11 March 2016 - Forum Rules
Started by Klaviaturist, July 21, 2012, 03:15:18 PM
Quote from: hugues on July 22, 2012, 10:30:30 AMIn the Phantasy Star Collection for Saturn there is a "fast walking" option for Phantasy Star 2 & 3. Since none of the battles or cinemas are affected by choosing this option I suspect it was done as a ROM change instead of simply bumping the frameskip in the emulator. They also added two more saveslots to Phantasy Star 3 so they definitely did some work on the ROM either way. It would be interesting to extract the ROM from the Saturn collection and do a diff with the final Genesis release. That's been something I've wanted to look at for a while but it hasn't made it to the top of my to-do list yet.
Quote from: Klaviaturist on July 23, 2012, 01:13:01 PMI've never played the one for the Saturn. Was it released in the states?
Quote from: Klaviaturist on July 23, 2012, 01:13:01 PMAlso, I was reading on wikipedia about the parallax scrolling that was removed from the US release. Just wondering what that is and if it is something worth hacking as well.
Quote from: Tony H on July 23, 2012, 10:14:31 PMhugues, here are the original values used for walking speed (from the ROM), and the values I used to walk 4x faster: 00FF 0100 0001 FF0000FC 0400 0004 FC00
Quote from: engageridleymfkr on July 24, 2012, 04:54:49 AMThe scrolling removed from the international release is really obnoxious and kinda weird. Y'know how the clouds zoom by at a million miles an hour during battle scenes? In the Japanese version the ground is moving, too, which makes even less sense given that no-one is moving and the battle sprites are barely animated.
Quote from: KingMike on July 24, 2012, 01:40:30 AMHmm... did you raise the step increment from 1 pixel at a time to 4 pixels at a time, or reduce the time delay between steps?I'd guess modding the latter would give a less buggy result, but probably be harder to trace.(it is what I did for my Stargazers hack for NES. I found a variable that counted how many times it would wait for vblank between each pixel the player moved, and reduced it. Originally it was 2, meaning it would wait at least 2 full refresh cycles for each pixel the player moved, and move on the third cycle.)
Quote from: Klaviaturist on July 25, 2012, 03:51:20 PMJust wanted to say thanks for taking the time to actually figure this one out. Tony H, looking forward to the finished result.
Quote from: hugues on July 25, 2012, 08:12:17 PMThanks! I'll add these to Aridia (http://www.romhacking.net/utilities/505/) too - let me know how you want to appear in the credits dialog.
Quote from: Klaviaturist on July 25, 2012, 08:32:59 PMThanks again. They work beautifully. Now I actually want to go back and play the game again!
Quote from: Tony H on July 25, 2012, 11:24:34 PMThanks for the info. Are you able to continue on after that (with the codes turned back on?).
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