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Messages - Sephirous

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Holy Crap!

This is so AWESOME that I ran out of words to describe just how wonderful it is!

For the longest time I have been dying for a program that will allow me to remove those pesky Certain Laser Blocks out of existence, and play the game like the original Nes version where you could go anywhere you want without any road blocks.

This is incredible and it works with Fusion too!

 :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:

This is pretty cool,

A game that takes place before the first Metroid?

I'm curious to see if in the story and such, If we find out why she left the Galactic Federation.

I look forward to playing this once it is released.  :thumbsup:

July 11, 2016, 12:10:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Now and days,

The only good games that come out are by the fans.  :thumbsup:

Nintendo Etc.......What the hell happened to you guys.  :banghead:

I would like to see hacks for the Sega Saturn versions of Lunar: Silver Star Story, Lunar: Eternal Blue and Silhouette Mirage that would give them their English translations that Working Designs made for their PSX counterparts.

I would like to see a hack for the Sega CD version of Popful Mail that would tone down the difficulty to make it more like the Japanese version.

I would like to see a hack for Shantae that would fixed all the issues it has to make it a better game including make it more like the later games.

I would like to see a hack for the PSX version of Resident Evil that would add all the exclusive Sega Saturn content to it.

I would like to see a hack for the PSX version of Castlevania: Symphony of the Night that would do all to it:
Replace the voice tracks with the ones from the PSP version.
Add all the exclusive Sega Saturn content.
Give Dracula his actual Rondo of Blood sprites for his first and second forms in the Bloodlines stage:

Speaking of Rondo's Sprites,
I think it would be cool to see them in the Snes Dracula X, I was ruined when I originally expected to see Rondo's and got the Speedo Version..

ShadowOne333, under the things to do. Can you remove port the whip sounds? There's no differenciator between your and the translation if you do that. And that has nothing to do with censorship either.

July 09, 2016, 08:12:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I tried the patch and it wasn't working. I had to expand the rom in SCIV ed first. Does IPS not allow you to make a patch using a vanilla rom? This is a major inconvenience, and you don't even mention  that step on the site and there's no readme. I hope the other patch won't require you to expand your rom first too.

That is why I had problems patching the game first too.
It didn't occur to me until after reading what Shadow and Dark Samus wrote about how they were making their patches with the new editor,
That most likely to patch the game it will need to be expanded since you first have to expand it to use it in the editor in the first place.

The best way to alert everyone who downloads the patch would be to make sure it says use with an expanded rom of Castlevania IV.

July 09, 2016, 11:24:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Yeah sorry.
I meant the rotating stage 4-2 (where you should hang from the whip) and the huge hanging chandeliers from 6-1.

It could have been my emulator though, I'll try with Snes9x later today and see if the same thing happens.

I'm using Snes9X, No problems no nothing. Its perfect as far as I can see.  :woot!:
However, I am using passwords to skip to the stages, I have not attempted to do a play through yet,
Probably tonight or soon.

Multiple Patches would be cool.

Like not having just one that does everything in case the user doesn't want to change everything,
Sound etc.

No problems here.

YES! I did it! :crazy: :crazy:

It was a matter of patching it in the wrong order of operations.

All is wonderful now!! :woot!:

Personal Projects / Re: SC4ED - Super Castlevania 4 Editor
« on: July 07, 2016, 10:15:38 pm »
I think the guy making the decensoring hack should throw in the konami code to open the level select menu.

July 07, 2016, 10:08:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
RedGuy, do i have your permission to post the editor here?

 :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Oh haha sorry I thought the B4E9 address was for the US ROM. :P
I already updated the pointer and verified that indeed the Game Over screen is using the new uncompressed font.

Here's the updated patch v3.1 with that change applied:

I'm probably doing something wrong, but the last patch when I tried to patch it with Lunar Patch.
It caused a big mess. I'm assuming it didn't patch right or I had the wrong type of Rom.  :banghead:

Good to know exactly how many bytes do we have free.
I haven't checked if I have the same amount or not, but should be the close to that too. :P

That promo sure looks interesting.
I might give it a try just for the kicks of it haha.

