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Messages - Asaki

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Personal Projects / Re: Death Fuck '89 (Final Fight Guy (J) hack)
« on: July 04, 2016, 05:16:59 am »
I'm doing it because I love Final Fight and think it's criminal that there are no hacks for it apart from the one that enables debug mode by default.

Would be awesome to see 2P mode added, and Cody, but I see this has already been discussed.

I usually just stick with the Sega CD version, but this hack looks pretty awesome.

ROM Hacking Discussion / Re: Final Fantasy IV Advance Hacking
« on: July 04, 2016, 04:19:58 am »
Really? I've never understood why the GBA version isn't considered superior to the original.

Because it's laggy as heck, which causes the active battle system to be a bit broken. The EUR version is a little better than the USA one, but still pretty bad, especially compared to the silky-smooth SNES version.

I really don't mind the original translation, especially after reading Tomato's writeup on it...but yeah, that one's a little more difficult to play on the go, and the extra content is kind of neat.

ROM Hacking Discussion / Re: Breath of Fire GBA palette restorer.
« on: July 02, 2016, 02:11:28 am »
Ah, yeah. Looks like it's just something someone screwed up during the port.

The Mario games have a lot of stuff like that >_< I fixed some of them, I wish I knew how to fix more.

ROM Hacking Discussion / Re: Breath of Fire GBA palette restorer.
« on: June 30, 2016, 08:18:56 am »
I noticed in Breath of Fire the castle in Camlon is basically the same pallette before and after you beat Frog. Before you beat him it's supposed to be much darker.

I can take a look if you have a save file. Is it like that without the patch?

ROM Hacking Discussion / Re: Breath of Fire GBA palette restorer.
« on: June 29, 2016, 08:55:15 am »
Someone else recently created a palette restoration for Yoshi's Island GBA by the way. There were a couple of things that couldn't be fixed entirely, but it's still 99% complete.

Okay, that sounds familiar.
Yeah, there were some problems with that game...I remember the first stage, there's a butterfly or something in the foreground, and I had to recolor the sprite by hand.

Someone actually created their own palette restoration for Breath of Fire 2 GBA, inspired from your hacks of other GBA ports.

Yeah, I helped him with that, but I didn't know if he ever released it or not. I seem to recall he was having some trouble finding the animated palettes.

Good call skipping Pitfall, it's an awful port of the SNES/Genesis versions. Not just visually and sound wise (which are awful of course) but the physics and hit detection is ruined.

Yeah, I remember it having a lot of other issues, I just couldn't remember what they were =)

I wish you'd unretire and do more ports tho. They couldn't be appreciated back then cause it was still current gen and the hacks couldn't be hosted here.

I'm not really retired, I'm just not great at hacking, so I don't do very many. Lots of other things on my plate, and it's hard to find time when I'm always busy at work. I just helped finish a hack of the GBA Game & Watch Gallery not too long ago.

There's a couple more ports I'd like to palette hack, but most of them are either not very good ports, or games I don't care about, or I just can't find the DATA. But really, if I could crack whatever auto-brightness algorithm is used on most games, that would be killer (if, indeed, that is the case).

There were a couple games that I thought I could fix, because Advance Wars and the Mega Man Zero games were also on the DS...but they have the same exact palettes!!!

Some of Capcom's other GBA ports also had similar options- the second and third Magical Quest games included (not the first game unfortunately).

I think the first game actually does have the option, there just isn't any access to it. I seem to recall that I tried to fix that game, but either I couldn't find the palettes (which I doubt), or I found them and they were fine. There's a few games that are like that, like DOOM 2, and I think maybe Super Ghouls and Ghosts?

ROM Hacking Discussion / Re: Lost Romhack Request Thread
« on: June 26, 2016, 07:38:56 am »
There actually is one hack I was looking for a while back. I remember reading on a website, a guy who had ported Pitfall II to the Game Boy Color, but said that it was cancelled before release. He had made an alternate layout for the entire game, as a bonus, and released it for the original Atari 2600 game. For whatever reason, I didn't download it, and now I can't find it anywhere.

I'm sure I could ask at AtariAge, I just never think about it.

ROM Hacking Discussion / Re: Breath of Fire GBA palette restorer.
« on: June 26, 2016, 07:31:11 am »
Gosh, you guys could've just emailed me or something ;)

I've still got everything, I just need to re-upload it. Keep in mind that I never considered these patches to be complete, so I could really use some feedback from players. For most of the games, I just pasted over the data from the SNES ROMs, so there may be parts I missed, or there's a lot of "new things" that I would like to find a sensible solution for. I think if I could find some simple color matching utilities, that would be the easiest way to do it, and could possibly undo a lot of other games.

Anyway, here's the files.

^ Here's Breath of Fire (U), Super Mario Advance (UE), and DOOM (UE)

I think someone might have uploaded my old SMA patch as "author unknown", but I haven't gone through and compared them yet:

Here's a bunch of other patches I grabbed while I was at it:

   Final Fight One (J)
   Pitfall - The Mayan Adventure (UE)
   Super Street Fighter II Turbo - Revival (U)
   Super Mario Advance 3 - Yoshi's Island (U)
   Super Mario Advance (UE) (Super Mario Bros. 2)
   Breath of Fire II (U)

I'm just going to paste the readme file:

Final Fight One is quite the surprise, I really don't remember working
on this one. Needless to say, I have no idea how complete it is. I would
assume it's a straight, easy copy'n'paste job like the BoF games. I
didn't fix the U or E ROMs because I don't have the time or skills
required to uncensor them.

