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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Mineyl

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Mineyl
Posted on 04-08-10 10:18 PM, in Megaman Odyssey Project (rev. 2 of 04-08-10 10:19 PM) Link | Quote | ID: 129646


Ninji
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Truthfully, I'm amazed more people (not here specifically, but in all these other places) aren't throwing themselves at the chance to design graphics for this hack. It's one of those "golden child" projects along with Forever, Ultra 2, and Minus Infinity, so I figured a lot of Megaman fans would jump at this opportunity to have a place in a hacking project that will set the bar for future hacks of its kind, especially when the author is so openly requesting this kind of help in the first place.

I'd do graphic design myself, but I've already got a lot of my own crap going on and I'm currently assisting with level design for this project, so my paws are tied, I'm afraid.

I hope you can find someone, Kuja. Don't get too discouraged. I think if worse came to absolutely worst, you could always utilize graphical rips from other games.

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Mineyl
Posted on 04-27-10 06:55 PM, in Megaman Odyssey Project Link | Quote | ID: 130614


Ninji
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My name got mentioned!

Sorry if I seem to be slacking...I really just need to know what sorts of enemies will be in the stage, so I'm kinda' waiting around to see what you come up with before I make anything unnecessarily simple or unnecessarily complex.

As for the graphics...Thanatos, I'd say think Shademan, but don't be afraid to draw inspiration from the Castlevania series. Both design mentalities would mesh very well with this stage, I think.

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Mineyl
Posted on 05-03-10 03:10 AM, in Megaman Odyssey Project Link | Quote | ID: 130839


Ninji
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Posted by kuja killer
at this rate ...i seriously highly doubt this game will even be done by 2015 or before i die probably.
Dude, you're gonna' have to quit bein' such a pessimist. ;b Everyone's depending on you to see this thing through to the end!

If you want, I'll get my ass on the stage design without the enemies. Maybe seeing more will help motivate you a bit.

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Mineyl
Posted on 06-16-10 10:59 PM, in Mega Man Zero Collection for Nintendo DS Link | Quote | ID: 132045


Ninji
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I apologize for the shameless bump, but...

I just picked this up yesterday, and after having played for about 30 minutes, I can honestly say I want to choke whoever was in charge of this project. My one and only complaint with the originals is that the dash function is assigned to the shoulder buttons...and they had the audacity to keep the control scheme gimped like the GBA titles and disallow full customization so that I'm unable to correct it myself! ARGH.

Woulda' been PERFECT if they hadn't done that. I NEED my Megaman X control setup! Honest to God...it was the ONE thing I was looking forward to in this collection aside from the obvious benefit of owning three games I never picked up on my GBA.

In other, more positive news, it seems to be a perfect 1:1 port of the original games. No quality issues that past ports typically have (Square's porting attempts come to mind...).

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Mineyl
Posted on 06-18-10 06:41 PM, in Mega Man Zero Collection for Nintendo DS Link | Quote | ID: 132108


Ninji
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Comfortable? Hah, that's a good one. You're the one who should be ashamed for defending a lazy design choice by the developers. There's nothing wrong with customization, let alone giving players of another, very similar series the control scheme they grew up with.

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Mineyl
Posted on 06-18-10 06:55 PM, in Zelda Classic Link | Quote | ID: 132111


Ninji
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Zelda Classic is interesting, but the interface leaves much to be desired. I don't have any firsthand experience with its unique programming language, but from what I've heard, it's a complicated mess and probably isn't worth your while if you don't plan to use the editor extensively for years to come.

However, even after all this, when comparing hacking Zelda 1 with making a quest in Zelda Classic...the latter will still be much more user friendly, in which case I'd only recommend Zelda 1 hacking to the assembly junkies (or people like me who can't stand to listen to the lackluster MIDI tracks that are packaged with ZC).

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Mineyl
Posted on 06-18-10 08:15 PM, in Mega Man Zero Collection for Nintendo DS Link | Quote | ID: 132114


Ninji
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Nothing, though it'd be great if you could switch weapons/elements on the fly like in any other non-8-bit Megaman title. Obviously keep one as the switch for the sub-weapon, but I'd like to be able to map dash to A, jump to B, and attack to Y a la the Megaman X series. I find sliding my thumb across A and B to be a very fluid motion and makes for much easier dash jumps. Maybe I'm just holding my DS wrong, but when I try to do this by pressing R and then B/A (especially when trying to hold a weapon's charge), it aches my hand and I feel as if I'm going to drop my handheld.

I've been able to clear MMZ and I'm halfway through MMZ2 with this setup, but I'm only saying it'd have been nice of Capcom to include full control customization.

Maybe I shouldn't be complaining. It coulda' been worse...just look at the Megaman Anniversary Collection on Gamecube... *rolls eyes*

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Mineyl
Posted on 06-19-10 07:27 AM, in Mega Man Zero Collection for Nintendo DS Link | Quote | ID: 132134


Ninji
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Posted by Teyla
I have to ask, but did you play on an original GBA?

Yes, I did. Also, when the Gameboy Player was released for the Gamecube, I was very happy to be able to map the shoulder buttons to X and Y, making the control scheme much more similar to Megaman X. :3 I never liked the Gamecube's shoulder buttons, though...they're too clunky to me.