Also, now that you mention it, the Pause + Select button combo doesn't seem to work as you said.
I tried all possible button combos to try to make that work but I couldn't do it.
I don't know where the subroutine for it is, if there even is one. XD


Anyway, here's the updated patch:

This patch includes:
  • Inclusion of the removed crosses whenever they were noted. (Backgrounds, Gravestones, Coffins, etc)
  • Changed the Green goop palette for the pools of blood palette taken directly from Akumajou Dracula. Same goes for the falling drop bloods and the animated palettes for the blood falling out of the tubes.
  • Stained glass changed to that of the Japanese release.
  • Introduction sequence also had the crosses restored and the tilemap modified
  • Stage Select Screen translated
  • Font changed to that of the Japanese release

Things still left to do and out of my league:
  • Restore the blood dripping from the title screen
  • Whip sounds from the Japanese release

Yesssssssssssssssssss!!!! :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:

Thank you so much!
This is incredible!

As far as the Japanese Sound for the chain, Eh, I personally liked the USA Version better.
Blood on title screen, Eh, That too I always considered Japan Proprietary.
Cool ideas but no pressure, As far as I am concerned in my opinion this is solid GOLD! :woot!: :thumbsup:

I do have a thought about that Promo however,
I think it's that Video where the Unused Boss shows up, Kinda like Medusa but not. Almost Alien Queen like from Aliens.
Could be a cool idea to patch that creature in, Or for advanced coding, To install another stage between the normal stages with that boss based on the Promo.

I have a thought/question/idea/suggestion/thing...

I think something cool for this patch could be a Title Screen?
Like the one that was created for Final Fantasy II Nes.

I never understood why the Nes Games aside from II didn't have Title Screens.
Yeah there is the Prologue one, but after you play past the prologue it never comes back again.

Just a thought.  :thumbsup:

Someone was talking Final Fantasy III before,

What I would like to see is a TITLE SCREEN for Final Fantasy III! :crazy:

In fact how about all three Nes Games, It just completes them in my opinion.
The Super Nintendo games have awesome ones.

LOL yeah sorry.
It was 8B A5, I just mixed up both the A and the 5. :P

Yeah, that's the part where I got stuck as far as the pointer goes, the data bank register.
Apparently the whole text table for the Stage Select screen is in this portion of the ROM:
Making it a total of 22E bytes.

The thing is that the main text finishes at 8C3A... And after that we get the 1-1-1, 1-1-2, 1-2-1, etc. up to B-4-2.

I looked at everything from 0x00:0000 up to 0x01:0000 but sadly there doesn't seem to be any free space with 22E free space or more to move the text.
So it looks like there's no way around it, we'll have to indeed look a little bit more in the debugger to trace where the data bank $01 is being set.
As for free space, there is more than enough space in the 12FCC0-130018 with 359 free bytes, and there's also almost the rest of the empty ROM starting at 2AF780, and a LOT more in the region of the uncompressed data thanks to the Expanded ROM from SC4ED. Whichever is more convenient to use for repurposing the text would be enough.

I'll try to see what I can do with the available space meanwhile.

July 05, 2016, 06:18:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
My friend H.S. (Hack Star) from the PK Hack forums helped me out a little bit with the Japanese from the intro sequence.

One thing worth noting is that the text that DarkSamus posted previously was bugged, it had some commas and weird stuff in it due to the commas in some katakana being taken as a different tile instead of inside one 8x8 tile.

Here's the updated japanese text:
And he also was kind enough to provide a quick translation of it, kind of humble and might have errors, but it makes sense in terms of the main game:

So that's one huge advatange right now, to have the japanese text somewhat corrected. :)

July 05, 2016, 08:31:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, guess what?
Remember a few lines back when I mentioned the fact that the commas used for certain japanese characters take one tile instead of combining it with the actual japanese katakana?

So, with that said...
Turns out that the portion for the Stage Select has additional lines ONLY for these commas!
That's right, we had like 3 additional rows filled with 3Fs and 00s which serve us no purpose at all! :D

Right now I managed to completely work with the space we had and I still have like 2 rows of free space in case I want to add anything else!

Here's what I made so far:

I even made a custom "&" character to insert in place of hex byte 2F. :D
What do you guys think?
I can still rework the entire screen to add some more words or move the lines around in the screen.

