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Messages - Spooniest

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Thanks, good read. However, watch your spelling and grammar. (Sorry I have a degree in English, so these things irk me  ::) )

I didn't get my degree but was raised by someone who did study it. I could take a pass at proofing for you, Mr. President, if you like.

EDIT: Hehehehehe... I'd completely forgotten there was a game called Montezuma's Revenge... hahaha... Oh, it's inappropriate humor. I'll refrain... this time.

Gaming Discussion / "Composite" and "RF" Blargg NTSC Filters, et al
« on: November 16, 2019, 03:43:57 pm »
I now, for the first time in a long time, have a NES and SNES and a CRT again. I got an RF switch for the NES today, because I don't have an RCA multi-adapter to use in order to hook both up, and the NES' RCA (aka Composite) ports are on the right side. Using the RF switch makes it so I can rest the SNES right next to it more comfortably, and now I don't have to crawl back behind my TV to change systems when I want to play a different game.

This leads me to the topic at hand; the "RF" and "Composite" filters that are used in emulators these days to give that 'retro vibe' (  ::) ) to games, in addition to the myriad "CRT shaders" and what not, look like hot garbage compared to the real thing. I have a decent CRT made by Toshiba in April 1994 now, and I have to say that whoever is designing these shaders/filters/whathaveyou is exaggerating greatly.

I have to wonder what people did to their poor TVs that made them look so awful, to the point where that's what they think an RF/Composite signal is supposed to look like. It really isn't half bad, and I don't even have to worry about the aspect ratio being correct.  :D

Your thoughts, ye retrou gaemars of the past age?

I've been doing a replay of the game using this hack, and overall have enjoyed it quite a bit!  There are a few old Woolsey-isms that I miss, but I get why they were changed and overall this is a great, polished hack.

I wasn't sure if you were looking for any bug/script issues, but one thing I found was that if you win the auction for the Hero Ring, it will appear in your inventory as Brave Ring instead.

Oh wow, yeah. I guess the Auctioneer's dialogue doesn't use Item Name Call Codes, but actually spells out the items' names. That's an easy fix, though. I'm sure hairy will be able to make that easily.

Gaming Discussion / Re: In Defense of Sword of Mana
« on: October 16, 2019, 07:50:24 pm »
I mean...

My only experience with Sword of Mana ended when I couldn't use one of the shoulder buttons on my GBA, as it had been destroyed. There is a part in the game where you have to use the shoulder buttons (one of them) to jump or something...

Also, the thread title just makes me want to get punny and say "You mean you're shielding Sword of Mana from criticism?" :D

Personal Projects / Re: Castlevania 2 Rev edition
« on: October 14, 2019, 07:35:15 am »
What's up with the cracked blocks? Is that meant to denote a block which can be Holy Watered out of existence?

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 13, 2019, 10:07:14 am »
You used the "we are human" argument, which implied a lot of the things I said. I commented on the relevant things you said. Sigma, vile and those others clearly have non-human allies. X does not. The few non-animal villains don't make up for animals making up MOST of the villains and zero of the heroes. As for the demonizing of animals: while humans=good/everything else=bad stories have always been a thing, they have only become super prevalent since the late 2000s.

"Unsubscribed?" Unsubscribe to what? I have nothing to subscribe to.

Unnotify probably would have been the word I should have used, but thank you for attacking my arguments instead of me.

One point though; Sigma, Chill Penguin, Spark Mandrill, all of them, were once X's co-workers (Sigma his commander, in fact). The fact that they are infected with a virus that causes them to become murderous towards humans is part of the plot yes, and I can see that if you feel stories where enemies are 'animalized' and humans are made out to be superior to them are bothersome, then this wouldn't be a good fit, I suppose.

Personally, I find animals to be wonderful and am big on nature and environmentalism, but I also am anti-extremism in all its forms. Radicalization of a viewpoint does not help its dissemination.

As Zidane Tribal (Mr. Monkeytail) says in FF9: "The sly eagle doesn't kill at whim."

October 13, 2019, 10:10:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Anyway, the game needs enemies. Do you propose they should just look like regular machines and not resemble any form of living organism? Wouldn't that make it super boring?

Actually, that sounds kind of cool. If Capcom made a Mega Man game where everything looked like a literal robot, I might actually play that...that'd be different. Never thought about that. There are ways to make that kind of cool, actually.

October 14, 2019, 11:08:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I have been around RHDN long enough and used a mechanical keyboard long enough to where I can say without a shadow of a doubt that a Mega Man game where all the enemies are 100% robotic in appearance is a thing that has not been done yet.

Sure do it. I would play it. Robots! Do you beef with each other? Let's hear your beef!

