shadowone333 / maternalbound-redux Goto Github PK
View Code? Open in Web Editor NEWA new version of MaternalBound, complete with New Controls and MSU-1 integration... And a lot more features!
License: GNU General Public License v3.0
A new version of MaternalBound, complete with New Controls and MSU-1 integration... And a lot more features!
License: GNU General Public License v3.0
What are the checksums supposed to be for the ROM after it was patched and headerless? Is it supposed to be exactly like this?
CRC-32: 28f31600
MD4: 4771b7788f53a5db14f07f9db03fa2f5
MD5: 8ef36bde416cb1d1c2fe1753cc14e29f
SHA-1: 76641a39ad19709b12f2bdd1e03869ecd4b910c1
I see some people complaining about glitches because the rom was in fact incorrectly patched and there is constant neverending pain with incompatibility between headered and unheadered roms. The expected headerless patched ROM checksums would help tremendously
This isn’t a problem for D-Pads, but for analog sticks this is a killer. I constantly get “stuck” because my analog stick was moved down just enough to trigger “down + left” instead of just down at, say, the edge of (every) bush which Ness should walk left and then passing that down border continue to walk diagonals leg + down just like all other 2D top down diagonal movement games. Here’s a video - just imagine the chair is a bush and there are bushes and collision obstacles everywhere in the map of the game:
https://youtube.com/shorts/xoWYIq1MsDw?feature=share
Obviously it's better exemplified this way but this is a wall so it doesn't hinder the game but it wouldn't be a hinderance to allow the direction the player is obviously intending to go (since no user intends to continue walking into a wall so the diagonal should go in the direction there isn't collision):
Is there a way to open the debug menu without GameGenie codes? I'm playing this mod on an Analogue Pocket which doesn't have GameGenie support as of this writing.
hello!
I would like to request a custom patcher for materbound redux, similar to Secret of mana turbo
https://www.romhacking.net/forum/index.php?topic=27890.0
where you can choose which features you'd like implemented/patched in and which you don't.
I would love to play this, but there are some changes I don't agree with and I would like to be able to leave them out.
thank you!
Visual glitching when walking upwards with the main character in EarthBound: MaternalBound Redux.
The back of the head of the character shows pixelated junk glitching out when walking upwards.
First of all, thank you for all the time and work put into this hack.
Implemented photosensitive reduction hacks made from subsequent releases of EarthBound (SNES Mini, Virtual Console) into MaternalBound, to make the experience the most seizure-safe possible
I was very happy to see this added; being visually sensitive & epileptic has stopped me from trying Earthbound in the past. (And seeing your feature got me to try the game for the first time tonight.)
I played from the beginning (blind) and it seemed fine until in the middle of a battle the entire screen flashed Green. Apparently this is a 'Critical Hit' mechanic "SMAAAASH". I'm okay now, but that strong effect is a dealbreaker (it would be risky playing with those occurring).
...So this has inspired me to request you including an optional accessibility patch with further visual/flash reduction, beyond whatever Nintendo did for VC.
Disabling the Green (or Red) from crits, as mentioned above.
The stimulating battle backgrounds are an issue as well. I know they applied blending to reduce flashing, but they're still way too busy for my brain; i'd just prefer them static, if that's possible.
Option of disabling the screen/text shaking when getting hit in a battle would be nice too (i.e. Reduced Motion).
From briefly previewing PK/PSI effects on Youtube, i can tell those are going to be very problematic. I'd opt to disable the GFX.
Any misc flashing outside of battles? (For instance, the Opening Title Screen had some rapid flashing.)
And if any cases don't seem 'fixable' by blending or blurring or substituting, i'd be okay with just removing offending visuals altogether and prioritize making the experience as safe as possible. The music, story, and gameplay is all still there to enjoy.
Thanks! And let me know if you have any questions. I'm looking forward to playing this game someday.
After beat Giygas, the farewell scene, Poo still say PSI Farewell despite all PSI name were went back to PK xxx.
Can't get out of lier x agerate after him showing Ness the statue
(I'll edit more details in later)
When working on #12, I remembered about how I managed to change the name length easily with the disassembly ebsrc! Here's a simple test patch to demonstrate it (source) (apply on a headered ROM). Don't care and the window lengths are not working, but I got them working in the past, so I can change them when I get more time. I don't really deserve credit for this, as ebsrc had most of the work done for me already
It will still need some work to integrate into a CoilSnake project like this, so I can work on that when I have some time
The "Piggy Nose" item (purchased in Scaraba and used to find magic Truffles in Deep Darkness) seems broken. You will keep getting the 'no magic truffles nearby' message even if you use the Piggy nose while standing right next to one. Regardless, you can still collect the Magic Truffles if you already know where there are on the map.
A minor spelling error also exists at the Montoly Building in Fourside. A security guard says someone might "take a shoot at you", instead of "take a shot".
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