of Mana (VWF Edition - FuSoYa; Relocalized - Timbo) (SNES)


Sailor Moon: Another Story T-Eng v2.08

Feeling lost? Check my guide on how to apply IPS patches!

Not convinced this is an improvement? Check out our comparison screenshot album between the two translations!

Saves made with the Diary will be compatible with all other revisions and versions.
(e.g., players can upgrade from v2.00 to v2.08 and still use the same save; a Diary save can be loaded from the Japanese version or BST's v1.00 with no issues; etc.)

Pretty Soldier Sailor Moon: Another Story is a turn-based RPG for Super NES by Angel, released in Japan on September 22nd, 1995. It aims to be an interquel story, set between the anime seasons S and SuperS. Five-character battles, a down-to-earth modern setting, dual/triple techs, and time travel make it almost like a distant cousin to EarthBound and Chrono Trigger, though obviously not reaching the same heights.

However, the game never saw Western shores. There are many theories why, but regardless, Sailor Moon went on to become an international sensation, and fans were dying for anything and everything of the franchise. To help fill that need, in 1999 Bishoujo Senshi Translations released an English localization of the series' only official RPG.

For the past 20 years, Moonies old and new alike have been able to enjoy Another Story thanks to BST's project. But it is very much a product of its time, and while certain elements are exceptional, (Notably, FuSoYa's amazing reprogramming!) as a whole the translation needed vast improvement.

Today, mziab and I--along with our excellent supporting translators--are proud to release just that.

Bonus Patches

Sailor Moon: Another Story is an incomparable experience, yet a product of its time nonetheless. Therefore mziab has seen fit to bundle some goodies alongside the main patch. These can be applied before or after the main patch, and are compatible with any version of SM:AS.

1. Grind-Be-Gone

This gameplay quality enhancement halves the random encounter rate, while doubling the experience and yen payout from each enemy. The result is improved flow with less frustration all around.

2. Swiss Manicure

In order to complete Chapter 2/Mercury, players must face a particularly difficult boss for that part of the game. In my walkthrough on GameFAQs, I recommend bringing a Manicure from Tokyo to boost Mercury's Attack stat. However, this is a missable detail, and so mziab has replaced the Schwartz item sold in Keines Village with the Manicure. Schwartz are still available in Andeng Village.

  • Entirely relocalized script; includes correction of 400+ mistranslations
  • Fixed several original game bugs
  • Bonus patches for gameplay enjoyment
  • Detailed readme including game controls and cheat codes
  • In-depth liner notes, just like BST's initial release
ROM specifications:
  • Bishoujo Senshi Sailor Moon - Another Story (Japan).sfc
  • Super Famicom
  • Japanese
  • Unheadered (3 MB; 3,145,728 bytes)
  • CRC32 - 02A442B8
  • MD5 - 5F776488E366B6D6B44F6E8A01D9953D
  • SHA1 - 137F84BA5D0736B887213E0C0CABD0649BBBAFC7
  • Bishoujo Senshi Translations - Moose M., Lina`chan, Nuku-Nuku (Translation); Janitha R., SoM2Freak, Harmony7, Xeur (Translation support); FuSoYa (Reprogramming); Kisai (Beta Testing); Cecil StormClaw (Webmaster)
  • mziab - Tools, reprogramming, data insertion, graphical editing, retranslation, intro fix, Chapter 2/Jupiter font color fix, Red Berry fix, Status menu/Stone improvement, bonus gameplay patches
  • vivify93 - Font editing, text editing, graphic editing, localization, scriptwriting
  • ffgriever, Kini, Rose - Retranslation support
  • M0nsieurL - Pink title logo
  • Special thanks - Hiei-, Lord, FantasyAnime, additional helpers, and all you Moonies out there!
News Articles:

Hi everyone, I hope you're doing well.

I wanted to fix Bartz's right-handed Blue Mage attack sprite in FFV Advance for GBA. The sprite sheet is compressed, so I was using GBAGE (Game Boy Advance Graphics Editor) to decompress them. However, if I proceed to edit the exported bitmap, save it, and import it into the game, I'm told the file is too large and Bartz's Red Mage sprite sheet gets corrupted, causing the game to lock up at startup.

I decided to test whether or not it was a problem of my editing the sprites, but frustratingly, even trying to import a completely unedited sprite sheet leads to the same issue.

Does anyone know what I'm doing wrong, or how to fix this? I'd really like to release this patch publicly...

