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Messages - Asaki

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1
Could you share the name of the program you mentioned?

Whoops. I thought I pasted the link, but it must have slipped by me: https://www.romhacking.net/utilities/431/

2
This is the program I used to work with compressed GBA graphics...there was a tutorial on how to do it, once upon a time, but I can't find it now. It might be in the readme for the program itself?
I seem to recall it requiring a specific fork of VBA. VBA-M I believe?

As for the palettes, I'm not sure. I tried looking for them in that game before, but couldn't find them without using a trace debugger.

3
Did you try rebuilding and reauthoring the ISO?

Doesn't work, there's a copy protection (CRC check?) on the game that must be bypassed.
I tried adding the color intro video back into the game once-upon-a-time, but gave up when I was told about it.
Obviously someone somewhere knows how to bypass it ;) Just not me.

4
Gaming Discussion / Re: Race Drivin' SNES SA-1 Hack
« on: February 22, 2021, 11:29:32 pm »
Wow. Now there's one game that definitely needed it.

Kinda weird how the steering "snaps", though.

5
Personal Projects / Re: Dragon Warrior III (GBC) "Dark Mode"
« on: February 19, 2021, 04:28:09 am »
Oh, I see. I thought you figured out the RLE already.
I tried a few different attempts, but none of them worked. My brain's not at 100% lately, so I found something simpler to do instead :)

6
Personal Projects / Re: Dragon Warrior III (GBC) "Dark Mode"
« on: February 18, 2021, 05:29:13 am »
Hmm...yeah, I think just doing the text boxes, and leaving the battle backgrounds alone might be your best bet.

What type of RLE are they using, BTW?
I took a peek at DW1&2 last night...most of the characters are right there, but it looks like some of them, and the border, are all compressed.

7
Personal Projects / Re: Dragon Warrior III (GBC) "Dark Mode"
« on: February 16, 2021, 10:04:15 pm »
So I take it you're making menus and other screens have black backgrounds, like the NES originals?

I had the same idea, but hadn't gotten around to trying it out on any games.
Seems weird that a GBC exclusive like DW3 didn't have the black backgrounds to begin with.

8
ROM Hacking Discussion / Re: North American SNES button color hacks?
« on: February 15, 2021, 04:35:34 am »
Long time, no post!
Here's a friendly bump, I was playing some Super EverDrive last night and remembered this thread.
Here's a fix for the options menu in Joe & Mac!

Code: [Select]
Location in ROM:
JUE = 0x00012995

Colors:
  J = 1C 00 00 70 80 03 9C 03
 UE = E7 34 32 7E 32 7E E7 34

Looks like it was a lazy US to PAL release, they kept the purple buttons in!

February 15, 2021, 10:52:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Super Mario All-Stars, the main menu uses the full 256 color palette...so I changed the graphic and the palette to match the PAL version, but now there are stray green pixels from the Y button in a few places (noticeable on Mario's side on the SMB3 box art). Unsurprisingly, that art is all compressed, so it would take a bit of work to fix.

Pocky and Rocky 1 and 2, the palettes themselves seem to be compressed. Ugh.

Yoshi's Island, I don't see any palette changes, and the sprite itself, like most graphics in the game, is compressed.

I'll keep a lookout for other (hopefully easier) games I can do.

Here's a good one, PILOTWINGS!

Code: [Select]
  U = 0x0001EF49 (lesson select screens)
  U = 31 46 EF 3D 1A 68 1A 68 E0 03 7F 7D 7F 7D 00 00
  E = 31 46 EF 3D 1F 03 18 00 E0 03 9F 03 1F 00 00 00

  U = 0x0000AF3C (B button during demo)
  U = 7F 7D
  E = FF 02

  U = 0x0000AF45 (A button during demo)
  U = 7F 7D
  E = 1F 00

As far as I can tell, the game never uses the Y or X buttons.

9
Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: January 17, 2021, 01:07:11 am »
Just checked, you used $21 :P
I remember I went through all the shades of blue in the NES, and I went with $22 because $21 looks a bit too bright, while both the Green and Red tunic are kind of moot in color, so I wanted to keep it in the same tone as those.

