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Topics - KingPepe

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16


Shenzhen Nanjing Technology is not the kind of  bootleg developer (or publisher) that's generally associated with quality. While they're known for porting RPGs from newer consoles, a lot of them generally don't turn out well. Of course, they're considered to be much better than the company Waixing, who were doing similar things at the time. Yet, SNT's RPGs either horribly unbalanced and will usually reuse assets from earlier games. One of their more notable contributions was a backport of Final Fantasy VII to the NES. From a technical standpoint, it is impressive but the general SNT balance issues holds it back from being actually good.

It's other notable contribution is a game called Lightning Emperor Pikachu's Legend but it's also commonly referred to as Pokemon Yellow. (Due to the fact that it uses the storyline from the original Yellow game.) As a port, it's a strange mix of Pokemon FireRed/LeafGreen and Pokemon Yellow while using assets from other games. This game is generally said to be SNT's only good/noteworthy game. Is this SNT's true crowning achievement or is it just like the rest of their RPG ports? Let's see...

Graphics – 8/10
The graphics were ported from Fire Red/Leaf Green, Yellow, Pokemon Ruby/Sapphire, Pokemon Gold/Silver and the GBC Harvest Moon game. The strange thing is despite the graphics coming from so many games, they all blend together well (with a minor exception) including the GBC Harvest Moon graphics.

The overworld mainly uses graphics from FireRed/LeafGreen which was probably the best choice. The original overworld graphics from Pokemon Yellow were rather simplistic which worked fine on the Game Boy's screen but in the case of Waixing's Pokemon Red (which was their own Pokemon Yellow port), it feels a bit empty and repetitive on a screen much bigger. FireRed/LeafGreen had much more detailed graphics even when squashed down into 3 colors and it looks much better on a bigger screen. SNT even went far enough to the point where the player and even the NPC are rendered in two palettes to make it more colorful although it's done in a way where half of the sprite has one palette and the other half has a different one. This kind of makes the trainer and some NPCs look like they were wearing gloves. The NPC trainers themselves have a bit of a flaw however. In the original game, every trainer type has a specific overworld sprite which allows you to easily label which NPC it is once you battle him/her. In this port, NPC trainers can use any sprite. I've seen what look like black belt trainers on the overworld that turn out to be youngsters or psychics instead. You can't even rely on the NPC's gender; some NPC trainers may use a girl sprite but will turn out to be a Youngster or a Hiker instead. It makes identifying them harder and because of this, you can't prepare your team.

The battle screens and menus were done pretty well. Due to how small the original battle screens were, SNT enlarged the battle window to a point where it's not taking up the whole screen (which would've made the battle window look more empty) and put a border around it which makes it look rather nice. They did something similar to the menus as well and kept with the Pikachu theme. With the exception of the R/S/E legendaries that do make it in, all of the Pokemon use their sprites from Gold/Silver and will even play a 2-sprite animation using sprites from both games. Most of the Pokemon themselves look accurate; there's some minor hiccups either due to the NES palette limits or SNT deciding not to make as many palettes as possible but...there's no excuse for poor Fearow and Hitmonlee here:

As for the R/S/E legendaries themselves...well, Kyogre looks fine here for the most part:

As for Groudon and Rayquaza...:

They weren't treated as nicely as you could probably tell. The graphics for the attacks are a mixed bag; Some don't have an animation at all (Tickle, Sword Dance) while others have an animation that doesn't make a whole lot of sense. (Bite has what looks like two gears crushing the opponent in between and Encore just has sparkles surrounding the player)

There's also some rather strange glitches and inconsistencies. Sometimes when an NPC walks around, you might notice the NPC will be turning in some cases. Cerulean Cave feels like a graphical mess in some areas; the ladders use a totally different style that looks way off, the water in Mewtwo's room meshes with the land tiles in a poor way, you can see Mewtwo's area if you're just on the third basement floor if you stay near the far left and there's one area where it's possible you can walk off a bridge, walk around on land and then walk back onto the bridge without a problem. Another weird inconsistency is the map layouts for the Pewter City Museum and Silph Co. If you never played Pokemon Ruby/Sapphire, these may not seem like much but if you did, these might look awfully familiar:

For the most part, the graphics look pretty good. SNT decided to make up for the use of a bigger screen in a lot of places and were able to downsize the more detailed FR/LG sprites correctly. There are some inconsistencies and glitches but you probably won't notice them for the most part.

