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Messages - Josephine Lithius

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21
Personal Projects / Re: Chrono trigger plus
« on: April 12, 2020, 12:04:04 am »
I did a little research.  Apparently, there are several different Snes9x "cores" available for RetroArch, which is the only way to get it on a Super NES Classic Edition system.  Various cores are based on various versions:

Snes9x 2002 = Snes9x 1.39
Snes9x 2005 = Snes9x 1.43 (fast and compatible, but not necessarily accurate)
Snes9x 2010 = Snes9x 1.52 (new sound core)
Snes9x 2016 = Snes9x 1.54 (compatibility improvements, greater system requirements)

There's a number of reasons to use Snes9x instead of Canoe, the built-in emulator, but the one that applies to this particular hack is the file size limit.  Canoe only supports files of 4 MB (32 megabit) or lower while Chrono Trigger+ is 6 MB (48 megabit).  Yep.  That's all.

In any case, if you hadn't already found a work-around, I would suggest trying a different core and seeing what happens.  But as it stands, I tried the game in the Windows ports of v1.52 and v1.43, as well as ZSNES v1.52 (Apr 2008), but I experienced no problems whatsoever.  I'm going to guess it actually is an issue with one (or more) of the Libretro Snes9x cores.  Why this is happening, though, is beyond me as the only modifications to made to the Hall of the Mammon Machine was, indeed, the music triggers.

I add it to my list, in any event.

22
Personal Projects / Re: Secret of Evermore Scroll Hack
« on: April 05, 2020, 04:06:33 pm »
You know, it's funny how even just a little adjustment – like changing the horizontal scroll boundary from 0x48 to 0x60 – makes such a huge difference.

Spoiler:

I (accidentally) made the camera bounding box a near-perfect square.  And, it feels fantastic!

Super-big thanks, millanzarreta, and to you, dejan07!

(And no.  No patch.  You can do this, yourself, using millan's info.  Took me all of a whole minute.  Hee hee~)

23
Personal Projects / Re: Chrono trigger plus
« on: March 29, 2020, 03:54:14 pm »
Gotta be honest…  I was a little afraid you were gonna freak.  I remember when this project was just starting about four years ago and everyone was just chucking ideas at you left-and-right (including me), you kinda shut down for a bit.  Heck, if it wasn't for Vin, I wouldn't have even known this was still goin' strong.  But, I'm glad you appreciate the overwhelming amount of stuff, even if it is mostly nitpicky.  :)

I figured a few of them were repeats, too, but this is my first real exposure to it outside of the streams, ha hah~

24
Personal Projects / Re: Chrono trigger plus
« on: March 29, 2020, 09:36:34 am »
I checked for those two specific bugs in v2.4.0.  As stated, they've been fixed.  Cheers, mate.

Either way I'd be interested in seeing your list.
You asked for it, buddy~!  ;)

Edit: … or not.  It's tries to auto-merge my subsequent posts, but can't because they're too big.  Good forum design.  :(

Edit 2: I reformated the thing into HTML and posted it here.  The plus side (ha hah) is that this gives maximum readability and, if need be, can be shared for editing with others.

Edit 3: Keep an eye on this document – there's some updates pending.  Possibly, not from me;)

25
Personal Projects / Re: Chrono trigger plus
« on: March 28, 2020, 08:55:10 pm »
… no.  I was not aware that– you know what?  I'm going to post this early because I feel it's important:

This hack has been updated at least twenty times, over the years.  Various things have been fixed, various changes have been made, this, that, et cetera.  Despite all of that, however… not once has there ever been a Change Log added to the Readme or given as its own file.  There are some extremely vague notes to be found on the "Submissions for Hack" page which simply say things like "bug fix" and "new versions," but a project like this needs to have a detailed Change Log available, if only so people know what's been fixed and what hasn't.  I always detail even the most insignificant of changes in my Change Logs, and there's genuinely no reason not to keep track of things – especially if you're the type to keep redundant backups and revisions (like I am), so I mean… at least consider making a proper Change Log?