Ah, yep, 21. 1C must've been the Pac-Man hack I did (which I think I changed to 2C the last time I modified it).
I thought 21 looked perfect, on real hardware at least. But it's your patch :)

10
Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 31, 2020, 08:20:27 pm »
What palette color did you use? I can't remember if I used $22 for mine.

Oh gosh, I would have to check, but I want to say it was 1C.

11
Woah, I had no idea this was a thing.

Has anyone PMed phalanX?

As crappy as this game is, it was one of the first Genesis games I ever played, along with Golden Axe and Altered Beast. Would be cool to have it translated, to go along with the SMS game.

12
Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: December 28, 2020, 12:58:32 am »
  • [DONE] Make the Blue tunic more vibrant

You didn't like the shade that I chose? :)

https://www.romhacking.net/hacks/3846/

I just clicked a shade that looked okay (the colors in the palette editor don't exactly match the real thing), and I liked it so much that I kept it, after making sure that it didn't blend in with any backgrounds.
It looks a lot like the BotW color, but that wasn't my intent. Honest.

13
Gaming Discussion / Re: How do you emulate?
« on: November 02, 2020, 12:59:12 am »
I like having 240p scanlines on CRT televisions, so I usually emulate stuff via the Wii. Wish more emulators supported 240p mode.

Otherwise I like to emulate on handhelds: GBA, DS, 3DS, and I recently got a PocketGo.

14
I'd have to include screen shots, but X japan, X japan fan tranlsation have a grey/blue theme for colors...

While X USA Proto/Lunar Crash demo default to default colors (sort of orange, green, yellow) on super gameboy for example... Yes it is the default pallete... and its boring... I'd like the japanese pallete back...
You can probably just copy and paste the title from the Japanese header into the proto header.

15
The GBA is a classic 2d system underneath it all. This means the widescreen stuff seen in the likes of PS1 emulators on up (or indeed https://www.wsgf.org/ on the PC side of things) where you just render more of the scene is not an option...

Wouldn't you just have to render the screen a little bigger and disable some of the mask that covers up the background mapper?

There are Game Boy and Game Gear emulators that already do this, it's just that most games you'll get garbage tiles here and there, and you might get sprites that don't render until they're closer to the edge of the screen.

But if the SNES ports were ported lazily enough, they would probably work out alright. At the very least, the ones I've checked seem like they draw the entire SNES resolution backgrounds in the mapper...it would just be a question of the sprites, really. It would be an interesting experiment, anyway.

16
Gaming Discussion / Re: Gamepads for emulation
« on: August 08, 2020, 01:47:43 am »
The Pro Controller has an amazingly good Windows driver and utility package called BetterJoy. It presents the device as an Xbox controller, so most things Just Work with it.

I'm having the opposite problem. I'm using WiiU Pro Controller with WiinUSoft, and I can't find an option to change it to DirectInput, so I can only use it with certain games.

But I do have the Logitech for 2D stuff, so it's not a HUGE issue at the moment.

17
Gaming Discussion / Re: Gamepads for emulation
« on: August 06, 2020, 01:46:25 am »
Logitech Precision is pretty nice, and fairly inexpensive. It's PSX style, so there's an extra set of R and L buttons.

18
And yet, this Twitter thread thrives.
https://twitter.com/TheLX5/status/1286807705315872768

I think he specifically meant YouTube.

Idunno, usually when people are in doubt, they try to play it safe.

19
ROM Hacking Discussion / Re: Exhaust Heat SNES Project
« on: August 04, 2020, 07:54:47 pm »
Can the trickery be that they "hide" these two as a graphic and not as text??

Seems likely, but I'm no expert. It's hard to see what's going on in your VRAM viewer with that weird stretching going on, though.

Now last question. If the tiles were compressed, I don't think they would show up in the VRAM Viewer, right?

I believe that's how it works with most games; the programming in the game uncompresses the graphics on the fly and writes them to VRAM.

20
ROM Hacking Discussion / Re: Zelda 1 NES best graphical update/hack?
« on: August 04, 2020, 07:47:29 pm »
Ohhh, okay, ha ha.

It doesn't bother me that much that he's a righty now, but I do think it's weird that they "fixed" Twilight Princess Wii by mirroring the ENTIRE GAME.

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