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11-21-24 02:03 PM
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Main - Posts by Chicken Knife


Chicken Knife
Posted on 08-21-24 02:09 PM, in Hi! Just stopping by. Link | ID: 315
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voliol, I've worked on some DQ projects, and I'm curious what your aspirations are with DQ6 SNES. That game hasn't gotten nearly enough attention in the hacking world.

Chicken Knife
Posted on 08-21-24 11:49 PM, in Hi! Just stopping by. (rev. 5 of 08-22-24 12:17 AM by Chicken Knife) Link | ID: 341
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Very cool stuff! I'd love if your editor could let us add the mistakenly omitted resistances from the final upgraded form of the (eventual) Zenithian equipment.

I know this has little to do with your project, but if you'd ever be interested in collaborating on an addendum patch that corrects things like the menu bug and the missing English text in NoPrgress's translation, my team would be happy to provide any translation work, testing, and general refining of the script.

Chicken Knife
Posted on 08-22-24 03:01 PM, in (SNES) Hacking n' exploring Dragon Quest VI (rev. 4 of 08-22-24 05:55 PM by Chicken Knife) Link | ID: 370
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Great stuff here. The things you're finding sound very similar to the way data is structured in the first 5 DQ games, all of which I've probed around in to varying extents.

It's truly great seeing DQ6 some hacking love for the first time in 26 years.

Chicken Knife
Posted on 08-22-24 11:20 PM, in (SNES) Hacking n' exploring Dragon Quest VI (rev. 2 of 08-22-24 11:21 PM by Chicken Knife) Link | ID: 381
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Posted by voliol
That's nice to hear. Is there a place to read up on DQ5 findings? Its Datacrystal page was even emptier than DQ6's (read: it doesn't exist) so I figured it was equally if not more unexplored - a shame considering how similar it ought to be to DQ6, as the only main series games on the SNES. If more documentation exists though, or earlier games are indeed similar (which they likely are), it should be of great help.

E.g. if the monster structure is known for DQ5, it probably is the same in DQ6. Or at least there's the priviliege of confirming which parts of the structs line up, instead of having to figure it out from scratch.


The extensive work I did was for DQ1-3 and DQ Monsters. DQ4 and DQ5 work was modest at best. My main motivation was fixing the fact that DeJap's DQ5 translation has the poison needle and ALSO has the poison moth knife both named poison needle. I can't speak for how accurate or helpful the below notes I took will be, but feel free to check them out.

Now that I think of it, there was a change in the programming dev from Chunsoft to Heartbeat between DQ5 and DQ6, so I'm not sure how helpful any of this would be regardless.

https://drive.google.com/drive/folders/18aHdKX4-2Dwb1fv4evLLK22_8eLSzBFb?usp=sharing

Btw, I've been going through the DQ series for fun lately--original versions so far--and I'm going to jump into 6 soon. I was thinking to go with the mobile port because the unfinished SFC translation gives me a migrane, but now that there might be some hope on the horizon, would you like me to play the NoProgrss version and take an extensive inventory of issues?

Chicken Knife
Posted on 08-22-24 11:39 PM, in Embers of Mana (Total conversion hack of Final Fantasy Adventure (GB)) Link | ID: 382
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Excited to play this. I *LOVED* your Amida's Curse hack, and I generally never like that type of "new game within the engine" hack.

Chicken Knife
Posted on 08-23-24 11:26 AM, in (SNES) Hacking n' exploring Dragon Quest VI Link | ID: 409
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Posted by voliol
Posted by Chicken Knife

I'd actually prefer for you to go with your original plan :). Hacking DQ6 is something I do for fun in a noncommital way. And sharing info and getting to talk about the game is a bonus to that. But if others go into DQ6 (SNES) hacking for the sake of collaborating, notions of dependency and resposibility come into play, and that would break it for me.

Been there, felt that, totally get it. Forgive me for my perhaps excessive excitement in this extremely early stage of the process.

Chicken Knife
Posted on 08-23-24 06:52 PM, in Hack Ideas And Requests (rev. 2 of 08-23-24 06:54 PM by Chicken Knife) Link | ID: 419
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Would love to see a simple hack that addresses what I think is the biggest problem in Chrono Trigger: the way your magic defense stat easily gets to 100 / ** at the end of the game and causes all enemy magic to do tiny amounts of damage. Big, epic spells that Lavos casts end up doing low 2 digits at most. It feels very off. I'm not sure if adjusting character stat growth or equipment magic defense values would be the best way to go, or if a more extensive rewrite of the magic defense formula is in order.

Chicken Knife
Posted on 09-12-24 12:30 AM, in Submissions? Link | ID: 789
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I'm looking over the site for a place to submit hacks, and unless I'm blind, I assume that it's not ready yet?

Chicken Knife
Posted on 09-13-24 02:08 AM, in FF3 Touch-up & Fixes hack (rev. 12 of 09-13-24 09:55 AM by Chicken Knife) Link | ID: 796
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Hey everyone. I just finished work on a brand new hack called FF3 Touch-ups & Fixes for FF3 Famicom. There's been a lot of rebalance hacks made for this game, but I mostly prefer the original balancing. I just felt it needed some rough edges smoothed out and some annoying bugs fixed. I'm glad to make the debut here on NeoROMhacking.net. I'm really rooting for this site.



https://drive.google.com/file/d/136OTjFdjkFhoGOjjlWjHzWXtKgX2KJNv/view?usp=sharing



FF3 - Touch-ups & Fixes.ips includes the following four components:

1. 10 corrections to sprite drawing errors across various jobs in battle, similar in nature to my prior touch-up patches for FF1 & FF5 (see included readme for much more detail)

2. A bugfix for the elemental magic damage boost affording by certain rods & staves not working. Resulting damage with those spells seems to be appx 20% higher with the fix.

3. A fix to a problem with rows in the native game, where any row adjustments made in battle would be saved after battle, and thus have to be manually adjusted. With this fix, any row changes during battle will be reverted back to the pre-battle arrangement afterwards.

4. A fix to the flee bug, where the game was supposed to set evade to zero while fleeing but mistakenly set defense to 0, making any attempts to flee exceedingly deadly.

All four of these components are included in the main patch, but are also included in separate patches in the individual components folder.

These patches were tested with the Alex W. Jackson, Neill Corlett, SoM2Freak translation, but should work with most other versions of the game.



Credits / Thanks

The elemental boost fix wouldn't have been possible without everything8215's FF3 disassembly.

The row fix component involves ASM work by everything8215 which he generously contributed after I had reached out to him for guidance on the issue.

Credit to Maeson for the flee defense bugfix.

Main - Posts by Chicken Knife

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