That said, I am not invested enough to play through the whole thing, again, to see what was fixed and what wasn't…

26
Personal Projects / Re: Chrono trigger plus
« on: March 28, 2020, 03:14:07 pm »
Alright.  So.  Last month, I watched Vinny from Vinesauce play through this from-start-to-finish.  There were a few things I noticed that weren't quite right, but I didn't feel like doing further research.  This month, however, I finally decided to play this ROM hack for myself and make note of as many of the quirks, oddities, bugs, inconsistencies, and general things that I didn't think were "right."  In doing so, I composed quite a massive list of things.

Now, here's the thing.  Even with spoiler tags compressing everything… this list is almost 60,000 characters long.  That's four forum posts-worth of text.  A vast majority of it is trivial bugs and glitches, as well as oversights stemming from some of the changes made.  In fact, there's only three potential soft-locks that I've found during the course of a fresh-from-start playthrough:

Spoiler:
  • [Fixed in v2.4.0] After the Reptite Lair, telling Ayla that you do want her to come with you erases her object from the Chief's Hut until the second visit to 65000000 BC
    (This means she doesn't appear at all and that putting her as Party Member #1 semi-soft-locks the game.)

  • [Fixed in v2.4.0] *Soft-Lock* If Ayla is Party Member #1 before initiating the Siege of Zenan Bridge and the party tries to cross the bridge, the party gets stuck on the "pull back" trigger point
  • It's impossible to run from either super-enemy in Lab 64 which can potentially lead to a soft-lock with the Merman
    (If the party's wearing Blue Plate/Vest armor but can't out-damage it, neither party can defeat the other.)

In any case, if you're interested in the entire list, I can share it in a series of posts or put the text document somewhere.  I put a lot of effort into compiling the list and I need to know that it would be of some use before I commit to sharing it.

27
Previously titled, "[Chrono Trigger] Various Temporal Flux Questions"

Hello~  I'm reviving this topic because a new thought occurred.

In Chrono Trigger, item and Technique information is displayed using a nice 16px-tall variable-width font.  While this looks great, it doesn't leave much room for a huge amount of text.  I was wondering… has anyone figured out a way to make item descriptions use a different font?  In particular, I'd like to use the fixed-width, 8x8 font that's used for item and Technique names.  It would make item descriptions look like the ones in Final Fantasy III (US), but it would also increase the amount of text available for item descriptions.

Alternately, the description text box could be expanded and the text moved up by 8 pixels to allow two lines of variable-width text with the usual font.  This would display one less item in the items list, though, and the shading would need editing in both the info box and the items box.
Alternately-alternately, a nice 8-by-? variable-width font, as in Chrono Trigger DS, would probably be the most ideal solution… but I imagine that would require a lot more coding, such as adding pointers to the new font and, well, adding the font, itself.

As always, thanks for any-and-all help!

28
So, I had another idea for a hack.  This one's a bit more of a technical headache, though.

I wonder if it would be possible to combine the arcade versions of Punch-Out!! and Super Punch-Out!! into one long game.  I just think it'd be neat to fight all 11 WVBA opponents from the two arcade games in one circuit… as well as having the "duck" move in the original game.  The thing of it is, I don't want Super Punch-Out!! just tacked-on at the end of Punch-Out!!  It wouldn't make sense to fight Mr. Sandman, then immediately fight Bear Hugger.  No, the kind of hack I'm thinking of is… well… not unlike the console versions, I suppose; it would mix-and-match the various opponents between the two versions.  Probably just kind of… every-other opponent would be from Super Punch-Out!!, as that game has five while the original has six.  I figure that the roster could be:

Glass Joe, Bear Hugger, Piston Hurricane, Dragon Chan, Bald Bull, Vodka Drunkenski,
Kid Quick, Great Tiger, Pizza Pasta, Super Macho Man, Mr. Sandman

I genuinely have no idea how difficult a project like this would be and, for all I know, someone's already done it or planned to do it.  But, hey.  I don't recall seeing anything about it, so here it is.  ;)

29
I'm back, again, with another tiny idea.

I'm playing my way through Secret of Mana and I noticed something…  The "Cancel" button is a really weird one.
See, in Squaresoft games – and RPGs on the Super NES, in-general – the "Confirm" button is typically A while the "Cancel" button is typically B.  With Secret of Mana, however, the "Cancel" button is assigned to the "Player Menu" button.  This button is Y, by default, but it can be any of the "face" buttons.  My idea?  I'd like to have "Cancel" assigned to the "Dash" button, just as it is in Seiken Densetsu 3.  It just makes more sense, that way.

