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Main - Posts by DannyPlaysSomeGames

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DannyPlaysSomeGames
Posted on 01-01-19 12:12 AM, in Legend of Zelda 1 Title Crawl Hacking Link | Quote | ID: 166817


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Nevermind, found it on Data Crystal

https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:Tutorials

And the addresses are 1A82B to 1A86D (for headered roms)

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DannyPlaysSomeGames
Posted on 01-01-19 02:15 AM, in General Megaman Hacking Thread Link | Quote | ID: 166818


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Posted by Zynk
Cool! Since 2019 is Year of the Boar/Pig, I'm guessing its Hyper Storm H this time? But that's for the Genesis.

Part of me says Ride Boarski and the other part says Ganon.

And I can't tell which part of me is crazier.

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DannyPlaysSomeGames
Posted on 01-01-19 06:44 PM, in Legened of Zelda - Font Mod (rev. 5 of 08-25-19 09:02 PM) Link | Quote | ID: 166819


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NOTE: THIS POST IS NOW OUTDATED! View the most current version at RHDN via the download link.

This was just a little side project I was working on for fun. This is the first complete ROM hack I've ever posted, so please critique if anything is wrong.

The Legend of Zelda Font Mod is a ROM hack of the PRG0 version of Zelda 1 that not only redraws the entire font to a more archaic style, but also re-translates and rewrites most of the script. Not only are most lines based on the original Japanese version, but also has a few additions from the English version and even a few made by me, in order to make a perfectly fine Zelda 1 experience, without grammatical errors, or cryptic/useless hints. The folder includes a Readme and 4 patches:
-FontModStandalone, which is the Font and Translation, alongside a few other additions, like Snarf's automap and a few aesthetic changes, to enhance the experience a bit (other changes are in Readme)
-FontModAddendum, which is the Font and Translation, nothing else (for usage on other ROM hacks).
-FontModUntranslated, which is just the Font (in case you want to use this on a text-edited ROM hack).
-FontModTranslationOnly, which is just the Translation (in case you find the font unappealing).

Hope you enjoy it!

Download Link (RHDN Page): http://www.romhacking.net/hacks/4311/

Screenshots (OUTDATED! The new font is more legible):




Credit to Snarfblam for the automap patch.

Any questions? Critiques? Suggestions? Leave a reply below!

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DannyPlaysSomeGames
Posted on 01-04-19 09:27 PM, in General Megaman Hacking Thread (rev. 2 of 01-04-19 09:29 PM) Link | Quote | ID: 166823


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Posted by DannyPlaysSomeGames
So the machine's graphics (at least the first phase) have been integrated for the most part.


Now I want to check if I can move the tiles in any way, since it's apparent they're not regular blocks.



The one on the left is how it looks in game and the one on the right is what tiles I want to switch around (the squares, with brown being background and blue being entity). I'm pretty sure I'd need to check the tile position data for the entity, but I'm unsure about the background tiles. There's also a tile I wanted to change as well, since they reused another tile from the body (for some reason).

I also want to check out if I can change the palettes applied to some of the tiles. Again, I'm pretty sure I need to check the sprite data for the entities, but not about background tiles.

If anyone can help at all that'd be appreciated. Thanks .

Bump. (I'm not working on it that much rn but I still need to know)

Actually, is it okay for me to repost?

I'm not overly familiar with the rules of the thread.

I can delete the message just in case.

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DannyPlaysSomeGames
Posted on 01-04-19 09:27 PM, in General Megaman Hacking Thread (rev. 4 of 01-27-19 02:32 PM) Link | Quote | ID: 166824


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Whoops double post lol

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DannyPlaysSomeGames
Posted on 03-02-19 07:52 PM, in General Megaman Hacking Thread Link | Quote | ID: 166928


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So I was messing around with MM3 a bit to see if implementing my character was possible there with Matrixz's CSA. However, I ran into a problem with mirroring.



When he's facing left it looks perfectly fine but when he faces right it looks unaffected. I have no idea what causes this, although I assume direction facing has to do with it. Anyone has the answer?

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DannyPlaysSomeGames
Posted on 03-04-19 10:00 PM, in General Megaman Hacking Thread (rev. 2 of 03-04-19 10:00 PM) Link | Quote | ID: 166933


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Posted by kuja killer
i personally dont know how to use the capcom assembler program, and dont need to for my game but about that though.

mm3 has 2 sets of "X and Y positions" for a frame. a left facing and right facing version. again dont know how the capcom assembler handles it though.

This is kind of annoying though that you have to edit both copies to be correct for both left and right. megaman 5 fixed it to only just use 1, which automatically applies to both directions. There is a way to do it for mm3 too by editing the coding directly, for the sprite tile drawing stuff, but i dont remember what it is you have to do exactly.

You think you can give me the addresses that deal with those X/Y values? I haven't used CSA that much so I'm unsure about most of the features. If not, I could check any tutorials/readmes for the Assembler to see if it says anything about mirroring.

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DannyPlaysSomeGames
Posted on 03-23-19 02:21 AM, in General Megaman Hacking Thread (rev. 2 of 03-23-19 02:21 AM) Link | Quote | ID: 166946


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So is there any way to modify the slide's speed in MM3? I checked kuja killer's documents a few times but they don't seem to mention anything about it. I was thinking of making the slide more like a dash, and I wanted it to compensate the fact that "Mega Man" (except not really) is faster now.

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DannyPlaysSomeGames
Posted on 08-26-19 01:57 AM, in Would you be interested in a CHR-ROM version of Mega Man 4? Link | Quote | ID: 167098


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While I would be interested, I don't think 4 has enough love or dedication in the ROM hacking community to really warrant much dedication, outside of 4MI and Voyage. Like maybe time could be invested into something more popular, like MM2 or MM5, but I think it'd be alright for MM4.

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