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05-20-24 07:10 PM
Acmlm's Board - I3 Archive - - Posts by Heian-794
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Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 03-20-06 09:22 PM, in Magna Carta: Tears of Blood Link
Anya, very old post, but nobody seems to be answering it, so...

(and since it's still on page 1, it's not yet an "old thread bump"!)

I have this game and am about 1/3 of the way through it. Slow-paced, but beautiful to look at and still fun to play.

This game has been really popular in Japan ever since it came out -- Hyung-Tae Kim (?), the Korean guy who did the graphics, has even put out art books devoted to it. I was wary of the game's quality when the box seemed to overemphasize the beauty of one of the female characters, but the game itself seems to match up. It's set in a fascinating world with plenty of back-story. It was originally a PC game in Korea, and was changed significantly for the PS2 version, which definitely has the superior character designs.

Music's good and the battles are quite fun once you get past the steep learning curve. I couldn't get the hang of the more complicated battle modes, not least because explanations of them are buried in the copious manual text. They could've been more concise on that front. Reminiscent of the timing-based chain attacks in Vagrant Story with a touch of those music beat games thrown in.

People have compared it to Final Fantasy X, and the field graphics are very similar. Basically if you liked FFX and don't mind a slower pace, you'll like this. I commend Atlus for putting it into English when it looked like nobody would do so! Atlus does small print runs, so get it now!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-01-06 07:35 AM, in Fights you should lose but can win (some spoilers, maybe) Link
One more is in Tales of Destiny, when you have to fight Leon as he comes to arrest you. It's a very difficult battle, and I had to stock up on Energy Bullets (maybe?) and level up several times in order to win it.

And instead of the story proceeding normally (as I was expecting), some more soldiers come in and haul you away; it's a Game Over!

Isn't there a glitch if you somehow win the Golbez/Shadow Dragon battle in FF4?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-01-06 08:06 AM, in Baseball Stars modding.. point me in the right direction Link
Hey JWBLSU,

I made a hack/mode of Baseball Stars a while back; check it out here:

http://www.geocities.com/heiankyo794/hacks.html

New font, better colors, all new teams, new salary structure for signing free agents (veterans can actually be worth getting), and a few other tweaks. Give it a try; I'd love to hear your opinion.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-01-06 05:40 PM, in Lunar Eclipse Link
How about the irregular spacing in between the ALL-CAPITAL menus, and in several other places?

That's a little bizarre.

Or they were just typed over an image using Photoshop or Paint.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-02-06 11:43 AM, in Baseball Stars modding.. point me in the right direction Link
Euphy, it's your first post, so you might not know this, but we can't post ROMs here for legal reasons. We post patches that you apply to your own ROM (obtained by searching the big, vast internet).

Nobody's ever made an editor for Baseball Stars, though I bet the data I've dug up -- see the stat sheets on the page linked from my last post -- would be enough for someone with actual programming skills to put one together.

This isn't the kind of game where an editor is really necessary if you just want new teams. As soon as you know the locations of the data you want to change, you just type in the new data in a hex editor. And a graphics editor is what you'd use to update it visually. The only thing a Baseball Stars-specific editor would help with would be to change uniform colors, faces, and stuff within the existing gameplay engine.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-03-06 08:12 PM, in Baseball Stars modding.. point me in the right direction Link
Euphy, in that case, get a hex editor, and go to:

http://www.geocities.com/heiankyo794/BBSrominfo.txt

...which should give you the hex locations of various things in the game that can be easily edited.

Looking forward to your hack -- there aren't enough good sports game hacks out there! Post here if you need more hints.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-15-06 04:09 AM, in Baseball Stars modding.. point me in the right direction Link
My two Excel spreadsheets, in which you paste hex data from either the ROM or a save state and receive usable data, could probably be made into an editor if you were enterprising enough. I didn't feel the need to put in the work to make a genuine editor with a GUI (not that I could readily produce such a thing) because a plain hex editor gets the job done.

What I'd really like to do is hack some kind of player development feature into Bases Loaded. Bases Loaded has much better graphics and on-field gameplay than Baseball Stars, but lacks the team management facet. Handing out money for victories and being able to buff your players' stats would make that game truly great.

If anyone wants to have a go at it, I have some Bases Loaded data stashed away. I even found the variable that indicates whether a guy will charge the mound!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-15-06 04:21 AM, in Megaman Ultra - Screenshots Only Link
Originally posted by Disch
Originally posted by Hyperganon
You can also use use use the same technique with Word. You can type up a logo with a desired font, and paste it into a bitmap. I've made some good logos that way.


