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Messages - Chronosplit

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Just took a little tour.  This update compared to the last is like night and day.  It's so vastly improved that this time around, I recommend that everyone needs to update right now no matter what the circumstances.  Truly beautiful work.

Insofar all popping and such problems have been fixed.  I haven't encountered the out-of-sync bug either.  This is using VBA-M, so perhaps those bugs with VBA only exist with the original?

Bumping because it just updated.

Anyone know if 2.0 still pops in emulation?

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: March 03, 2016, 07:33:15 pm »
Darius II color fix patch is very good. Dunno why but a lot of the early Mega Drive games, especially those from Japan, had poor color choices.
I like to think it had something to do with one of two things:

1. Developers needed to adjust to the new hardware with their first games.  At least up to the PS2's Emotion engine every round of first games had a couple of problems that were caused by either underestimating the console's capabilities or no one at all knowing how something worked quite right given new capabilities.

2. They were given crappy devkits.  It happens, in short it was the reason why FFVII had the sound differences it did.

ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: February 26, 2016, 12:47:33 pm »
More doable. I guess we could get some truly polished up docs, list of quirks and debugging grade emulators sorted for most systems. Debuggers are probably the bigger work but also more important.
This is pretty much what I was going to say.

Another idea would be tutorials and guided beginner's exercises for simple things, for new hackers to learn by doing.  The Pokemon scene has a whole bunch of these for example, and a lot of hackers have thrown their hats in the ring because of these.

Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: February 24, 2016, 03:30:11 pm »
The PC game is easy to customize, the PSX game is not. You have to use several software to modify the different files and then insert them into the CD image. Cebix tools, Hack7, Makou Reactor, PSX-mode2, etc. It's a nightmare. As far as I know there is no guide for this.
I agree with this.  While it is possible to make a patch that is kinda-sorta-modular, it takes a lot of work to do (maintaining many patches at once for one single project takes a lot of juggling in the first place, trust me on this) and you'd have to have that idea from the get-go with a text project such as this.  The only case I've personally seen this be done with ISOs is the batch of Suikoden II bugfixes.

Personal Projects / Re: Simple Breath of Fire 2 Monster Editor
« on: February 24, 2016, 11:26:35 am »
So now it's simple to transplant the last of the GBA edits.  Nice!

Was it double or triple experience that's given on GBA?  I'm looking up details, and I'm getting conflicting results.

Who will teach us the hack skills needed? We are noobs!!!!
I taught myself mostly.  Basically I just read up on tutorials, grabbed some tools and a Hex Editor, and went forward on sheer will to get things done.

Did I make mistakes?  Yeah, I rendered plenty of projects un-usable through trial and error.
Was I in over my head?  For a little bit.
Did I manage?  After a while things went alright.

Hacking's a bit like learning how to cook.  The only way you're ever going to make that chocolate souffle is by learning how to crack eggs and accidentally burn a few dishes first.

How about a hack/patch of Pokemon Ruby, Sapphire, Emerald, FireRed, and LeafGreen with the following Gen V and Gen VI changes:

The addition of the Fairy-type (replaces the ???-type; is unaffected by Dragon-type; deals 2x damage to Fighting-types, Dragon-types, and Dark-types, despite none of the changed moves dealing damage; deals 0.5x damage to Fire-types, Poison-types, and Steel-types, despite none of the changed moves dealing damage; takes 0.5x damage from Fighting-types, Bug-types, and Dark-types; takes 2x damage from Poison-types and Steel-types).
Clefairy and Clefable are Fairy-types.
Jigglypuff and Wigglytuff are Normal/Fairy-types.
Mr. Mime is a Psychic/Fairy-type.
Cleffa is a Fairy-type.
Igglybuff is a Normal/Fairy-type.
Togepi is a Fairy-type.
Togetic is a Fairy/Flying-type.
Marill and Azumarill are Water/Fairy-types.
Snubbull and Granbull are Fairy-types.
Ralts, Kirlia, and Gardevoir are Psychic/Fairy-types.
Azurill is a Normal/Fairy-type.
Mawile is a Steel/Fairy-type.
Charm, Sweet Kiss, and Moonlight are Fairy-type moves.
Curse is a Ghost-type move.
All Pokemon names, option names, and item names have mostly lower-case letters except for the first letter in each Pokemon's name (I.E.: Mr. Mime instead of MR. MIME, DeepSeaTooth instead of DEEPSEATOOTH, ViceGrip instead of VICEGRIP, Save instead of SAVE, etc.).
Mawile's misspelling in its Pokemon Ruby entry (as well as its incorrect footprint) is corrected.
Talking Pokemon, the hacking scene's done more than you ask.