Sound – 4/10
SNT's sound engine can be a hit or a miss for people; either you'll dislike it or don't mind. Some tracks like their Final Fantasy VII title screen music actually sounds decent. The music in this game is ported from Ruby/Sapphire for some strange reason. A lot of it sounds off either in tempo and/or notes-wise compared to the original. Interesting enough, one of the square channels in the Slateport City rendition was supposed to hit really high notes at a certain point of the song but it glitches a bit and plays low notes instead. Generally, I can stand SNT's music but I was never the biggest fan of Pokemon's music (I never despised it and while I can say the music from Pokemon is good, I don't have a lot of favorite tracks either.) and SNT's sound engine doesn't exactly mesh well with it, especially when it's not composed properly which can make it obnoxious sometimes. I generally find myself turning off the music occasionally while playing. I will give it this though, I do like the track that plays during the trainer battles. I always find myself enjoying SNT's music more when they use the percussion quite a bit in a track and this no exception.

The SFX isn't anything noteworthy; there's less SFX here than in any Pokemon game (although on the plus side, it doesn't beep at you when the Pokemon is low on health) but the SFX used here is usually quiet and doesn't stick out. They're usually low buzzes or metallic bloops that don't stick out and don't add a lot to the game.

I'll be honest, you could make an argument that you're not losing much with the music off. Except for one track, the music and sound effects don't do an awful lot for me here. For some people, they could say the whole soundtrack sounds bad for the most part. To me, it's all right but sometimes I get the need to turn the sound off .

Controls – 10/10
It's kind of hard to judge the controls on an RPG game since you're not doing complex tasks. You move at a rather decent pace, possibly even faster than the walk speed in the original games. For some that are used to FireRed/LeafGreen, the lack of a Bicycle and maybe even running shoes might be a problem however. The menu navigation works fine; the only issue I've noticed is that if you try scrolling through the items really fast, there's a noticeable lag in the controls but you have to be smashing the D-Pad so fast for that. Basically, the controls are fine for this and there isn't much else to say about it.

Gameplay – 8/10
There's quite a bit to talk about so I'll have to split this into several sections:

Kanto and the Storyline
Like I said, it follows through the storyline from Yellow so while this also based on Fire Red/Leaf Green, don't expect the Sevii Islands to show up. You basically go through Kanto the same way, defeating all of the gym leaders in the same order and then fight the Elite Four. One slight change is that due to the department store being removed, you need to get a cup of tea from an NPC for the Saffron City security guards; this was taken from FireRed/LeafGreen and it basically makes up for the loss of the vending machines. You also might've noticed you can't name your player (who goes by Ash Ketchum's Chinese name here) or your rival as well. However, unlike most bootleg games, there's actually post-game content. You can still visit the Cerulean Cave and catch Mewtwo but SNT adds more to this; Lorelei (one of the Elite Four memebers) gives you a ticket to visit Navel Rock (one of the original Sevii Islands that you could only go to through an event) that allows you to catch the missing Pokemon (the ones that involved you making a choice between two of them, Aerodactyl, and Lapras) as well as the Gold/Silver generation legendary birds. After this, you can fight the Elite Four a 2nd time (where they have a stronger team and Jessie and James are the champion), fight one of the developers in a building in Celadon City where he has Level 100 legendaries and get Mew from him if you have almost all the Pokemon. Basically, SNT cared enough here to let you catch them all and get a 100%. (well, there is one exception to this which I shall explain later)

The world is left mainly intact but there's quite a few layout changes. I've mentioned earlier about the  Pewter City Museum and Silph Co. but even other areas like the S.S. Anne and the caves had changed layouts and are generally much simpler in design. There are some layout glitches like I mentioned; one example I've noticed is Route 10 (east of Vermilion City) where there's a patch of grass that appears to be solid and can't be walked on for some reason. The only area that truly got cut was Cycling Road and this was most likely due to the fact you can't get a Bicycle. Also a lot of the buildings have been changed or removed and a few NPCs have been altered; some of these like the Game Corner prize building (to make things better, you can't even talk to the woman) or the Cycling Shop still remain but with their original purpose removed. One obvious problem is Celadon City; the department building was turned into Celadon Mansion and there's no shop to replace it so you would need to run back to Lavender Town to grab items. There's even NPCs that appear to give out items but you don't seem to receive them. For example: One lady in the Celadon Mansion supposedly hands out a Silk Scarf but it doesn't end up in your backpack. Also some gym leaders don't hand out TMs for some reason; most notably Brock, who appears to be handing you TM34 and describes how to use them but you don't even have it.

The interesting thing is that HMs can be replaced in this port and aren't even required to be taught in order to be used! You basically use an HM's function by accessing the HM option on the pause menu and using whichever one you desire (Although some like Cut could be done by pressing A on the tree or in Strength's case, are activated once you have the HM) which some Pokemon players might find it as a relief. The only noticeable thing with any HMs is Surf; instead of being able to surf into any body of water, you need to find a staircase or bridge leading into it in order to use it.

