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Messages - slidelljohn

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ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 01, 2019, 07:07:15 pm »
I actually had that backwards, its experience that doesn't have its on stat data and gold does. :D

In Dr. Fail's text document for 7th saga it says "Experience = 2.201 * Gold" but this
appears to be incorrect. The number that I came up with is 2.203112840466926. So it
should be Experience = 2.203112840466926 * Gold. I still haven't checked if its rounding
the decimal after you multiply or if it just drops the decimal but I'll figure it out before I make
the patch for it.

This will be a easy hack to make but I'm going to have to temporarily relocate the enemy stat table file.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: December 30, 2018, 05:51:41 pm »
That’s what I was thinking too. I’ll keep it at 9,999,999. The hardest part about making the level 99 hack complete is going to be figuring out the proper balance for how much experience to gain for each level. I’m probably going to have to write a small editor to edit the experience points needed to gain each level. Maybe I’ll also include a enemy stat editor just in case the experience gain from enemies needs to be edited as well for a good balance.

What does everyone think about how you acquire gold from the amount of experience points you get. I really don’t like that you get gold like that from enemies. I think gold should have its own value in the enemy stat file.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: December 30, 2018, 03:38:44 pm »
Yes I believe it is possible to add 7 letters or maybe more. I was thinking about adding extra letters but I wasn’t sure if I wanted to. I guess maybe I should try to add the extra letters because 5 letters really isn’t enough. I’ll look into adding the extra letters later today. F7 is the end byte for all text. I actually added one extra letter to the experience points in my level 99 hack. The experience points originally uses 7 letters but I made it to where it uses 8. The level 99 hack I might release as my next patch but I’m still deciding if I should use the extra 8th letter for up to 0xffffff (16777215) experience points or leave the cap at 0x98967f (9999999) experience points. If I leave the experience at 7 letters I’ll have to set new values for all level ups so you can reach level 99 or if I use 8 letters I might only have to add level 81-99 but having 8 letters caps experience at 16777215 which is a odd number to have. What do y’all think? Leave experience cap at 9999999 and have all new values for level ups or set the new cap at 16777215 so all or most original level up values stay the same. I'm kinda leaning towards keeping the cap at 9999999 and set new values for the level ups.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: December 29, 2018, 04:07:17 pm »
I created a patch for choosing lower case letters when you select your name in 7th saga. There is no readme with the patch just use a original headerless 7th saga rom. You can ether press the new symbol in the lower right hand corner or press the y button on your controller to change upper/lower case. About a year ago mrrichard999 ask if it was possible to create a lower case hack and I liked the idea so I finally decided to write the code for it. I still need to optimize the new asm code that I wrote so its a little smaller. The patch should work without any bugs but I still haven't played the whole game using the patch.




Over the next couple of days I will be releasing a couple other small patches for 7th saga that I have been working on. I still don't have any updates for my 7th saga level editor but the project is still slowly being worked on.

Hello friends, I'm new to this but I'm on the right track, I've made some progress in the translation of snes games, especially MegaMan X, I'm a loyal fan ... Maybe someone has the password to unzip this * .rar file " ", I publish Mr." slidelljohn ", when I had a discussion with" pianohombre ", I regret what happened to them but good a friendly hug friends ... Excuse my english I'm from Peru and I speak Spanish ... sometimes I use the google translator ... I apologize for them friends ...

A cordial greeting to "justin3009", it helped me a lot and I've learned many things since then when translating megaman x into Spanish ... thank you very much ...

Again I apologize for my audacity, I honestly want to continue learning ...  ;)
The password is:

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 20, 2018, 08:01:25 pm »
For the images that show the stats values I think the ff3 numbers look better than 7th sagas numbers. The 7th sagas letters I think look better than ff3's letters but that's probably because of the background color of the font. Any chance you can make a image showing the stats with the ff3 font without that background color on them?

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 19, 2018, 08:35:43 pm »
The mode 7 is a cool effect but I think dropping it from battles would allow for some big improvements. I'm not sure yet about dropping it from the world map though. Definitely would need some new battle backgrounds and I have found a few backgrounds that I like from snes treasures of rudras. I like some but not all of these backgrounds

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 19, 2018, 05:15:05 pm »
Can you post before and after pictures so we can compare the original and new font? I actually like the original font but I don't like the spacing of the letters for some of the words. If I end up changing the menus from sprites to a background layer then I'll probably incorporate a vwf to fix the spacing between letters.

