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Messages - Josephine Lithius

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Hello again.  I'm still working on a Chrono Trigger ROM hack... and I still need some help.  Rather than fix something I broke however, I need to break something that isn't broken.

At the beginning of any given battle, if Ayla is in your party, the game checks her current level and automatically assigns one of five weapons: Fist (25% crit), Fist (30% crit), Fist (35% crit), Iron Fist (May cause "Chaos"), or BronzeFist (9,999 damage on crits).  It doesn't matter what she has equipped in her weapon slot before combat.  If she has anything other than the weapon that's appropriate for her level equipped, the game automatically changes it over.

I want to disable that.

In my ROM hack, I want to change some of her fist weapons into equippable items, see... and if the game is automatically changing her weapon at the start of combat, I can't make that happen.  I don't know my way around the game to poke around at random hex values and try and "luck" my way to breaking this, but I figured maybe someone here has dabbled in the battle routine code enough to know how to "break" Ayla's auto-equip code.

Any help would be greatly appreciated.  Thanks!

Ah, man!  You are awesome!  That re-enabled the special intro screen and made it so Temporal Flux won't disable it again, just like you said!

Thank you very much!  If I decide to release this publicly (and get permission to do so from the L0 and RT folks), you're absolutely getting a special thanks!

Edit: And then I realized who I was talking to.  Ha hah!  No wonder you knew how to fix it.

Hello!  I need some help with a personal project.

A while back, I decided to combine two Chrono Trigger ROM hacks together: Maelstrom's "Level Zero" and the Kajar Labs/Chrono Compendium "Retranslation" hack.  To my pleasant surprise, the two worked perfectly together!  ... or rather, almost perfectly...  Apparently, one hack or another nudged some text strings around.  Specifically, the text strings for treasure chests.  Rather than saying "Got 1 [item]!" or "Got [item]!", the merged-patch ROM returns "Go[item]     !". (Edit: The giant gap between "Go/Got" and the item is apparently an artifact of the Retranslation patch itself...) Money chests and empty chests both return completely blank strings.  Item descriptions also take from the Retranslation hack, but use the Level Zero values (such as Potions saying "restores 50 HP" when they actually restore 150 HP).

So anyway, this was all pretty negligible.  The game works perfectly aside from this and I've been having a blast experiencing the enhanced challenge combined with a superior translation.  Recently however, I decided to look into fixing the broken chest strings and item descriptions myself, since a friend of mine is interested in experiencing "Level Zero Retranslation".
Everything else smoothly when I popped open the ROM in Temporal Flux.  I could edit everything just fine and it saves perfectly.  Except... in doing so, I seem to have completely removed the special translator intro screen.

My question: Is there a way to edit strings in the ROM without removing the special screen(s) added by the translators?  I think there's two of them total, but I'm not 100% sure on that.

Thanks in advance!

Edit: This was put in the Newcomer's Board because I figured it was something simple like a misplaced byte or something.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 09, 2014, 03:26:00 pm »
Well then, I guess the ROM hack is incompatible with ZSNES.  There's apparently a few clean dumps of unaltered games which cause this as well, such as Super Puyo Puyo.  This really sucks for me considering ZSNES is my #1 go-to emulator for all things Super NES/FamiCom.  I have absolutely no luck getting SNES9X to be any kind of stable, regardless of what version I use, and bsnes is out of the question on my laoptop due to the rather high system resources required to run it.

So I guess I was doing it right to begin with, but it's the emulator's fault. (In the specific example of Toad's World, it has to do with the additional ExGFX, apparently.)

Thanks for all your help, everyone.  I really appreciate it.  Your advice did help, but it's an emulator issue, not a ROM/patch issue.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 07, 2014, 12:29:23 am »
That said, after verifying the header/hashes on my copy of SMW (I had to add a header), I was able to patch and play the ROM without a problem. Did you actually verify your ROM against the hashes listed on the hack's page? A utility that checks the ROM and reports it is a verified good dump isn't enough to ensure compatability.
Well, I did now.  And as you probably figured, the hashes do not match in the slightest, despite the ROM being the "verified good dump" version, according to [the website I got it from].