The Pokemon
The way you can find Pokemon in this game is mostly similar to Fire Red/Leaf Green although some Pokemon were relocated to their Yellow locations. (Tangela hangs out at the Safari Zone and Abras are found at Route 5) A lot of wild Pokemon that you couldn't find in Yellow can actually be found in the same locations. (although Koffing is in the Rock Tunnel and Meowth is at Route 12) However, the lack of in-game trades have placed those Pokemon elsewhere but to make things weirder, Pokemon like Farfetch'd and Lickitung don't even use their Yellow locations. (Lickitung just happens to be swimming around Cinnibar Island by the way) As I mentioned before, the Game Corner prize room doesn't function so Porygon just happens to be relocated to Cerulean Cave. However, some Pokemon like Lapras, Aerodactyl and Chansey appear to have been relocated for no given reason. Also to make matters worse, some Pokemon can only be encountered once and never to be found again so you better have Pokeballs with you at all times! As I said, it is possible to catch them all and for some reason (and you might've picked up on this as I was talking about the game), SNT even included Gold/Silver legendaries (excluding Celebi) for you to catch as well! However, I did say there was an exception earlier and that was with the R/S/E legendary weather trio (Groudon, Kyogre, and Rayquaza); the final trainer you battle with the level 100 legendary Pokemon uses those three and when he checks your Pokemon, they're not required to be caught in order to get Mew. There's no other hint in the game as to where they are so it kind of implies they might be unobatinable.

On a more minor note, Pikachu doesn't follow you around like in Yellow and can even be evolved into Raichu! Of course, this means there's no friendship factor involved in this game and Bulbasaur's requirement is to simply beat the Cerulean City gym.

Battling and Leveling Up
The battling mechanics are based off of Fire Red/Leaf Green's but cut back a bit. First off, there's no abilities, natures, IVs or EVs so every Pokemon remains the same and they're all vulnerable to everything but other than that, all of the Pokemon appear to retain their original base stats and most of their moves. One interesting thing is that after every battle, you can pick up items or even TMs which is an interesting feature. (FireRed/LeafGreen had an ability known as Pickup that was similar to this which may or may not have been the inspiration) The types that were introduced in Gen II still remain here so Pokemon like Magneton still retain their steel typing and Bite still has its dark type.

The moves that the Pokemon learn are sort of a strange area. Their level-up movesets appear to be based off of Gold/Silver although quite a few moves replaced. Some are understandable as several of them rely on certain mechanics left out (Double battles, genders, friendship), some moves belong to certain Gen II and Gen III Pokemon only, some of them were a bit more complicated to implement but then there are some which don't have an apparent reason. (Slash and Spike Cannon for example) Some movesets appear to be altered despite the original move existing! In some cases this can be good (Machoke gets Rock Slide) but there are others where it's just not understandable. (Sandshrew, Mankey and Paras losing Scratch for Tickle, forcing them to be defenseless when caught.)

The TM/HM movelist is based off of FireRed/LeafGreen although the last 9 TMs (also Rock Smash's and Waterfall's HMs are gone although this might be due to the fact that the Sevii Islands that require those don't appear here) are missing and the others receiving changes, either because the original move was removed or no apparent reason. (Harden taking Flamethrower's TM spot). The compatibility of these moves with Pokemon have changed for the better (Pokemon like Charizard, Blastoise or Scyther being able to learn Recover) or for worse (Clefable being unable to learn any special attack TMs). The strange thing is there are some cases where a Pokemon can't learn a TM despite knowing the move during level-up. (Hitmonlee is unable to learn Recover through TM but can learn it by level up) It's quite amusing to see a Pokemon learn a move that shouldn't know though. (So how can an Arbok use Focus Punch?)

Now here's the major flaw of the game and evidence that SNT still can't quite grasp the concept of balance: leveling up. At first it appears fine but from 31 and up, EXP becomes much harder to gain and will have to force you to grind at certain points; even more compared to the original games. Compared to their original games, the EXP limit for some reason much higher. To make matters worse, some fully evolved Pokemon will only give out 100 EXP when you defeat them in battle and it kind of limits your training areas in some cases. By the time you fight Koga, your highest leveled Pokemon is most likely at Level 35 since there's no other decent area to train at.

The trainers for the most part have remained from Pokemon Yellow without much differences. (although some may have been cut) The only noticeable changes I've seen were Lt. Surge having a Magnemite and a Voltorb added to his team and there's two karate masters (who appear as Sages from Gold/Silver) in the Fighting Dojo; both having their own Hitmon Pokemon, a few fighting types and Scyther/Electabuzz for some reason but nothing I would say is completely out of the ordinary or affects the game largely. Some of the newer stuff such as the Elite Four being buffed up on the 2nd  visit isn't exactly cheap although like I said, the final trainer in Celadon has legendaries that are at Level 100 but even if you're Pokemon are underleveled, he's not entirely hard either if you're prepared.

