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Author Topic: DBZ Legacy of Goku II  (Read 11523 times)

Fionordequester

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Re: DBZ Legacy of Goku II
« Reply #20 on: April 21, 2020, 01:44:31 am »
I also thought about increasing the difficulty, increasing the STATS of the enemies by 1.5...

Don't.  Please don't do it like that.  I've seen other hacks attempt that, and it almost never works out well.  Here's what I recommend you do, instead...

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1) Increase the HP of all enemies by 20%

2) Decrease the EXP given by all enemies by 20%

3) Lower the level gates to the point they may as well not be there.

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Do those things first, then see how that works out.  That's what tends to work out the best, short of giving personalized tweaks to every enemy in the game. 

Tailo

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Re: DBZ Legacy of Goku II
« Reply #21 on: April 21, 2020, 08:00:31 pm »
Maybe a recolored version of the Frieza sprite could work for Cooler?

The problem is that something I am missing when I enter the new code, but I don't know what it is ...

Is there any conceivable way to implement diagonal movement in LOG1, and knockback when characters/enemies are hit? I would assume the answer is no, but just figured i'd ask to be sure. There are a lot of other issues with LOG1 as well of course, but I think these two elements were the two biggest issues.

Although I had already thought about it, the truth is that I have no idea if I could do it, I would have to investigate, since in the case of diagonal displacement it should also be implemented to the enemies ... The truth, I do not have much hope in this, but I'll try.

1) Increase the HP of all enemies by 20%

2) Decrease the EXP given by all enemies by 20%

3) Lower the level gates to the point they may as well not be there.

Thank you, I will take it into account, although reducing the experience that enemies give I do not know if it could make it too tedious to level up considering that there are enemies that give enough ...

That's what tends to work out the best, short of giving personalized tweaks to every enemy in the game. 

The STATS of the enemies can be modified individually without problems, in fact I want to modify those of Cell, since it does not suppose much difficulty to beat him, and even less with Gohan in SSJ2, in addition, Cell is weaker than even Cooler.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #22 on: April 21, 2020, 10:31:22 pm »
A much better way to increase difficulty without touching any of the stats is to increase the movement speed of the few bosses you think need to be tougher.
« Last Edit: April 22, 2020, 01:07:55 pm by ThegreatBen »

Fionordequester

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Re: DBZ Legacy of Goku II
« Reply #23 on: April 22, 2020, 02:53:10 am »
Thank you, I will take it into account, although reducing the experience that enemies give I do not know if it could make it too tedious to level up considering that there are enemies that give enough ...

Would that still be a problem, if you abolish level requirements?

Heaven Piercing Man

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Re: DBZ Legacy of Goku II
« Reply #24 on: April 22, 2020, 03:52:36 am »
Spanish script should use the names ACTUALLY used in the spanish dubs (Euro or Latin, your pick I guess...)

Solid One

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Re: DBZ Legacy of Goku II
« Reply #25 on: April 22, 2020, 10:36:15 am »
Hey guys, lemme ask you something: How did you manage to edit DBZ LoG 2 texts?

I'm asking this because, a few years ago, I tried analyzing the rom in order to modify texts for a possible PT-BR translation. AFAIK, I remember being able to find some texts through search relative, and being able to edit them quickly through a hex editor, however I was unable to find other texts and others were found but they were kinda "broken" with missing characters and other strange symbols, probably due to compression or encryption.

Have you found the same problem as mine? If true, how did you manage to solve them?

Tailo

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Re: DBZ Legacy of Goku II
« Reply #26 on: April 23, 2020, 09:59:55 am »
A much better way to increase difficulty without touching any of the stats is to increase the movement speed of the few bosses you think need to be tougher.

As there are several ideas on how to increase the difficulty, I think the best thing would be to leave it as it is and create a separate version with STATS or other modified parameters.

Would that still be a problem, if you abolish level requirements?

No, this would only imply that you could face certain enemies with a lower level than the game asks you to. However, it is not easy to do this, as I have been trying to reduce the levels of the doors without success, although I have been able to make them be ignored, it is not a feasible solution.

Have you found the same problem as mine? If true, how did you manage to solve them?

Indeed the game uses compressed and uncompressed text. When I launch the hacks, I will also release a guide on how to do various things in the game. If you still want to translate it into Portuguese, I recommend that you start to translate the visible texts and leave the ones that are not in a separate file to enter later.



April 24, 2020, 08:20:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)

April 26, 2020, 07:17:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Changed the animation in which Kami-sama merges with Piccolo.

« Last Edit: April 26, 2020, 07:17:49 am by Tailo »

Tailo

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Re: DBZ Legacy of Goku II
« Reply #27 on: May 02, 2020, 07:33:07 am »
Modified the scene where Goku talks to Trunks. Now Goku will transform into an SSJ and Trunks will test him by attacking him with his sword.


ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #28 on: May 03, 2020, 08:01:57 am »
Lot of cool stuff happening here. How much do you have planned for this game?

Tailo

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Re: DBZ Legacy of Goku II
« Reply #29 on: May 03, 2020, 03:24:03 pm »
Lot of cool stuff happening here. How much do you have planned for this game?

Well, I have a few more things in mind, like modifying the epilogue, since it seems very crappy. I will try to make a video of this. I also have to fix some sprites that I introduced myself since I don't like how they turned out. Although these days I am working on LoG1, adding more portraits, changing characters, etc. For example, I have remade all Raditz sprites so that their movements are not as straight, especially when firing ki, and now when they are looking to the right, they will not appear with the scouter in their left eye. I have also changed the icons of the techniques, added Piccolo without layer, etc ...


ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #30 on: May 03, 2020, 06:13:33 pm »
It all looks very good.

I see you made Raditz playable for testing the sprites, you should include that as an optional patch just for fun.

shinichi999

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Re: DBZ Legacy of Goku II
« Reply #31 on: May 29, 2020, 08:25:11 pm »
Wow, man, I waited YEARS for something like this! Your project looks awesome! Keep doing the good work!   :laugh:

PD: I sent you a PM  ;)

Tailo

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Re: DBZ Legacy of Goku II
« Reply #32 on: May 31, 2020, 07:35:52 am »
This time I want to show images of the DBGT: Transformation, which is close to being finished. The ROM has been translated into Spanish and some graphics have been modified such as the background of the main menu, faces of Trunks and Pan (they no longer seem so crazy), graphics of parameters and Piccolo's Mugshots, which seemed to me to have ears too big and Goku SJ4, to which more strands of hair have been added.







It all looks very good.

I see you made Raditz playable for testing the sprites, you should include that as an optional patch just for fun.

Much better, I will explain how to do it, only that in addition you would have to create the sprites of the movements that the character you want to put does not have.

shinichi999

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Re: DBZ Legacy of Goku II
« Reply #33 on: May 31, 2020, 11:11:32 am »
Wow, man, I'm really impressed! I have been waiting for years for something like this!

As I said before, if you need help just let me know. I'm really looking forward to play your hacks! :laugh:

Tailo

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Re: DBZ Legacy of Goku II
« Reply #34 on: June 06, 2020, 06:33:14 am »
Today I come to explain what I have made in DBZ Buu's Fury.In addition to translating it into Spanish, in the graphic section, as usual, I have changed the title, some posters of the scenarios, I have added portraits to characters that did not have it, modified the appearance of some characters such as Ox, Yamcha, A18, etc.






As for the game mechanics, I have modified, among other things, the following:

-Unlocked the Grand Saiyaman's clock. When Bulma gives us the watch, this ability will replace the SSJ transformation until we compete in the Tournament. This implies that I had to modify the code so that Gohan did not automatically transform into GS in the scenes that were programmed for it in the event that we arrived at the event already transformed.

-Modified the results in the punching machine. This minigame was really absurd, so now, to be able to overcome it, you have to get a low score, as it happens in the series, so if we obey a high score, the referee will order the replay of the test alleging a failure in the machine, just like A18.

- Certain characters will appear transformed in the moments of the corresponding story. Some examples are that Goten and Trunks will arrive alongside Vegeta transformed into SSJ, Vegeta will sacrifice himself to try to defeat Buu in SSJ, Gohan will cast the Kame to the transformed Buu egg, etc.




Lastly, it should be noted that thanks to the fact that I learned new things by modifying the LoGII, there are things that I may possibly change again and others that I did not know how to do, I will finally do, although I will inform you about this.

shinichi999

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Re: DBZ Legacy of Goku II
« Reply #35 on: June 06, 2020, 07:39:59 pm »
Today I come to explain what I have made in DBZ Buu's Fury.In addition to translating it into Spanish, in the graphic section, as usual, I have changed the title, some posters of the scenarios, I have added portraits to characters that did not have it, modified the appearance of some characters such as Ox, Yamcha, A18, etc.






As for the game mechanics, I have modified, among other things, the following:

-Unlocked the Grand Saiyaman's clock. When Bulma gives us the watch, this ability will replace the SSJ transformation until we compete in the Tournament. This implies that I had to modify the code so that Gohan did not automatically transform into GS in the scenes that were programmed for it in the event that we arrived at the event already transformed.

-Modified the results in the punching machine. This minigame was really absurd, so now, to be able to overcome it, you have to get a low score, as it happens in the series, so if we obey a high score, the referee will order the replay of the test alleging a failure in the machine, just like A18.

- Certain characters will appear transformed in the moments of the corresponding story. Some examples are that Goten and Trunks will arrive alongside Vegeta transformed into SSJ, Vegeta will sacrifice himself to try to defeat Buu in SSJ, Gohan will cast the Kame to the transformed Buu egg, etc.




