(1161 to 1170) of 1891 Results
GoldenEye: X - Third Official Patch Released
28 February 2011 4:48PM EST - Update by Dragonsbrethren
This is the third official, full-point release, of GoldenEye: X, a project that ports GoldenEye’s stages, weapons, and characters to Perfect Dark. Over the last few months, we’ve been busy adding in new content, as well as addressing certain issues that cropped up in the most recent versions of the game. We’ve not only been focusing our efforts on the multiplayer ‘Virtual Reality’ aspect of the game, but have also made advances with the mission campaign. However, we’re still not quite at the point where those are good enough to be made public. In the meantime, you can play solo (or co-op) against up to eight Simulants in any of the VR levels available. Here is a summary of the edits and updates in this version…
- There is a lot more available to the player from the very start of a new file. From Virtual Reality, you should have access to every weapon, weapon set, music track, scenario, game option, and Simulant type (with the ability to use up to eight).
- Two new levels are available in VR… Bunker ii and Archives. They are (mostly) complete with glass, doors, metal crates, and all the weapons you can handle. The Simulants perform very well, and are able to fully traverse the stages. The only hiccup lies in the metal crates. They’ll eventually drop through the floor after being destroyed and disappear for the remainder of the match. It may take a few cycles for it to happen, however.
- There’s a very special treat in this release. Expertly ported from The World Is Not Enough on the N64, the “Labyrinth” multiplayer map by Zoinkity. He’s brought this fun level over to GoldenEye, which was then converted for Perfect Dark and updated to have more spawns, additional ammo crates, Capture the Flag bases, and even five Hills. It’s a brand new experience for those not familiar with TWINE, and a great bit of nostalgia for those who are.
- Get your hands on some new hardware! Take out your opponents in stealth by using the silenced variations of the PP7 Special Issue and D5K Deutsche. The destructive Shotgun is also now at your disposal. Like some of the other weapon ports, the muzzle flashes and bullet origins aren’t perfect, but the weapons themselves and their positioning matches the originals. Once we learn more about how the weapons in PD are setup, these issues will be taken care of.
- An additional eight bodies and five heads have been added to the character roster. Choose from the Russian Soldier, Jungle Commando, Siberian Guard (Black) [which also completes Mishkin], or Siberian Special Forces. Feeling invincible? Than select Boris as your on-screen persona. Want to use some voodoo magic against your foes? Baron Samedi is just waiting to put on a hex. And whether you’re tall or short, there’s somebody for you. Jaws and Oddjob, the polar-opposites in GE, are ready to duke it out again… whether you want your friends to use them or not is up to you.
- From the first patch, the Moonraker Elite has been using a customized arm/hand model. Since then, the other characters have been matched up with more appropriate models. Most of those have also been customized, since PD only offered so many styles. There’s a couple that still require better textures, but the majority of characters are complete.
- Simulants are now fully supported in the Caves map. Thanks to a base AI Path Network created by Octan Baron for his custom mission in GoldenEye, Sims are capable of navigating all areas of the stage. Hopefully this will breath new life into a level that most would consider to be the least appealing multiplayer choice in GoldenEye.
- Egyptian has seen some architectural modification since the last release. There are three chutes that normally contain ceiling-mounted drone guns in the mission. They have been edited and changed into ramps. It was a decision made to better performance, for both humans and Sims. Before, people were capable of falling through the lower edge of the chute and dying. As a ramp, this occurance is eliminated. Simulants now use these ramps without any issues.
- The left-handed Phantom and Sniper Rifle now draw correctly, and not inside-out. Their bullet origins are still inaccurate, but the Phantom does have a slightly improved muzzle flare. It also uses the appropriate sound effect, and has been adjusted to better replicate the original. The Sniper Rifle has also been slightly modified, and now deals the same amount of damage as in GoldenEye.
- The AR33 Assault Rifle and RC-P90 are now capable of penetrating through objects and characters. I’m not sure why they weren’t setup by Rare to do this in the first place, but it has since been fixed.
- Certain doors in various levels weren’t using the proper flag to prevent them from being seen through walls. Those that appeared in Temple, Facility and Egyptian are now all taken care of. Others also close portals when shut, which may help slightly with the framerate in certain areas.
- The glass in Facility is now, once again, indestructible. You may still fire through the glass with a weapon capable of penetrating through objects, so beware of Sims who are packing an AR33 or RC-P90.
