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Messages - Bregalad

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There's an unused theme, but what makes you think it was supposed to be played in Terra Tubes ? Just because Terra Tubes reuses the surf music doesn't mean the unused theme was necessarly going to be Terra Tubes' theme.

Also the Megadrive version re-use the Intruder Excluder music for Terra Tubes, so two levels in row have the same music, which is not particularly great - I think the NES version is supperior.

Personally I think that as the unused theme loops rather shortly it was probably intended for some kind of race.

Before youtube, hearing the full Speed Bike track was beyond most people's skill.  ;D
Even if you hear it, you're so concentrated on the game that it's unlikely you'll really listen to it. Also NSFs appeared long before youtube.

Thank you my friend!  I haven't beaten Double Dragon myself... I have tried a few times but that is a tough one.  I hope to beat it someday soon.
Double Dragon Arcade can easily be beaten if you have infinite money, as there's no limit on how much you can pay to win. I've beaten it using probably at least 50 coins :)

Double Dragon NES is hard and for me it required savestates, especially the 4th stage (the first 3 are ok). In the end you need a lot of luck, because if you're a frame late to punch the enemy he punches you instead sending you to your doom.

Personal Projects / Re: Fire Emblem Gaiden: Retranslation
« on: April 28, 2018, 03:37:03 pm »
So if I might ask anything, what do you do when you need a 2-letter combination outside the ~150 most common?

Programming / Re: I like ASM... What's similar?
« on: April 27, 2018, 06:49:20 am »
Quote from: Disch
Write an NES emu.

I'm not joking.

Before considering developing your own NES emulator, ask yourself if your efforts may be better spent helping out those who already have emulators in development!

Newcomer's Board / Re: Alternative Tutorials
« on: April 23, 2018, 02:56:31 am »
As I'm writing this, there is 703 documents ("tutorials") hosted here, 17 of them having the word "tutorial" in their title. Without further expansion on what you're trying to learn and what you're aiming to do, we can't be of much help. There are certainly bad tutorials out of the bunch, and certainly great ones too.

There is nothing wrong or special about having a documentation being "nearly 20 years old" on a system that is 35 years old, because the doc dates from when it was originally fully reverse-engineered and deeply understood for the 1st time. Some of the thing, such as the usage of the very vintage Nesticle emulator, is definitely out of date, but maybe the rest isn't ?

And back when I started doing Nesdev in year ~2002, I not only had to go through this, but I had no real NES and did not speak English at the time... and yet I managed to get through all of this, having learnt english and bought different NES hardware. If you speak english think yourself as already advantaged because practically all documentation is in that language.

Gaming Discussion / Re: NES games with the most ridiculous story?
« on: April 19, 2018, 02:19:22 am »
If it hasn't been mentionned yet, Cheetahmen (part of Action 52). It's storiy is ridiculously awful, but at least it's the only of the 52 games to have any.

Personal Projects / Re: Fire Emblem Gaiden: Retranslation
« on: April 14, 2018, 04:41:59 am »
I thought that part was actually a little bit clever. There are plenty of undesirable restrictions and side effects, alas, but the basic idea does work.
I really wonder what the "undesirable restrictions and side effects" are. I imagine you can only use the ~150 or so most common 2-letters combinations, so this sounds awfully restricting.

Personal Projects / Re: Fire Emblem Gaiden: Retranslation
« on: April 13, 2018, 02:35:53 am »
How is it even possible to write text using two letters per tile, being limited to only 256 tiles intotal ?! :o

Expand the ROM space available: apparently MMC4 has 1 swappable 16k PRG bank and 1 fixed 16k PRG bank, so unless the game decides to mirror the fixed bank into the swappable bank for some weird reason, a ROM expansion hack should be relatively straightforward.
The maximum PRG-ROM the MMC4 can officially handle is 256 KB and I'm fairly sure Fire Emblem Gaiden alredy uses this much. Of course you might try a 512 KB unofficial extension and some emulators might even support this, but it's a similar problem with Final Fantasy 3's oversize translation.

Programming / Re: Favorite flavor of Linux?
« on: April 12, 2018, 06:51:19 am »
Binary-only software is a blight, and should generally be avoided.

If there's software you need which is only available as a binary and not shipped solely as RPM/DEB, feel free to post it here and, if possible, I will test it against Adelie's gcompat support library.
That software in quesiton I was mentionning is Lattice Diamond. I agree binary-only software should be avoided, but in this case there's no alternative, as far as I know it's impossible to develop for any programmable logic with open source software for now (let alone free software, whose requirements are even higher than open source).

Gaming Discussion / Re: Current game squee: La-Mulana
« on: April 11, 2018, 05:59:14 am »
On which platform is this ?

Programming / Re: Favorite flavor of Linux?
« on: April 10, 2018, 02:01:39 am »
Wasn't there a program called Alien that can be used to convert RPMs to DEB?  Or does that not work very well?
Precisely, in the case of a particular piece of software I had to use which was RPM only, it did not work at all.

Programming / Re: Favorite flavor of Linux?
« on: April 09, 2018, 02:40:55 am »
Flavour is a pretty common slang term for variation, one I see used often enough with such things. In this case it would stand for distro/distribution.
When it comes to distribution my opinion is that it doesn't matter all that much, the main difference is the package manager, and where system files are/how it is organized.

I've used Debian and Archlinux which are both great - Debian has the largest software available typically. BUT sometimes you'll encounter software only available as a binary RPM, and then trying to convert it to a Debian package is futile, so using Fedora is the only viable alternative.

So yeah it really depends on which software you want to run.

