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Messages - Asaki

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Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: August 02, 2017, 10:37:25 am »
It's not entirely optimal. He's working on another setup that uses a different, non-gba screen that fits in the case better. I'd honestly wait for that.

That would be nice. AGS-101s are already expensive enough, I don't see much sense in cannibalizing it into something that won't play GBA games anymore.

I bought a couple front-light kits, but the loca that was recommended isn't sold anymore, and I haven't taken the time to research other brands.

Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: August 01, 2017, 08:19:33 am »
I've built a backlit GBC using an AGS 101 screen, and I can't wait to play this on it!

How is that possible?

Yeah, some games it won't matter...but in your particular case, it does matter. I had the same exact problem when I accidentally patched the wrong Link's Awakening.

The original GBA did not have a lit screen and this meant most things appeared quite dark on it.

This is true, but also, GB/C games are just generally much darker on a GBA than on a GBC. There's a technical explanation of it in one of the GBA tech manuals somewhere. If you play on a backlit SP, you'll see that GBC games are still really dark...except Shantae and the Oracle games, which will look a little nasty.

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: July 03, 2017, 08:17:50 am »
Whether or not you could scrape up enough free space for a replacement routine to generate the window from different sized dimensions, I don't know.

I think getting rid of the double-spacing (which a few games, like Dragon Warrior, did) would give plenty of space without having to resize the windows.

After reading quite a bit of Tomato's site, I don't think the US translation is really that bad. And after playing through the GBA version, I really appreciate that US SNES game doesn't litter up your inventory with tons of items that only cure one specific status effect (not to mention the GBA version's terrible framerate).

GBA translation was okay, but IIRC did have a few pop culture references thrown in.

Didn't play the DS remake very long, it just didn't feel like a game that was put together very well.

Maybe Chaos Rush will make a FFIV Refurbished patch??

ROM Hacking Discussion / Re: Holy Diver removing enemy shot
« on: June 26, 2017, 08:53:10 am »
This is my first NES hack, I have done hundreds of Atari 2600 hacks over the years.

I'm in the opposite boat, I just did my first 2600 hack the other day.

Personal Projects / Re: The Legendary Starfy [GBA]
« on: June 26, 2017, 08:36:55 am »
I don't care if it's Starfy or Stafy, either way would be really cool to play this in English.

I've played it a bit before, it's pretty cool. They say you can enjoy it without being able to read the text, but it would be awfully nice to know what's going on =)

Personal Projects / Re: TMNT: Return to New York (NES)
« on: June 17, 2017, 01:01:46 am »
Any chance of a flashcart friendly version of this hack without the MMC5 conversion?

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: June 17, 2017, 12:54:58 am »
Hmm, maybe could borrow music from that game, if graphics are already being borrowed.

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: June 16, 2017, 08:17:36 am »
@FCandChill: that'd be nice, but I want to try and do it myself, as training for my pc game (in which I'm using nsf files). In fact, for ghostbusters Macbee already found a nsf someone made that maybe I could use as reference.

Was the original music that bad? I haven't played it in a little bit, but I remember it being pretty decent.

They say you can't polish a turd, but Nesrocks sure likes to try =)

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: June 11, 2017, 02:03:58 am »
Ghosts love birthday cake.

I fixed the issue where you do a charge jump holding an item, it now only resets left/right/down input.

You know, I was testing the game yesterday, and I couldn't get the bug to trigger in Nestopia or Nesticle in either revision of the ROM. I didn't have time to try any other emus or hardware.

BTW, I don't like losing the white part of the eyes, personally.

Sure, I wasn't expecting you to add it to your patch. It was just something I made for myself, and I figured I'd release it.

Heck, I'm surprised anybody downloaded my NoMap patch for Super Metroid, I don't even use it myself.

EDIT: To prevent the tiles for the eyes from being used, use this:

(add 0x10 for header)
0x1f39d: ea ea ea

Awesome, thanks, I'll try it out.

It works! I just checked, and it does cut down the flicker a notch. I'll have to release this proper later.

Mr. Gimmick uses blank sprites for the intro cutscene so Yumetaro disappears when entering the portal ... just shows that SunSoft knew what it was doing!

That's awesome, I'm going to have to load it up and pay attention.

I'll add a fix for this in SMB 2 Improvement.

Yes please. I thought about PMing you, but I'm pretty lazy.

*makes lame attempt at joke about tingling Spidey-senses*

Maybe I can hijack this thread for other small smb2 fixes?

I am fine with this.

BTW, why did you make the "PRESS START BUTTON" change?

When you do a charge jump it resets controller input, so if you're holding something it throws it.

I always figured that was intentional, too. Sounds like one of those fun controversial bugfixes where people will complain because it changes gameplay too much =)

Like that weird Lakitu bug in the first game. Well...maybe not that bad.

Simple set Mario's, Luigi's and Peach's hex values to"FB", and the white values will no longer get displayed behind them.

Loading in a blank tile would still count against the sprite limit, would it not?

ROM Hacking Discussion / Super Mario Bros. 2 (USA, NES) small bugfix
« on: June 03, 2017, 11:53:34 pm »
I was so excited to find out from TCRF that there was a fix for the missing tile animation frame, that I fixed the POW block while I was at it. Then I found out that the SMB2 Improvement patch already fixed the animation, and more:

Well, it didn't fix the POW block (the letter "O" is misaligned in one frame), so I'm releasing it to whoever wants it. It's not a super important fix, but like the missing animation frames, it's just something that has bugged me since I was a kid.

Also, "just because", I graphically hacked Mario, Luigi, and Peach to have their eyes match how they look in the menu screens. I almost always play as Toad, so I never noticed how weird the whites of their eyes look, especially when they flicker. The "whites" are still being drawn, you just can't see them anymore, so if someone could ASM hack them out entirely (wink wink, nudge nudge), that might cut down on overall screen flicker a tiny bit.

Anyway, feel free to pick this apart and throw it into other hacks. If you just want the POW fix, I believe the two tiles are at 0x027410 and 0x027430. Here's the patch file, v0.99:

Mix it with the Improvement patch linked above for best results.

Edit: Version 1.0 can be found here:

Personal Projects / Re: Mortal Kombat Trilogy - quality hack (Saturn)
« on: June 03, 2017, 11:16:58 pm »
Won't the status bar poke into the overscan area now?

ROM Hacking Discussion / Re: Mega Man Remastered
« on: June 03, 2017, 11:14:19 pm »
Just tried this last night, and it doesn't work on the Everdrive, or in Nestopia (says "CPU jam!"). I checked the CRC and it matches up.

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