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Messages - Josephine Lithius

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You know, I never realized that neither Regen nor Fusion properly scale the Game Gear screen, until I gave this hack a whirl.  200 x 144 pixels, my bum.

So, I gave this hack a whirl, played Stoneman's stage up to the first Ball Thrown enemy, fell into a pit I couldn't see, and gave up.  Zynk's hack is terrible and he is a bad person.

No, but seriously… being able to play as Roll in such an obscure – and, largely unloved – game like this is really cool!  I've only tried the 11 version, but the graphics in that are absolutely on-point, Roll looks super-cute, and the weapon palettes are varied and colorful.  I'm going to really enjoy playing this game, again, as my favorite super robot girl!

Thanks, Zynk!  You are one very dedicated Roll fan!

Edit: This game is very flawed in many important ways.  But, the modifications to the graphics made the pain worth it.

I'm back, and I have another silly idea.

It has recently come to my attention that Ninja Gaiden Trilogy, much like Super Mario All-Stars, uses a butt-ton of code from the original NES games.  Despite this, there are certain things which are missing from this compilation/upgrade: namely, all three ending credit rolls.
What I propose is a ROM hack which restores these endings.  The credits and music are already in the game.
 They've just had their coding gutted.  As KungFuFirby found out (and, demonstrated), all it takes is some clever copying-and-pasting of ROM data, but I genuinely have no idea how one would go about doing that.

On a related note, I'd also love it if someone could restore the lightning flashes and dark terrain of Ninja Gaiden II Act 3-1, which was sloppily disabled, for no discernible reason.  This would probably be easier than fixing the endings, since it's (probably) a smaller chunk of code.

Just some random ideas to make a less-than-stellar port slightly better.  Cheers!

News Submissions / Re: Translations: Super F1 Circus 3 now in English!
« on: December 16, 2018, 10:20:18 am »
Hey, I meant to mention this a little sooner…

There is a lot of completely untranslated text that pops up after a Quick Race.  Something like two Yes/No questions and another thing that I'm not sure about.  I think the questions might be, "Would you like to race, again?" and "Would you like to change your settings?" but I didn't do a lot of testing.

Other than that, and the graphic buttons on the name entry, I'd agree that it's pretty-much done!

Well, poop.  I just finished playing the original version of this game not too long ago.  It was a… trying experience, but not due to the translation.  Actually, the game did a darn good job of telling you where to go.  But, my point is that… if I'd put it off for a month, I could've played this super-spiffy, revised version, instead!  That would've been a treat!

Ah, well…  The next time the mood takes me, I'll open this awesome hack and give it a whirl.  Or, perhaps, the (eventually-)upcoming Super Famicom version!

I have two questions.

Firstly, how does one go about changing the frame rate on Ghosts 'n Goblins for the NES?
I remember reading, some time ago, that the NES port runs at a completely unacceptable internal frame rate of, like, 12?  It looks incredibly janky – especially when compared to the arcade version.  I think there was some talk about fiddling with the frame rate to make the game run smoother, but I've never seen anything that actually hints on how one might do that.  If anyone knows, definitely let me know – or, better still, make a patch and upload it!  You'd be doing a great service that's been a long time coming!  :3

Secondly, is there a hack that will add Super NES Mouse support to Nintendo's SimCity?
The Super NES version of SimCity has always been something I've been wanting to play with, but the fact that it's a mouse-driven game that's played with a controller kept me from doing so.  I think a mouse hack would make this good game even better.  Or, at least, easier to play.

That's all, for now.  Looking forward to any sort of response!

Righteous hack!  Unfortunate name, though…
(I would link to the appropriate I-Mockery article for "Basterd Master," but the hack has crudely-drawn pixel-gore and body parts, ha hah.)

Happy 30th Anniversary, Super Planetary War Records: Metafight!  Looking forward to Blaster Master's actual anniversary, in November!  Wink.
Who'm I kidding – nobody cares about MetaFight.  Heh.

Ya know what's funny?  The only reason I know about this game is because an online streamer that I watch has played it, a couple of times, in their "play several games, briefly" stream sessions.  Once they played this, I had to give it a search, and ended up finding a little page with a little info, in some dusty corner of the web.  Personally, I keep translating the subtitle as, "The Calling Voice Awakens Me," myself… but, "Heed the Call to Awaken" makes more sense.  Probably.

In any case, I'm quite excited to see an English translation and I hope the streamer I mentioned will be, too. (They didn't play it for long, either time, but the title definitely sticks with ya.)

Well, no.  No, I have not.  Mostly because I don't want to bother them.  Adding directional dashing isn't really something that the Randomizer people would be interested in.  Plus, they're not the ones who made the patch.

