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#41
ROM Hacking Discussion / Re: Hack Ideas and Requests: W...
Last post by FAST6191 - September 25, 2023, 05:44:06 AM
Quote from: TCgamerboy2002 on September 24, 2023, 11:27:59 PMI don't know if this can be hacked or not, but I'll go ahead and throw my two cents:

In MediEvil 2, the Fountains of Rejuvenation run out after a while, but unlike the first game, they never refill when you re-enter the stage. This is one of the factors that made the game unfairly hard. If anyone ever decides to hack the game, this is the one thing that needs to be tweaked.

It is very much within the purview of hackers but it is also something a cheat engine might tackle. Indeed if you can make a cheat then even if getting down with PS1 assembly is not on the cards for you then one that can will be able to do it far more easily.

This is probably going to be a harder cheat. Afraid I never did the second game (first was a notable point in the PS1 for me, going to do the recent remake if I can find a copy for a sensible price as the demo brought it all back) so going to have to be context.

Sounds like it might be unique per stage stats (possibly along with any pickups) which means two main approaches.
1) Hope the standard cheat search works in time, possibly with savestates to boost apparent numbers (if you only get a few kicks at the cat reverting the savestate can get a few more if you go in for changed or possibly increased values). If you can do one damage and it drops the healer by amount of damage then great.
2) If it is considered a stage variable by the game then along with whatever common one time pickups there are (find a run without any enemies around and go one by one) will probably be very close to it. Poke around those areas and you might find what you want (same idea as finding a luck stat for a game that barely ever changes by instead doing strength that changes every level and moving sideways). Depending upon how the game works you might be doing this anyway if all levels are different.


If making a quasi infinite healer is not your thing then PS1 cheat engines are usually fairly advanced and allow you to do things like if greater than then. Find some timer in the game (the game itself might keep track of play time) and key off that, maybe having to adjust it for your cheat if it is a continuous timer (goes past 500 seconds say is fine but will always be that after a while, or will only be that once, do something like a AND to blank out the rest of the timer and when it cycles round whatever seconds count you give it and it refills you have something that won't necessarily drop the difficulty but still keep something. If not a timer then the pickups mentioned earlier might do -- once you pick up a few hundred then refill is also an option, as would a kill counter if there is one.
#42
Gaming Discussion / Re: The Worst NES, SNES Games
Last post by Bonesy - September 25, 2023, 02:38:22 AM
where's waldo for nes is great though, the author probably just got walled by the sewer level
#43
ROM Hacking Discussion / Re: Hack Ideas and Requests: W...
Last post by RealGaea - September 24, 2023, 11:47:39 PM
#44
Personal Projects / Re: My NES Translation Project...
Last post by reyvgm - September 24, 2023, 11:41:24 PM
Hey Pennywise, if you're looking at quick and easy translation project, take a look at the Famicom Hostage: The Rescue Mission.

As far as I know, the only Japanese is found in the game's short endings. The rest is in English, just like the USA release (called Rescue: The Embassy Mission).

So why would you translate a game that's already localized?

Well, because the Japanese version has an extra ending that was removed from the USA version!

The US version has 3 endings (http://www.vgmuseum.com/end/nes/a/rescuemb.htm):
1) If you finish the game without losing Rescuers and Hostages
2) If you finish, but lost Rescuers
3) If you finish, but lost Hostages

The Japanese version has 4 endings. Same conditions as above, but there's another ending if you lose both Rescuers AND Hostages (https://w.atwiki.jp/famicomall/pages/1195.html).


I checked the ROM with notepad and the text is there uncompressed. In the US version it only has the 3 endings messages, and the Japanese version has 4. So it was definitely removed from the US version.
#45
ROM Hacking Discussion / Re: Hack Ideas and Requests: W...
Last post by TCgamerboy2002 - September 24, 2023, 11:27:59 PM
I don't know if this can be hacked or not, but I'll go ahead and throw my two cents:

In MediEvil 2, the Fountains of Rejuvenation run out after a while, but unlike the first game, they never refill when you re-enter the stage. This is one of the factors that made the game unfairly hard. If anyone ever decides to hack the game, this is the one thing that needs to be tweaked.
#46
Personal Projects / Re: Mega Man X5 Improvement Pr...
Last post by MastaGambit - September 24, 2023, 10:55:35 PM
Hiya, I decided to look through the XA music files on the disc in jpsxdec after applying the patch, cuz I wanted to see which "Unused Stage Select Theme" was being used in this patch, incase I wanted to change it myself manually.  However, when I went looking through BGM2.XA and BGMI.XA, I couldn't find the track anywhere inside of them, and I also noticed that "Armagedon" wasn't present either.  Any insight into this? 
#47
Gaming Discussion / Re: The Worst NES, SNES Games
Last post by Greyfox - September 24, 2023, 09:21:34 PM
As far as Nes library i like this video very much.