My Super Mario World ROM's hashes
Code: [Select]
File MD5      DBE1F3C8F3A0B2DB52B7D59417891117
File SHA-1    553CF42F35ACF63028A369608742BB5B913C103F
File CRC32    A31BEAD4
ROM MD5       CDD3C8C37322978CA8669B34BC89C804
ROM SHA-1     6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32     B19ED489

The quest for a compatible ROM continues, I guess...  You'd think the "verified good dump" of the game would be good enough, but apparently not.  *grumble*

Edit: I... you...  Son of a submariner!!  All I had to do was remove the header from my ROM to get it to match the hashes!  And yet despite that, the "Toad's World" patch refuses to patch correctly.  I either get a "bad rom" that does nothing, or a "bad rom" that gives me an SPC700 stall error message in ZSNES v1.52.  I give up.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 06, 2014, 07:18:02 am »
You know something that really annoys me?  The fact that there seem to be so many different variations of Super NES ROMs floating around out there.  If you want to play the original game, that's great!  You can play it trained, un-trained, play a bad dump, a good dump, a perfect dump, play it with or without a header and you're set.  A lot of that is completely irrelevant to the game.  But when you want to modify your game with someone else's hack patch?  That's when things become troublesome.

For example, I found my way to this recently-uploaded "Toad's World" hack for Super Mario World.  I happen to have a copy of the "verified good dump" of the game and SNES/SFC ROM Utility.  I figure, "I'll just apply this patch to my ROM and play a whole new game!"
- Attempt #1: Patched and removed the header.  The ROM is broken.
- Attempt #2: Patched and kept the header intact.  The ROM is broken.
- Attempt #3: Expanded the ROM to 32 Mbits manually in Lunar Magic and patched the expanded ROM, removing the header.  The ROM is broken.

I'd like to think that there's something I'm doing wrong here, but no.  No...  Patching Super NES games correctly -- especially Super Metroid and Super Mario World, is one of the single-most difficult tasks I have ever had the misfortune to attempt.  I've grabbed countless hacks from SMWCentral and I'd say I was able to get about 10% of them to work properly with my headered, verified good dump.  Why is it so bloody difficult to apply patches to some Super NES games?!  I just wanna play Toad's World or Brutal Mario for Pete's sake...

Eeeee!  I got all excited when I saw this on the front page.  And then I played it.  And I was not disappointed.
But then I noticed on the other link that a similar thing is being done for the second game...

As awesome as this was, I'm looking forward to the next game.  And if is continues, the third game!!  X3

This makes me incredibly happy.  This is my favorite game in the series and I was really bummed when the translation project was initially dropped.  I'm super excited to see it was picked up and is well on its way.  :D

Original poster's note: This post and the post that immediately follow were moved to this topic by my request.  Sorry for the confusion!

Greetings!  I have a rather odd question/request...

Is it at all possible to hack Mega Man & Bass for the Game Boy Advance to allow players to push a single button to make Bass dash?  The game is most definitely a fine addition to the classic series and this port is, in my opinion, nearly flawless save for this one stupid oversight.  I'd love to be able to do this as I'm pretty much dependent on there being a button dedicated to dashing, as there was in Rockman & Forte on the Super Famicom.  Fighting Astroman using the buster alone becomes impossible for a fumble-fingers like me if I keep having to press left or right twice in succession to get out of the way.  I'd prefer to be able to press R to quickly zip out of harm's way and keep fighting, even at the expense of being unable to fast-switch weaponry. (Of course, that button could easily be plunked on to the Select button, if I desperately need to scroll either way through weaponry...)

Anyway, here's to hoping this is something that can be fixed!  Thanks for reading!

News Submissions / Re: Translations: The Death of Crimson Nocturnal
« on: May 21, 2011, 05:34:45 pm »
You guys are adorable.  Thanks for adding some humor to this drama-fest.  :)

News Submissions / Re: Translations: The Death of Crimson Nocturnal
« on: May 20, 2011, 12:39:48 am »
This news displeases me greatly.  I was really, really looking forward to the release of the SaGa 3 DS English patch, since it's my favorite game in the series, but now?  Apparently, thanks to people who just couldn't patiently wait for Crimson Nocturnal to make progress at whatever pace they saw fit?  Now, it's not going to happen.  Or at the very least, not going to happen as quickly.  I guess you can look at this several ways, though.
On the one hand, were these people really that bad that Crimson Nocturnal had to close their doors?  It was just words.  Hot air.  On the other hand, did these people really have nothing better to do that harass the translation group?

Such is life, I suppose...  Or at least the Internet.  Where everyone is still in High School.

News Submissions / Re: Translations: SaGa 2 Goddess of Destiny in English
« on: January 24, 2011, 09:50:39 pm »
Excuse me while I have a serious yes-gasm over here.  :D

Personal Projects / Re: Hack Project: Mega Man Powered Down
« on: December 23, 2009, 06:49:04 am »
So uh...  Any word on this hack as of late?  I'm interested in this.

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