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Messages - Kitsune Sniper

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1
:/ I'm not completely sure what's wrong with the default implementation, but as long as it decompresses from buffers it should be fine, especially for this kind of rearchivation programs.
It says so on the page.

"For example, we needed to full access to zlib to add the packet compression support to pure Java SSH system, but they are useless for our requirements." There's a bug in Java's zlib implementation that won't let them do this, so they made their own version. :p

2
I think someone even listed an alleged US proto on ebay a couple years ago, but it seems that if it sold (can't remember), it went to an un-sharing collector. :(
Having beaten the game I can say this:

He spent his money on absolute garbage and he wasted his money. :P

3
Nadia palette. Tested by hacking a Gens savestate, so all 16 colors should be usable.


January 06, 2010, 10:41:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
My new title screen:



Just to compare, I scanned an EGM preview containing a title shot of the canned US version.

Unsurprisingly, looks pretty much the same, but squished a bit horizontally (fits within the width of the Data East copyright and has that TM going.
Whoa, there was a US version planned @_@

I'll try to edit the title screen to add the "PLAYERS" bit. I don't remember if it was possible or not.

And I'll give the Nadia title screen another shot.

4
I used Gens to get a screenshot.



I know it's halfassed, but I can't make it bigger without knowing just how many tiles I have available, or if I can only use one color or more. The font (Georgia) is similar, but not exactly the same. I can still do more things to it, like reducing the space between the letters, or making them a bit more streamlined.

AFAIK, Genesis tiles use a 4bpp format.
My count is about 232 8x8 tiles available. (still need to work on compression, seems to be a different format than the compressed sprite and font tiles). I'm sure I can do it, just been working on formatting the scripts.)
(Looking at a Gens savestate, uses almost a full page of 256 tiles - 2 16 tile rows - 6 tiles on another - a couple blank tiles to be safe)
I only saw one color being used here - white. I need to know the exact palette available to me so I can make something "pretty". :p

5
I used Gens to get a screenshot.



I know it's halfassed, but I can't make it bigger without knowing just how many tiles I have available, or if I can only use one color or more. The font (Georgia) is similar, but not exactly the same. I can still do more things to it, like reducing the space between the letters, or making them a bit more streamlined.

6
News Submissions / Re: Translations: Old School Ero-Gaming - Ace of Spades
« on: December 22, 2009, 06:12:01 pm »
Wow, check out those awesome 256 color screenshots.

Nobody does that kind of artwork anymore.

Nice work.

7
News Submissions / Re: Translations: Monkey Island 2 (Portuguese)
« on: December 21, 2009, 07:53:10 pm »
I must be the only guy that doesn't like his voice.

8
And since he was kind enough to let me swipe the title screen, I'll be handing him a copy of the original English script so he can translate that to French.

We need more international collaborations, people. ;P

9
Hi,

This is the screentitle french hack for Samuri Pizza Cats (Cat Ninden Teyandee) [NES].  What do you think about the chosen colors?

You already know what I think of this. ;)

11
News Submissions / Re: Translations: Ganbare Goemon 2 translated!
« on: October 18, 2009, 05:40:37 pm »
Who, me?  ;D
... You're not djsquarewave! :police:

Fake names were very common during that time in Konami. Who knows why.

12
News Submissions / Re: Translations: Ganbare Goemon 2 translated!
« on: October 18, 2009, 02:33:28 pm »
Oh, you're using the fake names. Okay then. ;p

(I saw the submission in the queue and freaked at the kanji. The submitter knows Japanese and he's one of our biggest Japanese content contributors, but I didn't feel confident enough to approve it...)

13
News Submissions / Re: Translations: Ganbare Goemon 2 translated!
« on: October 18, 2009, 01:35:47 pm »
I got the translation for the credits from Moby Games and they technically should be right as my translator took a look at them. The T stands for Tozan, which is probably some special name. There's also K. Shinamon, but the real name is Kazuhiro Aoyama, but he goes by Shinamon for some reason. I'm basically going by how the game credits them.

Also that issue is my fault because of my poor choice of Ram usage. Might be fixable, but it could cause problems elsewhere if changed. We'll see.
Oh lord, I actually saw those credits and they freaked me the hell out.

And it IS Michiru Yamane. You sure you saw the right credits?

14
An iron ball seems more cartoonish than a scythe cutting her in half.

15
News Submissions / Re: Utilities: bsnes v0.051 debugger
« on: October 11, 2009, 10:22:32 pm »
you could always go to board.byuu.org and ask byuu himself, he is always open to helping people get bsnes to work properly on their systems.
I'm thinking it may just be my audio card's drivers. But I'll go bug him later.

16
News Submissions / Re: Utilities: bsnes v0.051 debugger
« on: October 11, 2009, 05:38:46 pm »
What OS and driver? Have you synced to audio/video/both? Does the fps drop below 50/60?

There's currently a poll about Linux audio...
Windows XP, latest official Audigy 4 drivers, synced audio. Synced Video just makes everything look slow and jumpy.

And the FPS never go below 60.

17
News Submissions / Re: Utilities: bsnes v0.051 debugger
« on: October 11, 2009, 04:17:19 pm »
Slightly offtopic, is there a reason why the sound begins to distort and crack after a while? I'm not sure if it's my PC sucking, or my audio card, or what.

18
Uh...

What the hell is Adobe Air? Is it some newfangled technology that has just been released or something? :\

19
The mockup is exactly like the version in the game. I made the mockup and inserted it a few hours later. You can see the original image (before some extra tweaking) in the screenshots thread.

20
Nicely looking :D Now you just need to edit the tile map to display it properly :D

cYa,

Tauwasser
... That IS the final version. The original title screen was more or less in the same spot.

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