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Messages - slidelljohn

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Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: January 08, 2018, 07:26:14 pm »
Do you have a link to view the original 20 color image or can you post it? It would be awesome to be able to see the difference in the both of them.

ROM Hacking Discussion / Re: Zelda 3 bosses not dropping hearts
« on: January 08, 2018, 06:44:14 am »
You need to learn snes asm to be able to do that and some of the other things that you have talked about doing. You seem ambitious you can do it. Some good snes hacking tools are giegers debugger(which you already have) vsnes and asmdev.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: January 08, 2018, 03:01:08 am »

Wow! That portrait looks amazing! Great job Metalwario64!

I am curious about how the image looks. Is it maxing out the color palette? The effect with the pixels make it look like it's for the sega genesis. What is that pixel effect called dithering? If the color palette isn't maxed out is it possible to add more colors so it doesn't have that dithering effect? If you look at zeros face, forehead, and the blue gems they don't have that dithering effect and it makes the image look more smooth. If all of zero looked like that it would probably make it look a little better. Ether way it is a phenomenal job and congrats on creating it Metalwario64.

Your mmx3 project keeps getting better and better. This is awesome!

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 06, 2018, 04:07:40 pm »

Here is another sample I made when trying to edit the Tower of Hera, but I am not sure if this will be in the final hack.

Not really sure what you did here. You should do before and after pics and give detailed descriptions.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 05, 2018, 10:32:58 pm »
You should upload anything you want that has to do with the topic of this page.

Why are you doing that with the link again with your images? Use the direct links so they are displayed on this page.

If all you know is how to convert binary to hex to decimal then you have a long way to go. Probably be best for you to stick to the newcomers board until you get a good grasp of things.

This topic should probably be move back to the newcomers section.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 05, 2018, 09:11:32 pm »
I use media fire to upload some of my test patches.

It seems like you do need a lot of help and you should probably post in romhacking discussion pages, help wanted pages or the newcomers board pages but this is already posted here and it should be fine where it is at.

I might be able to help you with some of the snes hacking stuff but not the nes. But remember you give a man a fish you feed him for a day you teach him how to fish you feed him for life. Before you ask for lots of help try to do the research on your own first to show initiative that you are trying to learn because there are a lot of people on here that will help you but they are not going to want to do your projects for you. There are lots of great hacking docs on here and by doing a google search you can find other docs.

Now let's see what you have so far with these patches.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 05, 2018, 08:15:48 pm »
You already opened this topic, and no, it's not fine the way it is.

Your topic is "Zelda1 and 3 improvement patches" so obviously you should at least have your patches or test patches uploaded if you have them ready for people to look at.

And you still haven't fixed the link for your images. I told you how to fix it. Is it really that difficult for you to fix that link? I was trying to help you out but it seems like I was just wasting my time. It's obvious that your are new and if you want help from people on here you should at least take other people's advice that are trying to help you.

Newcomer's Board / Re: Geiger not tracing data
« on: January 04, 2018, 12:28:20 pm »
All you have to do is load your game go to a location in the game where you want to start tracing code check the CPU box under logging and that will start writing the assembly code to a text file in the same folder that your rom is in. Uncheck the CPU under logging to stop the trace and it should save the trace file. And make sure the game is still playing while you are tracing the code or it's not going to trace anything.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 04, 2018, 11:37:07 am »
No you didn't. Like I said in imgur don't use link you need to use direct link.

direct link:


Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 04, 2018, 10:22:07 am »
Why not just edit your reply number 6 so everyone can see the image on this page. It's simple.

Newcomer's Board / Re: Geiger not tracing data
« on: January 04, 2018, 10:19:50 am »
Why are you checking trace once? :banghead:
 I said don't check anything else until you know what you are doing. Just check CPU under logging.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 04, 2018, 08:58:34 am »
The images look good but you should use the the img link code to display the image on this page. When you go to post a message you can get the img link code from the first button under change color it has the green plus symbol on the button. Put the address to your image between the brackets where the x is [ ]x[ ]. What is inside the parentheses (img) should be inside the first set of brackets and (/img) should be inside the second set of brackets. Also with your links to your imgur images use the direct link instead of link to get them to display correctly.