Notepad (or any other text editor) + Paint + Printscreen will work equally well (for those of us who don't have MS Word or don't want to use boot up a bloated word processor just to take a screenshot of a font)


Can't you just type in Paint directly? I did that when making the Baseball Stars Alternative title screen and it worked nicely. You could further use your graphics editor to reshape your lettering before pasting it into the graphics editor.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-15-06 04:25 AM, in RBI 2k6: NES classic gets a facelift Link
So is there a patch out there yet, or not? I want to play this!

(One nitpick... Michael Wuertz is the Cubs' closer? He and Dempster should be reversed.)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-16-06 12:21 PM, in RBI 2k6: NES classic gets a facelift Link
Just played this and downed Pittsburgh handily by the score of 25-9; first time playing RBI Baseball in probably 15 years!

I could have sworn that this game had the ten-run rule. I was planning on that when I brought my last reliever in to start the sixth -- he ended up out there getting pounded for three innings, but fortunately my hitters pounded on the Pirates even more.

OP, this board's policy is to use patches (which contain only the data created by you and not the copyrighted data), so if you can get Lunar IPS running, make a patch and post it here.

Just signed up for your forums and am looking forward to the old baseball game talk! I love hacking baseball games but they're not as popular here as Mario, Metroid, etc.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-21-06 12:45 AM, in What's your weapon? Link
Basically the same as Cheveyo and Dude Man; Translhextion is great because it supports Japanese. (Would be nice if it could support double-byte characters where the first byte is at the end of a line and the last byte is the beginning of the next line, but that's a quibble.)

TLP is nice and easy to use, and Tile Molester supports more formats so I use that when dealing with 8-bit graphics.

FCEUXD lets you copy and paste RAM contents, but doesn't offer the speed-up options that NesterJ has, so I use the latter when I need to run the emulator at 60x the speed. Handy when simulating seasons in baseball games and testing the teams' balance!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 04-21-06 12:07 PM, in Mario Gone Wrong... yeah :P Link
That font looks great, especially in the daytime stages.

Bricks are nice, too.

Did you make the font yourself or did you rip it from something?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-07-06 06:46 PM, in Baseball Stars modding.. point me in the right direction Link
Dr. Death, great to see some progress!

This was over a year ago so I can't remember exactly what I did, but...

First thing you want to do, if you haven't already, is get the NES color palette. One place is the aforementioned Art of Rom Hacking:

http://www.zophar.net/tech/files/AoRH.htm

Next thing you need to know is that each team uniform has three colors: the main uniform, the "darkened" part of the uniform (usually a darker version of the main color), and then another color for the hat and shoes.

In my case, I used a palette viewer FCEUXD to find the locations in RAM of the colors of the teams on the field, and then searched for those in the ROM.

As it turns out, the batting uniform (3 colors), fielding uniform (2 colors), player-photo uniform, and baserunner indicators are stored separately. I can't remember which is which, but you can see them at 0x01FD52 up to 1FF3B. The annoying baserunner indicators come first IIRC.

At 01FDCE, you should see: 22 11 3F 0F 36 05 3F 0F 22 05 3F 0F 36 30 3F 0F. This is the set of colors for the first team, the Dominican Estrellas.

Let's disregard the 30, 3F, and 0F parts for now.

22 11 is the two blues in the main uniform.

36 is the skin color (yes, this seems to be separately assigned for each team, so you could have a team of black or purple players if you desired; never followed up on it because the whole team has to be the same color).

05 is the red trim on hats and shoes.

Then there's another 36 -- can't remember which one is the skin on the field and which is in the batter's box. I imagine one of the 3F or 0F is the black outline for the player graphics. Never messed with that either.

Assuming your hex editor's lines are 16 bytes long, look at the next line down, 01FDDE, and you'll see 06 07 (the red uniforms of the Pandemonium). Below that are Cleveland's 38 28, then other team color such as 10 00 for Kyoto Phoenix.

Does that help? If that info is wrong, I'll go dig up my notes. I know I had to change the colors in at least three places for everything to work out.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-08-06 06:07 PM, in Baseball Stars modding.. point me in the right direction Link
Dr. Death, that was just a coincidence that I was here right after you posted; I hadn't been on the board in maybe a week or so before that.

Anyway, there are either three or four places to change the colors. Batter's box uniforms (3 colors), fielding (2), icons (2), and maybe photos (1) -- I can't remember if that's loaded from one of the other data items or not.

Here are some notes I put on the web:

http://www.geocities.com/heiankyo794/BBSrominfo.txt

...I wish I'd gone into more detail on the palettes!

Do you know any assembly? My attempts at hacking it were stymied early, but I'd love to see a BStars hack where "15" hitters don't jack the ball out of the park all the time. A little more balance!