Here is a pic showing the original battle menu.

And here is a pic showing a mockup of what I would like the vwf to look like.

It's not a huge difference but I think it does slightly improve the looks of the text if a vwf was incorporated.

Even though I have seen them in the decompressed graphics I didn't realize the icons for gems, bottles, runes, and keys were unused. I'm definitely interested in seeing some pics using these. I know how to add extra spaces for the text so if that's something that could help for adding the unused icons let me know.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 18, 2018, 01:03:17 pm »
Interesting, I'll definitely check out your patch when you finish it. I do plan on adding a font and text editor to the editor I'm working on.

Here is another small update on the map viewer. I optimized the algorithm for loading the map and tile sets by about 4-5 times faster. On my good pc it's all loading at about 0-31 milliseconds and on my average pc it's loading at about 11-37 milliseconds. I still have 2 other things to do to optimize the code for loading the map and tile sets faster.

1. I'm creating a qimage then converting it to a qpixmap and that eats up a lot of time. Instead of creating a qimage I'm going to write the image data as a windows bitmap image then load that as a qpixmap. That will definitely speed things up a little bit.

2. I will make the map and tile set viewers about half the current size and that should also add a nice speed boost.

Everything is fast enough right now but I want the code to be a little faster because I might end up adding extra background layer, animations, and I want very fast updating of the tiles when things are edited. I added all of the town and dungeon maps but it's still not loading all of the correct sizes for the maps and tile sets yet. The maps do have a x/y size in the rom but the tile sets do not have a set size. I think the tile sets just have a maximum size of 0x7FF tiles per set but all of them are not that big.

Here is a download for the newest update for the editor. This update the screen is larger than 1080p but after this update I should have everything to where it fits inside of a 1080p screen. I think the only main map left to add is the world map. There is a milliseconds timer to test how fast it loads the tile sets on everyones pc but I'm not sure how accurate it is.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 18, 2018, 12:36:44 am »
Yes both of those are possible to do through assembly hacking and there is plenty of room in the rom to do it. I never thought about having the lowercase letters for the name selection screen I might consider creating a patch for that. You can definitely add a lot more than 7 characters but that will also take some assembly hacking. That one I have considered doing. I plan on changing so much stuff there probably isn't going to be 7 characters or 7 runes or 7 of whatever else that there is in the game so the 7th in 7th saga might become pointless to have in the game title. Something I may or may not do is change the name of the game. I have thought about changing the name to Mystic Saga. That would make it a combination of Mystic Ark and 7th Saga.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 17, 2018, 04:47:23 am »
I actually didn't mind the grinding but it could definitely use a lot more strategy inside of the battle system instead of just gaining levels to be able to beat the enemies. When I recreate my version of the game I do plan on making it harder than what it is now but it will be a more balanced and strategic game. It will definitely have less fully healed to dead in one shot. What do you think can be changed or added to improve gameplay and strategy within the battle system?

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 16, 2018, 06:01:35 pm »
Definitely underrated but I do understand why. Hopefully with this editor, these new updates to the game engine, and increasing the difficulty by adding new strategy to the battles people would appreciate it more. This is definitely one snes game that would see some big improvements through a editor and these new features. I like 7th saga a lot and I think it will always have a high replay value and with all of this new stuff the replay value will be even higher.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 16, 2018, 05:24:20 pm »
Awesome thanks! I'll definitely look at it. I need all of the ideas I can get because I have never really used a snes level editor before. I'll probably end up downloading a bunch of them so I can get a lot of ideas on how I can go about designing this one.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 16, 2018, 04:38:43 pm »
Yes definitely a possibility. There is some extra room in the existing maps plus the data is easy enough to edit to create whole new maps.

Anybody is more than welcome to help. The more ideas the better for me improving 7th saga. What kind of hacking skills do you have? Can you do any c++? I'm using QT creator for the editor.

Thanks! Always glad to see that other people appreciate 7th saga. It really is a better game than what some people say about it. It was definitely not one of the best rpg's on the snes but it was always one of my favorites. I don't really like elnards version of the graphics but I'll probably include them to give people the option for them to use them if they want to.