In any case, I compared said patch to the Ancient Stone Tablets Pegasus Boots coding.  Being that Kazuto's patch is more-or-less a port, there's a minimal amount of changes, between the two, mostly having to do with "jump to sub-routine" codes and, oddly, counter values.  However, at the end of the dash code, Kazuto's code uses "set carry flag," "pull accumulator," and "clear carry" code while the Ancient Stone Tablets dash code just ends with a "branch always" and "load accumulator from memory" code.  I'm guessing this is because the Ancient Stone Tablets Pegasus Boots code is self-contained while Kazuto's code has to jump to a sub-routine.
In any case, I don't know my way around 65816 code well enough to know what the heck I'm doing, much less understand what its doing. (An emulator with a debugger would probably help me, thinking about it…)  So, I'm pretty heartily stuck.

ROM Hacking Discussion / Adding Patches to Link to the Past VT Randomizer
« on: February 04, 2018, 07:10:50 pm »
So, I have a problem.  My problem is that I'm either not understanding, or utterly screwing up, something in my Link to the Past randomized ROM.
See, what I'm trying to do is add Kazuto's "AST Dashing" patch to the randomized ROM.  The patch consists of changing the original Pegasus Boots code to call to code located in an empty place of the ROM – a place which is full of data, in the Randomized ROMs.  Now, this isn't the problem, as I've already found an empty place to put the extra call functionality.  The problem I'm encountering seems to be actually making it work properly.

The original Pegasus Boots code is located at $31195, in the randomized ROM.  I've replaced that part with the custom call code that Kazuto came up with.  In a normal, US Link to the Past ROM that's been patched with Kazuto's "AST Dashing" patch, the code, normally located at $3911B-$3912A, would make a call to secondary code, located at $3F89F-$3F8CF.  In the randomized ROM, I had to move that secondary code over to $3B526-$3B556 and change the JSR code in the first address' code from 22 9F F8 07 to 22 26 B5 07.  While this still allows for straight dashing, trying to change direction causes the game to crash.  So, what am I doing wrong?

Sidenote: If this isn't enough information, I can provide more code, but I'm trying to be considerate, to Kazuto, by not posting the entirety of their work, here.

Hoping for good news,

News Submissions / Re: Translations: New Translations Added to the Database
« on: December 22, 2017, 10:36:08 pm »
Alright, now I'm convinced that the image RNG broke, for a bit.  Two posts in a row?

Re: The Breeder translation:
I understand that English in Japanese games is common, but are Japanese players really expected to be able to play a game that's not in their mother tongue? I can imagine a lot of players missed the post-game bonus at the end of Super Mario Bros...
Actually, from what I understand, English is taught as a second language, in Japan.  It ain't great, but it's there.  So, if anything, games like Breeder are probably made for older kids who already have a grasp on English?  I dunno.

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: December 17, 2017, 01:57:47 am »
I'm kind of impressed that the bot picked two screenshots from the same hack.  I guess the chances of that are 1/11?  Still, that's impressive.  And, amusing.

Personal Projects / Re: Chrono trigger plus
« on: October 20, 2017, 12:44:29 pm »
A random password?  That seems simple enough to code...  I'd actually coded an RNG script for piano-playing Kilwala hanging out in the Snail Stop, before, to let him play literally any song in the game, at-random (how he does so using only a piano is beyond me)... so, I can't imagine this would be much different.  There would just be more coding involved.

See, the way I'd do it is... at the start of every game, a random number would be generated and set into a counter.  When you get to the Factory, the computers that tell you and receive the password would read the number from the counter and spit out one of X number of lines -- one of which being the classic "Zabie" password.  The complicated part of this would come in actually programming the security computer to recognize and accept the inputs... but, I don't guess it would be that complicated, really.  Just a matter of "if X = Y then go to Z" sort of events.  But, that might go beyond the scope of the hack, so...

Personal Projects / Re: Chrono trigger plus
« on: October 18, 2017, 04:08:10 pm »
Chrono is still going to have to go to the factory, watching Joseph's videos shows that it is a huge mess if he is not is the lead, so for a few spots like the prison break and the factory he will still be forced in the lead.
You... do know that's fixable, right?  It's just a matter of making sure the correct trigger is triggering the correct thing, when activated.  However, making Crono an optional character will still require a bit of work, between editing and playtesting.  Which is exactly why it's on the "wild ambitions" part of my "things I'd like to do/seen done" list, for Chrono Trigger.  Hee hee.

Personal Projects / Re: Chrono trigger plus
« on: October 15, 2017, 12:15:07 pm »
My real question is how do you block a party without Crono from doing the Zeal events?
On a technical level, it's pretty easy.  Just set up an event that checks to see if Crono is in the party, before going to Enhasa, then lock him in, during.

Storywise, though?  There's technically no reason to ever drag Crono along on any of this mess... or, really, any of the events of the game.  But, between Ayla and Marle, I'm sure some story could be written to where they absolutely demand his presence.
Like, for example, let's say Ayla wanted him to help attack the Tyrano Lair (because, she thinks he's the strongest of her strong friends) and refused to fly the Dactyl, without him.  That seems like the most logical point to lock him in, to me, without making things seem too obvious or cliché.
Alternately, the "lock point" could be set to after finding the Epoch.  But, Janus' vague proclamation would have to be edited to accommodate, if Crono isn't present, at the time.

