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Messages - TimeCop

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ROM Hacking Discussion / Re: Screenshots
« on: August 19, 2017, 06:35:30 pm »
No, in the PSX version under the hatch there are only two rooms. Maria as a boss is not available.

The 1.2 Japanese version includes several small fixes. Most of these are already in the English release, but some aren't, such as the Ritchter flame whip fix.

And I would recommend making a new thread just for this romhack. It's very interesting.

ROM Hacking Discussion / Re: PSX romhacks and ECC Data:
« on: April 13, 2017, 04:26:22 pm »
The problem is emulators like epsxe allowing this to happen, and people only test in epsxe.

ROM Hacking Discussion / PSX romhacks and ECC Data:
« on: April 07, 2017, 09:08:05 pm »
Some PSX romhacks break the ECC Data. This results in those romhacks not working on both real hardware and accurate emulators. Typically they're only testing the romhacks in something like epsxe, which doesn't care abou ECC Data.

All hope is not lost however. To fix this, users can use tools like ECCregen to repair the game after patching to make the games work. However, this is an extra step that adds complication to the patching process, and is completely uneeded if romhackers had just patched their games properly in the first place.

So, get the word out that PSX romhacks should patch the ECC data as well, and to test the romhacks either on real hardware (ideally) or high accurate emulators.

Also, romhacks that make use of ASM hacks, do not work on real hardware under any circumstances as far as I know.

Does it work on real hardware?

Are the loading times for the game bad? I remember a lot of SNES to PS1 ports got super long loading times.

Game is kinda slow, a bit ugly, and wasn't too popular.

Are you aware of bsnes mercury? It includes Super FX over clocking.

ROM Hacking Discussion / Re: Symphony of the Night romhacking:
« on: April 28, 2015, 06:06:10 pm »

That is the wrong way to go about changing the game. First, it's not even legal. Second, it's too much work. It's been in development, for what 8 years? It consists of remaking the entire game in a new engine. It's like Duke Nukem Forever. KISS.

If he's doing that much work, he should just get some artists to create new sprites and just make a new game and sell it as an indie game.

ROM Hacking Discussion / Symphony of the Night romhacking:
« on: April 24, 2015, 08:07:55 pm »

I've come across a difficulty romhack for SotN. It's only, as far as I can tell the second romhack for the game. The first being a translation of the JP version. I'm more interested in the concept of broader SotN romhacking than this specific romhack. I am sharing this here so perhaps people can use it and learn more about the game, and how to romhack it. I'd love to see more tools and projects tackle the game.

SNEER is a nice start but it hasn't been updated in ages. Nor do I think it's open source so I don't think anyone else is going to pick it up.,11315.0.html

As for the romhack itself, I hear that it doesn't work in accurate emualtors like Mednafen PSX, but I have not confirmed this myself. But presumably if he was able to change the stats of all or most of the weapons and enemies, that means that tools could be created which do the same thing in an easier fashion. That could be a start.

I feel that time is sorta running out rom SotN romhacking. The game is only 3 years older than Super Metroid. The fanbase is getting old, and they're going to move on. So there's going to be fewer and fewer people interested in the game. With a smaller and smaller pool of people, the chance of anything getting done becomes less and less. I dream for the day of having the same kind of robust tools that Super Metroid has for SotN. A map editor would be so glorious.

Also, personally I'd make romhacks for the JP version which build upon the translation of the game. I don't care about the voice acting, the main reason is that I like the font more, and I like the more accurate item names and descriptions.

ROM Hacking Discussion / Re: SMT translations on
« on: August 26, 2014, 05:46:44 am »
I'm a bit confused, because I applied just the Orden patch and it does in fact work.


Does it or does it not need the Aeon patch to work? Or does it not work 100%?

How does handle when a patch is updated by someone who is not the original author? Are there two versions posted? Or does the new version supersede the old?

In any case, this is how it could be organized:


- Aeon Genesis translation + bugfix (updated)
- Aeon Genesis translation (original unchanged)

Two separate versions, one and the other. If the Orden patch does need the Aeon patch for full functionality then simply combine them into one as a single patch.

ROM Hacking Discussion / SMT translations on
« on: August 21, 2014, 10:16:14 am »
Not sure where to put this. This is more about how the pages are organized.