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 12, 2019, 07:25:06 pm »
come on man

Allow me to alleviate your stress then

Shove a bunch of words down my throat that I didn't say while ignoring what I did say, sure

I'm the problem, whatever

Aaaand unsubscribed

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 11, 2019, 06:53:29 pm »
I think you might have other issues at play besides simply being angry about the mistreatment of animals.

I mean, even speaking on the subject has you borderline enraged, if I'm truly intended to take what youre saying at face value. It's nearly comical in how over the top you are with it. You realize that most writers/game designers/artists/etc happen to be bipedal homo sapiens, yes?

Where is this giant skewing of perspective to see animals as a victim of gaming trends/storytelling trends/what have you coming from?

People write for humanesque characters because THEY ARE HUMANS. This isn't brain surgery, Plint.

Man. Cool it. Wow. You're spreading your stress to everyone who reads your diatribes and by the way you addressed absolutely 0 of my rather valid points.

What is wrong with you?

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: October 11, 2019, 12:39:48 am »
Interesting take...

What are your thoughts on Sigma? Serges? Agile? Violen? Vile?

All also human-looking. And then, what about the Mets, the Hogans, the non-humanoid and/or purely machine-like enemies which are in the X series?

It's true that the 8 stage bosses which you end up fighting are animal-themed, but by and large, this theme does not carry to the rest of the bestiary (cyber-bestiary?) of the games.

Also, are human beings not also animals, from a certain point of view? Our cells aren't plant or inorganic matter, they are literally animal cells, as defined by our biology.

The SNK Neo-Geo games Fatal Fury, Samurai Shodown, and Art of Fighting received many conversions to (other?) home consoles, varying in quality typically from one game to another, and one system to another, but one thing remained constant as a sort of throughline on all the games, as they were being ported...

For whatever reason, the SNES versions of these games tended to have music that was utterly amazing by comparison to the other versions, up to and including the Neo-Geo originals, at times. Is there a story behind this?

For example, take Geese Howard's theme from Fatal Fury Special/Garou Densetsu Special (probably one of the more pronounced examples of this phenomenon).

The Neo-Geo OST:

In terms of offering my opinion as a musician, I can say that it's a fair piece of 90s video game music. This is enough to get pumped to fight a boss in a game to. Sure. There's some drama in it, but mostly it comes off as merely content to espouse the skill of Geese as a fighter, and sort of stop there.

The SNES Version:

The Super NES version of the theme, however, has this coda that occurs near the end, before the loop, that is far, far too long to have been simply some afterthought, and has a dynamic that brings down the 'forte' to a sort of 'piano' for about 16 bars, with some truly interesting lines on the (synthesized) bass guitar. The Drama Level goes through the roof here. If you're playing as Terry or Andy, this is supposedly the crime boss who ordered the murder of their father, and that backstory seems like it could have informed the choice to extend Geese's theme, if not some other consideration.

Either way, this sort of elevates Geese Howard's theme from merely being fighting game boss music to some form of storytelling. Is there some background info on why the SNES version got such a plethora of remixes of SNK's original tunes, whenever Takara ported an SNK fighting game to the SNES?

Another (and probably far more obvious) example is Mr. Big's theme from Art of Fighting/Ryuko No Ken.

The Neo-Geo OST:

There are some voice samples playing, which I can't quite make out. The track has a sort of weird, funky, messed-up sense of what time signature it wants to be in, and there is definitely an 80's-90's Rhythm and Blues vibe going on, similar to something Quincy Jones might have produced, but mostly, it stays in the background. I have to wonder if the idea was that they knew this was mostly going to be heard in loud, noisy arcades, and therefore barely heard, and that this might have sort of hamstrung the production of it?

The SNES Version:

Look. I do not have many friends at all, but I have hung out with people from many walks of life in my life. I'm a musician, and a Democrat, and also raised by hippies who listened to everything from Robert Johnson and B.B. King to Yes and ZZ Top. I have a wide musical, cultural palate. This is maybe one of the FUNKIEST things I have ever heard, particularly from a fricking 90'S HOME CONSOLE. It is jarring enough to be shocking.

This is THE FUNK. Holy crap. There's even some hella clean guitar riffs in here. This is great stuff.

What gives? Why were these tracks so heavily remixed on the SNES? And, why are they amazing???

Personal Projects / Re: The Real Ghostbusters Remastered (GB1, NES)
« on: October 02, 2019, 09:28:31 pm »

Oh man! This is great! It's perfect. You guys've gotta try this pole!

Hey! We should stay here! Sleep here! You know, to try it out!

Personal Projects / Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« on: September 29, 2019, 09:46:29 pm »

... Holy shit.

This looks like a TurboGrafx-16 game. If not for the lower color depth, it would almost look like a Mega Drive game. You're clearly a time traveling Space Wizard.

Nice work, Mindflower! I am quite impressed.

Replace Randi and Purim from Secret of Mana with Crono and Marle from Chrono Trigger.