Thanks for your time.

These mods are companions to Artemis' Frue Lufia.

In 2009, after Frue Lufia received its first big update since release, I wanted to try and edit Lufia: The Legend Returns' font and inventory selection names. Flash forward to 2016, Rainponcho messages me out of the blue for how to improve Lufia & the Fortress of Doom Text Cleanup--now known as Lufia & the Fortress of Doom Restored--to its full potential. While we were at it, I put Artemis and Rainponcho in contact, and politely asked Rainponcho if he would help me with Lufia: The Legend Returns when they were done.

Thanks to the combined efforts of Lufia fans around the world, this beloved trilogy now has its definitive editions.

  • Based of off D's Lufia: Decensored to restore priest and bunny girl sprites, and alcoholic beverage references. (Any names in D's mod that didn't conform to official English Lufia lore--such as Arty, Erin, and Dios--have been reverted appropriately.)
  • Uses JCE3000GT's Lufia & the Fortress of Doom Fast Walker to speed up walking in dungeons and on the world map, as well as vehicle speed.
  • Additional tweaks to Fast Walker so Sweet Water and Foul Water's expiration notices still appear when appropriate, and movement speed no longer decreases when disembarking a vehicle. (Credit to Rainponcho)
  • Final boss' battle script has been reverted to its move set in Estpolis Denki. New move set: Melanchoy, Chaos, Destroy, Amnesia, Wail, Elegion, Glacier, Vulcan, Flood, Dread. (Credit to Rainponcho)
  • Restored crosses to church walls. (Credit to Rainponcho)
  • Item descriptions have been restored from Estpolis Denki; press the X Button while hovering over an item to read its description. ROM has been expanded to 1.50 MB as a result. (Credit to Rainponcho for restoring this function and creating the text insertion tool)
  • The dialogue sound effect plays when message speed is set to "Fast." (Credit to Rainponcho)
  • Lufia and Selan can now use Jerin and Artea's Zircon equipment.
  • Sound defaults to Stereo rather than Mono at startup and when starting a New Game. (Credit to Rainponcho)
  • Corrections and updates to the names of items, spells, equipment, enemies, and enemy attacks for continuity purposes across the series, using Frue Lufia as the standard.
  • What few typos and translation errors that existed in the script have been fixed.
  • Optionally, the menu font has been revised to Lufia II's, and the dialogue font sports minor alterations.


  • Just about every single typo, contextual error, translation mistake, and bizarrely-worded line of dialogue has been fixed.
  • Many retranslated terms taken from Crysta Blade and pokeeiyuu's menu retranslation effort on GameFAQs.
  • Improved and updated inventory descriptions, including adding missing punctuation and pluralization where necessary. (Thanks to Rainponcho the text insertion tool)
  • Continuity corrections to character names, monster names, equipment, items, and enemy attacks, using Frue Lufia as the standard.
  • Optionally, dialogue and menu fonts are revised to Lufia II's.
  • Alternate patch provided to reduce dialogue window size, the entire game using the menu font as a result. (Credit to Rainponcho)


As of this writing, Frue Lufia uses several different inventory selection names compared to my above mods. If you would prefer consistency across all three games, please download and install Frue Lufia: Trilogy Addendum. A full list of changes compared to Frue Lufia v3.0 is included in the archive.

Apply to an unmodified, headered, NTSC-U Lufia II ROM. The NTSC-U ROM has the Natsume logo at startup, not the Nintendo logo.

Do not upload the Trilogy Addendum to RHDN. I will request it to be taken down if it is. Thank you for your understanding.


Please enjoy! :)

Hi, I'm trying to figure out the dictionary used in Lufia: The Legend Returns for Game Boy Color. I have located the dictionary terms, I just don't know how they correlate to the bytes in the dialogue. Does anyone know how I can start figuring this out?

Hey everybody. I'm at wit's end and am hoping someone here can help; I looked on the ePSXe forum, and it looks like no one really answers game-specific problems on there anymore.

So, let me launch into this issue. I have a sound problem in the US version of Clock Tower II: The Struggle Within in ePSXe v1.9.25. The start of a few voice clips get cut off a little bit. I've showcased my problem in a YouTube video below:

I've tried some solutions I've found on the internet, and neither of them worked. I say "neither" because it looks like only two people have had the same issue as me. I would normally link to these, but it looks like one of the sites still hosts ISO downloads.