I'd also like to figure out how to make the default controls swapped so that "Ally Menu" is Y, "Player Menu" is X, "Dash(/Cancel)" is B, and "Attack/Confirm" is A, by default.  I tried searching for hex values, but I didn't find anything relevant.

Cheers~

30
Ya know… this makes me want patches for Mega Man 7/8 and Powered Up that make it so weapons don't refill on death, between Wily Castle stages, and makes the Wily stages in 7 and Powered Up one long chain of levels.  Just 'cause.

Anyway, the concept of these patches are reasonably sound, I s'pose.  It saves the player from having to waste all their lives to refill their weapons or grind enemies, both of which can be very annoying.  But… yeah.  Not for me.  There's just something… nostalgic… about making a dumb mistake and paying for it. (Hello, Boo Beam Trap, in Mega Man 2.)

Great work, though!

31
News Submissions / Re: ROM Hacks: Rosy Robot Raises a Ruckus!
« on: September 28, 2019, 02:19:50 am »
Thank you, chillyfeez.  That whole thing was written to get peoples' attention and get them interested in the hack.
Yes, it ultimately leads people to what some might consider a "disappointing character swap" rather than, say, a translation of a years-old game or a complete redesign of a beloved classic… but, sometimes, a little "razzle-dazzle" is a good thing when you're trying to "sell" something to a wide audience.  I mean, I made the hack for fun.  In that same vein, I much prefer adverts with a little character rather than a simple statement.  Kind of a shame the feeling isn't mutual.  Now I know~

Also…
Shallow gender-swap sprite hacks
Let's be realistic, here…  Aren't all ROM hacks "shallow" in some way?  I mean… why do we modify games?  To suit our tastes?  To make them "better?"

We ROM hackers are an arrogant, selfish, shallow lot, to be sure~  ;)

32
News Submissions / Re: ROM Hacks: Rosy Robot Raises a Ruckus!
« on: September 26, 2019, 03:26:27 pm »
I'll let you in on a little secret…

… I just couldn't think of enough P-words to make a catchy headline, so I went with "Rosy" instead of "Pink."

33
First-and-foremost, thank you for your reply!  It's a little disappointing to hear that there's no way to try and do what I'm attempting, but I guess that's just how things go, sometimes.  I got the idea from similar Game Genie codes for Super Mario Bros. 3 and, for some reason, thought I might be able to do something like that for the first game.  Of course, as soon as I realized that Mario's "Super" status and his "hit counter" used two entirely separate values, I probably should have known better, ha hah.

But, I have to tell you… I'm not trying to learn Game Genie codes for any "useful" reason, and I'm certainly not trying to learn anything Assembly-related.  Actually, this is only my second encounter with it -- the first being the info DarkSamus993 offered up for our Mega Man 7 ROM hack.  I could learn Assembly, probably, but I don't really have the same burning desire that a lot of folks in the community have, when it comes to game modification.  In short: I'm a casual modder.  Which is why that somewhat-outdated guide that I referenced was so handy for me. (The way I commented those values is actually how he did it, for me!)
In regard to Game Genie, I mean… you can do much cooler stuff by just locking/freezing RAM values (like starting-and-staying as Super Fiery Mario).  I've done quite a lot of that on a wide range of emulated consoles and found some pretty interesting stuff by doing so. For example, I was pretty pleased when I found out you could play as True Akuma in Street Fighter Alpha 2, for the Super NES, via value freezing.  I'm sure I wasn't the first to find that, though.  But, really?  I'm just fiddling around and trying to make a unique Game Genie code for someone else, since they occasionally do videos where they try codes for Super Mario Bros.  Is it a waste of time?  Sure is.  But, it's my time to waste!  ;)