Conclusion - 7.8/10
Basically, it's Pokemon Yellow for the NES...or Pokemon FireRed/LeafGreen for the NES...screw it, it's Pokemon for the NES and it works...by Shenzhen Nanjing Technology of all developers! Yeah, there's some notable flaws but this is probably the closest thing you'll get to having Pokemon for the NES. I would definitely give it a try. (although if you haven't played Pokemon before and don't know Chinese, I wouldn't entirely recommend it.)

It's a real shame that SNT hasn't produced another game as good as this. It feels like they actually had potential to make a decent game but after this, they never bothered. Maybe it was a result of the in-house development team getting screwed over by the publisher? Who knows...


17
This is a general Lei Dian Huang Bi Ka Qiu Chuan Shuo/Pokemon Yellow thread for spotting what's different between this port and the other Pokemon games. Some of this info may go on the wiki, some may not. The lists are in spoilers so that the post doesn't appear to be ridiculously long. If you have any info, post it in this thread with some proof. (just basically write why or how)
(some of the stuff found already was by either me or SpaceNinja)
SOME THINGS TO NOTE:
  • Level movesets appear to be based off of Generation 2 (ignore any changes done in Pokemon Crystal) so use those as a base.
  • TM/HM list appears to be based off of Generation 3's with some changes for missing moves.

Legendary Pokemon Locations
Spoiler: click to toggle


New Pokemon Locations
Spoiler: click to toggle


One-Time Wild Encounters (Only applies to Pokemon you find by just walking around.)
Spoiler: click to toggle


TM/HM List
http://bootleggames.wikia.com/wiki/Lei_Dian_Huang_Bi_Ka_Qiu_Chuan_Shuo/TM/HM_List

New Evolution Ways
Spoiler: click to toggle


Removed Moves
Spoiler: click to toggle


Changed Moves
Spoiler: click to toggle


Changed Pokemon Movesets
Spoiler: click to toggle

18
Hacker Center / Character addresses and values for Hummer's fighters
« on: September 29, 2013, 01:16:39 AM »
Street Fighter II
Address: 00A0/00A1
00 - Ryu
01 - Chun-Li
02 - Guile
03 - Zangief
04 - Vega

Master Fighter VI' -
Address: 00A3/00A4
00 - Chun-Li
01 - Dhalsim
02 - Ryu
03 - Balrog/Vega
04 - Guile
05 - Blanka
06 - Sagat
07 - Vega/M.Bison
08 - Bison/Balrog
09 - E.Honda
0A - Zangief
0B - Ken
0C and onwards - Glitched characters using clone names

Street Fighter IV -
Address: 00A3/00A4
00 - Cliff
01 - Bunny
02 - Chunfo
03 - Pasta
04 - Stalong
05 - Musashi

Kart Fighter -
Address: 00B0/00B1
00 - Kinopio
01 - Mari
02 - Yossy
03 - Nokonoko
04 - Peach
05 - DK Jr.
06 - Koopa
07 - Luigi
08 - Luigi clone with light green overalls, black gloves. Projectile is behind the background
09 - Green Kinopio clone, has an uppercut done by repeatedly pressing A. Most likely using E.Honda's commands from MFVI'.
0A - Green Kinopio clone, has an uppercut done by repeatedly pressing A and a projectile done by pressing Forward, Down-Forward, Down, a. Most likely using Zangief's commands from MFVI'.
0B - Green Kinopio clone, has a projectile with the command Down, Down-Forward, Forward, A, an uppercut with the command Down, Down-Forward, Forward, B and a flying kick with the command Forward, Down-Forward, Down, b.

AV Bishoujo Senshi Girl Fighting -
Address: 00B0/00B1
00 - Chun-Li
01 - Marry
02 - Vivian
03 - Niny
04 - Janifer
05 - Jean
06 - Sugico
07 - Ramma
08 - "Niny", Skang Tsung development leftover and uses Chun-Li's 2P palette. Only has a fireball attack done by pressing Down, Down-Forward, Forward, a.
09 - "Musashi", Green Chun-Li clone. Doesn't stop moving to the right. Holding the opposite direction causes her to move left.
Down, Down-Forward, Forward, a - Projectile
0A - "Ranboo", Green Chun-Li clone, no special attacks
0B - "Conbon", Green Chun-Li clone, similar to 09.
Down, Down-Forward, Forward, a - Lightning Legs

Dragon Ball Z - Super Butouden 2
Address: 00A3/00A4
00 - Vegeta
01 - Cell
02 - Zangya
03 - Gohan
04 - Goku
05 - Trunks
06 - Cell Jr
07 - Piccolo
08 - Skang Tsung development leftover with Vegata's 2P palette, jump attacks and kicks can one-hit ko but all other attacks do no damage except for projectile.
Down, Down-Forward, Forward, a - Projectile
09 - Vegeta 2P palette clone, acts similar to 08
0A - Vegeta 2P palette clone, no projectile, acts similar to 08
0B Vegeta 2P palette clone, acts similar to 08 but uses Vegata's dive kick attack instead of a projectile

Mortal Kombat II
Address: 00A3/00A4
00 - Rayden
01 - Sonya
02 - Sub-Zero
03 - Scorpion
04 - Kano
05 - Johnny Cage
06 - Liu Kang
07 - Goro
08 - Skang Tsung (note: does NOT transform)
09 - Raiden clone, has a palette similar to E.Honda's
Back, Forward, b - Projectile
Forward, Down-Forward, Down, a - Flying Attack
Press A repeatedly - Double Kick
0A - Rayden clone, has a moveset and palette similar to Zangief's from MFVI'
0B - Rayden clone, has a moveset and palette similar to Ken from MFVI'.