I've also tried using both the Eternal SPU Plugin 1.41 and Eternal SPU Plugin Lite 1.41. I've also tried ePSXe SPU core 1.9.0, and P.E.Op.S. Sound Audio Driver 1.10. None of them seem to fix my problem. I know this is an issue with emulation, because I also tried PCSX-reloaded and got the same problem as ePSXe. pSX doesn't seem to have the same issue though--but I can't play with the mouse in pSX, which is the entire reason I emulate the Clock Tower games rather than just play them on my Custom Firmware PSP.

So, to sum it up:
1. I am using ePSXe 1.9.25.

2. I have tried this: "Use Eternal SPU, set to SPUasync, Smooth along with a apporiate buffer size."

3. I have tried this: Setting Eternal SPU as "Direct sound, 100 ms buffer, SPU async audio, Smooth mode, Neill's reverb, update before accesing register"

4. I have tried PCSX-reloaded (I got the same problem as ePSXE.) and pSX. (No problems, but I can't play with the mouse.)

5. I have tried various different video plugins.

Can anyone help me out?

ROM Hacking Discussion / Phantasy Star I - Finding the spell names?
« on: December 02, 2015, 03:57:51 pm »
Hi everyone, I've been messing around in various versions of Phantasy Star I lately, and I've been trying to compile the table file for the original game. (Not planning on releasing anything, I promise.) But for the life of me, I can't find the spell names. Credits, item names, all dialogue including dictionary words? All found and compiled. But I Ctrl+F "THUN" or "WIND" in Windhex32--can't find it.

Anyone have any idea? Could the spell names be stored as graphics in the ROM? Is there some kind of special compression just for this game's, like, twelve spell names? I'm very confused, and hope someone can shed some light on this soon.

Thanks for your time; have a great day! :beer:

Hi everyone. I probably already know the answer, but I may as well ask here.

I just found out my PlayStation 2 phat (SCPH-50001) isn't capable of reading disc changes in PlayStation 1 games. It can play the actual games just fine with no issues whatsoever, but when it comes to a multi-disc game, it shits itself and just hangs on the "please change disc" screen.

Does anyone have any advice to offer? Or do I just need to shell out money for a new console?

Thanks for your time. Have a nice day.

ROM Hacking Discussion / Replacing videos files in a PSP game?
« on: October 07, 2015, 06:44:29 pm »
Hi everyone, I'm hoping you can help me out today.

I was hoping to replace the opening in the PSP port of Tales of Eternia with the original Japanese opening. For some reason, the North American version's (Which the European PSP version was based off of.) OP not only changed the music up, it rearranged and cut some clips from the video.

I tried simply replacing the video file with CD Mage, but it sadly didn't work--the end of the OP gets cut off and stutters. Does anyone have an idea on how I can go about this in a smarter way?

Before anyone suggests: I am not looking to make or get an undub! I know the undub exists, and I don't like it for the virtue of not being able to understand the map hints unless you press the Select Button. I just want the original OP in.

Thanks for your time; have a lovely day. :)

Edit - I've figured it out! I had to use UMDGen.

ROM Hacking Discussion / Lufia-Patches by Artemis
« on: September 01, 2015, 04:42:13 am »
Edit - Complete post rewrite.

This thread is for discussion of Lufia II: Rise of the Sinistrals Mod Series, created by Artemis and co. There’s also a dedicated discussion forum on NGplus.

The English patches are only for a headered NTSC-U ROM with these specifications:
    - Lufia II - Rise of the Sinistrals (U) [!].smc
    - Size: 2.50 MB (2,621,952 bytes)
    - SHA1: 8B2CB09B1A0122027FB3863974D0728E53FE8B69
    - MD5: D35FCF90C273D4BC12EED59120954E58
    - CRC32: 2FAEBB78
    - Apply only to a headered ROM
NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo. Other ROMs will not work. I cannot provide ROMs or sources to them.

With that said, here’s an overview of the big trio: Frue Lufia, Spekkio Lufia, and Kureji Lufia, located in the main archive’s “Projects” folder. These are also now on RHDN.

Frue Lufia is a mod of Lufia II: Rise of the Sinistrals that fixes just about every bug in the game. Additionally, it sports a full script update, fixing many of the inconsistencies and errors present in the retail version. Censorship has been removed as well. As a cherry on top, some minor rebalancing is also featured.

See here for a complete breakdown of all bug fixes and gameplay improvements. Patches based off of Frue Lufia also incorporate these alterations.