Programming / Re: Favorite flavor of Linux?
« on: April 04, 2018, 04:13:33 pm »
There is no such thing a a "flavor" of linux. I don't know wher you got the idea such a thing ever existed.

If you mean "desktop" or something like that ?
KDE is rather nice but is bloated, Cinnamon is nice and closer to Windows in how it works, so I use either of those two. I don't like the other desktops much.

Gaming Discussion / Re: The most original NES games?
« on: April 04, 2018, 04:11:05 pm »
The Dragon and Princess (1982), Bokosuka Wars (1983, ported to NES in 1985), Ultima III (1983), BattleTech: The Crescent Hawk's Inception (1988) and Silver Ghost (1988) though a couple of them were real-time.
I don't know any of those games except for Ultima, and if I'm not mistaking, it is more of a regular RPG with a gird-based battle system but battles aren't as strategic as Fire Emblem as you can only move one step at a time OR attack so it not near as dynamic or strategic.
I'll have to check the other games you mentioned.

Intelligent Systems made Famicom Wars two years earlier. Fire Emblem was kind of like if they took that earlier game and added RPG elements.
Indeed, it looks exactly like it. It is a major improvement in almost every way you can think of, though. The gird is not visible anymore on the battle ground, which is much nicer to the eye.

Also, I haven't actually played the original Famicom Wars much. Did it have a "story" mode/ending or was it just single matches vs. the CPU or another player?
For me it's the other way around I only played the original really. (And the remake Super Famicom Wars but it's basically the same game ported to SNES, as opposed to a sequel).

There is absolutely zero story in either games.

Gaming Discussion / Re: The most original NES games?
« on: April 03, 2018, 04:28:22 am »
I'm surprised Fire Emblem hasn't been mentionned yet. Basically this game invented the tactical-RPG genre altogether. Sure by today's standard it's completely un-original because the concept was re-used to death, but back in the day moving your units on a chessboard and alternating between player and computer turns was a brand new idea (I guess).

Gaming Discussion / Re: Final Fantasy IV - Synthetic Origins
« on: March 26, 2018, 04:07:48 pm »
Yep, for once a MSU1 hack worth playing for a change.

Gaming Discussion / Re: NES games with the most ridiculous story?
« on: March 24, 2018, 01:31:46 pm »
Sorry to say something off-topic instead of answering the OP's question, but...

Lots of NES games basically threw up their arms and said "This processor/gpu/spu combo is still not sufficient to tell any kind of story" and rightly so; it is a little underpowered for things like that. NES carts could not hold a terrible whole lot of text when packed up with graphics files, instructions, control algorithms, and patches which repaired problems encountered during debugging.
This is completely wrong. The lack of story-heavy games for the NES is not really due to technical limitations, simply that story-heavy games were invented in the 90s when the console was already obsolete. Before that point when NES was at it's peak of popularity. In other words it's not a technical impossibility, but a cultural anachronism to have story-heavy games on the NES.

There however IS story-heavy games on the NES: Portopia and Metal Slader Glory comes to mind immediately (one very early and the other very late int he console's life) there's probably others though.

Programming / Re: Kirby's Adventure 7-6 questions
« on: March 23, 2018, 03:01:08 am »
The easiest approach would be to change the palette used normally, with no regards to the mechanics used in level 7-6. Or you can do it the "proper" way where you find where the game checks for level 7-6 and load a different palette, and make it load that palette at all times.

Using FCEU debugger this should be kinda easy.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 21, 2018, 03:43:31 am »
As I understand EXPANDING a GBA ROM is dead simple: just add more space to the ROM but USING that extra space would not be.
I assume the game's programming would have to be modified to direct it to read from expanded space.

Both expanding and using extra space in GBA ROMs are dead simple. Just make pointers point past the previous end of the ROM and it'll work. It's really dead simple compared to NES for instance.

Personal Projects / Re: Squaresoft BRR Database
« on: March 20, 2018, 01:30:20 pm »
I was fine with including in the list also those where Squaresoft was just the publisher and not the developer

Extracting from other non Squaresoft ROMs will likely not provide easily the 3 types of data required to make the sample sound good in FF6. So one avenue could be just ripping BRR sample by whatever method (SPC files, SNESSOR95, etc.) and then write manually the ADSR (like a default FFE0), pitch and loop data for each sample. [...] Ideally all game packages should have a list of FF6 compatible pitch data but for now it is the pitch data from the game samples were extracted.
Sorry but you're contradicting yourself here, man. Games developed by other companies and published by Squaresoft, such as Alcahest or Breath of Fire (U) are not using any of Akao's sound engine and are not going to be directly insertible in FF6's engine.

Same goes with games developed by Square but not using any of Akao's engines (Secret of Evermore, Seiken Densetsu III, Bahamut Lagoon and Super Mario RPG); also games using older versions of Akao's engine such as FF4, Romancing Saga, FF5, Secret of Mana and FF Mysqic Quest will have their pitch regulated by a single byte instead of two bytes (I think); FF4 doesn't even use ADSR at all and use volume lockup tables instead so ADSR won't be compatible either.

None of this prevents you to re-use/import any sample from any SNES game, though, however, as the loop data is hardware standard so all SPC engines are using the same format, just like the BRR itself. As for ADSR it's a non-issue since you can make your own up very easily, so pitch is the only really problematic instrument parameter when copying from another game - it's quite easy to fix an instrument with trial and error but this requires that other instruments are already correctly pitched.

Also considering how simple it is to convert a non-BRR sample to BRR thank to my amazing utility, I don't see why you would limit yourself to BRR smaples :p

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