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Messages - Bregalad

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He probably means the dungeon's music is going to restart from the start, instead of resuming to where it was when the battle started. This behaviour (music restarts where it left off when entereing battle) was introduced in FF5.

General Discussion / Re: Regarding the Current Direction of Science
« on: October 04, 2015, 05:06:08 am »
I always stay away from discussions of religion or politics. Here's why...people don't change their minds. People like to argue their positions with reasonable and intelligent points, as if the other side is going to say "oh, thanks for that, you're right, I'm going to change my opinion"

Here's what you actually get. Anger, and more arguments to the opposite. There is no point arguing with people. They just dig their heels in and stop listening. In fact, people tend to leave an argument MORE convinced of their rightness than before.
So true.

I have met people who truly believe that religion must be eliminated for the betterment of science. I thought "Those people must be some fringe group, right?" but I kept running into them all over the place. I still hope that they are a fringe group, because their suggestion is preposterous.

Those individuals, I reckon, probably have more of an axe to grind anent religion more so than anything else. Still, when we have wingnuts and moonbats duking it out all of the time everywhere one goes, I suppose it had ought to be expected that there would be some in the science community like that.
You really shouldn't worry too much about them, as you're not going to change their minds that easily. That kind of people probably never opened a Bible and probably don't know much about science either. The main friction part is about the Genesis, and of course nobody should take the Genesis literally, because everything that happens here is impossible - it's just a legend (even if some part of it are incredibly detailed they still remain impossible - how could God create day and night on the 3rd day - this assume day and night already existed). That isn't an argument enough to reject all kinds of religions, even though for many people it is.

By learning as much as you can about both, you could easily refute all their arguments. If they actually are knowledgeable about religion and/or science, then you won't be able to change their mind.
I'm between jobs right now.   :P   (hence the free time)
Oh, me too. That suck.

- organ transplants
I just realized how funny it is, that in english the same word refers to body parts and a musical instrument. (In french its two different words)

ROM Hacking Discussion / Re: A couple of ASM things I don't understand
« on: October 03, 2015, 04:49:44 pm »
CMP sets the carry flag on a comparison result, and ROL uses that carry flag to be inserted in the LSB of the accumulator. This controller reading routines want to acknowledge that a button has been pressed if either bit 0 or bit 1 or $4016 is set, because on famicom consoles, bit 0 correspond to the hardwired controller while bit 1 correspond to an attachable controller. Almost all games have something like that in their controller code.

So am I correct that Carry is not simply a flag?  It is capable of holding a bit?
That makes absolutely no difference - a "flag" or a "bit" are just two ways to call the same thing.

Is is possible by any chance that the palette is changed mid-frame to make the falling door effect ?

General Discussion / Re: Regarding the Current Direction of Science
« on: October 03, 2015, 02:36:58 pm »
@Tharthan: I do not get at all what you are trying to tell. I honestly don't know.
It seems to me that you think to assume that science is a religion that is in concurrence with Roman Catholicism, and that you are defending the later against the former. Let me tell you, science is not a religion, and certainly isn't conflicting Roman Catholicism.

Dreams are like the programs that run on the background while the computer is sitting idle - defragmenting your system, or updating files, and some crazy person has written a screensaver to try to display random images based on these background processes.
Actually the process of sleeping is pretty much exactly like defragmenting a hard disk (now that HDD do not need to be defragmented manually this is not as useful as it could be as a metaphor). Information is literally being sorted in your brain, and everything from the day that doesn't need to be kept is thrown in the waste bin, and what needs to be remembered is consolidated.

ROM Hacking Discussion / Re: I have a question about Sappy.
« on: October 02, 2015, 08:50:22 am »
Of course it does not tell you which instrument it is. That information is not in the ROM, you know ? How could GBAMusRiper possibly guess what instrument it is decoding ? You are expecting the impossible. Just rename them yourself manually if it helps you.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: October 02, 2015, 03:54:14 am »

Does anyone of you know why in the US version of Final Fantasy they edited a lot of the sprites? I do understand that church/clinic thing, but why these unnecessary sprite edits?
Could you edit this sprite sheet so it is actually useable ? The sprites are in 16x32 format, so it should be possible to see them in a nice or almost nice setup. Also I didn't notice any difference so you'd have to highlight the difference you want to show us.

ROM Hacking Discussion / Re: I have a question about Sappy.
« on: October 02, 2015, 03:52:16 am »
Did you take in account the soundfont used my the game ? Most games do *not* use General-MIDI compliant soundfonts. Only some games use partially GM compliant soundfonts.

To be honest I was considering asking you about it, but I think you mentioned in one of the readmes that because of the time and effort these patches require you don't intend to do more for any other games or something along those lines. Unless I misread it?
I wrote the readme straight after putting a lot of effort into a hack, so I don't feel like taking another one right away. One or two years later, though, it's a different things, and perfectionism starts to resurface.

ROM Hacking Discussion / Re: Mega Man 2 and...REVISITABLE STAGES?! YES!!!
« on: September 30, 2015, 02:47:43 pm »
Megaman 3 doesn't let you revisit stages either.
It appears that some versions of Mega Man 3 / Rockman 3 allows you to revisit stages (before you beat all 8 robot masters, obviously) and that some do not.

Whoa thank you very much guys for your supports, I didn't expect people to be so motivated about a possible update. So yes, I guess I'll have to do it ! It's a lot of work but I don't care since it is work I enjoy doing.

About the final bosses, unfortunately I do not think I will be able to make them with continious music like the original game did. I suppose the sappy sound engine do not support that - if it does FF6A was not programmed with that in mind so it would mean a lot of hacking to make it use that and that would go way beyond what I can do at the momment.

