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Messages - KingMike

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I think I already posted but supposedly the PSP version of Apocalypse was better gameplay-wise but had a bit of censorship.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 14, 2017, 10:58:56 pm »
By the way, I'm in my forties and I've enjoyed this game. I've been looking forward to it for years and it has been quite a rewarding experience being able to play it at last from start to finish (it adds, in a way, a feeling of "closure" to a long lasting wish of mine for many years). There are also several other snes games I'm waiting for, such as Daikaijuu Monogatari 2, Shin Momotarou Densetsu (I think no one's even trying to translate this one), Last Bible 3, God, Tenshi no Uta, Odisselya 2 (another game with no known plans of being translated; it seems to involve time travel), and many others I forgot now.
I want to do the Momo RPG series, though it will still be awhile as I am once again attempting to learn Japanese.
I do have a script dump but when I do work on it more, menus are going to be the big issue.
The Famicom version of Gaiden is a more reachable goal at this point. But I'm still unsure which are the "best' versions to work on.
My additional plan has been to somehow learn PS1 hacking at some point and do that version of II.
I have seen the PCE version of 1 ("Turbo") is significantly different than the Famicom, but it's probably better to get some form of each game translated than to worry about alternates.
And there is the GBC 1+2 but I'm not sure about working on that. It probably could use a text speed hack though at the least. It's soooo sloooow!
There was someone on Odysselya 2 but I think that person has retired. (the DQ3 guy who picked up ROM hacking pretty quickly, as I recall)

I remember when the BSX was first brought to the emulation scene attention, the games had been given the fan title "BS Suck and Blow". Great title.  :P

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 14, 2017, 08:18:42 pm »
That is something I never experienced live.
I was a very lonely child with no real life friends :( , which is something I assumed you needed in order to play video games online. I assumed that to play a video game, you would need to enter an actual person's phone number, so I thus assumed I would be unable to use Xband.
(though I understand the Saturn NetLink did do that so it is still possible to play a game against another person... though in America, finding someone that owns a Saturn might be a challenge, let alone the adapter, same game and a landline ;D )

How very different it was in the '90s, before me (and most people) were using the Internet.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 14, 2017, 02:42:07 pm »
Wow!!! Thanks. That was written in 1999, it says. From the article: Here's the funny thing. My job offer was for doing exactly that, just a number of years earlier than that article! It was to retrofit the SNES so that real-time games involving two or more players could be performed between homes at different areas of the world and.. successfully. The long meeting I had in the conference room that day, which spanned the morning and then continued well into the late afternoon, started with this question, "We want to know how you would approach solving this problem successfully, knowing that frame-by-frame synchronization is a requirement over the net?" I spent pretty much the entire day standing in front of a bunch of programmers listening to me think about and solve this novel problem -- the very basis for their as-yet undeveloped product. They put the entire problem in my lap to see how I dealt with it.

Turns out, I was able to come up with several possible avenues of making this work out. I won't bore people with the details here but I did get a job offer the next day, so I suppose there was perhaps at least some small merit to the way I thought about it, at least, if not for the solutions I proposed.

Thanks for the article. Short and it brought back memories.
Are you talking about Xband?  ;D

That can still be quite a bit more work to redo bankswaps if the code in the fixed bank is still accessing it.
(certainly a possibility NMI will be doing bankswaps. I mean, aren't sound drivers usually based on it, and certainly they're not going to fill up the valuable space in the fixed bank for sound data?)

Deep Dungeon III and Momotaro Densetsu are two 256KB MMC1 games that I expanded to 512KB.
DD3 I recall needed extensive work to get around that much of the main system text was in the fixed bank.
For Momotarou I used the space for text expansion, and worked around NMI bankswaps by waiting for NMI to run before swapping to the expanded banks.

ROM Hacking Discussion / Re: MMC3 & MMC5 Bankswitch Bugfix Code
« on: November 13, 2017, 12:56:56 pm »
Guardian Legend was originally an UNROM game.
Used rather wasteful code that did like:

Code: [Select]
LDA #$00
STA $04
and repeat for the other six values.
where $FFF0 was a table of 0x80, 0x81, etc.
Pretty sure there was no use for the high bit on the page number in UxROM.
The only thing I can possibly think of is if maybe at some point they intended for MMC1.

I know the Famicom version was one an IREM-printed cart but it seems to also be UxROM as well.

ROM Hacking Discussion / Re: Screenshots
« on: November 13, 2017, 12:45:58 pm »
Alright, I didn't know. Sorry about that.
The actual text is something like "Cape: A strange cape that lets you escape a dungeon"

I think the last kanji is 射

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 11, 2017, 02:16:52 pm »
You guys heard the story going around that Sakurai had programmed Kirby's Dream Land before learning that programmers usually use keyboards?
(he wrote it using a Twin Famicom and a trackball)
Apparently he also used the Famicom to design the Super Famicom game Kirby's Super Star.

