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Messages - PRG

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I can't say I'm a huge fan of splash screens myself, but I don't mind too much. I'd just be concerned as to how it will affect those who have photosensitive epilepsy due to the rainbow colors and the spinning.

But I'm happy to see people iron out these ancient bugs that have plagued this game for a very long time, so thank you for your hard work.

I just want to reiterate what I said earlier in this thread and thank you for your hard work in fixing these bugs that have lingered for YEARS. I think you have every right to add your own personal splash screen.

I, myself, plan to port the
official Mobile/Switch script 1:1 to the SNES versions once I'm done with the NES games. I intend to use whatever best version of the English patch available as a base since the groundwork for English text is already there. If you're not okay with this, let me know as I don't want to step on anyone's toes. I just want fans a way to play the games "officially" without the awful mobile touch interface or bad upscaling of the Switch version.

I just wanted to say, in spite of this becoming a bit off-topic, thank you for your work on Re-Quest. I have been a fan of the modern localizations for this series, so I have been most excited to see your projects for quite a while. I'm looking forward to your eventual work on the SNES ports, since the NES versions kick my butt quite thoroughly. I wish you the best on your project.

I really wish the switch ports didn't upscale the sprites, it was almost the definitive version of 1 and 2.

I don't know if this helps anyone or anything at all, but I found this bugfixed and text revised version a while back. I recently played through it (both titles), enjoyed it, and didn't encounter any game-breaking glitches. Archive has a readme list of changes.

This one is very good, but it seems to have a somewhat annoying bug of the faerie flute not working on the golem at all, rendering it unbeatable. No matter what I tried, it would have no effect until I resorted to using different hack and loading the same savestate in order to beat the golem. I'd send them feedback, but I don't want to do the whole patreon thing. One day, I hope we get the perfect modernized and bug-free version of DQ1+2 on SNES.

Personal Projects / Re: Secret of Mana, Turbo - Beta 200229
« on: March 01, 2020, 02:07:27 am »
Would it be possible to add an option to swap the default maps? Like press start to access the full map, R to change to the globe?

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: August 19, 2019, 07:45:46 pm »
A year and a half ago I did look into making a new editor for SotN (adding support for it into DSVania Editor isn't realistic because the formats are 100% different, so making a new project was easier).

I got it as far as being able to view most rooms, as well as entity properties (no editing). But once I realized those entity limitations you mentioned I wasn't sure if I wanted to continue working on it, since what you could do with a SotN editor would be pretty limited. Also, pretty much everything is SotN is coded weird and hacky compared to the DS games, so it's way more work to do anything. Never managed to get entity sprites displaying correctly, for example. So I just stopped working on it, didn't seem worth the effort.

Would it be possible to do a text editor for SOTN? Would be handy for translations, retranslations, or consistency with later games in the series.

Has there ever been a hack for Mario & Luigi Superstar Saga that adds in the quality of life additions from the Japanese version (heal blocks, coffee checklist, etc.)? Or maybe even put in the English script into the Japanese version?

I would like to see a hack that turns the Skula/Scylla and Undine souls in Castlevania Aria of Sorrow into grey ability souls, as opposed to yellow enchanted souls.

It has always bothered me that you have to toggle them about whenever you enter any room with water, especially since Dawn of Sorrow did away with that with Rahab's soul. I don't think they would conflict with one another. Though the real problem would be trying to fit two more abilities into the game, since the ability menu only has room for six.

I'd like to see A Link to the Past but with an extended inventory screen that matches the GBA version, where it displays the bottles and shovel.

There's an inventory patch for the Redux hack, and while I'm a big fan of that hack, I'm not a fan of the (optional) redesigned inventory screen. I much prefer the original style intact, much like what the GBA version does.

Or maybe a sound restoration for the GBA version that decrusts the music and sound effects (and swaps start and select lol).

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!

Also restore some of the parallax effects, such as stage 2-1 in III. And then general bug and performance fixes, decensorship, etc.

And this one is personal preference, maybe replace the password screen SNES controller with the Super Famicom one from the Japanese version.

Altering the sound of Dawn of Souls is definitely possible, however I tought a "sound restoration" patch for DoS who'd restore it to NES-like sound would be very low, that's why I didn't do it. Even a version that would restore it to PlayStation 1's sound would have low demand, as the GBA version of the game ceased to be popular since other remakes were made - and those interested in the originals would play the NES originals instead. So yeah, that's why it wasn't done, nothing technical.

Ah well, that's too bad about the demand for it. Now I'm kinda curious what the ps1 to gba conversion would have sounded like since I didn't even think about it.

Some ideas I had in my mind for a while.

I'd like to see a hack for the GBA Final Fantasy games (1, 2, 4, and 5) that removes the gradient on the menu and text boxes and leaves them a solid color, similar to their SNES counterparts. In my opinion, I think for darker colors, the gradients look slightly ugly. And maybe one for 6 that makes the boxes in FF6's battles to not be a lighter color than text boxes and the menu.

I'd also like to see something similar to the FF6 color restoration but for FF1, 2, 4, and 5 that reverts brightened tiles and sprites back to their original brightness. Like, including FF Origins for DoS.

And optionally change battle backgrounds to their simpler SNES versions, just for fun.

On the Dawn of Souls side of things, I wonder how possible it is to replace all graphics and sounds to their NES counterparts.

All of this, essentially, so you basically can play with the quality of life changes and other additions of the GBA versions but with old coats of paint.

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