Mortal Kombat II Special
Address: 00B4/00B5
00 - Liu Kang
01 - Kung Lao
02 - Johnny Cage
03 - Reptile
04 - Sub-Zero
05 - Shang Tsung
06 - Kitana
07 - Jax
08 - Mileena
09 - Baraka
0A - Scorpion
0B - Raiden
0C - Goro
0D - Shao Khan
0E - Invisible Reptile, freezes whenever he is forced to turn visible (being hit, turning invisible or when the round is over)

Garou Densetsu Special
Address: 00B4/00B5
00 - Terry Bogaro
01 - NT Kau Lok (Andy Bogard)
02 - Joe Higashi
03 - Kim Kaphwan
04 - Mai Shiranui
05 - Tung Fu Rue
06 - W Krauser
07 - Ryo Sakazaki
08 - Mileena (Earlier version, contains palette data and tile layout as well as her roll attack)
09 - Baraka (Earlier version of Scorpion, contains palette data and tile layout as well as an unused move that looks similar to Raiden's grab but acts as a stationary attack)
0A - Scorpion (Earlier version of Baraka, contains palette data and tile layout as well as his crouching slash attack)
0B - Raiden (Earlier version, contains palette data and tile layout as well as his grab attack that acts like his flying attack. This move appears to be buggy since if Raiden reaches the opponent while flying, he'll preform a standing kick instead of landing which causes him to stand on the air)
0C - Goro (Really early version, only contains palette data)
0D - Shao Khan (Really early version, only contains palette data)
0E - Invisible Reptile (Early version? Contains only palette data of original Reptile. Uses Kim Kaphwan's name due to the fact the pointers weren't changed)

Power Rangers III
Address: 00B4/00B5
00 - Zach
01 - Billy
02 - Jason
03 - Kinbealy
04 - Trini
05 - 1st Boss
06 - 2nd Boss
07 - 3rd Boss
08 - 4th Boss
09 - 5th Boss
0A - Final Boss
0B - Brown Grunt
0C - Yellow Grunt
0D - Purple/Red Grunt
0E && 0F - Purple/Black Grunt

Yuu Yuu Hakusho Final (Chinese)
Address: 00B6/00B7
00 - Yuusuke Urameshii
01 - Kuwabara Kazuma (Note: In the cut-down versions of the game, he's removed from the select screen but he's still accessible through hacking. His graphics are glitched however since they have been removed.)
02 - Miwamino Shurichi
03 - Hiei
04 - Sensui Shinobu
05 - Yohko Kurama
06 - ? (Name unknown)
07 - ? (Name unknown)
08 - Mileena (Palette data and tile layout remain. Can't use any special attacks and the dashes have her using hit states)
09 - Baraka (Palette data and tile layout remain. Can't use any special attacks and the dashes have him using hit states)
0A - Scorpion (Palette data only remains, glitches game out)
0B - Raiden (Palette data and tile layout remain. Can't use any special attacks and the dashes have him using hit states)
0C - Goro (Palette data only remains, glitches game out)
0D - Shao Khan (Palette data only remains, glitches game out)
0E - Invisible Reptile (Palette data only remains, glitches game out)

Shin Samurai Spirits 2
Address: 00B9/00BA
00 - Haohmaru
01 - Charloette
02 - Hanzo
03 - Ukyo
04 - Nakonuru
05 - Nicotine
06 - Jubei
07 - Cham Cham
08 - Mizuki
09 - Baraka (Tile layout and palette data only seem to remain. The dashes are still hit states but have been glitched. The palette is constantly switching however)
0A - Scorpion (Palette data only remains, glitches game out)
0B - Raiden (Palette data only remains, glitches game out)
0C - Goro (Palette data only remains, glitches game out)
0D - Shao Khan (Palette data only remains, glitches game out)
0E - Invisible Reptile (Palette data only remains, glitches game out)