Newcomer's Board / Re: Geiger not tracing data
« on: January 04, 2018, 07:23:18 am »
In giegers debugger under logging only check CPU to start a CPU trace. The trace file will get stored wherever your rom file is. Don't check anything in special tracing or CPU trace options until you know how to do a basic CPU trace then you can play with the other options to see how they work. Under misc options I only have auto usage map checked but I'm not really sure what that does. Hope that helps.

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 03, 2018, 05:51:36 pm »
I updated this project page today. I have decided to change this wip page from mmx and 7th saga to just a wip page for 7th saga. I still plan to work on mmx and create new things for it. I changed it because I didn't want to clutter up this page with 2 different games.

That is some great progress. Right now I am working on some bug fixes for my 7th Saga romhack and adding some features to my editor. Once I am finished, I intend to release what I've got and see what people think of it. I look forward to working together with you guys soon.

I look forward to working with y'all as well.

 I am currently putting together all of my documents for 7th saga and then I'll put together a editor for the maps. I'm also going to have my decompression patch remade sometime in the next few weeks.

The next patch that I will release will have ether a new town or a new dungeon. I already have 7th saga documented to be able to do this and I should have a patch out for it sometime next week. I might even make a little side quest to get a item that will cause the towns to blink blue for the apprentices.

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: January 02, 2018, 03:52:35 pm »
You're welcome!  I have some more stuff coming soon.

I still need to redo my decompressed gfx patch and when I do I will upload both patches to I have considered translating elnard to English. I could do all of the programming but I can't translate jap to eng.  I could use google translator but some of the translation wouldn't be perfect. If I gather all of the Japanese scripts for elnard is there anybody on here that can translate them for me to English? I'll do all of the programming if someone can translate it for me.

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: January 02, 2018, 07:38:49 am »
Red X:
I think the apprentice at Patrof that has the rune but doesn't join your party shouldn't make the town blink blue just because I think the blue blinking should be for apprentices that can join your party. I also think the apprentices that are killed should not make the town blink blue. I have fixed the towns blinking blue for dead apprentices. The towns will no longer bling blue if they have been killed. The new updated patch is posted below. Just need to test it to see if there is any other bugs.

I was able to test out your editor. All I had to do was install java and it worked. The editor looks good! It edits everything or almost everything that is in dr fails guide. I also have something similar that I have written in QT.

I tried to find my test editor that displays all of the town and dungeon graphics but I lost it inside one of my hard drives. I'll probably write another one soon with some extra stuff added. I do have a editor with a paint system that can decompress and edit 7th sagas graphics then compress the graphics back into 7th saga using the same compression format. All of my editors were just for testing and developing my skills. Now I just need put them all together and add a tile editor for maps. I really need to redo my decompressed graphics patch before I start building my editor. I'm not really happy with the patch I can write it better and I will.

I would definitely like to hear your ideas that you come up with. I think if the 3 of us work to improve 7th saga we could really improve the gameplay a lot. The 3 of us can handle the programming but I think it would be cool if some talented spriters would jump on board we could definitely bring their sprites to life. I have never played with any type of music hacking and I'm not even sure how to write a music editor but that is something that we would also need to figure out. I can do some sprite work but the music is out of my league right now. What improvements do you think could help 7th saga?

To all:
I have good news. I have created 3 new patches and I figured out how to upload images from my phone.

Patch #1

This patch fixes the bug for the blue blinking towns when the apprentices are dead. It also has a temporary workaround for the slowdown in menus caused by poor programming by the original programmers. In the menus you usually have up to 6 items that you can view at once but I have changed it to 4 and now there doesn't appear to be any slowdown in menus. I will eventually rewrite the asm code for the menus but this will have to do for now. I think it's a lot better like this than to have that slowdown.