I think this is pretty much it as far as an uncensored patch goes.
Although, it is still missing two things from the japanese release.
The blood dripping from the Title Screen and the sound that the whip does from the Japanese release.
I don't know how to implement those back. :/
I'm guessing the whip might be a simple byte change, since I remember EarthBound did something similar with the spanking sound, only needed to change one byte to 64 and you got the Japanese sound back, but I'm still not sure where nor what would that be. :/

I totally want to try this out, Is the current IPS Available? :woot!:

Personal Projects / Re: SC4ED - Super Castlevania 4 Editor
« on: July 05, 2016, 11:40:13 pm »
You need to input the following Pro Action Replay codes in the Cheat codes option of Snes9x:
Code: [Select]

They are found in this page:
A the first subsection.

You need to input each line individually.
Once you enable all of the codes at the same time, restart the game and choose the "START" option from the Title Screen, that should boot you directly into that Stage Select screen.

I had a question about this too but different.
Someone had created a patch for Castlevania III that automatically added the debug screen.
Is there a way to create a patch for Castlevania IV so it automatically opens the Stage Select screen?
However now that I think about it, Most likely the patch created for the debug in Castlevania III was most likely a simple check of the box that activates it in Revamp. Then converted into a IPS Patch.
Castlevania IV will most likely be more complicated.

I totally just got confused.  :crazy:

I lost track of the projects, Ok, so Dark Samus is the one doing the Japanese Version into English.
And, Shadow One just finished an attempt to Uncensore the English Version.

Personal Projects / Re: SC4ED - Super Castlevania 4 Editor
« on: July 01, 2016, 02:12:40 pm »

To anyone that had the problem I did.
Probably a goof move on my part but in case anyone is knew to Snes Hacking like myself, don't forget to click File and Select Decompress Rom.

Otherwise the Scene Editor won't work among other stuff.


To anyone that had the problem I did.
Probably a goof move on my part but in case anyone is knew to Snes Hacking like myself, don't forget to click File and Select Decompress Rom.

Otherwise the Scene Editor won't work among other stuff.

I'd like to see a Castlevania III Hack that makes the game play all stages one after another, disabling the fork in the road concept.

I'm actually editing the USA Version where the Clouds don't move.
I cleared the image fairly easily. It's that I don't know how to permanently edit the Hex Values in the ROM, I can only edit the PPU VRAM Viewer which seems to only be temporary until the game is reset, Then it goes back to the original image.

Here you can see the image was imported successfully but the game itself still thinks the old image is in place.
I did manage to get the Konami Logo in the center of the screen perfectly after cleaning it up.
However it was only a temporary fix because as you can see in the image below I used the PPU Editor.
Which isn't permanent. Or at least there was no save option available.
So once I clicked Reset, The original mess was loaded again.

You guys wouldn't know by any chance how to make this happen would you?

Right now I replaced the Sprite area with the Logo but its all over the place completely scrambled mess.

I've just located the sprite tile map data for the blood drip, so that can be moved to wherever on screen now.  :)

Once we settle on a new logo, I'll take the time to move the blood drip and adjust the graphics & palette to match everything. Unfortunately, SC4ED does not currently decompress the blood drip (Japan ROM, the USA one does however). I'll have to message RedGuy about that (I might be able to slip it in, but it'd be quicker for him to do it since he knows what he's doing).

Also, I've got the US map logo almost ported over. The Japan logo uses one less tile than the US one, so I'll have to figure out how to add it in without screwing everything up. (The tile missing is the top of the C.)

Something I've neglegted to mention is that the logo on both the title & map screens have 4 palettes available to them (the US logo is only using one of those slots currently). The logo on the title screen is a background made up of 8x8 tiles, while the logo on the map screen is a sprite made up of 16x16 tiles. So keep that in mind if you need more colors, those of you who are doing logo revamps.

--EDIT 2--
RedGuy updated SC4ED, so the Japan title screen sprites get decompressed now. The blood drip can be graphically altered now!

Seems like Red Guy keeps returning. Maybe if we get lucky he may just finish the editor.  ::) ;D

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