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Messages - Chronosplit

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I'm also kind of surprised there was never a disgruntled CE member that ratted out FoE to Square, seeing as that team is trying to sell it. Last time I checked out thier blog for an update (was hoping they had worked on that Glenn sprite some more) all their updates was about selling the hack with something called a Raspberry Pi or something.
Wow, I didn't know that was going on.  This is actually pretty funny because I heard some say it uses a ZSNES exploit for some music similar to old SMW hacks.  Doesn't that (outside of the obvious fact that they're selling a hack) amount to knowingly selling a defective product in a way?

Anyway yeah, moving on.  You know what would be cool speaking of CT?  A Doctor Who themed thing.  I remember seeing this as an ending in CE, but I'm kinda surprised I haven't heard of anyone attempting a project with the idea yet for even fooling around.

That is true, I don't even know if one exists either.

FYI: The only reason they cracked down on Crimson Echoes was because a disgruntled former team member ratted them out to Square.
And here I always thought it was related to the NDS version's added tie-in ending. :P

Either way... you'd probably be better off asking for Flames of Eternity (at the risk of making anyone disgruntled) even though it's still in progress, since CE would be a touchy subject.  SE's lawyers would probably still hunt anyone down who would attempt a port.

Gaming Discussion / Re: Romancing SaGa II is out
« on: May 31, 2016, 03:57:59 pm »
I actually thought things would be a lot worse.  I expected some clashing graphics as that was the main problem with FFs V-VI.   It's not nearly as bad however so I see this as an improvement, since IIRC it came from an older mobile phone edition.

Then again I have a pretty high tolerance of these things and I actually like FFV's job.  One thing we can all agree on though, is that RS2 didn't need online-only DRM. >:|

It already has that. The Thief skill.
(I know the PS version has an extra layer of that. But was 4x speed REALLY necessary? :P )
I know that the GBA port has a dash button, and the skill just made you faster.

Mobile V got rid of the b-button dash for proper restoration of the Sprint skill, but as a trade-off it works on the map.  Even in all vehicles, making it way more useful.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 29, 2016, 09:17:09 pm »
Maybe it's a incomplete Mod that isn't hosted here?
Nope, the main hack itself is definitely here!  Some wouldn't know though, for the longest time it was marked as a Pokemon Red hack instead of FireRed.  :o

It is indeed incomplete however; I know Liquid Crystal at least has far overrun it when it comes to GSC remakes but the goals are different (more like an HGSS "demake" I think).  Crystaldust is... somewhere close to SG's point at least and still going, last I checked.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 29, 2016, 01:24:05 am »
ShinyGold Sigma is based on the legendary Mod made by Zel?
I know nothing about this hack, but I know only one SG exists (technically 2 counting X.)

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 28, 2016, 11:50:03 pm »
That moveset update looks interesting.  Does it also update what level everything is learned at to be close as possible?  I wonder how liberties were taken (such as relearner moves, making up for nonexisting moves, etc.)

I'd put the idea into Fire Red or Emerald, but there are bases nowadays that make most of the whole deal possible already with new moves. (which is one reason why I decided to aim for events of the generation the game took place in instead, no one delves into there much outside of Wish Blissey. :P)

Getting Romancing SaGa 2 now that the Android port's out.

This looks way better than I had feared it would look, honestly (though the aesthetic is still kinda meh).  Definitely leans on the better ports they've done.  Now if only we'd get confirmation of DQVII's mobile edition...


does this final fantasy 7 hack change the storyplay and gameplay at all
As far as gameplay goes, no way.  The only changes in the core retranslation to that at all are bugfixes.

This is purely a text revision and nothing more.

I bet using that script would have been inaccurate considering this was a remake. I'm sure some of the dialogue has been changed.
IIRC they were going to translate the added content by hand.  Still wouldn't have been the best of ideas though, considering DQVII's original translation wasn't the best in the world.

One thing I'd like to see, but I'm probably not going to be able to do (though DS game hacking is getting better, it's definitely not something I'm good at) would be a Platinum Sinnoh Dex Edition.  Basically what this would entail would be:

-Bring up the missing wild Sinnoh Pokemon in Platinum, and fix Spiritomb/the fossils for emulation (since one can Pal Park with any good DS emulator on PC or mobile rather easily and similar projects exist on the GBA games, National Dex isn't a huge problem for Platinum outside of it's own region.  Concerning flashcarts, I think they can still Pal Park?  Not sure about that.  At least the fossils can be held in this game, which gives a way out for The Underground.)
-Trade evolution fixing (easily done honestly, you can rig this in Universal Randomizer without randomizing anything.)
-Event items picked up/given and flags set at the time of obtaining them (The hard part, for me anyway.  This would probably be all legendaries including Azure Flute and those Platinum-only Regis/Rotom formes.)
-Selling of items required for evolution, unobtainable berries, and TMs not obtainable again (Battle Frontier-centric)

I doubt any big sprite replacements or bugfixes would need to be required, as IDK if any fixes were found yet anyway.  I guess a nice bonus thing to see would be uncensoring of swimmers or full decap (if that's even possible at this point; Gen IV handled capitalization a lot better than previously done anyway).  I guess an HG/SS 251 would be an OK idea too, but there wouldn't be much to it at all (I mean really, there's most likely less work to that than Crystal Emu Edition received) so I wouldn't really call this a big need.