Ture MK3
Address: 00B6/00B7
00 - Liu Kang
01 - Stryker
02 - Kano
03 - Sub-Zero (Missing in MK4. When hacked, he appears as Stryker with the original palette. All special attacks use Stryker's special attack animations but function the same. The freeze projectile uses Liu Kang's high projectile instead)
04 - Sonya
05 - "Shang Tsung" (Shao Khan)
06 - Nightwolf (Appears as Shao Khan using the original palette in MK4. All special attacks use Shao Khan's animations but are bugged)
07 - Cham Cham (Palette data only remains, glitches game out)
08 - Mizuki (Glitched Kano using Mizuki's palette. Standing Kick, Throw, and A+B attack can glitch the game out and kill the opponent in one hit. All other attacks can't hit. Choke attack violenty shakes the screen. All special attacks cause a flickering effect which might be a possible leftover from Mizuki.)
(Note: In MK4, the sprites are glitched, the kick does very little damage, the throw only does about 3/4 damage and the A+B attack doesn't always work)
09 - Baraka (Palette data only remains, glitches game out)
0A - Scorpion (Palette data only remains, glitches game out)
0B - Raiden (Palette data only remains, glitches game out)
0C - Goro (Palette data only remains, glitches game out)
0D - Shao Khan (Palette data only remains, glitches game out)
0E - Invisible Reptile (Palette data only remains, glitches game out)

Tekken 2
Address: 00B9/00BA
00 - Heihachi
01 - Nina Williams
02 - Marshall Law
03 - Kazuya
04 - Paul Phoenix
05 - King
06 - Michelle
07 - Wang
08 - Mizuki (Glitched Wang, upon making contact with an air attack or kick, the game glitches out. All special attacks cause a flickering effect which might be a possible leftover from Mizuki.)
09 - Wang clone, has no special attacks. Upon making contact with an air attack or kick, the game glitches out.
0A - Glitched Wang clone, jumps forward and glitches the game.
0B - Wang clone, same as 09.
0C - 0E - Glitched Wang clones that just freeze the game.

Street Fighter Zero 2 97
Address: 00B6/00B7
00 - Ryu
01 - Chun-Li
02 - Nash
03 - Ken
04 - Guy (Missing in hacked version, functional but graphics are glitched)
05 - Sagat (Missing in hacked version, functional but graphics are glitched)
06 - Sodom (Missing in hacked version, functional but graphics are glitched)
07 - Adon (Missing in hacked version, functional but graphics are glitched)
08 - Gouki (Missing in hacked version, functional but graphics are glitched)
09 - Glitches game
0A - Wang clone that glitches the game.
0B - Wang clone using Adon's sprites and Wang's palette. Air attacks and crouch punching causes the opponent to act strangely and lose all their health. All other attacks don't work including the throw. Doesn't have any special attacks.
(Note: Graphics are glitched in the hacked version since Adon's sprites are missing)
0B - 0E - Glitched Wang clones that just freeze the game.

King of Fighters 96 (NT version)
Address: 00B9/00BA
00 - Kyu (Kyo) (Missing, has everything but graphics)
01 - Benimary (Benimaru) (Missing, has everything but graphics)
02 - Goro Daimon
03 - Terry (Missing, has everything but graphics)
04 - Andy (Missing, has everything but graphics)
05 - Joe (Missing, has everything but graphics)
06 - Ryo (Missing, has everything but graphics)
07 - Kim (Missing, has everything but graphics)
08 - Yuri
09 - Leora
0A - Ralf (Missing, has everything but graphics)
0B - Athena (Missing, has everything but graphics)
0C - Kasumi (Missing, has everything but graphics)
0D - King
0E - Mai (Missing, has everything but graphics)
0F - Geese (Missing, has everything but graphics)
10 - Wolfgang (Missing, has everything but graphics)
11 - Iori
12 - Chizuru
13 - Goenitz

NOTE: By flickering effect, I'm referring to when the player is flickering and is unable to use special moves. This effect wears off after getting hit.

Things to point out:
  • Street Fighter II appears to be the only game that uses its own unique character address, possibly because it was the first game to use this engine.
  • Street Fighter IV was most likely made during Master Fighter VI's development, possibly during MFVI's earlier stages. This is evidenced by the fact that Street Fighter IV appears to not have any additional data associated with any character values after Musashi's.
  • Mortal Kombat II was probably started after MFVI was finished. The final 3 clones all contain palettes and commands from the last 3 characters in MFVI' (in character value order) as well as the only other Hummer game to have the SFIII font.
  • Because of the above fact, this would mean Kart Fighter, AVGF and DBZ - SB2 all used earlier builds of Mortal Kombat II, with DBZ - SB2 using a build that was closer to the final mainly because the addresses for the characters are identical.
  • AVGF was most likely built off of MKII and not Kart Fighter beceause the AI resembles MKII much more and AVGF has a leftover of "Skang Tsung" whereas Kart Fighter does not. The similar character addresses between the two games may have been just another part of the code that was reused from Kart Fighter.
  • It's possible the engine for Garou/MKIIS was redone. Any game including MKII and the ones that predate it don't change palettes if the character is forced to change in the middle of a round whereas in the later games, the palettes change to the appropriate character.
  • Garou Densetsu Special was most likely made during MKIIS's development because the MKIIS characters that are functional all seem incomplete.
  • Power Rangers III expanded the roster by one slot just to add in another purple grunt. It's the only game using the MKIIS revision of the engine to expand the roster.
  • Ture MK3 appears to have predated Tekken 2 in terms of development. Ture MK3 was the last game to have any leftovers from MKIIS while Tekken 2 completely wiped them. Also it's most likely Ture MK3 came out after SS2 seeing how the leftover Baraka was still functional in SS2.
  • Despite the fact that Street Fighter Zero 97 shares the same character address as Yuu Yuu and TMK3, it was built off of Tekken 2 because it still contained data of the Wang clones. It's unknown why this change occured.
  • Same thing with KOF96, given the character address it would've seem to have been built off of Tekken 2 but the NSF contains SFZ297's ending theme which suggests KOF96 was built off of SFZ297.