#48
Personal Projects / Re: Breath of Fire 3 ISO Edito...
Last post by ThegreatBen - September 24, 2023, 09:02:08 PM
90% sure that navarchos and the guy im talking about are the same person.
#49
Personal Projects / Re: Breath of Fire 3 ISO Edito...
Last post by Tony H - September 24, 2023, 06:39:16 PM
Version 1.8 update:

Have found that Celerity and Bonebreak each have their own CPU instructions for how many hours until next use, and how fast the timer counts down.  That means you can edit Celerity and Bonebreak individually.

Since editing the starting amount of time for them is only in increments of 1 hour, I figured that many people might want smaller increments.  That's what the centisecond adjustments are for.  Lets say you want to wait 4 minutes between uses for Celerity.  You would just set the number of hours to 1, then set the centiseconds to 1, and you're all set.  You can set the centisecond adjustment higher if you want more time between uses.  You can set the number of hours to zero if you want to be able to use it again immediately.  As soon as the timer reaches zero, you'll see the "Celerity" text in the menu turn from a light gray (meaning it isn't available) to a brighter white which means it's ready to use again.

Just an FYI, the timer runs even if you're just standing there doing nothing in battle.

In the Faerie Village Casino Number Guessing game, if you had set the number of cards that the dealer has to a lower number (lets say only 3 cards), you would still have 9 cards to choose from.  Was thinking about it and thought it would be a nice touch to make it so the number of cards you had to choose from matched the number of cards the dealer has.  Have added that extra feature to the editor.

Quote from: ThegreatBen on September 19, 2023, 02:51:12 PMBeing able to edit Celerity and Bonebreak is wonderful and was definitely on my wishlist. The other moves that would be nice to edit are Double and Triple Blow.

I assume you would want to be able to edit the amount of damage from Double and Triple Blow?

Also, you had mentioned earlier that you had someone in a Discord channel that had lots of the Breath of Fire 4 stuff mapped out.  Probably going to start on a BoF 4 editor soon, so that could save me a lot of time.  How can I get that info?
#50
ROM Hacking Discussion / Re: Hack Ideas and Requests: W...
Last post by Nightshift Nurse - September 24, 2023, 06:12:21 PM
Quote from: PowerPanda on September 20, 2023, 10:28:02 AMHonestly, while it would be cool, the fact is that the ultimate version of Final Fight already exists, and it's a hack of the arcade version. With emulation how it is today, pretty much any device that can run an SNES Emulator can also run MAME. So why go through the months/years of porting something to the SNES that already exists in an easily-playable format?

I can only speak for myself, but I generally prefer the home ports of arcade titles when it comes to day-to-day play. For starters, there tend to be limitations in place on things like lives and especially continues, which simply don't exist in their arcade counterparts. And when you can just credit feed your way to the end of a game...well...it gets boring. Fast. Consequently, the arcade collections released over the generations by companies like Capcom rarely hold much interest for me. Home ports simply feel more dynamic in the regard, even with the technological constraints imposed on them.

Talking specifically in the case of Final Fight, enemy layouts in the home ports are simply better than the arcade release. Final Fight was, to a great extent, Capcom flexing nuts in terms of how many sprites their then new CPS-1 hardware was capable of displaying at once. Large sprites, at that. And, in the regard, it's incredibly impressive. But actually playing the game becomes increasingly a drag past the cage match in stage 3. I mean, it's cool that a dozen Hollywood-class enemies can be on screen at once with zero slowdown, but actually dealing with that? Ugh.

At any rate, as nice as an "ultimate" edition of Final Fight on the SNES would be, I'd be quite happy with the no more than having all three player characters selectable in either version. Which doesn't seem like it should be that hard to enable. It certainly didn't seem to be what tripped up Rotwang on his now abandoned hack.

Then again, if Final Fight MD is ever completed, perhaps some of the work done there can be used to add stage four back into the SNES release. Who knows?