(Note: This is a direct upgrade to Relnqshd’s Lufia II Fixxxer Deluxe. All of Relnqshd’s enhancements and bug fixes are included in Frue Lufia.)

If you dislike the new names for Shriek, Awake, and Trick, there are patches to revert specifically these changes in the main Mod Series archive’s Patches folder, linked at the start of the thread.

If anyone is looking for a Frue Lufia that has consistency with vivify93’s Lufia I Restored and Lufia III Text Cleanup, please check out Frue Lufia: Trilogy Addendum. The changes mentioned previously are already reverted in this branch.

Based off of Frue Lufia, Spekkio Lufia is a battle rebalancing mod that aims to supply more of a challenge while lessening problems in the retail release’s game design. Not only are bosses rebalanced, but certain regular enemies are too. The Ancient Cave also received some tweaks. Enemies of later floors drop more useful rewards, you can buy Blue Chest items in Gift Mode—which is available from the first time you launch the game—and Iris Treasures appear more frequently.

The important updated bosses are as follows.

1. The Sinistrals in the Fortress of Doom are stronger, more befitting final bosses.

2. The Master can fully heal himself every round. How can you possibly bring him down? There must be some way…

3. The Egg Dragon, who named the patch. He now behaves like Spekkio in Chrono Trigger, his battle script changing based on the highest-leveled party member.

4. La Puella, the beloved pet giant tarantula of the Princess of Parcelyte. She can be fought anytime after defeating Gades in the Ancient Tower. Do you stand a chance against La Puella and her friends?

Check the X_Notable_Changes_X text file for detailed changes. To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

Based off of Frue Lufia, Kureji Lufia is a difficulty mod of legendary proportions. All opponents have been beefed up by a crazy amount, especially the bosses, who now have only one goal: Clinging on their wretched lives. They don’t want to just fade out into obscurity and nothingness, and therefore will do everything necessary to stay alive and put their mark on the world. This might be Maxim’s toughest journey yet! Will you manage to emerge victorious?

It cannot be stressed enough: it’s hard… It’s really, really hard—and it sure won’t get any easier as you progress! Most bosses have new gimmicks you’ll have to deal with in order to even be able to survive against them. In particular, the later bosses have the potential to wipe out your entire party very, very fast. You won’t only need a strong party, but also some sound strategies, like wearing the right equipment, and analyzing and completely understanding the enemy attack patterns.

Of course, the Ancient Cave has received some heavy tweaks as well. This is the place where you’ll really feel the tremendous new power of regular enemies the most, whereas you will find masses of treasures as elusive as… Green Tea or Ear Picks. So, you better prepare yourself as best you can when blazing your trail down; you will face all the formidable atrocities that dwell deep down at the ineffable abyss beyond all imagination…

It’s highly recommended that you check out the text file “survival_tips”!

To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

There are other versions of Kureji Lufia available in the main Mod Series archive’s Projects folder, linked at the start of the thread.

Also in the Projects folder, there are two additional patches: The Wrath of Foomy and The New Fierce Battle. These are superboss fights designed by Artemis. They are not included in any of the above mods.

Within the Patches folder, you can find all of the mods made by Relnqshd, Artemis, and Rainponcho. These range from bug fixes to text cleanups, and newly-designed boss fights can be found in here as well. Not every patch has documentation, unfortunately. (However, if there are any modders in the audience, it appears there are some docs on monster AI in Relnqshd’s folder.)

There are various German patches as well, which this post won’t be covering.

Please enjoy!

Not sure where to direct this at since Gideon Zhi isn't working on SMTI, and Orden hasn't visited the board in a few years, and his blog hasn't been updated in about 11 months.

I'm playing Orden's cleanup patch of Aeon Genesis' translation and decided to visit Roppongi, to see if the undead have been replaced by actual people. Turns out they have, and no one ever tested any of the shops. When you visit the junk shop in Roppongi and choose to buy something, the game crashes.

I have a save here. Go to the Junk Shop on the trio of boxes on the map and you'll see it.

There's also a text spillover issue with one of the people in the disco in the same save; I believe the woman mentions looking for her sister. Also, there's a spillover issue elsewhere in the game, but I don't remember where. For some reason, a man in a Messian cloak comes to mind? So I think it's after the apocalypse, but don't take my word for it. I'll see if I can check around for him.

