the weird part is that sega definitely knows that the prototype was leaked, as they only bothered to make an rsdk port of sonic 3 after it got leaked even weirder is that there was an older pc port of sonic 3 that used this music, and it never rung a bell for them
I'm confused as well. The JP ROM already plays in English on US systems and the EU ROM is already at the correct speed when the game is played at 60Hz (it wasn't properly optimized for EU). I have the EU cart and didn't see any differences in speed when I played the JP version, both on US NTSC hardware. Maybe the author incorrectly assumed the game was region and/or PAL/NTSC locked?
I do. And still don't get. “superfzone-U-GenMini-EN-v1.0.bps”, which is for use with the “American” (USA) Genesis Mini / Mega Drive Mini ROM dump of the Japanese game. This Genesis Mini dump already fully in English. All text translated.
Just wanted to point out how wonderful this hack is! And that it can also be patched to the PAL (E) Sonic 3 ROM as both the USA and Europe ROMS are identical in code, all Sega did was change the region code.
It's quite confusing isn't it? I'm assuming the description is explaining about the original Japanese ROM made by SUNSOFT in 1992 which already was in english to begin with even when the language and country settings were set to Japan NTSC-J which makes the first patch redundant. The second patch is for the Mega Drive Mini version that must display the language in Japanese? I'm not sure about the Mini patch as I don't have a Mini, only a real Mega Drive.
I'm assuming that the Online Rom Patcher here also has the checksum fix function for Genesis/MegaDrive games as well?
But clean "Super Fantasy Zone (USA) (Ja) (Genesis Mini).md" ROM already in English. Why patching it?
So it depends on the case. First of all, you can combine files. For the Sega CD, I believe the method is similar to that of the PS1 with CDMage. (Video explanation: https://www.youtube.com/watch?v=VuKTm34xh6A). Otherwise, if the music is not modified, you can just include the Track 1 patch and tell them to rename it as before to match the CUE file. If the music is modified, you can include it like any other file.
I have a question Ben, just curious to know how to submit a Sega-CD/Mega-CD ZIP file folder other than track 1 as an entry, i'm not sure exactly how Sega-CD files are to be organised in a ZIP file on the site. I get that track 1/data track has to be in bin format then made into a patch as no ROMS are allowed, I got that part but what about the music files? Track 2 onwards, can they be included in the ZIP folder as separate MP3 files or do they have to be in a Cue file already organised in the game's order? Or are the music files simply not allowed on the site at all due to copyright?
Direct patcher has been mass enable to a lot of entries. If you are verified and if you post an entry for a game on a console that's not too recent (Wii, X360, PS3, ...) , the direct patcher will automatically be activated.
Is this the same version that Supper did? I have a difficult time keeping track of hacker's handles.
Off hand I don't have a complete listing as a bunch of things factor into the drop rates. In my hack the souls rarities range anywhere between 1 to 35 in hex. In the OG version they could range anywhere between 1 to B4 in hex.
A hack made with passion and dedication, colors, level design, graphic design, music, gameplay if you are a Sonic fan you must play it
Abc_42 Member
Most definitely not beginner friendly. The UI is broken, a stage is impossible to edit, the previewed visuals are innacurate, swapping sprites and enemies is a chore, you get the drill. You'd have no reason to use this if it wasn't the only editor for this game out there.
Rockman 3 Editor – Utility - September 1, 2024