Other minor stuff:
  • The "roster" has appeared to have expanded a total of 5 times. (Street Fighter IV, Master Fighter VI', Mortal Kombat II Special, Power Rangers III, KOF96)
  • There's a glitch in Kart Fighter and AVGF where during a neutral jump with Mari or Marry while rising up, pressing Down + B will make you do a mid-air hop forward while doing a kick. However, the character does not land on the ground properly, actually causing them to land on the air. This move appears to be either a leftover of Chun-Li's stomp from SFII or an unsuccessful attempt at making Dhalsim's Yoga Mummy attack preform just like in the original game (although both of these don't make the player move forward). It's possible Hummer Team forgot about this and when reusing the MFVI' engine for Mortal Kombat and creating Kart Fighter off of an earlier build that Mari himself used Dhalsim as a base given they use the same character values. (and since Marry uses Mari as a base, it got carried over to AVGF) Hummer Team most likely noticed this during MKII's development and removed it before they worked on DBZ - SB2, otherwise Cell would've had this move as well.
  • Also Bunny appears to have something similar but it acts more like Dhalsim's where she doesn't move forward.
  • A possible reason as to why Luigi's fireball is the only special attack that works for him in Kart Fighter might be the fact he was built off of Goro. They both share the same character value and Goro only has the fireball attack in MKII. A common tactic used by Hummer Team was to assign "unused special attacks" to impossible commands in order to make the character seem to have less special attacks. In certain games such as MFVI' with Blanka or KOF96 with Goro, the AI does occasionally preform them and it's most likely why Luigi can perform them whereas no human can.
  • For some reason in Garou, it appears Scorpion and Baraka had their names switched around. Also Scorpion appears to have an unused attack whose animation looks similar to Raiden's grab but acts as a stationary attack. It's unknown if Scorpion was just reusing tile layouts from Raiden this early in development.
  • When messing around with the character values, it also disables any external coding that changes these values such as "Skang Tsung"'s transformations, Reptile turning invisible and invisible Reptile turning visible.
  • Since the transformations are disabled, it's actually possible to see "Skang Tsung" attack but he uses Raiden's sprites. It's most likely Skang Tsung used Raiden as a base.
  • It appears that "Skang Tsung"'s command for his fireball changed in the final version of MKII. Judging from AVGF, it originally used a down, forward motion but it was changed to a back, forward motion in MKII. It's unknown why this was changed since playing "Skang Tsung" normally would make this impossible but if Luigi was built off of Goro, it was most likely that they shared the same command for their fireball.
  • Strangely enough, in MK4 Hummer Team put Nightwolf with Shao Khan's sprites on the roster and where as the attacks didn't work properly, they didn't include Sub-Zero with Stryker's sprites despite all the special attacks working without a problem.
If there's something wrong with the hex values I put up or a flaw in what I've said, please correct me. Also, I'm not 100% on Yuu Yuu Hakusho Final's names and there's some I don't even know so please fill me in on that.

19
Discussion Center / Famicom Fighters
« on: December 10, 2012, 12:27:37 PM »
All right, I think I remember mentioning this project on the IRC and anyone who was QX Community before but I might as well post it here.

This is a game I've been working on with a couple of other guys for a while now. It's pretty much a 2D fighter involving various NES/Famicom characters and trying to stay away from the SSB series as much as possible. This game is being programmed on the latest MUGEN engine as well. (MUGEN 1.0)

Google Project page (you can download the latest build here. Note that any text documents you see doesn't mean the character is in): http://famicomfighters.deviantart.com/
dA page: http://famicomfighters.deviantart.com/
dA group page: http://famicom-fighters.deviantart.com/

If anyone wants to help, we're looking for any spriters/animators/graphic designers. We still need a proper logo as well. x_x
We also require that you:
-Know quite a bit of about fighting games. (like the terminology, how they work)
-An extensive knowledge of the NES/Famicom library (mostly the licensed library)