If you want to change the menus back to having 6 items here is the data to change it back.
C4:6fE8 0x04 change to 0x06 //item menu
C4:9926 0x04 change to 0x06 //windrune menu
C4:C11C 0x04 change to 0x06 //magic menu

Patch #2
This patch uses my beta decompressed graphics patch to add
the uncensored Elnard graphics back into 7th saga. You must apply both patches for it to work. Here is a pic of the graphics that were added back into 7th saga.

Patch #3
This patch adds the monster green slime from mystic ark into 7th saga. The green slime has all of its own data and ai. And all other enemies are still in the game. The green slime uses the empty hex value of 0x01 for its data. This patch also needs my beta graphics decompression patch for it to work. It will not work without applying that patch first.

All of these new patches are password protected. The password that I always use is:

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 30, 2017, 05:04:20 pm »
Red X:
The apprentice at patrof, can he join your party? So the ram addresses for apprentices in towns are 7e:0737-7e076b and these are what I'm using to make the towns blink blue if a apprentice is there. When you kill the apprentice that value doesn't change and that is why the town will still blink blue. There is another ram address that tells the game if the apprentice is dead or alive and I didn't add that address to the new asm code that I wrote. Good news is I found those addresses.
7e:5000 kamil
7e:5020 olvan
7e:5040 esuna
7e:5060 wilme
7e:5080 lux
7e:50a0 valsu
7e:50c0 lejes
0x00 = alive
0x80 = dead

All I need to do is add a check for these addresses and that bug will be fixed. I don't have time today to fix it but I will definitely fix it tomorrow and post the updated patch. You can test out the death bit by putting 0x06 at :073a,:073b,073c that will put lejes at all 3 apprentice locations in the town of zellis. Set lejes death bit 0x80 and he won't appear at any of the locations unset it 0x00 and he will appear at all 3 locations. Should be a simple fix.

I don't think I have java installed so that's probably the problem I'm having with your editor. I'll install it tomorrow and see if I can get it working.

I can teach you QT c++ programming if you want to learn it. I'm not the best at it and I still have a lot to learn with c++ but I know more than enough to get a fully functioning 7th saga editor programmed. And yea we should definitely team up and get some stuff going. After I buy my house I will be able to to a lot of work into this. I'm trying to get my house before this April.

That would be great! :woot!:
I didn't know you liked 7th saga that much. Ever since I first played it as a kid it was one of my favorite snes games. I know it's definitely not one of the best games for the snes but I definitely liked it a lot. It has flaws but it has a great foundation to become one of the best snes games. I always thought the developers could have done more with it. Seems like they just wanted to push the game out quick. It you, Red X, and I worked on this game we could really make some huge improvements to it.

Yes, any sprites from any game can be added to 7th saga. I have all of the data figured out to be able to do it and I can program the tools for it as well. I just need to put all of my tools into one program. Now there are limits to the size of sprites that you can add. With the enemies you are limited to 12 32x32 tiles and each party member is limited to 4 32x32 tiles. In mystic ark how the use the background #1 for enemy sprites the enemy tile have a limit of 16 32x32 tiles. This is another reason why I would like to remove mode 7 from battles in 7th saga and have it to where background #1 is used for enemy sprites like in mystic ark. There are bosses that are in mystic ark that are 16 32x32 tiles and you will never be able to put those in 7th saga unless mode 7 is removed. I will eventually remove the mode 7 to test things out and see how the gameplay is but that is going to take some time before it's done. I have some work done with that hack already and I did remove mode 7 but the programming is not perfect yet. I still need to gather all of the battle system asm codes and rebuild the entire battle systems engine for it to be perfect instead of a half a$$ job.

I'm off to work I'll post some more stuff tomorrow night with the updated blue blinking patch. Once all of the bugs are worked out I'll upload it to

Programming / Re: Mega Man X3 FastRom Issues
« on: December 29, 2017, 08:54:39 pm »
I also have a sd2snes to test it on. I'm actually also curious about the 80+ addresses. I could look through the code and see if anything else needs to be changed. I could even write a QT program to simply the process of converting games like this one to fastrom. I'm sure x2 could use a fastrom boost. Any idea of when you might release this or could you let us test it out?