I did a full sound restoration hack for all 3 of the SNES -> GBA ports, however, now that I have done and updated both FF4 and FF5 several times, FF6 is now the oldest and less maintained of the series, and the one which sound the worst, in the way that it is not faithful to the SNES. Ironically it's the most successful hack too in terms of popularity.

There is the following issues with current version (1.1) of FF6 sound restoration :
  • The sound effects are still from the GBA version (except a couple of effects like the Wind which were restored)
  • The reverb sounds awful and not SNES-like at all
  • The game still uses the original noisy and slow 8-bit mixing routine, it could be adapted to use the faster and less noisy mixing engine from Golden Sun to make the sound less noisy *and* to reduce lag in battle (for example when casting Ultima)
  • The music sequencing is not accurate, for example the balance of volume between music tracks is incorrect, the vibrato speed and depth do not match the original, there is no panning (the sound is in mono), etc, etc...
  • Only the EU version of the game is supported

I'm a perfectionist so I feel bad for leavnig all those problems in my hack. All those could be fixed rather easily but it would take me a lot of time. The problem is I think that with over 30 thousands downloads the old version of the hack is very widespread and the new one would have some problem to take on the old one. I don't know, what do you guys thinks ?

ROM Hacking Discussion / Re: Mega Man 2 and...REVISITABLE STAGES?! YES!!!
« on: September 29, 2015, 03:43:45 pm »
Why should this post (the first one) have to read like an ad ? It feels extremely annoying, especially since it says nothing that special. Capcom just made a choice to have stages non-revisitable for some reason. If you want to re-visit them, just hit reset, it's that simple. I'm very happy you found another way to revisit them, but really it's nothing that impressive.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 29, 2015, 02:56:19 pm »
Haha, sounds cool! Although I'm not quite sure if it's possible to make good gothic letters with a space of 16x16px.  :laugh: I'll keep it in mind, though!
I do not know if they are accurate to real gothic fonts used in Germany 100 years ago (very likely not), but Castlevania III managed to do that. An existing FF1 hack already uses this font for it's upper case letters. I do not mean in anyway that you shoukd use it or anything I'm just mentionning it because it made me wondering.

Also, didn't realize that Disch did the disassembly. :)
It is more likely that a disassembler did the disassembly, and that Dish spent a lot of time to comment and analyze the results.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 29, 2015, 10:07:49 am »
If you haven't already, it is crutial to adapt the DTE tables to the german language, so that your script is reduced in size. If such a thing is possible, it would be be possible to hack the DTE decompression algorithm to support recursivity. My own experience has proven that a text usually compress to 60% of it's size if only normal DTE is used, but can compress down to 30% of it's size if DTE-within a DTE is allowed.

For example you could have "di", "e ", and then have the 4-letter sequence "die " take only one byte instead of 4, resulting in very significant space savings for the game's script.

Another trick is that you could use the same data for "Kaufen" and "Verkaufen" by tricking the pointers

Code: [Select]
^  ^
|  +--------- Pointer 2
+------------ Pointer 1
Of course we have a problem with the casing, so only do this if you really are short of room.

But as Disch said, if you're not happy with how it looks, you could take a look at other games to see if there's a font you may like. Or create your own, even.
If the font should be changed I'd suggest using the regular Squaresoft fond they used in FF4 (SNES) and all other SNES and Gameboy-area games they translated in english, that font was slightly improved in the FF3 (NES) english translation.

Before the german defeat in the great war in 1918 the german language was exclusively written using gothic letters that looks super cool but are super annoying to read, you could try to do add this in option if you feel funky.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 29, 2015, 03:07:12 am »
I think words not being in all caps looks better, but that's just my opinion, nothing else.

Also the reason the L and E letters are different is because they were already letters in the japanese games - other latin letters didn't exist in the game at all.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 28, 2015, 11:49:10 am »
Just my $2, but the upper case umlauted letters look terrible and are barely legible at all. I know it's not your fault. The original japanese game had an engine that could use dakutens in the interlines (dakutens are really the japanese equivalent to umlauts- except they modify consonants instead of vowyels but the principle is the same).

I do not know whether it is possible to re-use the code for the japanese dakutens to display umlauts in the menu, but if it is possible it would without doubt look better. That would unfortunately not be possible for dialogue boxes, as they do not use the interlines anymore in the US version, but that's not an issue since upper-case umlauts will hardly appear.

Another, simpler, approach would be to use lower case letters for the menu. I'm pretty sure they are upper case only because the original jap->en translators throught it was a good idea to use all uppercase whenever something was writen in katakana in the original (such as MYSTIC KEY) - when actually katakana would only mean that the word would start with an upper case letter (proper names) or be in italic (loan words) in english. So using lower case in the menu and for monster as well as key item names would be perfectly valid.

Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 27, 2015, 03:05:41 pm »
I'd like to have "RÜSTUNG" for ARMOR, but since the german word is 2 characters longer it won't fit in.
Unfortunately I don't know where exactly, but the HPOS, VPOS, HSIZE and VSIZE of all menu window is recorded somewhere fixed and is extremely simple to change. You'll just have to increase the HSIZE and perhas the HPOS of the main menu windo and you'll be able to fit the word "Rüstung".

Personal Projects / Re: (WIP) Final Fantasy II: Refurbished
« on: September 25, 2015, 01:00:09 pm »
Can you elaborate on how it's broken? I believe you of course; I genuinely want to know how it's broken.
Sure, please read my game review of Final Fantasy II on Moby Games.

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