Pitfall, SSF2, and Yoshi's Island were abandoned early on, but I thought
I would include them here anyway. Pitfall just isn't as good as the
Genesis/CD version, and might be a little -too- dark. SSF2 had most of
the original backgrounds replaced, so fixing just the character palettes
wouldn't improve much. Yoshi's Island, like SMB2, has the palettes
randomly strewn throughout the ROM, so it's very time consuming to fix.

SMB2 is almost a year newer than the 081122 version, but still pretty
far from complete. One day!!

BoF2 is similar to the first game; I copied'n'pasted over the SNES
palettes and tweaked the text boxes a little. I don't have time to
playtest, so any feedback is welcome.

A lot of times it's because the filehoasting site and all mirrors expire, and the uploader lost the file/doesn't care to reupload.  Megaupload did that to a lot of older things when it shut down for example.

Yeah, FreeWebs closed down my site for some reason (inactivity?), and I never bothered to re-upload anything.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: June 13, 2016, 08:20:11 am »
^You're not that far away. The prototype still circulates the Internet.

Right, but I meant it never got released ;)

Probably a wise decision.

Sorry, I haven't read the rest of the thread, so maybe this has been discussed already:

Is the automap optional? Maybe I'm just weird, maybe you've seen some of my hacks, but I think the games are a little more fun without it.

Even if it isn't an in-game toggle, having a separate patch file for it would be cool.

Personal Projects / Re: Super Pitfall NES (improvements)
« on: June 11, 2016, 11:50:39 am »
Wow, I would never have believed it if you told me someone was making Super Pitfall look like a good game.

I always wanted to like seems like a cool game, until you pop it in and turn on the NES. We rented it long ago, and I think the only real fun we had with it was we put the TV on mute, played some cassette tapes, and made Harry dance to the music.

Incidentally, Harry's redesign makes him look more like the character from Atlantis no Nazo, which was almost localized as Super Pitfall II.

Personal Projects / Re: [GBA] Magical Vacation English Translation
« on: June 11, 2016, 11:19:21 am »
Ohhh man, I wanted to play this game so bad when it came out.

Does it use R and L very much? Those buttons are a little broken on most of my GBAs =|

Well if nobody's interested, I guess I'll just release them as-is =/


Edited the first post accordingly, go there for the download link.

It removes map recording by traveling, but still gives you the map data the map station provides.

Yeah, I didn't want the automap to exist at all ;)

Even more so, by going with this idea it would be better to simply remove the map data if you don't want it then the graphics for it, which can be done rather quickly with the level editor for super metroid.

I don't know, I thought this way was pretty easy, only took me about an hour to do all three games. Besides, the GBA games have a bunch of icons that show up on the map throughout the game, showing you exactly where to go next.

Besides...I've already done it all, so these are only "could haves".

Well Asaki you know there is a bug in the graphics and haven't fixed it so what are you looking for people to find ;)

It's easier to ignore than it is to fix =/

I pointed out in three paragraphs what needs to be checked for, I need people to play through and see if any of those tiles show up. I can post screenshots of them when I get home tomorrow if it helps.

April 28, 2011, 08:46:16 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Super Metroid:

Near $006FF10:

Near $00D3010: (five tiles)

Near $01B0010: (one tile)

Metroid Fusion: (three areas)

I'm not sure why posting two entirely different posts is considered a "double post", but okay...

Yep. Doing it the other way is far beyond my abilities.

Hey guys. A friend and I were talking about the GBA Metroids last night, and I said that I wished someone would've hacked out the automap feature from them, to make them less easy.

Then I realized I could just do it myself. So I did. And I did Metroid 3 while I was at it.

I'd appreciate it if anyone could help me playtest these, as I'm not sure if I'm finished or not. Zero Mission seems fine, except as you can see in the fourth shot, it'll reveal garbage background when you use the map complete powerups. No big deal, really, unless someone more able minded than myself knows a way around it.

Fusion has a few tiles left that I'm not sure if they're map related or not. Other than that, it's working out much better than I thought it would.

Super Metroid has three sets of automap tiles (that I've found): one for during play, one for the fullscreen view, and another near the beginning of the ROM that I'm not sure when it comes up (there's some text tiles near it that say "PLANET ZEBES"). I guess I could just blank them out and leave it at that, but I'd like to see if they come up later or not. Also, there's one tile that I'm not sure about...looks like a sideways elevator shaft. I could've sworn it was used in Maridia somewhere, but I did a quick check and didn't see anything there.

I'll probably do the J ROM of Fusion also (since it has selectable difficulty levels), and probably also release a "lite" version that just erases the white dots that tell you if there's an item hidden in a room or not.

Super Metroid:

Metroid Fusion:

Metroid Zero Mission:

I'm in a hurry, so I just packed them all together:

EDIT: Same URL, updated files (fixed a bunch of tiles I missed in Zero Mission, removed the map scrolling arrows from the other two):

Let me know if there's any problems, I'm not sure if my Fusion ROM was clean or not.

Script Help and Language Discussion / Re: EVO: The Search for a Translation
« on: February 08, 2010, 01:39:08 pm »
Just did a search to see if this existed yet...would love to see this happen, I was a pretty big fan of the SNES sequel.

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