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Messages - niuus

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So, can i just apply this new version over the Castlevania: Dawn of Sorrow - Definitive Edition for the fixes?  ;D

SNES Street Fighter Zero/Alpha 2:

I would love to see a few things added to SFC/SNES Street Fighter Zero/Alpha 2:
* Make Shin Akuma selectable :thumbsup:

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: January 04, 2021, 06:38:40 pm »
Happy new year everybody!
Here is a new version for you.

New is:
- All the mission briefing text is uncut now and uses the umlauts.
The mission briefing texts are not the ones from the Jag version.
I just made the SNES text uncut. I was able to avoid touching any pointers.
Maybe somebody can check the text for errors just to be sure.
- The startup ball GFX got some changes and optimazions
- Titlescreen now uses the proper ID Software Logo of that time.
- the chain gun in the Overall screen is looking better now.

Thats it for this patch but I have some more news.
Thanks to the official tools found in the Noah3D source a friend and
I were able to convert the whole PC Wolfenstein3D Soundtrack to proper SNM format used by the SNES version.
In order to do this we had to convert the WLF sound files from the PC Version to Midi first and from there we used the Noah3D tools to convert to the SNM format. That was not easy because of different instrument lists.
With the converted Soundtrack we can now expand the Soundtrack of the SNES version.
That means more different music for levels and a proper Titletrack.
In order to implement the new music, some hacking is needed. That is something I can not do on my own.
That brings me to @BIGLOU07s question. I haven't asked on the Help Wanted section but I spoke to DarkSamus a
few days before Xmas and there is a good chance that he is returning to the project soon. Fingers crossed :)
Thanks for the new version! Great work!


All of this talk made me realize something.  I should try to see if I can add the younger portrait when confronting Dracula.
Maybe a different portrait for the conversations at the ending depending on the costume you selected when starting a Richter game?

My suggestion would be to add this outfit from the official art to make the game complete as they did in the PS1 version with a mod.

See the video:
The already included version in the Saturn port is way superior, tbh. While the fanmade one looks nice, it looks like it needs better shading, as it was said it kinda stands out too much and feels out of place in-game.

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: December 19, 2020, 06:14:07 pm »
This time I have made and added a new Mission Briefing screen.
The one in the SNES version uses so much dither it is not nice.
I used the Mission Briefing screen from the Jaguar version but added a new background and changed a few things.
Now there is no more dithering. I think it looks much better now.

I also remade all the gfx for the Auto Map. The tiles are now uncut and hand optimzed.
The original ones were just scaled to 8x8.

Umlauts and the special character "ß" have been added to the fonts so that the names
Hans and Trans Grosse are now spelled correctly "Größe" and Ubermutant is now "Übermutant"
That can be observed in the mission briefing and Cast list.

The status bar has gotten a few fixes and improvements.
The face uses updated pictures.
Awesome changes, btw. Specially the Briefing Screen!

The blood is included in the sprites, that is why I can't touch it myself without a proper tool.
Interesting. I understand your predicament now.

Okay, here is a new version to test:
Gonna test this!

Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: December 18, 2020, 07:32:52 pm »
There's a ton of hidden characters I can include too so if anybody got any requests let me know.
- Michael Jackson
- All players from the 1992 Dream Team.
- Eminem
- Fresh Prince of Bel Air / Will Smith
- Kurt Cobain
- Marilyn Manson
- Trent Reznor
- Duke Nukem
- B.J. Blazkowicz
- DOOM guy
- Master Chief

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: December 18, 2020, 12:07:38 am »
Okay guys! The title screen is now working properly.

You can try out the title screen with this patch:

This IPS patch works with the US version of the rom.
The wall textures have been updated also and now are final.

With the official tools found in the Noah3D source ( ),
I am able to change most of the GFX in the game. This however is not true for the Sprites!
In this case the SPRGRAB tool seem to produces different files.
Not sure why this is the case, since everything else in this source is basically Wolfenstein 3D SNES.
The sizes of the binaries it produces are correct and by inspecting them in a hex editor they look partial
the same but there are several differences. I verified this by extracting the ammo clip GFX binary from the game.
I then produced a binary from the ammo clip GFX with the SPRGRAB tool and compared both bin files in the hex editor.
You can check the files here:
Only the lower part in both binaries are identical. The middel part looks similar but has quite some changes.
The first few lines are totaly different.
That shouldn't be the case since it is the same GFX.

When I copy the binary from the SPRGRAB Tool into the game, the game crashes as soon as the ammo clip appears on the screen.
This is a real roadblock here  >:(

The Sprites are all ready to get implemented and I hoped to be able to use the official
tool for this task since I have no access to the tool made by DarkSamus.
After two years of inactivity on the project and with a new Covid lockdown in a few days I really want to take the chance and continue and finalize the project.
Implementing the sprites just requires the right tool. Maybe I also made a mistake using the SPRGRAB tool.

A big help so far was this extractor tool:
I just wish it could be used to the other way around.

Are there any skilled people here who could help finalizing this?
With that Noah3D Source we have the full Wolfenstein 3D SNES Source. Most stuff in there is written in C.
This should help figuring out a few things like why some wall textures are getting mirrored.
There is really not that much left to do since I do not want to alter the SNES game too much.
Any help is appreciated.
Looking great, man! So, basically, all that's left to implement is the blood and some sprites when the proper tool happens?