- Two songs have been removed and replaced in the Virtual Reality soundtrack list. Silo X didn’t loop, and once finished, would continue on in silence. The End Credits theme was taken out, since it was never included in the original game’s multiplayer soundtrack. Both Elevator songs (from Control and Caverns) have been included as their replacements.
- For those of you who are able to play this game on console, through the use of a backup device, you’ll be pleased to hear that both Complex and Egyptian no longer crash during loading. There was an error in the background file that didn’t seem to cause any problems via emulation, but wasn’t nearly as kind on the actual hardware. Both files have been updated, and are confirmed to work on console. HOWEVER, it is recommended that you DO NOT use GoldenEye character bodies and heads. There is a bug that is causing the console to crash when they are loaded into the level. It might not happen right away, but it eventually rears its ugly head. Only a few heads have been confirmed to play properly, but none of the bodies. So, until this is sorted out, please stick to the Perfect Dark leftovers.
- The Character Profiles & Other Information in the Information Room, as well as the Vehicles listed in the Hangar PC, have begun taking after their GoldenEye replacements. All of the characters (with exception to Ourumov and Valentin) are available to view, but the informative articles have yet to be dealt with. Also, most of the vehicles are still displaying the PD objects, and not all descriptions have been written. These things are being left in to demonstrate the progress we’re making outside of Virtual Reality mode.
And be sure to check out the Official GoldenEye: X YouTube channel for the patch 3a trailer.
Pandora's Box sees the light of day once again
25 February 2011 11:24PM EST - Update by Lenophis
It’s been a while since we’ve had any public discussion about this one, but now is not the time for talk. It’s time for action. That’s right, THE FF6 Hack gets a public demo, and one that is long overdue. What does this mean?
- We’re still working on it yet, and we still have a long way to go before it’s finished.
- You guys get to rip us once again for what we do and do not have available for play.
Some of the changes you may (or may not) find during this demo:
- A new dungeon!
- 118 bugs fixed, all from the original FF6 game. A special thanks to the many patch authors who released the fixes they did.
- Far too many core changes to improve the game. Having said that, make sure you take a peek in the configuration screen.
- Restoration of lost and removed content, which is mostly contained in dialogue.
- Item changes– some old, some new, some gone, so look around!
- Several event tweaks, a couple overhauls, and lots of additions. Yes, you will get to experience the Auction House, the Magitek Research Facility, and one banquet in particular.
Going into further detail would be long, boring, and tl;dr. In the end, after four years of work to this date, we think many will be pleased. However, since this is the internet, and for some it’s real life, we know that not everyone will be happy with some changes.
On behalf of the whole team, we thank everyone for their patience, their suggestions, and their feedback with this hack.
But enough talk, have at it! Make sure you read the readme, because nobody can help you if you don’t.
ROMulan Data Extractor/Injector Utility Released
25 February 2011 1:09AM EST - Update by Stealth
A new utility with a simple interface, but powerful functionality. Through the use of scripts that describe the layout of the target game file, it eases the re-integration of edited data by automatically relocating data that has grown in size, and updating program and pointer list references to the data. It is also capable of batch operations such as the initial extraction of the data, and the calling of external conversion utilities immediately after extraction, or immediately prior to injection.
For more feature information on the “Batch” and “Inject” files, see the documentation
SonED2 updated to v11.02.24
25 February 2011 1:07AM EST - Update by Stealth
SonED2, the Sonic the Hedgehog data editor, has received the following updates:
- Level editing support for Sonic 3 (& Knuckles), Sonic CD, and Knuckles’ Chaotix/Sonic Crackers
- Support for editing Sonic 1 Rotating Special Stages
- Project support for custom level data format combinations
- Level layout import from image support in addition to existing tile graphic importing
- Integrated functionality of the new ROMulan data Extractor/Injector utility
- Better settings modifying support- larger click areas and delayed-repeat hotkeys
- Various other feature and interface enhancements and fixes
For a more detailed list, see the “What’s New” documentation
Lufia & The Fortress of Doom SRAM Guide - Version 1.0 Released
21 February 2011 1:49AM EST - Update by Vegetaman
That’s right folks – the initial release of the Lufia & The Fortress of Doom SRAM Guide is upon us! This project that was initially started over one year ago is finally starting to gain some traction.
- The SRAM Division Into Save Slots
- Checksum Algorithm and Value Storage (thanks to KingMike for his assistance on this one)
- SRAM Locations for Character Data including Party Inventory and Learned Magic Spells
- Listing of all 254 items in the game (including some “dummy” items) and their hex values
- Listing of all 55 magic spells in the game (including previously unobtainable spells) and their hex values
- Discussion on binary and hexadecimal numbers and how to convert them to decimal.