Anyway, I appreciate you clearing up the mystery I laid out, your suggestions, and your confidence in me.  Thank you.  But, I think I'll just stick to "tinkering," for now.
… how is writing down where and when a specific event executes useless, though?  Especially if it only fires off the one time, on-boot?  Ah, well…

34
Alrighty, so… I've been trying to make some Game Genie™ codes for Super Mario Bros. (stand-alone version, for now).  Basically, I was fooling around with searching for values (as I often do), and I found out that Mario's "power" state is controlled by two addresses:
- $0754 controls whether he's actually Super ($00) or Small ($01)
  Just for laughs, set this to $02 and try bashing some blocks, sometime!  I chuckled, at least!
- $0756 controls whether he has zero hits (Small ($00)), one hit (Super ($01)),  or can toss fire (Fiery ($02))

Now, using using Tony Headstrom's helpful guide, I was able to make some codes that do… certain things.  Thusfar, I've made a "Power-ups Have No Effect" code, a "Get Power-Up, Can't Be Powered Down" code, and an "Always Small Mario Regardless of Power" code.  The lattermost is good for my purposes… but, I'd also like to make codes to set and lock Mario's initial state, so I can do things like "Start-and-Stay as Fiery Super Mario," which would be a two-line code.

I'm not very good at 6502 Disassembly, but I was able to track down and figure out the following through a combination of FCE Ultra X and a Wikibooks page on the subject:

Edit: Updated some value information and added another value I discovered.
Code: [Select]
[POWER-UP STATE ($0756, default value $00)]
_Reading From_
00:859F:AD 56 07  LDA $0756 = #$00                  ; Load value from $0756 (Mario power state), Game Start (Frame 9)
00:85FD:AD 56 07  LDA $0756 = #$00                  ; Load value from $0756 (Mario power state), Game Start (Frames 9, 27, 33)
00:B624:AD 56 07  LDA $0756 = #$??                  ; Load value from $0756 (Mario power state), CONSTANT (Frame 33 onward)

_Writing To_
00:90DC:91 06     STA ($06),Y @ $0756 = #$00        ; Make Y Set $0756 to $00 (Small Mario)?  Executed on title screen
00:85A5:8D 56 07  STA $0756 = #$00                  ; Set $0756 to $00 (Small Mario), executed on lives screen
                                                     (Temporarily removes power-up state to show Mario/Luigi player colors)
00:85B1:8D 56 07  STA $0756 = #$00                  ; Set $0756 to $00 (Small Mario), executed on lives screen after 85A5
                                                     (Restores power-up state back to what it was before the lives screen)

01:D842:8D 56 07  STA $0756 = #$01                  ; Set $0756 to $01 (Big Mario), executed on Super Mushroom pick-up
01:D82D:8D 56 07  STA $0756 = #$02                  ; Set $0756 to $02 (Fiery Mario), executed on Fire Flower pick-up
01:D936:8D 56 07  STA $0756 = #$00                  ; Set $0756 to $00 (Small Mario), executed when player hurt while powered-up
00:9274:8D 56 07  STA $0756 = #$00                  ; Set $0756 to $00 (Small Mario), executed after player death

[BIG/SMALL STATE ($0754, default value $01)]
_Reading From_
01:F091:AD 54 07  LDA $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 33 onward)
00:B32B:AC 54 07  LDY $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 35 onward)
00:B130:AD 54 07  LDA $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 35 onward)
01:DC9F:AD 54 07  LDA $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 35 onward)
01:DCB1:AE 54 07  LDX $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 35 onward)
01:F091:AD 54 07  LDA $0754 = #$01                  ; Load value from $0754 (Mario big/small state), CONSTANT (Frame 35 onward)

_Writing To_
00:90DC:91 06     STA ($06),Y @ $0754 = #$01        ; Make Y Set $0754 to $01? (Small Mario), Game Start (Frames 3, 5)
00:9066:8D 54 07  STA $0754 = #$00                  ; Set $0754 to $00 (Big Mario), Game Start (Frame 32)
00:B265:8D 54 07  STA $0754 = #$00                  ; Set $0754 to $00 (Big Mario), executed on Super Mushroom pick-up
                                                     (6 frames after $D842 executes)
00:B265:8D 54 07  STA $0754 = #$01                  ; Set $0754 to $01 (Small Mario), executed on player hurt while powered-up
                                                     (15 frames atter $D936 executes)
00:9269:8D 54 07  STA $0754 = #$01                  ; Set $0754 to $01 (Small Mario), executed after pitfall death