ROM Hacking Discussion / Re: Screenshots
« on: November 09, 2017, 12:24:16 pm »
I don't personally think the font is that bad, but in general, I'd go for readability over "character".
(for example, Castlevania III is one font I think is used more than it should be)

I think he just needs someone to write out all the kanji for him to make a table.
Those requests are pretty common.

Personal Projects / Re: Yaki's Super Mario RPG Project
« on: November 08, 2017, 05:54:50 pm »
   Speed (Updated. Now calculates turn order and accuracy of the monster. Attacker's Speed is compared to Opponent's Speed; If Attacker's is less than Opponent's, difference is calculated as MISS chance.)
That sounds okay at least on paper, but I've played a few RPGs now where it seems like you easily miss three out of four hits against faster enemies, which doesn't make for a very fun game.
Is there a limit to the reduction so it doesn't make battles tediously long?

No. They can turn into birds. They just have to face a trial in which they're tested to see if they can handle it. But there's a downside; once they turn into birds, they forget about being human and everything.
I'm guessing that was still part of the curse.
In BoF1 they could freely transform back and forth (such as the soldiers who bring Ryu to fight the Wizard after he poisons Nina).
Although why they don't fly there directly instead of walking, I don't know.
Nina's story in BoF1 is a little confusing. So the "child" Nina (pink dress) is amnesia? A time-traveler? I know that only "adult" Nina (the blue dress one in Tunlan) can fly. Why there are two Ninas is the part I don't understand. The two soldiers that initially join her should be able to fly, yes? Actually yes they should, because how they even learn about the wizard was one of the two poisoned soldiers using its last life force to fly back to warn the others.
Was adult Nina sent back in time for unknown reasons by Cara (or Karla, in Japanese. I guess they changed her name since they didn't want to give a demon a real human name? Then again, she was once a non-evil human.)

ROM Hacking Discussion / Re: Sutte Hakkun stuff
« on: November 08, 2017, 01:15:02 pm »
SFC Record of Lodoss War is the only other cartridge game I've seen that (seemed to) use a file system.
(at least prior to the DS, which seems to be the first cart/card console with a distinct file system)

this would be a dream game of mine, if only i were smart enough to hack

put the Zelda Oracle games on one rom, call it Dual Oracles or something

make it a Advance rom, and somehow utilize the "L and R" buttons to add extra item slots

You can't just hack a GBC game to operate in GBA mode (allowing L and R to be used), you'd have to rewrite the entire game as a GBA game.
All the "GBA" bit does is tell the game it's running on a GBA, but it's still running within GBC hardware. (from what I've been told, GBA/GBASP/GBP all have two different CPUs for the two different GB systems and can't be swapped by software, and that only one CPU is activated, by a tiny switch physically pressed by the cartridge casing.)

Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 07, 2017, 11:49:13 pm »

You know it's weird, but tonight I thought of a idea if it was possible to have a program overlay a translation WITHOUT having to hack into the game to just translate the damn thing.

Is Tomato's special Snes9X public or a private version?

I don't know if Tomato has yet publicly released it but I do believe he intends to at some point.
He originally created it to help with making his localization comparison streams (such as Super Mario RPG). Earlier he was using an external program he wrote which was glitchy and prone to crashing. (such as when he played Breath of Fire II and A Link to the Past)
(he wrote it with the intent of playing an English game and getting the Japanese script simultaneously displayed in another window, though he demoed other ways it could be used, like he played Super Mario All-Stars (er, Collection) and wrote a script that would give him extra lives whenever he got subscribers probably to demo his work as well as do a localization comparison, as he perhaps needed a bit of help, with his Mario skills. :) )

Also in Spoony's comparison between the first two games.

Breath of Fire 1: Ryu kills his sister.
Breath of Fire 2: Ryu saves (what his implied to be) his sister.

May I add at this point, totally unrelated to anything else in the thread, a little comparison/contrast chart for you guys.

Breath of Fire 1 - = = = - Breath of Fire 2
You go into a                   I dunno, God is
person's dreams              evil and screw you
to save their life..............for praying?

Did you play like even 75% of the way through BoF2? :P
That happens there, too. Though at the least BoF2's single dream world is shorter than either of BoF1's and yet they let you exit it before finishing it too.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 04, 2017, 11:16:02 pm »
Let's not forget ZSNES was originally written in assembly entirely (probably part of what eventually killed it. Too much work updating it to C once the speed advantage of being written ASM no longer mattered and they were left with unmaintainable code).
Probably why I was able to even play SNES games on my original 486 PC... by turning off sound and maximizing frameskipping, and it worked great... until games crashed due to the completely absent sound emulation. (since SNES9x ran much slower but didn't freeze my guess was partly that it was still emulating the sound but not outputting it)

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