Gaming Discussion / PSone making crackling noise on HDTVs?
« on: June 27, 2014, 05:20:04 pm »
Hello, everyone! I recently unearthed my old PSone and it seems to work perfectly, except for the fact that there's this horrible crackling noise that almost drowns out all other sound and makes the PSone basically unusable. I thought it was the composite wires, but I tested them with my PS2's composites, which work just fine, and I get the same noise.

Does anyone have any idea what's up? Could it be an internal issue?

Thanks for your time, have a great day! :)

Hello, everyone. So, I had recently noticed a lot of my favorite games--Parasite Eve, Breath of Fire: Dragon Quarter, Final Fantasy XII, Persona 2: Eternal Punishment, Parasite Eve II--have gotten ring-shaped scratches after a play session in my PS2 Slim. It turns out that they sit crooked in the center disc-holder! Yikes! I'm surprised that A. my games haven't been rendered unplayable, and B. it still plays anything at all!

I'm not too adept at fixing these kinds of things and I have no idea who could, and even if I found someone, I have no money at the present time to pay for their services. So, I thought I should just replace it next month when I get paid.

EDIT: I just tried putting in the same game that I tested before, which sat crooked. It now sits in there straight... so I'm wondering if this is a self-induced problem. If it is, it happens commonly enough that I'm still considering replacing it.

Since I discovered all the PS2 games I'm ever going to want in my collection are going to be compatible with 20 and 60 GB PS3s, I had been thinking of getting one. They're not overly expensive, after all! However, I had some concerns that the soldering on the old PS3s would melt after a time, as I heard--it's inevitable and just happens. I heard some tell that a version of the PS3 that comes with Metal Gear Solid 4 is PS2-compatible and doesn't have the melting problem, but that was years ago, and I only ever heard of it here on RHDN.

So, my first question is: would it be viable for me to get one of the early PS3s that can play PS2 games, or is the danger of the soldering melting too great?

I then turned my attention to PS2 Fats, which have the disc enter in an entirely different way and runs less risk of the center disc-holder coming off center, or so I assume. It sounds like a great idea, and it'd be much cheaper to transfer over to it, so I have a question about it, too.

My second question is: if I wouldn't be interested in a PS2-compatible PS3 due to that lethal defect being a valid concern, do you guys think I should get a PS2 Fat instead? Does it have any advantages over a PS2 Slim?

Thanks for your time, have a great day! :)

Gaming Discussion / Transferring PS1 emulator saves to a PS3?
« on: December 18, 2013, 01:59:10 pm »
Hello, everyone! :) I may soon be buying official copies of The Legend of Dragoon and Vagrant Story, and I was wondering if there was any way to transfer my emulator .MCR files to my PlayStation 3. I found a topic about it on the pSX emulator forum, but I'm not sure if it's still a valid method or not.

If anyone could help me with this, I'd be very appreciative. Thanks in advance, and have a great day! :thumbsup:

EDIT - I'm going through my posts and I just wanted to confirm that the linked method works beautifully.

Personal Projects / Project II: Final Fantasy IV v2.44
« on: November 17, 2013, 11:31:11 pm »

Final Fantasy II for SNES has a poorly-regarded English conversion; its script is subpar, and it censored and removed swaths of content. J2e set out to deliver a proper FFIV experience, but instead they made up many lines and lifted quite a few others from the official English translation; to top it all off, their script still leaves something to be desired.

Enter Project II. With Pinkpuff's FF4kster and the help of many friends over the years, this patch delivers a script that has been rewritten and tweaked from scratch, borrowing pieces from almost every English FFIV translation, in addition taking cues from Tomato's comparisons at Legends of Localization.

But why stop there? Dummied content has been restored; battle commands see vast upgrades; enemy item drops have been restored and improved; shop inventories have been updated; and many bug fixes and enhancements have been added.

Project II: Final Fantasy IV, a heartfelt labor of passion. Please enjoy it.

  • Rewritten script.
  • Restored missing content.
  • Updated title screen with proper game number.
  • Improved battle commands.
  • Reverted censored map graphics: the Baron dancer strips again.
  • Numerous bug fixes.
  • Sirens can be bought from the Hummingway Home.
  • Additional, optional appendices.
  • ...And much, much more.
ROM Specifications:
  • Final Fantasy II (v1.1) (U) [!].smc
  • Super Nintendo
  • English
  • Headered (1 MB; 1,049,088 bytes)
  • CRC32 - 23084FCD
  • MD5 - 27D02A4F03E172E029C9B82AC3DB79F7
  • SHA1 - 41A74EB369A7A91815529EF99AB1B20E2BDF3E26
Modding Credits:

Want a modern take on terms and concepts, plus the original title screen and maps? Check out Final Fantasy IV: Namingway Edition by Rodimus Primal!

