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Messages - goldenband

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1
ROM Hacking Discussion / Re: Sega CD / Mega CD assets ripping
« on: May 25, 2018, 12:46:03 am »
At least one Mega CD game is low-hanging fruit: Cosmic Fantasy Stories. It's trivially easy to implement English text, as the script is uncompressed Shift-JIS, and a fair amount of work has been done already -- see thread here -- it's just that none of us ever followed through with it.

Some work has been done on Shadowrun too, though last I knew they were running into show-stopping bugs.

Otherwise the Sega CD/Mega CD is pretty much the undiscovered country of translation patches. It's the only major system I can think of with a large Japanese-exclusive library and no translation patches to speak of (Game no Kanzume doesn't really count, I don't think, since it's essentially a compilation of games that could've been played on a MegaNet-equipped Mega Drive). Even the 3DO has a translated game, Doctor Hauzer.

2
Personal Projects / Re: Translations of early Famicom games
« on: May 05, 2018, 09:22:09 am »
^Hey, thank you for bringing that channel to our attention! I keep a list of those kinds of projects (chronogaming, beating every game in a system library, reviewing every game, etc.) but somehow I'd overlooked that one. I've subscribed and will add FamiThon to my master list. :)

3
Newcomer's Board / Re: Help with newest NES Sonic The Hedgehog patch
« on: April 22, 2018, 11:28:25 pm »
Is it in RAR5 format, by any chance? That's another one of those new-ish "answering a question no one asked" formats that occasionally inconvenience me...

Just to confirm the above, the file is indeed in RAR5 format, which is frankly totally unnecessary for such a small file.

4
Newcomer's Board / Re: Help with newest NES Sonic The Hedgehog patch
« on: April 22, 2018, 02:52:14 pm »
Is it in RAR5 format, by any chance? That's another one of those new-ish "answering a question no one asked" formats that occasionally inconvenience me...

5
It looks like the Super Soukoban patch on the site is at an earlier stage than the later version here on RH, so that one can be skipped (I think). Great news on the others, though -- I know tons of people are interested in Albert Odyssey, and Soreyuke Ebisumaru Karakuri Meiro looks interesting.

6
Newcomer's Board / Re: technical help wanted for 2600 programming
« on: March 25, 2018, 09:35:14 pm »
Programming the VCS in assembly is certainly hard, but Batari Basic is quite good at what it does, and very user-friendly. (And actually I think the simpler, older systems are often easier to grok since there's so little abstraction, but that's just me.)

Have you tried posting to AtariAge? They'd gladly help you there.

7
Personal Projects / Re: Translations of early Famicom games
« on: March 14, 2018, 09:24:16 pm »
Being swamped with work means that (at least for now) it's tough to find time to actually try any of these games out -- but I'm cheering enthusiastically from the sidelines here. :D

8
Gaming Discussion / Re: The hardest NES game.
« on: March 09, 2018, 11:45:55 pm »
I thought the general consensus these days was that Ikari Warriors, Mutant Virus, Starship Hector, Q*bert, Bump 'n' Jump, and The Last Starfighter were pretty much the top tier of NES difficulty. (Maybe Championship Pool and To the Earth too.)

I was watching SomeCallmeJohnny playing Dragon Power(Dragon Ball: Shenlong no Nazo) the other day.

It was apparently so bullshit difficult that he couldn't even finish it, despite having the patience and skill to do a complete run of Ghost n' Goblins.

Off the top of my head there's also Ghostbusters which AVGN played

The big problem with Dragon Power is that, since your health ticks down steadily, your survival often depends on item drops (from non-respawning enemies) that are driven by a RNG. If the game decides to screw you, there's nothing you can do about it. I beat it once, and my successful run owed more to getting favorable item drops than anything else.

The stairs in Ghostbusters would be insanely difficult if it weren't for the bug that makes you essentially invincible, which is very easy to trigger accidentally since it arises out of normal gameplay. With that, it's not especially hard to beat; without it, and without turbo...

Adventures Of Captain Comic, Cobra Triangle, Ghost N Goblins are some of the hardest games I've played for the NES. Cobra Triangle is one of my favorite, and I'd love to see a remake for current gen consoles.