Here is a pic showing all of the tiles sets that are loaded now.
I'm not really sure how I want to set up the tile sets for editing but I'm thinking about cutting each set down in half or at least the 4 big tile sets. I still need to optimize the code for loading all of the pixels because it's still not as fast as I want it to be. The 63 that is in the line edit is the milliseconds it takes on average for the tile sets to load when changing maps and that is on my fast pc. On my slower pc it takes about 120 milliseconds. I can definitely cut that time down a lot and I'm going to try to get it around 16 milliseconds. I have 3 different things to do to optimize the code but it's going to take a complete rewrite of the algorithms to get it loading faster. I'm going to try to get this part of the editor done by Thursday if I can. Once these algorithms are optimized they can easily be transferred over to create new editors for other snes games. I'll probably end up creating tutorials on how they work so they can be recycled to other future projects.

I really need some good ideas on how to set everything up for the ui in the 7th saga editor. What snes editors have the best user interface for editing the games? What snes editors have the best functions for editing the tile sets?

Programming / Re: Bsnes problem
« on: January 14, 2018, 03:35:49 am »
Awesome! :woot!:

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 13, 2018, 05:26:53 pm »
4ph reported the bug this morning and I was able to fix it I just didn't have time to post the fix for it. Here is the fix:

After you unzip this file just put the whole folder in the same location as the .exe. All it was missing was a .dll but it has to be inside of that platforms folder. All of the other .dll's are in the correct location it was just that one dll that needs to be in that folder. I build my test programs with QT c++ and since I had QT installed on my computer it was working for me because my pc had that file already with the .dll. Let us know if it works and what you think about it.

And yes I could use git but right now I'm just trying to get a basic foundation of the editor built before I post the source. The editor will definitely be open source once it's up and running. You are more than welcome to have the most recent source if you want me to pm it to you but there is a lot of testing going on for the editor so the source code looks like a complete mess.

If anyone has any speed issues when changing maps they should let me know so I can get it working perfectly. I have a lot more stuff to add but I want zero slowdowns. It works great on my pc with zero slowdown but it might not work as good for others.

I have never really used a level editor before so if anyone has any recommendations on what the editor should have they should let me know so I can make the best user interface possible for future developers. Screen shots of other editors or examples of other editors features that everyone would like to see should be posted on here. I want to build a great editor for everyone to use so the more ideas that everyone can give me the better.

With the next update this coming week I'll have it load some more maps and I'll have it load all of the smaller tile sets that make up the maps. It uses 16x16, 32x32, 64x64, and 128x128 tile sets for the screens. After I get all the next update up and running with no slowdowns I'll probably start populating the maps with all of the people, doors, and items. Once all of the maps and tile sets data is fully viewable I'll work on the enemy and character data. I won't have it actually edit anything until I get everything viewable first because I need to know exactly how I want the editor to rip apart the rom apart and put it back together. Also I already have a fully working graphics decompressor/compressor working but this editor will probably use my graphics decompressed patch because of the extra features it adds. There really is no need for graphics compression on any snes game anymore.

Programming / Re: Bsnes problem
« on: January 13, 2018, 09:52:22 am »
Awesome advice everyone! Image how hard that would have been to figure out if we didn't have

I see you have it working now. Have you tried doing what Disch said in the edited part of reply#2? Seems like what Disch said wasn't what the exact issue was that you were having but it could possibly cause future problems if the code isn't fully optimized.

Programming / Re: Bsnes problem
« on: January 12, 2018, 01:20:29 am »
What are the results if you use higan? Higan should be the most accurate snes emulator. Bsnes is the outdated version of higan.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 11, 2018, 04:52:49 pm »
Here is a map viewer for 7th saga. It still needs a lot of work but I figured I would release the early version for everyone to look at. After I optimize it I will have it load more stuff. Probably won't be able to do any more work on it till next week but hopefully soon I'll have it to where we can edit and save new towns and dungeons. It's just a matter of time till we have a fully functioning 7th saga editor.

Not sure how fast it will be on everyone's computer but it works really good on mine. It loads the images faster than I thought it would because the code isn't fully optimized yet. I tried my best to fit it on a 1080 screen for everybody to be able to see everything. Let me know how it works.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: January 08, 2018, 09:20:39 pm »
Cool thanks for posting it. I'm guessing there isn't a version without any of the dithering?

Is the you got weapon screen using all 3 background layers? How much space does the tiles for the mmx and zero portrait take up in vram?

Sorry for all of the questions just thinking of ideas on how to increase the color count. Maybe when this part of your project is finished and I get some extra time I might look into using mode 7 and maybe the msu-1 chip for the you got weapon screen to increase the color count.

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