Some screenshots:



(coming in the next update)


If you're wondering about characters from bootleg games...let's just see in the future

20
Discussion Center / Hurricane Sandy
« on: October 30, 2012, 09:19:00 AM »
So, Hurricane Sandy came by Long Island yesterday. Good news is I'm alive obviously. Bad news is the power went out (I'm on my netbook) although I think it was turned off for safety reasons for me. I won't be on as much until the power goes back on but yeah, it was kind of horrible here. We had a huge tree branch hit where my parent's bedroom is and left a huge crack on the wall. x_x

21
Announcements & News / Farewell to Reverie/Karna
« on: August 12, 2012, 06:38:09 PM »
We just had a forum member who was also a Stormbit administrator leave us today due to health problems and is highly unlikely to come back. She helped us move our IRC channel from freenode to stormbit as well as helped with the Shi Kong Xing Shou project as a musician and set up an IRC channel for the group as well. She was a nice person to hang around with on the IRC and it's sad to see her leave us.

Karna, I hope you get better and I really hope you do come back someday.

22
Announcements & News / Promotion: Qiezei
« on: August 07, 2012, 10:03:29 AM »
Congratulations to Qiezei who has recently been promoted to Super Member!

23
Announcements & News / R.I.P RX Community
« on: May 31, 2012, 03:47:46 PM »
Well, RX Community was shut down yesterday as BrydoRX was fed up with dealing with various issues on the forum. Now why am I making a topic about this? Well, simply this: if it wasn't for that forum, PGC Forums would have never been created to begin with. To me, this forum was like RXC's sibling. Before this, that Pirated Game Discussion forum he had was the closest thing we had for a site just dedicated to pirates (even though RXC was just a simple community forum) Even though you needed 10 posts to get in, it was pretty decent and all and we had many discussions. At one point, he mentioned to me he was a bit fed up with most people coming just for the Pirate Game Discussion forum only. By then, I knew how ZetaBoards worked (to a degree) and SpaceNinja, Indy/StriderHiryu (who has dropped from his admin position due to inactivity) and I helped created this forum. I've been a friend to him and an admin on RXC and it was sad to see the forum just disappear. Even though me and a few others created this forum, Brydo deserves much more credit than I do because he was the inspiration behind this forum.

Brydo, if you're reading this I just want to say "Thank You". I can understand you wanted to shut down the forum because it was stressing you out. If it wasn't for you and RXC though, this forum wouldn't have existed like said.

R.I.P
RX Community
2008-2012

24
Announcements & News / Promotions, rules update
« on: January 17, 2012, 10:15:30 PM »
First of all, I would like to congratulate Taizou for being our new admin, codeman38 for being our new moderator, and Ninja-Kun as our new super member. I felt like as these guys deserved these promotions and so did anyone else I talked to about it. Congratulations on your promotions, guys! (Indy has been demoted to a normal member but that was a long time ago and really didn't need to be announced)
also something about a zdog on this forum....

Also the rules have been updated as well, read them if you wish. (there might be more updates later so yeah)

25
The Community / Killing Music Hall and Movie Theater?
« on: August 11, 2011, 01:15:00 PM »
Self-explanatory, I guess we can just leave a video game forum, a website forum and a general forum up instead. These forums are pretty much useless to begin with. If these do get killed, I'll move the majority of the topics to whatever they belong in.

26
BootlegGames Wiki / Affilation with VG Wiki
« on: August 04, 2011, 09:10:10 PM »
I got a message from ISodium of VG Wiki (a Wiki that's focused on video games) asking if our wiki can become an affiliate with them. Should I do it or no? It doesn't seem much of a bad idea.

27
Announcements & News / The Community Forum
« on: July 29, 2011, 12:58:25 AM »
Yeah, you may have noticed a new forum has been set up. This is just for discussing things about the forum, nothing too special to really say about it.

28
Announcements & News / Locked Topics
« on: June 30, 2011, 10:44:20 AM »
For anyone what's going on with all these topics locked, klax repeatedly bumped them with stupid shit. Sorry for what just happened.
If anyone wants me to unlock any of them because they want to post something it, talk to the staff. (like me)

29
Announcements & News / Panda emotes?
« on: June 20, 2011, 06:57:08 PM »
You may or may not have noticed, either from posting or looking from taizou's signature (because I edited it like a butthole I am) that there is some new emotions which are the panda heads from Panda Adventure. If anyone wants to make one, post it here or send it to me. (If it's not transparent, I'll do it myself. Also, only certain ones will get in)
Here's the base:

30
BootlegGames Wiki / Hacks
« on: June 17, 2011, 02:15:02 PM »
Ok so, what should we do with pirate hacks? I know hacks of pirates stick with the original game's article (except AVBSGF although that is one hell of a hack) but what should we do with pirates that are hacked off of licensed games? Should they have a whole page to them or what?

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