I've tried changing this-and-that to NOP (do nothing) codes, which is how I got the codes I mentioned, and I've tried changing things to "set to this value," sometimes with ugly results like game crashes, so… I really have no idea what I'm doing wrong, at this point.  I feel like I'm probably missing data, despite my research, or just using the wrong commands, or something.  If anyone has any ideas (or, better yet… simple solutions!), let me know.

Thanks for reading!

35
If you notice the lifebars have been shrunk, just not rearranged.
I hadn't… so, my apologies and thanks.  You're doin' somethin' great, here, and I really hope you keep at it!

36
Alright, I know this has been suggested at least a couple of times, by now… but, can you please either shrink the life bars and put them side-by-side (a'la Cadillacs & Dinosaurs), or move the P3 lifebar to the bottom of the screen?  Having it directly under the Time just looks bad and it would look even more wonky if just Players 1 and 3 (or, 2 and 3), are playing.
Yes, I know.  You (Grego) said you would… but, it seems like you put that on the back-burner and focused on palette swaps and real-hardware compatibility.  Big kudos on the latter and the former is always welcome, but… those lifebars, man.  Those lifebars.

37
News Submissions / Re: Translations: The Beginning is a New Moon
« on: June 08, 2019, 05:42:11 pm »
I remember seeing a discussion for this on… Twitter, I think it was?  I saw it last month, but it could've been older than that.  Anyway, there was something in the old translation about one of the characters mentioning a "game center clown" and how the NPC hoped they would be funny… but, as was noted, the actual line was referring Game Center Crown, a key location in the Sailor Moon universe.  Pretty funny stuff… but, definitely a sign of the times and a lack of ability/utilities. (Or, ya know, just plain not knowing the source.)

Anyway, to those involved?  Thank you for your work.  You're making the dedicated fans proud and keeping confusion to a minimum for new fans!

38
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: May 20, 2019, 04:52:06 pm »
Lotta interesting hacks, this time around!
  • The Calcium Kid one is as amusing as it is beneficial to gameplay!  I just hope the "secret" special attack (see spoiler) still drains energy.  It's too powerful not to!
    Spoiler:
    (The "secret" special move is the paper airplane, which destroys pretty much everything for 1/5 of Sketch's life energy.)
  • The Final Fantasy Tactics Complete one sounds good, though it doesn't seem like it addresses my biggest gripe with the game: the crippling way the game levels up enemy monsters to your highest-level character, which defeats the purpose of grinding for XP or JP.
    (I kinda want a hack where XP is tossed out the window and enemies are rebalanced, actually… kind of like Chrono Trigger Level Zero.)
  • Arcana - Seal of Rimsala is on my to-do list, definitely.  As a fan of Might and Magic, I've been wanting to play that game, and what better way than with a brand new translation update and "quality-of-life" hack?
I love this community so much.  Y'all just keep surprising me~

Cheers!
~ J

39
Welp.  This hack just got a bit more attention.

Vinny from Vinesauce played this at midnight, today.  I didn't stick around, but I know Toruzz was there, so that's pretty cool.

Grats, Toruzz!  And, thank you for remastering a classic, overlooked game.

40
Not quite.

The Buck Rogers prototype seems to be missing some sound effects, almost all the music – aside from this song, which plays on every level – and might even be missing a level or two.  I'm sure there's far more differences, but I'm not really sure what those might be, since I haven't played through any version of Jim Power.

12/22 Edit: Decided to play the thing, for myself.  Yup.  Lotta missing sound effects and all of the music, aside from that one, is gone.  All the levels seem to be there, though… but, the last level seemed like it was missing a platform, so I ended up sacrificing a life to progress.  So, other than that… I suppose that's a way to go.

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