1. My hacks do everything but the Fairy type idea and Curse being Ghost for Emerald and FireRed.  I don't really incorporate Fairy-Type into mine, because to get it to do much outside of natural type defenses I'd need to add some attack moves and probably add in damage split which would violate the hack's purpose.  Pokemon Throwback also exists for FR/LG, takes a different approach to what I did with FireRed 251.

2. MrDollSteak's attack and decap rombase does all this mentioned plus a truckload of moves from the new games without replacing.  Needs configuring by yourself though, one of these days when it's finished I may make a version of FR251 incorporating this, but I'm not making any promises.

3. There's a method for just about every version out there for Fairy-Type without replacing the ??? type (no need to be replaced really), if someone hasn't made a patch for it somewhere (I'm absolutely sure it exists where Pokemon hacks are common for everything but sapphire and LeafGreen because redundant) there's a tutorial for the DIY work.

You can patch the text as many times as you want, I'm curious how you came to the conclusion that you couldn't. There is also a new Text Editor that was released several weeks ago to make things much much easier.

Your main issue would be that event text isn't edited that way, it's done via event editing. The tools for which can be found on FFH. Which means you'd have to rewrite the event dialogue for 200 some-odd events. Certainly not -hard- to do, but it would be very tedious and take several weeks just to insert it all and get it working most likely (when I say weeks, I mean everyday at 4-5 hours a day, with a fair understanding of how events are compiled.)

Yeah, my doubts were mostly event text.  Thanks a bunch for that, I'll take a look into all this.  There's a lot I'd need to learn.

Most of what's hindering me is indeed time.  As you had mentioned it's a very involved project (as most hacking is when it involves dialog in general.) If I were to do it I would also like to do the text comparisons proper between all versions that exist, just to make sure I got it right.  Personally my free time gets ever smaller, so I'm not completely sure if I could commit enough to it until I've done the last parts of my Emerald hacking, honestly. >.<

(BTW, Journey of the Five sounds like something really fun, I'd like to try sooner or later!)

You know how in Final Fantasy Tactics, you either have the choice of a poor localization or a ye olde englishe one that may or may not tickle your fancy?  I wish someone would make a middle road between the two on the PS1 version text-wise.  It doesn't need to necessarily be a full retranslation, maybe something more to the tune of Ted Woolsey Uncensored where the nuance is preserved.  Also fix a couple of the bugs in there (they're admittedly few, and all the relevant SNAFUs are fixed via FFTorgASM's stuff.)

I've fiddled around with the tools, items and spell names are easy as well as bugfixing and little things (these names don't need to go WOTL fully, I've gone with basing them on a mix between FFV Advance, FFT Advance, and WOTL) but I don't think I quite have the skill or time to text fix all the dialog and make sure it works correctly.  Especially when the text editor can only be used to patch once.

ROM Hacking Discussion / Re: How to make ips files for nes games
« on: January 22, 2016, 12:06:57 am »
Was about to say the same, but with Floating IPS.  Only difference between the two for IPS patches is that FLIPS patches are a tiny bit smaller in file size.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 22, 2016, 12:04:58 am »
So, any reason to use the bass hack of GS2 when playing it on emulator?
It works perfectly fine in an emulator, no popping or anything from what I gather.  It's pretty much a more pronounced bass on something with better speakers than a GBA, it's up to personal taste.