And if you want to make yourself a great team, the famous Baseball Stars team cheats are intact! (The questions, however, have changed. But a serious baseball buff will have no problem with them.)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-10-06 05:53 PM, in Baseball Stars modding.. point me in the right direction Link
Dr. Death, great job!

Yes, you certainly can change whether an existing player is male or female -- I made extensive use of this when designing the Pandemonium and the Divine Pantheon, since both sexes are well-represented among the world's deities, both good and evil.

Basically, while fielders are unisex, batters and pitchers are male if their stances and pitching styles end in 0, 1, or 2, and are female if they end in 3 or 4. (The first digit is 0 for right-handers and 8 for left-handers.)

That's for the representations on the field.

As for the photos, the game has a bunch of pre-composed player faces, which I didn't attempt to mess with. Basically I just chose from the ranks of female faces (which, IIRC, are around 0x10 to 0x20 or something like that -- just isolate the "player face ID#" byte for the Lovely Ladies' players and insert those) when I needed women.

(Which reminds me: there are some great female faces that the players will never discover unless they make an all-female team; they range from beautiful to heinous!)

The "face ID" byte is right there with the player name and stats; look for the byte that doesn't seem to mean anything! ;
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-10-06 06:13 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Hey Cecil99, why are you playing the game in Chinese?

Does this mean that the patch works on the Chinese ROM also? That's good news.

(I myself patched the wrong version and have garbled graphics all over the place...)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-11-06 06:12 PM, in Baseball Stars modding.. point me in the right direction Link
I know that the computer will occasionally change some players (particularly the pitcher), and that changes carry over into the next game, but never figured out what triggered that.

Are you using a fresh save file? If the computer is putting people in those non-standard positions even in a team's 'first-ever' game in a brand-new file, then something funny is going on.

I myself left the default positions intact (I think) and adjusted the player's name to fit that position. Since these were basically fantasy teams, I didn't have to be a slave to established batting orders.

This is why I could never finish hacking Bases Loaded -- I found what looked like player positions, but I couldn't edit them! Bases Loaded with Baseball Stars-like player development and season mode hacked in; now that would be a great game...

(BTW, see the "37" in the part you circled? That's Damon's face ID. Go ahead and trade it for another face if you like.)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-11-06 06:35 PM, in Baseball Stars modding.. point me in the right direction Link
If you do find it, please post where it was!

How about in league mode? Leagues seem to have their own lineup settings. For example, the default is to have the two starters rotate with each game, but if you decide to have your third pitcher start, the computer will continue to start that guy, but won't cross over into the other mode. (I think. I really can't remember.)

Is your Cubs team an all-time squad, or a team from a specific year? (Big Cubs fan here!)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-11-06 07:01 PM, in Baseball Stars modding.. point me in the right direction Link
Did you give the Cubs the cool navy-with-white-trim uniforms that I assigned to one of the custom logos? I made those colors in anticipation of doing the 1907-08 team, and then ended up not using them.

I just thought of something! Somewhere, the code has to be telling the game to use something other than the default -- remember, your pitcher doesn't have to bat 9th, yet the pitchers are listed in the same spot in the player data. Some stuff you could try (looking for positions and the batting order at the same time):

* searching for the VS-mode positions in single digits: 42 87 93 56 1
* same with proper bytes: 04 02 08 07 09 03 05 06 01
* a sequence of player ID numbers along with positions. Suppose the Dominican Estrellas players are numbered 0x01 to 0x12 (that's the first team in the code). The first five are pitchers, so maybe the game has something like "06 07 08 09 0A 0B 0C 0D 01" as instructions for who the first nine batters are. Positions could be interspersed with this.

The next, more advanced, gambit might be to used FCEUXD to see what code is being called when Vs. mode starts up. I imagine a lot of things are being loaded then, but we know where graphics are stored and those can be eliminated right off.

Wish I could help you more with this position thing. Sports games don't get much attention from hackers, so there's little documentation about them. I think I did all of mine from the ground up, and consequently there are lots of unfinished parts.

If worst comes to worst, you could use the default positions and assign player names to the positions, concede that the batting orders will be wrong at first, and then create a save file with correct positions...

(But there's a better solution, surely...)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 05-12-06 06:54 PM, in Baseball Stars modding.. point me in the right direction Link
Dr. Death, I never did figure that out, but one thing you can try is to change the reserves' positions so that they don't match up with the people that the computer is trying to switch out. (Just a thought; haven't tried it myself.)

Another thing to try is to begin a Vs. game with youself controlling the team. Manually change to the lineup that you want. Then, next time, let the computer play and see what it does. It might keep your changes intact.
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