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Mineyl
Posted on 06-19-10 06:58 PM, in The 3DS! Link | Quote | ID: 132166


Ninji
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Posted by Kawa
And then there's that thing I overheard about KI:U apparently looking better than a Wii game, which strikes me as profoundly silly.
That's what happens when people say things like, "the 3DS is more powerful than the Wii itself."

Personally, I'm quite excited for this, and I'm glad Nintendo is smart enough to keep the backwards compatibility with normal DS games...meaning I can finally retire my old, fat, and blue DS. The DS has been my system of choice this past gen, so I am extremely hopeful that the 3DS will follow suit or at least be a very strong contender in the years to come.

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Mineyl
Posted on 07-20-10 08:49 PM, in Cecil's armour on Final Fantasy IV Link | Quote | ID: 133186


Ninji
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I prefer the SNES version, myself. The CG version on the DS is a bit too reminiscent of the dark knight artifact armor from Final Fantasy 11 which frequently got inward chuckles from me because its utility was questionable at best (not to mention these players were typically idiots back in the day).

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Mineyl
Posted on 07-30-10 04:41 AM, in Super Mario RPG Legend of the Seven Sages Link | Quote | ID: 133592


Ninji
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From what I've seen of this game, there's some good humor and the Mario and Luigi RPG graphics are used pretty well, but it's just a damn shame that he had to use all of the default systems of RPG Maker 2003 (especially RM2k3, actually, which has an ATB system instead of turn-based combat). These games aren't supposed to be traditional RPGs, and to deliberately not implement the action commands is a sin against the originals, in my honest opinion.

At least it's not another Refmap RPG...

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Mineyl
Posted on 07-30-10 10:30 AM, in Cecil's armour on Final Fantasy IV Link | Quote | ID: 133597


Ninji
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Posted by Kiokuffiib11
Paladin Cecil was obnoxious IMHO. I liked the idea of a change, but, into a useless paladin that drops almost all of his level and becomes a weakling that never quite gets back to normal,,,, that always irritated me.


Useless? If you've only played the official English version of FF4 (you know, "Final Fantasy II"), then the change only makes him MORE useful because dark knight Cecil is basically Kain without jump and slightly beefier stats.

I can kinda' see the argument if you've played any iteration where he has his special commands in dark knight form, but this still doesn't change the fact that dark knight Cecil hits for paltry damage against undead foes, can't cover allies, can't use his MP topping out your party's health between fights, and (we assume) can't equip elemental weaponry to further his effectiveness against enemies with weaknesses.

It's probably also worth noting that only two enemies in the entire game are weak against the darkness damage found on dark knight Cecil's swords (Octomamm and Mom Bomb), so he's not winning any awards in that department, either.

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Mineyl
Posted on 07-30-10 07:09 PM, in Generic SMW screenshot thread Link | Quote | ID: 133620


Ninji
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Is it just me or is this thread deader than disco? Time for a revival.

A random vanilla beach level by yours truly:



Obviously, the music isn't a part of the actual ROM.

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Mineyl
Posted on 07-30-10 07:13 PM, in General Megaman Hacking Thread Link | Quote | ID: 133622


Ninji
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Posted by Matrixz
Go to hexadecimal offset 37703, change four bytes (from 37703 to 37706) to: A9 0D C9 0D.

...is that seriously all you need to do to change that? Wow...it really makes one wonder why they designed it that way in the first place.

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Mineyl
Posted on 07-31-10 12:15 AM, in General Megaman Hacking Thread Link | Quote | ID: 133641


Ninji
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Hmm, I never even thought of that. It makes sense now, for sure.

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Mineyl
Posted on 07-31-10 03:34 AM, in Generic SMW screenshot thread Link | Quote | ID: 133644


Ninji
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Thanks, and thank you for your offer, but I'll have to see what happens first (if I continue with the project or scrap it or what).

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Mineyl
Posted on 08-03-10 06:57 PM, in Megaman Forever Demo 3 (rev. 2 of 08-03-10 07:21 PM) Link | Quote | ID: 133783


Ninji
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Oh sweet. Going to try this soon. If your track record is any indicator, this is going to be quite the experience.

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Mineyl
Posted on 08-03-10 07:26 PM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 133786


Ninji
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Posted by O-X
bad side is that i have a bad work ethic and i tend to never finish them.lol

You and many other people, myself included. Welcome to the board, O-X. Enjoy your stay!

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Mineyl
Posted on 08-06-10 07:58 PM, in General SMB3 Hacking Thread Link | Quote | ID: 133975


Ninji
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As far as I know, you can't. Level themes must stay within their respective banks within the ROM, otherwise, they'll glitch up.

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Mineyl
Posted on 08-09-10 11:46 PM, in Megaman3 ATW Hack (1. demo) Link | Quote | ID: 134130


Ninji
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I'm going to give this hack a try later on. Since it's a demo, I'll try to give feedback about what I think can be improved. Judging from what I'm reading, this is going to be quite an experience...but if it's about the same difficulty/frustration level as Rockman 3 Alpha and Megaman III Return, then it should at least be manageable.

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Main - Posts by Mineyl

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