News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)  (Read 8553 times)

pleasejust

  • Jr. Member
  • **
  • Posts: 46
    • View Profile
Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
« Reply #20 on: September 02, 2019, 03:23:47 pm »
Hi, this looks promising. It's also nice to see a hack for a game like this that doesn't get much attention.

First things first. I don't mean to sound harsh, but wtf is legeds.img? Before you even think of doing something like this you have to look at what is the most accessible dump of this game? Is it even a good dump, etc? Also, img or iso formats are not proper dumps. A proper dump is cue/bin, which is a byte for byte copy of the original disk, which happens to be the most commonly available dump of these games, even on emuparadise. So before you go any further make sure your patches work with that version. Thanks.

ShadyRounds

  • Jr. Member
  • **
  • Posts: 39
  • Apathetic, yet Helpful.
    • View Profile
Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
« Reply #21 on: September 03, 2019, 04:49:30 am »
I was considering that next actually. More specifically, chatting with fellow community member Kion about having a patcher that can patch any format of file and apply parts of the patch optionally and possibly shuffled by seed.

He suggested javascript's "node.js" to code. Just instruct it to look for strings unique to legends game code, and replace, with possibility to instruct it to take a list and populate another list of unique strings.

All this was literally next on my plate, before the texthack I was working on suddenly started invoking crashes. Maybe cat walked across keyboard when wasn't looking and I saved it foolishly. I'll just start taking chunks and applying them to a clean copy to see if the problem migrates with it.
Apathetic, yet Helpful. :beer:
Project: Megaman Legends Remix

TimeCop

  • Jr. Member
  • **
  • Posts: 41
    • View Profile
Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
« Reply #22 on: September 04, 2019, 01:49:07 am »
I like a lot of the idea of rebalancing the game. Making the enemies more aggressive and making the battles tighter is interesting.

Don't like the idea of a morality system. Rock Volnutt is a nice guy, and the story/setting is pretty upbeat. It's not Fallout or a WRPG. It doesn't fit the setting.

A separate Undub or MML JP Restored might work. Restore JP content but leave the game untouched. The JP version had a really unique main menu too.

Oh and this romhack is aimed to work on real hardware right?

PresidentLeever

  • Hero Member
  • *****
  • Posts: 635
    • View Profile
    • Mini-Revver
Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
« Reply #23 on: September 04, 2019, 09:35:01 am »
Cool to see the games being worked on! I don't think most of these are related to your goals but they're the things I'd most like to see changed for MML1 (haven't played 2 yet) after beating it a few months back so it seems like the best place to post them:

-Mostly linear structure (you can sometimes choose between two dungeons but you're guided towards the "right" one and picking the other one is kind of redundant since the game doesn't let you explore it fully at that point, you'll gain new abilites over the course of the game which let you explore previous areas fully)

-Some enemies won't even react if shot from far enough away

-Your mines don't hurt you if you stand right next to an enemy and drop them (this does lots of damage quickly)

-Some control issues (very short invincibility time means you'll get hit several times in a row by some attacks and can get pinned down by multiple enemies in some situations, can't change targets while auto-aiming, minor delay after jumping and side dodging, some delay before using certain special weapons (and not being able to move while shooting) make them near useless against some bosses, have to touch a tile for the auto-mapper to fill it in which creates situations where it looks like there might be a path where you haven't explored 100% of a room, can't look around/aim while moving, can't move backwards while shooting)

-Can shoot faster manually by moving forward slightly between shots - Maybe it should be easier to fire that fast without a weird trick, so it's more like the 2D games?

-The (default) vacuum arm special weapon should be a default passive ability imo, as it makes for a better gameplay flow

-Some special weapons aren't very good (drill - good for destroying certain walls at least, grenade, blade, shield - can't move nor shoot at the same time, machine? - avoid upgrading its special (spread))
« Last Edit: September 04, 2019, 09:57:26 am by PresidentLeever »
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.