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 29, 2017, 08:28:13 pm »
Impressive work Red X! I'm glad you're still around. It looks like we have both improved our skills since the last time we spoke. Do you know any c++? I use QT c++ for my test programs and I can edit all of the features that you want to accomplish except for the text. I never touched the text stuff yet but I should be able to edit it if I looked at the code. With both of our skills we could probably team up and get a awesome editor going. I already have most of the stuff developed for a advanced editor but it's spread over multiple test programs that I just need to combine into one program.

I downloaded your 7th saga editor but it gives me the error:
"Could not find the main class. Program will exit."

And yes, I did try to run the .jar in the executable folder.

For the blue blinking that doesn't work for the town of Patrof I don't think he can actually join your party. Can that apprentice join your party? It should blink blue for only when a apprentice can join your party. If I'm am wrong then I can definitely fix it but I think that might be right if he doesn't join your party. I thought it would be cool for it to be a item that activates the blue blinking feature. I was even thinking of making a side quest to get the item. I also have weapons/armor that give double gold, double exp, double attack, % increase or decrease of any stat. I also created extra space to have more than 3 weapons/armors like in final fantasy 3.
With my hack that removed the graphics compression I freed up over half of the ram. That ram was only used for decompressed graphics. There is more than enough free ram now for anything we can think of. Image what we can do with that much unused ram. Open that 7th saga decompressed hack in a debugger and look at how much free ram there is now. It's amazing! Plus all levels load faster since there is no time spent decompressing graphics.

Another neat feature that I can create is doubling the vram for 7th saga. The snes only has 64k of vram but byuu made his higan snes emulator capable of accessing the full 128kb vram that the snes CPU was capable of. I already added 128kb vram to mmx1 and it works perfectly. Image how good any snes rpg would look with double the vram for graphics. That is the best unused feature. I'm the only person that I know of that made a snes game use the full 128kb vram. That 128kb vram mmx hack that I made should be posted above with my other stuff. It also has a higan save state vram viewer that shows the 128kb vram image data. Everybody should check that out. I'm sure most of you have heard about the new SUPER NT that is coming out. It should have support for 128kb of vram if not it should be easy for someone to add that feature to it. The snes CPU is designed for 128kb vram. Nintendo just put a cheaper smaller 64kb vram in it to save money. Hopefully the creators of the SUPER NT add the support for 128kb vram. I have contacted them about it but not sure if they will add it or not. Hopefully they do or someone does.

Red X I'm curious. What do you think about mystic arks battle system compared to 7th sagas? 7th saga has mode 7 and uses sprites for the enemies and mystic ark does not have mode 7 and uses background #1 for the enemies in battle. I'm actually considering removing mode 7 from battles in 7th saga so I can use background #1 for the enemy sprites. This would allow for a lot of new things like more enemies in battle, more people in your party, and bigger enemies like some of the bosses from phantasy star for the genesis.

Is there anybody out there that does great sprite work that likes 7th saga?

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 29, 2017, 05:09:37 am »
Yes I can and I have. 7th saga has tones of room for expansion. There is also a unused enemy in 7th saga 2 that I put in 7th saga. Not sure why that enemies graphics were unused but it's a cool looking enemy. I'm not sure if I have that patch anymore but I could make a new one if you want to see it. Or better yet which enemy from 7th saga 2 would you like to see in 7th saga? The asm for the ai I still have to do by hand but I can probably get a patch together for a added enemy sometime this weekend if you would like to see a enemy from 7th saga 2 in 7th saga. I just won't be able to add the spells or effects that the enemy has in 7th saga 2 because it's a lot of asm work(time) to transfer to 7th saga but I can definitely add the enemy quite easily. Any enemy I add can cast 7th saga spells. The phantasy stars for the genesis also has enemies that I will add.

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