Why not go full throttle and replace Popoi with Lucca?

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 20, 2019, 01:54:42 am »
Besides that i had a couple question about the text. Why did you keep "SwdTech"

This was discussed earlier in the thread, just for the sake of information...There has been some discussion about it.

and Terra as a "Sorceress"? Aren't those wrong?

"SwdTech" is not technically wrong, it's just clumsy. "Sorceress" is actually a change. Woolsey accidentally called her a "Sorceror."

Sorceress = Feminine.
Sorceror = Masculine.

Some words in English are gendered, if they are referring to gendered beings. Particularly the names of professions and practitioners of arts, as in this case, sorcery.

And do you plan on releasing a version of the patch without the Woolsey stuff in Kekfa's dialogue? It isn't my thing exactly, i kinda like Woolsey Kefka, but that might be a thing who bothers a lot of people who want a faithful translation like this.

Heaven Piercing Man nailed it. Kefka could never sound as "unhinged" in English through mere text, the way he does in Japanese. For that part of his character to come through in English takes a bit more flamboyance. English can be kind of a colorless language when it comes to written words, but waaaay more dramatic when it's spoken aloud. Japanese is kind of the opposite; the drama is inherrent in the text itself, and delivery is more or less standard no matter what, except in extreme cases, if I am understanding what little I know correctly.

My brother and I came up with an idea for hacking FF6 that isn't like anything I've ever read about on here.

It started with a conversation about Sabin. His character arc is more or less wound up by the time he joins your party. His driving motivation after that becomes "let's beat up the Empire raaah," and he isn't required to be in the party after the Battle of Narshe for the rest of the game. As the game stands, Sabin is used mostly for the characterization of the other characters both directly (as a contrast to Edgar's stoicism) and indirectly (because the other characters mostly have really heavy emotional arcs).

My brother then said, "What could we do to change that?" and we got to talking. I'm now reporting what we came up with.

My first idea was to give Sabin a girlfriend who, after he sees her again in S.Figaro in the WoR, would then report that she had a 'bun in the oven,' but my brother rightly mentioned that if we made her as happy-go-lucky as him, it would be pointless filler, and if we made her a heavier character than him, it would make his character too emotionally heavy, so we dropped this idea.

I happened to mention that Vargas is completely dropped from the story with no further explanation, despite him being the main thing which leads to you recruiting Sabin, and I began to dream up a scenario as my brother kept asking leading questions.

So, what we eventually came up with was a story in which Vargas ends up being the "Sith Apprentice" to Kefka's "Sith Lord," as it were. After he's beaten by Sabin (this all happens offscreen and is just alluded to later), Kefka (who would have been in the area after all) offers to give him a fast-and-unauthorized Magitek Infusion to augment his martial arts abilities, and get back at Sabin.

The next time we see Vargas, he is calling himself Dadaluma, and whether Sabin is in the party at Zozo (and fights him) or hears about it (when the rest of the party convenes after the cutscene with Ramuh), he decides that he is dead-set on going to the Empire with Locke and Celes. This does reduce the available party slots to 1 for optional characters, but we thought "Why put all this work into a B plot through the game if Sabin isn't ever required?"

When you get to Albrook, there is an NPC whose dialogue would be changed to allude to some sort of trouble with a new Imperial Officer in Tzen. Vector would have to be made into a sort of 'broken bridge' for this to play out, and you would have to go to Tzen and find Vargas there barking orders at the townspeople. This would be where the exposition about him having joined forces with the Empire to defeat Sabin would happen, and you'd fight him and some cronies before he'd hightail it back to Vector.

Once that event was complete, you'd be directed to visit Maranda, whereupon someone with an axe to grind against Vargas personally would give you the means to enter Vector. This aspect of the B Plot for Sabin is something we'd need to work on harder; I'll admit that it was rather unsubstantiated in our discussion.

Once you got into Vector, everything would play out as it does in Vanilla FF6, but after you'd gotten about halfway through the Magitek Facility, you'd run into Vargas, who'd once again battle the party, revealing that he's had a Magitek Infusion, and this is what is increasing his power over time. After beating him, you'd end up seeing the scene with Kefka, Shiva and Ifrit, and continuing the Mtek Facility as normal.

Then, instead of Number 024 (who sucks and is pointless to the story), we had the idea of Sabin and Vargas having a duel to the death, where Sabin directs the other party members to 'stay out of it.' Vargas is killed here, and the rest of the WoB plays out as normal.

Now, in the WoR, IF you have recruited Sabin, and go into Figaro Cave (regardless of whether you already have the Falcon or not), and visit a certain location (which we also did not substantiate very well), we had the idea of Sabin hearing Vargas' voice and being freaked out (sort of a callback to FF4's Mist Cave). At that point, a flag would be set...

