News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KingMike

Pages: [1] 2 3 4 5 6 ... 172
1
I recall at the time bsnes was the most accurate emulator, though I can't even remember which version it was I had used to test. I do recall at the least bsnes had vblank limitations enforced. That was like byuu's #1 complaint against existing emulators to begin writing his own.
I do know that it was at the time people when 3Ghz was considered asking a lot.
That was like 2008-2009. So bsnes was like in like 03x-04x versions.

I can't recall if it was before or after I tested Emerald Dragon, but it was pretty close. I remember it seemed bsnes was about the only emulator to run THAT game correctly. SNES9x had spotty SPC emulation which caused crashes on some versions, and I recall that was one of the games where you could HEAR the audio-barf in ZSNES' sound emulation. :P

2
In a 3D game like Shenmue, you can extend the viewing area and see things that aren't normally in your immediate view, but you can't automatically do that on NES because... they don't exist. They'd need to be put into VRAM first. Actually, come to think of it, you COULD kind of extend the viewing area because the nametable has enough for two full screens. But more than likely the sprites will pop in on the edges, unless you modify the code to make them appear off screen.
Someone did exactly that once on a GBA emulator as I recall, using Pokemon as an example, and sprites suddenly appearing on the screen is exactly what happens.

Thing is that games probably expect that one screen will not be visible at a time.
Mega Man's distinctive vertical scrolling feature I believe is a result of it writing the nametable one row at a time as it scrolls.
You would almost certain get weird things happening. Not to mention games that use mid-frame CHR-ROM bankswitching. (or MMC2/4 which even use mid-scanline bankswaps)

3
You might want to look at the difference between Master System and Game Gear to get an idea of how gameplay would be affected by shrinking the window. :P

4
Unofficial translation... for what?
The game was originally translated officially, or did you work on it before the official one?
If so why would they copy that instead of their own?
Or is there anther version besides the DS?

I feel some information is missing here. :)

5
I remember the bugfix I made to Buster Busts Loose for SNES took a few hours to find the ONE line of code wrong in the game. So even a simple fix could take awhile.
(it is a bug where, if the R Button is changed from its default Dash function, it will become impossible to finish Level 2 on Normal or Hard difficulty because a cutscene, in a part of the level skipped entirely on Easy, won't function correctly.)
It turns out the bug was officially fixed for a Spanish PAL release. (the correct behavior was for the CPU to automatically push the buttons assigned to Dash rather than a hard-coded R input, as it correctly does for Jump)

6
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: October 12, 2018, 04:08:10 pm »
Luckily for 7th Saga, there's one person who's been looking into hacking that game lately. Not sure if they were yet making an editor.
I remember looking at just porting the English script to the Japanese ROM for difficulty restoration purposes, and the text pointers are embedded within the NPC data so that's probably not easy to change.

7
Newcomer's Board / Re: Secret of Mana's intro?
« on: October 12, 2018, 01:03:33 pm »
Then again, from what I understand, his isn't exactly a retranslation, but more of a rewrite.
I recall he explicitly stated as such on his site, it isn't a retranslation.

8
Personal Projects / Re: Commander Keen translation(s)
« on: October 12, 2018, 12:38:05 am »
So PC Mods = No, PC Translations = Yes?

9
The thing about Chaos World is that Gideon recently announced he's going to revisit it with a better patch to account for modern ROM hacking capabilities.

10
You could write an entry in the database.
Click Submit Files on the left and follow the instructions.

11
Gaming Discussion / Re: The big list of Untranslated Sega Saturn Games
« on: October 07, 2018, 12:43:29 pm »
Perhaps creating a document on a text-hosting site like pastebin, or Google Docs?

12
Newcomer's Board / Re: [JPN translators] [NES] Heroes of Might and Magic
« on: October 07, 2018, 12:39:46 pm »
The game is an unlicensed Chinese game, and I think this might be fitting of the Hack Requests thread.

13
Newcomer's Board / Re: Secret of Mana's intro?
« on: October 07, 2018, 12:36:34 pm »
make an uncensored version (restored the boss with the chainsaw and some other stuffs)
A robot named Killroy, was it?
Thinking about it, I wonder if that boss was a Woolseyism, a reference to Domo Arigato, Mr. Roboto?

14
Saturn probably the most Japanese-exclusives of the Sega consoles (well, I'd imagine there's a number of Dreamcast games as well), but I think it was the Sega console with the worldwide popularity distribution most tipped towards Japanese.

But the reason there's probably only a few translations is that there's comparatively few on post 16-bit consoles (well, maybe more on DS I suppose if it were easy enough to hack stuff with tool usage.
But when it comes to needing to rip game content the hard way, 8/16 bit seems to be the generations most people have skills at.)
That especially goes for such an uncharted console as the Saturn.

15
Newcomer's Board / Re: Secret of Mana's intro?
« on: October 04, 2018, 10:04:19 pm »
Honestly if FuSoYa didn't want us messing with his work and went to that extent, it would probably be easier to make another VWF patch to use as a base, using the original script (let his rewrites remain as his work). There's far more people doing SNES ASM hacks these days than there was back then.

16
Does KSSU include the level that was cut from the SNES version? I forget which one, but I recall one was cut. The island level?

17
News Submissions / Re: Translations: Villgust FC (re)translated!
« on: October 01, 2018, 06:20:01 pm »
My understanding of Japanese is that it contains only as much profanity as you want it to.
(ie, offending someone is more using an inappropriate level of politeness than that the words themselves are "bad"?)

18
ROM Hacking Discussion / Re: Screenshots
« on: October 01, 2018, 10:26:24 am »
KONAMI Konami Wai Wai (c)KONAMI 1988 WORLD :)

19
News Submissions / Re: Translations: Villgust FC (re)translated!
« on: September 30, 2018, 07:45:13 pm »
You're right, credits weren't done, but a much more serious issue was that some plot-relevant dialogue boxes were broken (so, you wouldn't be able to get the hints regarding game progression) and lots of other lines were basically made-up, likely due to the lack of context. I think that's also because they were editing text pointers manually. We weren't able to find any Japanese LP of this game even now, 20 years later; I had to record one first, so that TheMajinZenki wouldn't be stumbling in the dark. Anyway, hopefully all our efforts paid off.
I remember the first FAQ I found in the game was, I think, German and I had to use Babelfish to figure out how to get past at least one part of the game.

20
News Submissions / Re: Translations: Villgust FC (re)translated!
« on: September 30, 2018, 12:24:53 pm »
The biggest problem I remember in the original translation is that the ending (credits?) wasn't translated.
Also for whatever reason at the time the original was released, a ROM spreading had the game identified as mapper 20 (which is the iNES reserved value for the FDS!). So only Nesticle played it since it only cared about the lower bits of the mapper (0x14, compared to 4 for MMC3). With glitches since MMC3 wasn't well emulated then.

Pages: [1] 2 3 4 5 6 ... 172