Odd, I never thought of Captain Comic as top-tier hard, though of course it's tricky. I like that game a lot and have beaten it a couple times. Ghosts 'n Goblins is aggravatingly tough but has unlimited continues, so it's beatable with enough persistence. Cobra Triangle is quite difficult, IMHO -- several Rare games on the NES are (as Jorpho pointed out) -- and I've never beaten it.

I have no idea why people think Double Dragon III is so hard. The only part of that game I find challenging at all is the final boss; the first four levels are downright easy. And you are given a continue at Level 4, BTW.

9
Personal Projects / Re: Translations of early Famicom games
« on: March 09, 2018, 08:41:52 pm »
I thought I could make an alternate translation, where the informant tells you precisely where everything is, rather than the information he actually gives you. If anyone's actually interested, I could do that

That'd be kind of cool, actually, since it preserves immersion (there are quite a few of us out there who try to beat these games without walkthroughs or savestates). "Sherlock Holmes Easytype"? :D

10
Personal Projects / Re: Translations of early Famicom games
« on: March 06, 2018, 10:41:07 pm »
Anyway, I'm still wondering if anyone has feedback on my patch. The title screen was a quick and lazy choice just to get it out there: I could do some graphics to replace the original Japanese title, but putting the plain text was easier.

I haven't had the chance to try out the game itself, but the screenshots look great to me. Very pleased to see 1986 one big step closer to completion!

So the game itself should be 100% playable, there were just five bytes that I forgot before releasing: the final password that warps you to Brandy Castle. In this patch it's the same as the original game, but because the password screen no longer uses Japanese, you'll have trouble figuring it out. Now I've changed it, but good luck figuring it out without reading all the dialogue. :D

Great -- does that mean the patch is now done and in the RHDN release queue?

Now after this brief distraction, I think I'll get back to my PC-98 translation, but I think I ought to give Space Hunter another try, especially if I can expand it as easily as this game. Bah, I'm rambling now, I'll stop. :)

FWIW I'm quite interested in Space Hunter and would be certain to give that a spin (time permitting). I've translated a few bits and pieces myself but playing the game in full English would be far nicer, naturally. :)

11
Personal Projects / Re: Translations of early Famicom games
« on: February 21, 2018, 07:25:02 pm »
Now that's a damn good idea! :) I've added my newly-updated list to the very first post, so you can check that. If I've missed anything, let me know. Note that I'm not actively involved with this project myself now, but I'm always keen to hear about news regarding the situation.

Thanks very much for that! It's a big help. And it's so gratifying to see how close we are to getting the first four calendar years of the Famicom's library 100% translated, with year five well underway.

12
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 21, 2018, 07:20:48 pm »
It's great to see your progress on this! :D

It wouldn't surprise me if people are holding off on checking things out until a final release candidate comes out, though reaching the 50% translated mark is big. Still, I suspect having a lot of partially completed 0.x versions on the hard drive tends to trigger some folks' OCD (or quasi-OCD, anyway).

There are a bunch of Twitch streamers who are very interested in the PC-98, and once this is completed I strongly suspect you'll get multiple playthroughs from them. I still haven't gotten into it myself, but am intrigued...

13
Personal Projects / Re: Translations of early Famicom games
« on: February 13, 2018, 06:52:13 pm »
I always love seeing this thread revived!

Psyklax, if it's not too much trouble, could you post an updated/consolidated copy of your Famicom and FDS translation lists at some point? With different copies in different places in the thread, and many of them out of date, it's gotten a tiny bit tricky to track what's what.

Still need to do something more with my partial translation of Konamic Tennis for the FDS, but that's a 1988 release and we ain't there yet. :)

My wife and I played through some of Pluvius's translation of Murder on the Mississippi a while back -- need to get back to that one. I'm also still wondering where that other translation of Super Monkey Daibouken ("Super Monkey Adventure") came from!

14
Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: January 23, 2018, 09:51:07 am »
The actual game data of L.O.L. is a modest 211 MB, including the CDDA tracks. The only downsizing involved is shrinking the gigantic dummy file (or generating a new one).

Ah, that changes everything, and is great news. :) Great to hear that a manual translation is being prepared as well.

BTW any insights into why the game refuses to work in VGA mode?

