Paramètres | Info |
---|---|
Console: | GEN |
Jeu Original: | Splatterhouse 2 |
Type: | Improvement |
Genre: | Action > Beat 'Em Up |
Modifications: | G |
Créateur: | fusaru |
Date de création: | 04/16/2016 |
Dernière modification: | 04/19/2016 |
Paramètres | Info |
---|---|
Nom de fichier: | SH2colorUandJ.7z |
Descargas: | 174 |
Conditions requises: | BIN Format (GEN) |
Version: | 1.00 |
Notation: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Splatterhouse 2 IPS patch 16th April 2016 updated 19th April 2016 by fusaru made with HivePAL, Tile Layer Pro, GIMP, Bless Hex Editor ==Update notes== 2016-04-16 Japanese version support added ==Purpose of the patch== Modify the game's colors by to matcch the style of the prequel more closely. Give protagonist Rick back his original look. Small modifications have also been made with Tile Layer Pro to include a bit more detail here and there, improve the title screen and allow better color usage ==Usage== Apply the included IPS file to the ROM (e.g. via Retrofreak, Retron 5, dedicated program such as "StealthPatch IPS Patcher"). If you get a red screen, the checksum needs to be fixed. Programs such as ESE FixCheckSum can do this for you. There are two patches included for each region version: one for Splatterhouse 1 style Rick, one to keep Splatterhouse 2 Rick, both include color changes. ==Notes== -My biggest project so far after Tatsujin. This game has a huge amount of colors -Due to technical reasons it was not possible to include to full zooming mask effect in the SH1 Rick version. The zoom effect is actually prebaked pictures, assembled from small pieces. I'm not capeable how to modify the code that does this. The Japanese version is even less detailed, because it uses less individual pieces to build assemble the picture. Had to improvise quite a bit here. -For people that want to do their own colors (sorry if there are spelling mistakes, this is copy&paste from my notes): NOTE - These are for the Genesis version, not the Japanese version 2B5DC Title Screen 2B55C Jennifer opening 2B57C Jennifer opening - flesh wall 2B59C opening Landscape (2 Palettes) 2B63C opening font red 1 2B61C opening hanging corpse big & red font 2B4DC Rick & HUD (Palette is not shared) 2B6DC Stage 1-1 front layer 2B6BC Stage 1-1 enemies + boss 1 2B71C Stage 1-2 layers 2B75C Stage 2-1,main palette 2B8DC Stage 2-1 second palette 2B77C Stage 2-1, Stage 8-1, Jennifer、front walls 2B8FC Stage 2-1 enemies, Stage2-2 enemies (green) 2B79C Stage 2-2 flickering lights 2C25C Stage 2-2 enemies (purple) 2B7BC Stage 2-2 bone weapon, background ghosts 2B97C Stage 2-2 bone weapons, background ghots (3 palettes here) 2BABC Stage 2-3 boss + fade out palettes 2BDDC Stage 2-3 boss small heads 2BA1C Stage 3-1 background (1 palette) 2BA3C Stage 3-1 water puddle, background (far) 2BDDC Stage 3-1 background (3 palettes, loops) 2BD7C Stage 3-1 purple enemies 2BA5C Stage 3-2 background (1 palette) 2BA7C Stage 3-2 background flesh, scissors 2BBBC Stage 3-2 background (3 palettes, loops) 2BE3C Stage 3-2 boss, Chainsaw (2 palettes for chainsaw animation) 2BF3C Stage 3-2 boss and Chainsaw, flash effect (3 Palettes) 2BF9C Stage 3-2 white flash effect (2 palettes) 2BE9C Stage 4-1 background, fog (second palette), 3x unused colors used for water effect in 8-2 2C01C Stage 4-1 lake tentacle monster (Shared with stage 8-2) 2C03C Stage 4-2 dungeon (lower section) 2BFDC Stage 4-2 background (2 palettes) 2D55C Stage 4-2 zombies,ghosts 2C1DC Stage 4-2 zombies, lower section (shared with 8-2) 2C05C Stage 4-3 background (trees) 2C15C Stage 4-3 background (blue) 2C51C Stage 4-3 boss palettes (6 palettes) 2C07C Stage 5-1 (4 Palettes for thunder effect) 2C35C Stage 5-1 weapon, trophy, enemies 2C0FC Stage 5-2 background (2 palettes) 2CE7C Stage 5-2 hand 2C13C Stage 5-3 background 2C7DA Stage 5-3 enemies 2C17C Stage 5-4 background (3 palettes) 2CA5C Stage 5-4 slime monster (4 palettes, shared with 5-5) 2C47C Stage 5-4 sludge splash effect 2C1FC Stage 5-5 background 2C75C Stage 5-5 boss (scientist + 2 unused palettes) 2CA5C Stage 5-5 slime monster (4 palettes, shared with 5-4) 2C21C Stage 6 background + seal plate (2 Palettes) 2C67C Stage 6 seal plate fade + flash (6 palettes) 2CB1C Stage 6 bonfire effect (2 Palettes) 2CADC Stage 6 boss 2C27C Stage 7-1 background effect (4 palettes) EVERYTHING RIGHT OF RED NOT USED 2C2FC Stage 7-1 background effect (3 palettes) 2CB9C Stage 7-1 fade out palettes (4 Palettes) 2CC1C Stage 7-1 fade out palettes (4 Palettes, last one has a fade in effect 2CC9C Stage 7-1 fade in palette 2CD1C Stage 7-1 fade in palette 2D57C Stage 7-1 small heads 2C95C Stage 7-2 crystal boss (5 palettes) 2C83C Stage 7-2 giant boss (6 palettes) 2C5DC Stage 8-1 elevator (2 palettes) 2C1DC Stage 8-1 Zombies & falling bricks 2C43C Stage 8-2 water chase scene clouds and Jennifer 2C41C Stage 8-2 water,boat (1 palette) 2C7FC Stage 8-2 water,boat (2 palettes) 2C01C Stage 8-2 lake tentacle monster (Shared with stage 4-1) 2C45C Stage 8-3 woods, mountains and lake (bright) 2CDFC Stage 8-3 woods, darkening (1st and 3rd palette) * 2CE3C Stage 8-3 woods, darkening (1 palette) 2D1FC Stage 8-3 woods darkening (2 palettes) 2D69C Stage 8-3 woods darkest 2C63C Stage 8-3 Jennifer, sky (1 palette) 2C67C Stage 8-3 Jennifer, sky turning dark (6 palettes) 2CADC Stage 8-3 boss (2nd palette) 2D41C Enging, dusk (3 palettes) ==Special thanks== goes to user FeRcHuLeS for his support and ideas