ROM Hacking Discussion / Re: Recommended ROM hacks for a relative newbie?
« on: January 21, 2016, 12:14:54 pm »
I can only really answer on two accounts:

1: Sonic Classic Heroes, also covers 2.
2: Retro Remix if you like collecting things, also that one where all the rings are Onion Rings if you want a challenge.
3&K: Sonic 3 Complete.

VI: Either Ted Woolsey Uncensored or Relocalization Project, depending on your personal taste.  You can also patch the heck out of the GBA version.
VII: There's a fix for the Spirit Bug, which is included with other fixes in the retranslation Green Goblin ported from the PC's fan effort.  Some terms are more literal than others (Mog/Moogle for example) but other than that it's not bad, especially compared to the original.
VIII: None.
IX: There's a speedup hack for the battle speed, outside of that nothing really of note.  There's one floating around here that restores some cut scenes, but it's kinda meh and sometimes doesn't completely fit with the rest of the game.

Worth noting that Pokemon DS games don't really have a ton of them yet outside of difficulty/catch em' all hacks.  GBA games are still where the scene's mostly at.

I'm looking to make a minor fixup hack to FFT.  Fix oil, item names, JP scroll glitch, etc..  I know where the tools are and whatnot, but I do have a few questions.

1. I will be editing text but mostly for item, job, and ability/spell centered things with descriptions to match.  Fixing obvious mistranslated items (deathspell, songs and dances), clarity (changing sticks to all have "stick" instead of "rod" in their names for example), updating spell terms (-ra -ga -ja for example, though not completely like War of the Lions does), etc..  Would this impact things very much as space is concerned?  Most of these are probably going to be 1-4 characters difference I imagine.

2. I want to give Meliadoul Power/Speed/Mind/Magic Ruin (for the sake of making her more unique in the face of Cid, and with abilities that don't depend on equipment) and give them all a JP cost, would this effect the Zalbag battle or Meliadoul's job any without modification?  Also, what would be a good average cost?

3. If I gave all Maces a tiny magic boost and enabled Priests and Time Mages to use them, would that make them any more useful?  I'm still not sure if I want to do anything with Bags or not either.

This is probably a dumber idea, but I had just thought of it.

A hack that turns Super Metroid into a game starring Eccleson-era Doctor Who, taking place inside the bunker during the episode about the alien museum.

The last Dalek is in captivity.  The Galaxy is in peace.

ROM Hacking Discussion / Re: Most technically impressive ROM hacks?
« on: October 16, 2015, 05:18:30 pm »
Sonic 3 Complete screams technically impressive to me for the detail the fixes go into alone.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 05, 2015, 10:16:13 pm »
Wouldn't that actually in some ways make the game easier, though? I mean, werewolf Kevin would get weaker, yeah, but everything else would get better... You'd be able to crit, and the spell that the dark dark kevin path has would actually be worth a fuck instead of a literal waste of MP.
True, the major parts of the fixes are things that make the game easier.  One could even say the original product was harder than originally intended because of them.  But there's stuff like the HP overflow and anti-stacking that do more than this.

The hardtype patch that this came from though both fixes them with more changes and manages to be hard enough to where beating it with all three physical classes in you team is impossible, so I guess that's saying something.  :P

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 05, 2015, 05:25:29 pm »
Er... what bugfix patch did SD3 have?
It's not on RHDN, but a sort-of fork of a "hard mode" patch that fixes only the bugs (with nothing else changed of course).  Like evade and critical hits.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 02, 2015, 05:11:23 pm »
Hey cool, the logo patches are better than the hacks previously on here.  They work on an SD3 rom patched with that bugfix patch floating around the net.

News Submissions / Re: Translations: Pokemon Yellow Famicom Translated!
« on: September 28, 2015, 10:30:39 pm »
I've been waiting for this one!

Out of curiosity does anyone know around when the original bootleg was made though?  Apparently it has things from FireRed/LeafGreen and the movesets are Gold/Silver/Crystal (according to a bootleg wiki entry anyway), yet the Lugia learns Zen Headbutt in the screenshot?

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