Lastly, it should be noted that thanks to the fact that I learned new things by modifying the LoGII, there are things that I may possibly change again and others that I did not know how to do, I will finally do, although I will inform you about this.
This is astonishing! Can't believe how far you can modify these games now.

I have just one comment, don't you think that in Spanish is better to say "Café Satán" instead of "Satán Café"?

And I have another question: Since you can modify these games so deep, would it be possible to change the battle system of LoG 1 for the one used in LoG 2 or 3? Maybe this is kind of more advanced but I really hate the way that first game handles the battles, it's really frustrating.

I'm looking forward to play all of your hacks, dude!  :laugh:

Tailo

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Re: DBZ Legacy of Goku II
« Reply #36 on: June 07, 2020, 10:29:05 am »
don't you think that in Spanish is better to say "Café Satán" instead of "Satán Café"?
It is a doubt that I had, but looking at the names of the businesses in my city, they always put their own name second. I guess Satan Café sounds more modern so to speak. However it could be easily changed.

would it be possible to change the battle system of LoG 1 for the one used in LoG 2 or 3?
Other users asked me this, and the truth is that I would love to be able to do it, but it is something that is beyond my knowledge. Maybe when I launch the rom someone more skilled than me could do it.

cralso

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Re: DBZ Legacy of Goku II
« Reply #37 on: June 07, 2020, 10:39:48 pm »
These games are really cool, however the quality of first DB-LOG (Legasy of Goku) is noticeably inferior to its sequels.
I think could be nice view the first game recreate as an romhack for DB-LOG2 or Buu's Fury, but well I guess this can be hard.

Also I wonder if you have now a tool or what, now looks as if edit these games is easy for you hah!
I would like an "Legasy of Goku 4" haha, based on Dragon Ball Super serie :P

Kanavus

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Re: DBZ Legacy of Goku II
« Reply #38 on: June 07, 2020, 11:36:15 pm »
This is fascinating! It's great to see people working on these games, some of the most underrated ones

I'm not too well-versed in this kind of thing, but I am curious: is there any way you could rip the sprites from LOG2 decompressed, like people have done for Buu's Fury? I'm sure there are sprites for characters that are never used in the game, and so they have never been seen by anyone outside of Webfoot, and I'd love to see them if that's even a possibility

Tailo

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Re: DBZ Legacy of Goku II
« Reply #39 on: June 08, 2020, 10:25:44 am »
I think could be nice view the first game recreate as an romhack for DB-LOG2 or Buu's Fury, but well I guess this can be hard.
The truth is that yes, it would be a lot of work, especially because of the need to change some maps. With that you must know many of the mechanics of the game. I would be lying to you if I said I don't think about doing it, especially when I work at LoG 1, as it can be frustrating at times.
For example, I changed the kinematics of the first screen so that Raditz came to the island flying, Goku preceded him when he went to kidnap Gohan and he fell to the ground after Raditz hit him (as happens in the series) , but I had to discard all that work because somehow, the game keeps the position that Goku was in when the event started and when you take control of the character again, he reappears in that place, and it is very unprofessional.
Another example is that I have prepared different portraits for Goku, the problem is that I had to make his portrait appear on the left and not on the right, a place that the game uses for the rest of the characters. And if to all this you add that I am redoing a large part of the sprites of the characters so that their movements look somewhat better, or simply because of their appearance (I hope to be able to upload images of Nappa soon), because in the end, what turned out to be An easy game to modify has become a little odyssey.

Also I wonder if you have now a tool or what, now looks as if edit these games is easy for you hah!
I would like an "Legasy of Goku 4" haha, based on Dragon Ball Super serie :P
I don't have any specific program to modify these games, the ones I use are the Tile Molester (God bless its creator), APE, HxD and Paint.

is there any way you could rip the sprites from LOG2 decompressed, like people have done for Buu's Fury? I'm sure there are sprites for characters that are never used in the game, and so they have never been seen by anyone outside of Webfoot, and I'd love to see them if that's even a possibility
In Buu's Fury I have not seen any unused graphics / sprites. There are some enemies with alternate colors that I can't remember where they appear, but I'm pretty sure they do.

As for LoG 2, there is a portrait that is not used, and it is that of Garlick Jr. I suppose they wanted to introduce it into the game but they discarded the idea. Here is the image.



And as for LoG 1, there are some custscenes that have not been used, like the image of Roshi Island or the planet Namek. And I am sure that they also had the intention of adding the Genki-dama technique, since Goku has some sprites raising his arms that are not used in the game and I also discovered some sprites similar to the charge of the Ki ball (can that are the same) used with a bluish color palette that could be the burden of the Genki-dama.