Aeon Genesis translation:


Shin Megami Tensei - Bug Fix Patch

The "Bug Fix patch" is in actuality an updated version of the Aeon Genesis Translation. As such the AG translation page should be updated with the "Big Fix Patch" (which should simply just be called a translation).

The "Bug Fix Patch" from the hacks section should be removed. It's not a hack, it's a translation patch with an update.

Having it like this is a little confusing. People might not see the "hack" and use the very ancient Aeon Genesis translation. Or they think that they need to install the Aeon Genesis patch and THEN install the "bug fix patch".

Ninja Gaiden Trilogy for the SNES isn't that bad. I bet with a lot of romhacking it could be as good as the NES originals.

Gaming Discussion / Re: SotN Level 1 saves:
« on: June 06, 2014, 09:50:01 am »
Guess I'm wrong then. I did a Level 1 playthrough with the NA version and I found it a bit tough, especially the inverted castle. I did another playthrough recently, with a Level 1 Luck mode (with no luck) in the JP version, and found it rather easy. After you get the Damascus Sword you can start dishing out damage. I think I just got better at finding and setting up Alucard. I did make sure to get a lot of map coverage and use the Walk Master armor.

His end-game DEF is 58.

Some guy started an ASM hack but decided to rebuild the entire game from scratch in GameMaker Studio.

I know about that. I don't think he's ever going to finish. And for the effort he's doing, he might as well just make an original game. I don't think it's the right way.

SotN can be made more challenging by manipulating the stats in enemies, player stats, equipment and item placement. Keep it simple.

Gaming Discussion / SotN Level 1 saves:
« on: June 04, 2014, 06:54:50 am »

These aren't romhacks, but these are saves which have Alucard at level 99 with level 1 stats. There are two memory cards, one for US and one for JP versions. Each will have three saves:

1. Highest possible level 1 stats.
2. Lowest possible Level 1 stats
3. Luck Mode stats with 0 Luck

Gameshark codes work with 1.0 of the JP version of the game, and 1.0 memory card saves are compatible with 1.1 and 1.2 versions of the game as well.

You can learn more about these saves here:

Since SotN romhacking is going nowhere, this seems to the closest to any kind of "challenge" or difficulty romhacks for SotN.

Of note, is that there are some differences between the NA and JP versions of the games. Many are already documented, but I seem to have noticed that it's much easier than the NA version. Around the Inverted Castle there is a big difficulty spike where enemies do huge amounts of damage. In my play through enemies did not seem to be doing much damage at all. I doubt that my armor was THAT good. There doesn't seem to be any documentation on the enemy stat changes from the NA and JP versions.

ROM Hacking Discussion / Re: Ninja Gaiden - Final Boss Death Fix
« on: May 12, 2014, 07:51:44 am »
It was flagged by the author as being broken with little detail. I don't understand why they wouldn't just fix it instead...

Ah yes. I was able to test it. It glitched out and froze on the first level. Real shame. I would like to see it eventually fixed.

ROM Hacking Discussion / Re: Ninja Gaiden - Final Boss Death Fix
« on: May 11, 2014, 07:59:27 am »
It was deleted due to the fact that the patch didn't work properly or broken.

That's a shame. I hope it's added back.

I have found a video of the patch in action, and it appears to work. I guess there were some other issues with it? Does anyone have a copy so I can test it?

ROM Hacking Discussion / Ninja Gaiden - Final Boss Death Fix
« on: May 11, 2014, 05:43:13 am »
This hack seems to have vanished. Google's Cache allows me to view the page.

Why was it removed? Does anyone have a backup? I didn't get a chance to check it out. I was rather interested in it, as I felt that the original game was rather unfair in that respect, and this would balance out the game quite a bit.

Personal Projects / Re: Final Fantasy VI SNES Woosley Uncensored Edition
« on: December 14, 2013, 06:32:00 am »
Very interesting hack. Something I've been looking for. This could shape up to be the best version of FF6.

I think you should use a no-intro rom. It is a much more modern standard the GoodTools. No-intro is pretty much the rom standard at this point.

How difficult would it be change the hack to use no-intro? Is it too late?

Edit: I asked on another board. And they answered how to convert it it to a headerless romhack:

Personal Projects / Re: Kyuuyaku Megami Tensei 1 & 2
« on: December 02, 2013, 04:35:11 pm »
No updates for a very long time. What is the current status?

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