Personal Projects / Re: TMNT: Return to New York (NES) Updated (v1.71)
« on: December 14, 2020, 01:21:58 pm »
I think I would agree with making Donatello slightly stronger. As he is right now, even as a distance fighter, it takes much longer for him to defeat enemies, and is so much slower than the other turtles, which outside of certain scenarios makes it more desirable to just use Leo for the higher attack, or tank it with Raph. Buffing special weapons for him could help too, but it would still put him at a major disadvantage because he would then be dependent on random weapon drops to be useful.

The QoL fixes are really good.

Personal Projects / Re: NBA Jam TE - Double Z Mod v5.0 Released!
« on: December 14, 2020, 01:03:08 pm »
Bit of a necropost here, but v5.0 of my original Double Z Mod is now released!  This update takes certain features and fixes from 2K21 TE and repurposes them for my very first hack.

Enjoy the updates!
Nice! Out of your mods, this is my favorite since it is filled with 90's extravaganza.  :beer:

From testing, MSU-1 works, but...

This is the only stage glitched.

But I can't expect more from a guy who literally said: "If you want UMK3 Arcade, play Arcade, not SNES."
Yep, that's the same glitch i encountered, besides some stages not playing music, of course.

This hack is done!  Head here to grab it!
Congrats on the new release! Making 16bit NBA Jam great again!

I'll have to play with this one, MSU-1 patches are not my forte. Maybe the sound files are missing or not dragged in the same folder or at least that was the case with the Killer Instinct snes MSU-1 arcade restoration rom. I would really love to fully restore the SNES rom to it's full arcade counter part 1 to 1, but I'm just using as much trickery as I know to just add more blood and gore to the existing SNES version. If people want to jump in and help, it would be much appreciated.
It's okey. Your hack is still more important, someone may eventually fix the MSU-1 conflict.  :thumbsup:

I tried making it work with the MSU-1 patch, I'll try and look into that.
I am trying to add as many improvements as I can with the knowledge and trickery I know.

If anyone wants to help or has a bigger understanding with SNES rom hacking, let me know.
It's been goal for me to try and make the best possible version of MK1 snes.
The patch made it really worthwhile to go back to this port, as it has great colors over the Genesis/Sega CD, and having extra characters is definitely super fun  8). I hope this gets as much attention/help as it deserves, since every step in restoring the cut content makes it more enjoyable.

Just in case, the MSU-1 patch i tried is:

Two quick questions:

Adding MSU-1 arcade tracks to your hack would be something you're interested in?

I noticed that all activated cheats and menus get lost when you reset the game (which is faster than waiting for the CPU to kill the character if you select the wrong one, since you can't go back to main menu like modern games). Is it possible for the already selected options to not disappear on reset?


With Snark-4918's help, crash is fixed. If there are any other bugs please let me know. I am also working on a vanilla, and   巫怨 headless sub boss version NTSC patches.

PS - Also there is one bug I am aware of with Shang Tsung sprites looking corrupted. It is because it shares a tile with the blood sprites. I filled that one in on purpose to add more blood to uppercut movements. fixing up a few possible corruptions is on the list. 

Link to Uncensored Champ Edition ips -
Great! Super awesome to see this one alive and well.

More blood on the uppercuts would be a welcome addition!  :beer:

For those interested, MSU-1 is not compatible with this patch (hangs with a black screen).

Thanks for fixing the crash, @hackedretrogaming.

Question for the experts: is the known input lag in the game somehow fixable?

Personal Projects / Re: NBA Jam 2K20 PSone Mod
« on: November 28, 2020, 02:53:03 pm »
Thanks for not giving up. I am actually really looking forward to play your mod, as it would be very arcade-like.

I really love the job made by eskayelle, and since the SNES is my favorite console of all time, i consider his hack a must to enjoy NBA Jam on the 16bit consoles. Now, it would be great to complete that love with the PSX version, since it has this arcade quality feel to it.

Hey k0d. Would be possible to reencode the PS1 FMVs into the saturn truemotion?
It always pisses me how the Konami logo is a fullscreen video but the in game videos are cropped from the 4:3 PS ones.
LOL, didn't knew about this. What were they thinking?  :laugh:

I've sent a PM to the dev as well as to a reviewer that said they beta tested the patch, but haven't heard back from either of them after a few days. I'm not really sure how to proceed here, or how the site handles such things. The missing files in question are in a (now defunct) dropbox link in the description of the patch that is for translated manual/packaging materials. Any guidance would be appreciated.
I was one of the beta testers and i do have those files. Feel free to remind me in some hours, will sleep right now.

Feedback, I was using Sheeva and did a ground stomp and suddenly the stage started to flick and shevaa was scrolling down through the screen endeslessly, had to reset.
I went and did Sheeva's Ground Stomp on every single level, didn't have any issues.

Personal Projects / Re: NBA Jam 2K21 TE
« on: October 31, 2020, 05:10:27 pm »
What if I told you... there's a working beta?  With some big props to Mattrizzle and phonymike for the collaboration...

Holy shi-et, dude. This looks incredible.

Talk about taking NBA Jam TE SNES to the next level.

October 31, 2020, 05:22:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What if I told you... there's a working beta?  With some big props to Mattrizzle and phonymike for the collaboration...

Holy shi-et, dude. This looks incredible.

Talk about taking NBA Jam TE SNES to the next level.

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