The subs are just for the video. I was gonna subtitle the cinemas in game, but the game is getting an English dub.
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The title says it all.
Please don't tell me something like this:
I just want to know about the normal Gameboy, I need to know after how many CPU-CYCLES a Vblank-interrupt might going to be fired up.
:oMy god I'd like this to happen so much !
Someone "clean" (i.e. who isn't from RHDN) should really report them.
Pointing out bullshit or past history is not trolling. I love how people automatically think any harsh criticism or negative comments are trolling in today's online society. Trolling would have been me posting something along the lines of "This hack is shit" then saying nothing else just to get a rise out of all of you. I actually have no problem with the hack and thought it actually looked kinda cool. This thread was linked to me by friends that do frequent this site as a sort of "BTW did you see this?" sort of thing. I replied to simply point out what I thought was bullshit and to show there was a past history of it. I did not have to go looking for this, it came to me.
Can't speak to Nintendoage but GBAtemp is none too fond of repros either. Be it in the ROM hack, unlicensed multigame or clone game world.
The fact remains that he'd be making money off of copyrighted material. It would be different if he was making an NES homebrew totally from scratch using characters of his own design. I couldn't care less if he releases his romhack for free, or at all.
So I have a Castlevania hack I been working on and I have managed to edit some of the graphics using Tile layer Pro. However I've reached a point where there is stuff I'd like to edit but it is compressed and I can't really tell what m looking at. Is there a program that can decompress the sprites or make it a tab bit more easy when viewing the sprites so I can edit/replace them. Any help would be great.
So I was able to simulate the hack with mednafen and medgui. Some comments so far :For that short period, for the megaman dieing sound? I didn't bother muting the CD track, 'cause I didn't think it was such a big deal. But I'll put that on the list. That, and all system bios calls (for handling CD audio) pause the emulation. That would be very annoying. I'll have to see how I can replicate that specific bios function, inside the game code.
1) The music doesn't stop when it's supposed to when you die
2) Similarly, the music doesn't stop when it's supposed to when a boss diesSame as above. I'll put it on the list of things to do.
3) This is purely a matter of opinion, but I think it'd be nice if some of the short songs, such as "boss selected", "game over" and "victory" were still chiptune.
4) Is this based on the PAL version ? There is a low pitched noise after the shooting sound effect.No. It's NTSC. Sweep emulation isn't.. emulated yet. From what I've read, even though MM doesn't setup those regs, it doesn't initialize them either. I suspect it's from that, because from everything else I've checked - all period values fall exactly inline with what they're supposed to be.
5) The "stage select" music was SOOOO much better in the old version. Why change it ? This one is VERY lame, and is wrong
6) Even though the Wily stage music got replaced, Wily stage 2 music is wrong (it's from Mega Man 3), and anyways both sounds way too much heavy metal to me. So my comments about Teck's versions still apply.
7) Is there a way to make the music loop more elegantly than fading out, stop, and fade in again ?Edit the wave files. All the fading and space between looping is in the wave file itself. If you use absolute start/end of the wave file, you'll get tight looping.
8 ) I really hate hate Ice man's stage. Oops this is not related to this hack, sorry ^^ This'd be the easiest game of the series if this weren't for Ice Man's stage.
I mostly work with the GB(C) using bgb and wla-dx. wla-dx allows me to put my code on top of a base ROM, so it takes care of the code injection for me.
I couldn't imagine doing a large-scale ASM hacking project without an assembler. Memorizing the opcodes would be tedious, but that's not the main problem... the assembler is simply much more flexible. I can move code around, define labels, insert comments, easily. This is all stuff I consider necessary for big assembly hacks.
I hack completely via a hex editor. I like to be able to view everything with the Code Data Logger within FCEUX.
Everyone has they're own method of writing 6502. I happened to learn mostly from kuja killer, and that was how he wrote/modified 6502 asm.
I can look at hex values and know just about all of the opcodes for them from memory.
I've gotten so much flack from people saying I don't know how to do asm if I do it via a hex editor. It doesn't matter how you write it or what method you use, as long as it works.
I'm sure if I learned from someone else, and they actualy 'wrote' it out, then probably today that would be the way I write asm.