Isn't the 3DS still on the market? I would think that would have more to do with it than anything.
More than likely the combination of that and a recent mobile version.  Square's been known to throw the C&D brick around a bit more than other companies either way.  Crimson Echoes and what almost happened to the Type-0 translation, for a couple of examples.

EDIT: That said however, since it was brought back up... In my opinion, the only reason a lifted translation would be even a decent idea is if Square "forgets" to update the existing game for an extremely long time, to the point that it's not usable on any iOS or Android platform (assuming it wasn't ported to PC or whatever).  Then it'd need to be done for the sake of archival.  And even then it would be a grey area if it's still being sold in the store for extremely old devices.  Case example: FFVI's GBA text is backported to SNES often, yes, but the GBA version isn't sold anymore.  Doing that while it was being sold would not be a good idea.

Either way, it's best that we support this version because it means a dollar vote for official translations of games that they originally skipped out on.

News Submissions / Re: Translations: Kaettekita Mario Bros.
« on: May 20, 2016, 03:10:21 pm »
Ah ha, I finally got it!

I can confirm it's working on all 3 patchers.  mrrichard is right in that there are a LOT of copies of this one.

News Submissions / Re: Translations: Kaettekita Mario Bros.
« on: May 20, 2016, 02:51:53 pm »
I'm getting the same problem with FLIPS.  Weird, both that and MultiPatch have never failed me before.

The name is kind of split with an argument for both uses.  Usually Heaven's Cloud talks about a Katana though, which in FF is usually localized using the Japanese name to represent the fact that they're from a foreign land.  So Ame no Murakumo does end up fitting more in the end.

I left it as-is in FFT at least, mostly due to fears about name length.

Gaming Discussion / Re: What's your favourite card game?
« on: May 11, 2016, 05:30:09 pm »
It's a tie between Splendor and Ascension right now.

Has anyone ever experimented with making NES or SNES or Genesis Visual Novels?  Their popularity is growing, and the unique kind of Nerd I am would love the idea of navigating a Yuri Harem with a Retro gaming remote.
If translations of those adventure stories tied to Phantasy Star 2 count, then yes it has occurred.  Example:

Unfortunately I know there's text-based adventures and the like on the consoles that just aren't possible to hack in a translation.  Heisei Shin Onigashima for example isn't very doable due to the vertical text.

Hex Editors are used as last resorts.  Even in cases where a port is made without the source code.

For example, this seems to be a persistent thing said about Square-Enix.  Final Fantasy VI's PC port is more-or-less a GBA ROM, but all of it's new assets are on the outside.  One could say this is an extremely intensive hack, but they went out of their way to not touch the cart itself.

I wanted to mention this because there was someone asking for an FFIX Thunder Slash fix in this thread.  You can do this quite easily with Hades Workshop.  I was considering submitting this as a patch, but it's simple enough to do this on your own to any version of the PS1 edition that a patch isn't really needed:

1. Grab your ISOs.
2. First thing after opening/scanning the discs, HW will take you to the list of spells.  Scroll down to Thunder Slash
3. See that Gravity Magic listing at Effect?  This is the main problem actually, not the accuracy.  Stock Break, Climhazzard, and Shock all have 0% accuracy and similar power levels, so it's assumed (by me at least) that this ability was meant to either use the Physical Attack or Magic Weapon formula, most likely Physical since it's only two bytes off from Gravity Magic (these are essentially the same formula except for the type of defense taken into account.  Wouldn't Magic Weapon be redundant otherwise with Sword Magic?)  Switch the effect to either one.
4. Save (the binary file, unless you have a PPF patcher handy and want to keep a patch around), and repeat for each disc.

Using this formula, Thunder Slash does Thunder damage to one enemy more than Stock Break, but less than Shock or Climhazzard (note that the latter is Magic Weapon).  PAL versions fixed this, but apparently they just gave it accuracy instead of actually fixing the problem.  Kind of silly since Beatrix's version obviously does a lot more damage as a normal magic attack.  Strangely, last I checked the Mobile/PC version hasn't fixed this one...

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