15
Great news! ArcaneAria did terrific work on the Dr. Hauzer translation on 3DO -- the first one for the system in English, no less. I'm excited to follow this project and its progress. :)

16
Personal Projects / Re: Asuncia (PS1) project
« on: January 12, 2018, 01:14:17 am »
Congratulations on this! A new PS1 translation is such a nice thing to see, and this looks like an interesting game. I'm excited to try it out. :)

In general, I enjoy doing turn based strategy games or anything with a good story.

Have you ever looked at the PS1 game Happy Salvage? It's sort of a fishing/action RPG/dating sim hybrid (!!) that, at least from a distance (i.e. through the language barrier), seems like an intriguing, story-driven, and very attractive-looking game with a well-defined cast of characters. It might be up your alley, though I can't evaluate the quality of the writing.

Otherwise any untranslated turn-based strategy game on any system would be a welcome addition, of course. There are a bunch on the Mega Drive (if that platform interests you at all), like Taiga Drama Taiheiki, Bahamut Senki, Super Daisenryaku...

17
ROM Hacking Discussion / Re: PAL --> NTSC Patches -- Master List
« on: January 11, 2018, 12:02:13 pm »
With regards to the Winter Gold, the patch enables the game to boot on NTSC devices (the SNES mini is one, in all regions). However the timing of the game is off, the computer players times are unbeatable. If I speed up the FX chip in the game through emulation by x1.25 or maybe x1.5 then their times become approachable. So this makes me think that CPU "ai" (time generator) code would need to be changed (slowed down) by a similar factor as the increased speed of the game.

That's very interesting! I've been meaning to import Winter Gold for some time (I have the Pro Action Replay revision that boots PAL imports) but if it doesn't play properly at 60Hz that's important information. I'd be glad to read any further information you find out about this.

A couple other notes about PAL>NTSC patches:

• There are dozens of them over at AtariAge for the entire library of PAL exclusives on the Atari 2600.

• The danger of crashes and weird behavior from 50Hz games played at 60Hz is underestimated. For example, the first Smurfs game on Genesis/Mega Drive can slow down massively or even crash in one of the last stages if you use certain attacks -- and the second Smurfs game will always crash in the third stage at 60Hz.

• In that vein, I started a thread on Sega-16 about glitches in PAL games played at 60Hz. Issues include screen rolling, messed-up sound or glitched graphics, and obscure crashes like the ones in the Smurfs games. OTOH Soleil works fine as long as you don't try to use a real cart.

18
Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: January 03, 2018, 08:39:43 pm »
I wouldn't worry about converting it into a CD-burnable format, unless I suppose the game size is small enough that it can fit onto a CD anyway. There are solutions like the GDEMU that allow playing GDI images on real hardware now -- I was playing Frame Gride and Advanced Daisenryaku 2001 that way, not so long ago -- so the era of downsizing Dreamcast games to make them playable on the console is hopefully over.

19
Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: December 22, 2017, 10:58:21 am »
Awesome! L.O.L. has been ripe for translation for some time, and there are a lot of people who will be eager to follow this project.

I own a copy but have never gotten very far as, though the text is sparse, the game itself is cryptic enough that (I'd imagine) every little hint helps.

20
ROM Hacking Discussion / Re: Sega Master System games converted to NES?
« on: November 26, 2017, 01:52:08 pm »
OP, you do realize that the Genesis essentially contains a Master System, right? The Power Base Converter is a glorified pin adapter, with no CPU or anything else. I don't know whether Sega Master System Brawl runs in SMS or Genesis mode, but all the hardware is already present to run anything for either system (minus a few oddball SMS games), with no conversion needed.

The number of systems that can meaningfully run each other's code without porting from scratch is quite small. Outside of backwards-compatible systems like the Atari 7800 and Genesis, there's the Intellivision, which can run an interpreted form of RCA Studio II code with major intervention (the reasons are complicated); the ColecoVision and Sega SG-1000, which have near-identical architectures, but still require significant rewriting for any given title; and one or two other similar examples, including some amazing work done on NES > PC Engine (TurboGrafx-16) ports.

But that's it. Any other conversion, especially between consoles of the same generation, will require a rewrite from scratch -- as much work as making the game in the first place, if not more (since you don't have source code, etc.).

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