There's a whole lotta ifs-and-or-buts to consider, when changing something that significant.  It's, honestly, kind of a mess.  But, I reckon that we can help, if Ben needs it!

Personal Projects / Re: Chrono trigger plus
« on: October 14, 2017, 12:20:15 pm »
Didn't work much on this yesterday but I did make it so Crono could be swapped at anytime only a forced character in Zeal.
Funny you mention that.  I've been kind of half-testing keeping the party entirely free to rearrangement (PAR code 7F01DE00), during my playtesting -- mostly to put the "story-centric" character into the first slot (Lucca during The Queen is Gone, Robo during The Factory Ruins, etc).  I've experienced a few odd priority issues, here-or-there -- usually with a non-Crono character getting stuck in an animation -- but only one event, so far, outright broke.

If you swap Lucca and Crono's placement around, before the Dragon Tank battle, after beating the boss, the game soft-locks.  If I had to guess at why, it's because the game is trying to call an event from CHR00 (the first party memory) rather than Object 1 (specifically Crono) and, if Lucca is in the CHR00 spot, the events can't continue.  It's kind of odd that it would do that after telling Object 1 to finish off the Dragon Tank, though... but, then, the guts of Chrono Trigger are full of weird and unexpected things... like, for example, in the Denadoro Mountains, there's a second Ogre gauntlet which, for whatever reason, was disabled.

Oh, and, if you want a laugh, at an inappropriate time, try putting Robo in the first party slot, before the R-Series battle.  I found the results pretty amusing...

Edit: Not having Crono in the first party slot, during the party in 65M BC, will also soft-lock the game, during the party and after waking Ayla.

Personal Projects / Re: Chrono trigger plus
« on: October 12, 2017, 09:15:59 am »
Regarding Crono's Clone/the Doppel Doll, edale's right... but, they're missing one important part of that explanation.

If you wait until you need the doll...
Gaspar will mention Dr. Bekkler, by name, at the End of Time.  When you go to visit Dr. Bekkler, he'll immediately tell you that he knows you need the doll and cut you a deal: If you win his game, the doll is free, like usual... but, if you lose, depending on how badly you lose, the doll will cost you money -- not Silver Points but actual money.
I always thought that was kind of neat and expands on an otherwise minor character in a significant way.

Personal Projects / Re: Chrono trigger plus
« on: October 11, 2017, 09:19:38 am »
Only the party will call Magus by his given name, everyone else still calls him Magus
Oh?  I hadn't even started on that one.  I'm glad you liked the idea enough to implement it, though!  I can't imagine it took any small amount of time, even with a text dump handy.
Unless... maybe, you exported the entire script and swapped out the appropriate "{Magus}" triggers for "[the?] Magus" text.  Is that a thing Temporal Flux can do, easily...?  'cause, I never looked into it, ha hah.

Personal Projects / Re: Chrono trigger plus
« on: October 10, 2017, 05:01:21 pm »
Surprise and terror!

So, as some of you may remember, many moons ago, I was working on a couple of different Chrono Trigger projects.  My original plan was to combine "Level Zero" and "Retranslation" into one thing -- for my own entertainment.  I kind ended up going went mad with power, when I realized just what I could do, using Temporal Flux, and went well beyond the original scope of that idea.
Some time later, I grabbed all the new/changed content, from that project, and started over, using the base game.  Eventually, though, I kind of got burnt-out and lost interest -- but, not before getting some fun stuff done.

Well, come this month, I found out that ThegreatBen (and company) released a really cool-looking ROM hack that, coincidentally, shared the name of my own project, as well as someone else's.  And, as it turned out... it basically did what I'd intended to do... but, far better.  So, to finally get to the point... I decided to donate what I'd done to Ben (and company)'s project.

All that being said, expect to see some fun changes in some unexpected, in the future.  "What kind of changes?"  Well, that's up to Ben, at this point, hee hee!  But, there's definitely one or two changes coming which I hope fans of the base game will enjoy.


You know, I've been wanting an English patch, for this game.  And, now... we have one.  A really good one, from the looks of it, too!  Nicely done, ShadowOne (and company)!  Thank you very much!

The rar file is blank inside.
I see an IPS file within the RAR using 7-Zip v9.20... which, is from 2010.  Maybe you should give that a whirl?  Sidenote: I'd update my 7-zip but... eh.


Mega Man 7-style Tempo can't believe you'd make such baseless accusations.

In all seriousness, I started using Imgur back in 2012 and I've never once had a problem linking images.  I don't see anything regarding enabling or disabling external linking in the settings, either.  However, I did stumble upon this interesting little tidbit in the Terms of Service page:
Quote from: Imgur Terms of Service
Also, don't use Imgur to host image libraries you link to from elsewhere, content for your website, advertising, avatars, or anything else that turns us into your content delivery network.
… … …
Avatars are more or less what I have been using them for.
It's probably not a problem, though, since I don't use an excessive amount of bandwidth.

I'd still advise against it, though...?

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