Hello, everyone. I recently added the homebrew channel to my Wii, and it's quite fantastic! I'm very grateful to the scene for getting this started in the first place. One of the first apps I downloaded was Visual Boy Advance GX, and of course I moved the majority of my GameBoy, GameBoy Color, and GameBoy Advance games there. Among that bunch was The Final Fantasy Legend. At first, everything was fine--the game played normally with no problems.

Then I decided I wanted to rename it "Final Fantasy Legend I.GB" (From the old "Final Fantasy Legend, The.GB") so it would fit numerically on the game selection list. I also deleted the old "Final Fantasy Legend, The Auto.SAV", opting to make a new one instead. This is where things started to go downhill real fast...

"Final Fantasy Legend I.GB" would no longer recognize my save file if I saved in game, then returned to the game selection menu. I could go into the emulator menu and choose the "Save" option to save a SRAM and load it again with the "Load" option, but this wasn't satisfactory for me, so I continued to try and work on a solution.

Eventually, even saving via "Save" in the emulator menu didn't work anymore, and all my hard work was for nothing.

Does anyone have any idea what the hell is going on here? This problem seems to be unique to me, unfortunately.

I've also tried putting a .SAV file from the PC emulator Visual Boy Advance-M onto my SDHC card and trying to load it with the emulator menu's "Load" option, but it tells me it's an invalid save file.

Thank you very much in advance and have a wonderful day. :)

ROM Hacking Discussion / Final Fantasy IV map corruption problem
« on: August 19, 2013, 03:19:43 pm »
Hello, everyone! I asked this on Forum Slickness, but I figure asking around couldn't hurt.

I'm creating a Final Fantasy II US v1.1 mod--it's very near completion, but I have one last issue: some map corruption! These three maps, exclusive to the ending as far as I know, became horribly altered into some mess of garbage.

1. Palom, the little girl, and the toads at the lake in Mysidia.

2. Rydia, Leviathan, Asura, and the summons in the Throne Room in the Land of Summon Monsters. (It wasn't like this when I went there in the game itself!)

3. The topmost part of the Castle of Dwarf.

Does anyone here know how I might go about remedying this? I already compared the map data between both versions, and they appear to be identical.

Thank you so much in advance; have a lovely day! :)

I'm surprised a topic hasn't been started here about this yet.

EDIT: This topic here already talks about it, sorry.,16268.0.html

Please feel free to ignore / delete this. I was just excited, I guess! :D

Programming / Dragon Warrior I & II (GBC) - text table issue
« on: January 26, 2013, 03:00:46 pm »
Hello everyone! So I thought I'd make a simple text patch that changes the spell names of Dragon Warrior I & II for the GBC to their shiny new counterparts that started at Dragon Quest VIII.

However, I'm at a loss as to how to go about finding the text. A simple Internet search yielded that these versions are not oft hacked games. I decided to try my own hand by doing a relative search in Windhex32... nothing, multiple times. Failing that, I decided to see if I could decipher the table myself by opening up the font block in YY-Chr and inputting the equivalent values as a new table file. All that did was end up in an array of gibberish being displayed throughout the ROM.

I'm completely perplexed. Does anyone know what's going on here? I tried looking up some documents, but they either only provided specific help for a specific platform or basically said to do a relative search, the latter of which I've tried.

Thank you all and have a nice day! :)

Personal Projects / Secret of Mana Proper-caser
« on: January 13, 2013, 02:40:57 am »
Hello everyone! :) I am just too damn tired to be my usual sunny self.

So everyone knows that Secret of Mana constantly SCREAMS AT YOU IN ALL CAPS in the menus, right? Wouldn't it be nice if it didn't? FuSoYa's Secret of Mana: Variable Width Font Edition doesn't even rectify this, sadly.

Here's where I come in!!!

Click here to download vivify93's Secret of Mana proper-casing patch, v0.1.
Alternatively, click here for the RHDN entry.

Screenshot 1
Screenshot 2
Screenshot 3
(Images too big for in-line display. Please click to view.)

Thanks and enjoy! ;D

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