This flag (I'm guessing it would have to be some kind of ASM Instruction) would state that if Sabin was in the party, and Shadow was not in the party, and you stayed at an Inn, Sabin would have a nightmare about Vargas (which also has yet to be fully written).

Finally, when you get into Kefka's Tower, take Party 1 across the switch, and turn left or right, then have either Party 2 or Party 3 go the other way, and finally have either Party 2 or Party 3 complete the whole deal by going down the center, the game would run an ASM Instruction which checked if the party which is standing on the center switch contained Sabin. If so, Guardian (in the next room) would be replaced with a Demon-Possessed Vargas who offers to wage one last battle against Sabin, which of course he would lose.

At that point, Vargas, stripped of all his self-determination by this demon possession, would reflect on how his desire for power ended up taking away his freedom, in the end, and muse to Sabin that giving in to rage is ultimately an abuse of free will.

This has the effect of giving Sabin a relevant character arc, while using assets which are already in the game (MOSTLY), and not making him too much of an emotionally heavy character. It also makes use of things which are already in the story, and in a way vaguely calls back to Count Borgen in FF2 (Famicom), though this is merely a coincidence.

It would require sacrificing lots of the unused text boxes in the main dialog script, as well as the "Real Siegfried" and "Kaiser Dragon" battle captions, and it would also require coding a couple of events in the game from scratch, which I have no idea how to do.

But that's the skeletal structure of what we came up with.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 18, 2019, 02:52:42 am »
I don't seem to be able to encounter Doom Gaze at all.

EDIT: Ok, it seems to have been a peculiarity of how the core I was using to run the game (bsnes_mercury_balanced) was executing the code. Running the game in Snes9x, I was able to find and defeat Doom Gaze.

A couple more notes I'll add...

There is an ellipse being followed without a space by a timedelay code in the Dream Oath Opera somewhere. You have to put a space after ellipses before you put a timedelay code, or the ellipse won't print all the way out onscreen before the timedelay has expired.

Cyan's response to General Leo from the Imperial Banquet has a similar problem.

And finally, the battle message "Death's aura is shaking" is no longer the correct name for Fiend God.

Demon God: Red winged guy with spear
Fiend God: Black skinned guy stuck in a mountain with bat wings
Goddess: It's a lady almost wearing a few sashes

"Fiend God," when you fight it, and it gets near death, will start flashing and then a message pops up. It still reads "Death's Aura is shaking," despite the monster in question being renamed "Fiend God."


People seem genuinely pleased about this. I am, too, I like having that choice at my fingertips, and am reminded of something BRPXQZME once said of FFIX, that he enjoyed a game that would let you take a sip of coffee once in a while.

I made this image in response:

FF Fan Reactions: An Infographic

Figure I may as well post it places.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 16, 2019, 08:30:24 am »
A prequel which takes place during the war 1000 year ago would be easy. A sequel is possible too, as we only see three gods who made a mess with the Earth, who knows how many others are out there. Just need to say the power of those three shielded the Earth from the others and now Earth is open to new comers to take over and we can build up a story that permanently resolve this problem.

I don't see why upping the scale of threat would necessarily be the only way to go about making a sequel to the first game. Simply saying "There's more magic gods" is only one way to 'talk magic back to life' as it were. It's literally magic, there's all kinds of excuses that could be thrown at it, good and bad.

The Phoenix Esper revives itself 500 days later, and then revives the rest of the Espers out of despair, let's say. Or Terra, Strago and Relm find some kind of ancient artifact that, when they're exposed to it, revives their magical power. Terra's human form starts dying early and Setzer pays for Celes to do a bunch of research on ways to 'cure' her, but they end up reviving magic and have a new problem of some kind.

See what I'm saying? This (FF6) is a universe heavy on lore, there's ways you can stretch and pull it that won't cause it to lose its shape too badly.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 13, 2019, 06:04:59 pm »
I've run into that problem a couple times before.  It seems to only happen when a player character's name runs right up against the edge of the text box: for some reason the punctuation after their name isn't treated as being part of the same word, so the line break happens in the wrong place.

It's probably something to do with the fact that the character name being called is code, rather than simple text, as the game understands it. Its formatting rules are probably different than normal text, because you can name a character WWWWWW if you want to (you lunatic).

Thus, the text for a character name that is alterable and must be called by a code ("A0," "A12," etc.) doesn't have the same rules for being attached to the text that is right next to it (as " 's " is, to show ownership by the character, in this case Relm) as normal text would. They never know how long it's going to be, so the rules for text formatting must be different.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: September 13, 2019, 04:59:51 am »
Auzer's line in the WoR Jidoor event has Relm's name too close to the edge of the text box.

It's showing up as:

"That's when I heard about Relm
's magical ability"

Or some such. I'd reformat that.

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