Any information that you have that I may have missed or gotten wrong, please speak up. Your contributions would be most welcome!
Fire Emblem 1 - Full Translation
20 February 2011 4:26PM EST - Update by Quirino
Here is a full translation of the very first Fire Emblem game which was the last one in the series needing a translation of at least 90%.
Join Prince Marth on his journey to liberate the continent of Akaneia. Recruite allies and defeat enemies in the twenty-five chapters.
This one’s for the real Fire Emblem/RPG fans out there, as it’s recognized as the very first Strategy RPG. So if you want to find out how this genre started, be sure to not miss this!
Thanks for the script translation go to HHHIII of Serenes Forest forums.
Silva Saga II translation assistance needed again.
20 February 2011 5:20PM EST - Update by KingMike
Unfortunately, it looks like aishsha won’t be able to finish translating Silva Saga II for the Super Famicom, due to timing and other circumstances. Dynamic Designs estimates around 75% of the text is finished between Akujin and aishsha’s work. They are looking for someone willing to finish off the rest. Though it seems aishsha will be assisting D-D in ensuring that, in the end, names and such are consistent with aishsha’s own translation of Silva Saga I.
New Translations Added to the Database
13 February 2011 10:06AM EST - Update by RHDNBot
This is an automated message generated by ROMhacking.net’s RHDNBot.
The following Translations have been submitted and approved to the database (in submitted order oldest to newest):
- Super Robot Wars J (English)(Fully Playable)(GBA)
- Banana (English)(Fully Playable)(NES)
- Ishido (English)(Fully Playable)(FDS)
- Esper Corps (English)(Fully Playable)(NES)
- Animal Forest (English)(Announced)(N64)
- Seiko-Chan SOS (English)(Fully Playable)(PC88)
- Totally Rad (English)(Fully Playable)(NES)
- Ninja Princess (English)(Fully Playable)(SG1K)
- Angel Marlowe (English)(Fully Playable)(GB)
- Rockman Complete Works: Rockman (English)(Announced)(PSX)
New Final Fantasy VI Hack Includes Harder Gameplay & Comprehensive Changes
05 February 2011 5:56PM EST - Update by Gogo13
A brand new Final Fantasy VI gameplay modification has been released, complete with sweeping changes across the board:
- Much harder enemies
- New damage curves, HP curves, MP curves, and XP curves.
- Vast changes to monster AI, skills, and hero skills such as spells, espers, Lores, Swdtech, Blitzes, Dances, Tools, and Rages.
- Entirely new items, from the slightly different to the game-changing and super-powerful
- New spell animations
- Hero stats have been changed, with a focus to make each hero a competitive choice
- Lastly, the Colloseum has been completely redone, with every item yielding a viable foe and progressing to better items.
Even more surprising is the supporting documentation. A bestiary, a table of the new XP, HP, and MP curves, and even the excel file used to make the game (with way more information than anyone would care to read) is included.
If you love Final Fantasy VI, and have yearned for the challenging and complex game it should have been, be sure to give this new mod a look!
Verve Fanworks Celebrates the Year of the Rabbit With "Castle" Recruitment Drive
04 February 2011 5:16PM EST - Update by FaustWolf
When we think about the history of the Chinese videogame industry, all too often visions of pirated NES games come to mind. If you dig a little deeper, however, you’ll find a ton of gems the English-speaking world missed out on. Among these were Dynasty International’s “Tian Di Jie” series, for Windows. Why these were never picked up by a Western publisher boggles the mind, but hey, that’s where the fan translation community comes in!
Thanks to a veritable army of source language fans – who have contributed everything from utility programming to organizational skill to touched-up equipment art – a translation project for the second game in the Tian Di Jie series has thrived over the past year. The Verve Fanworks community still needs a ton of help to push this one through, including:
- Traditional Chinese-to-English text translation help. The multi-pass system has worked well for us so far, so we’re keeping an eye out both for people who have fun roughly translating tons and tons of dialogue, as well as those who only have time to provide revisions and second opinions.
- Pixel art for small elemental and equipment icons.
Join the awesome team behind this mammoth project, or just stop by and say hello, at our forum link at the bottom of this news post. We’ll leave you with some extra pics and a demo of the first three translated chapters of the game, roughly the first hour of gameplay.
Don’t hesitate to leave feedback, either here at the RH.net news thread or in the project’s “General Discussion” board at Verve Fanworks!