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Messages - Bregalad

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It's interesting reading the documents too, that apparently the SNES instruments were actually already inside the rom but were unused and just swapped out with 8bit samples instead.
Indeed, but it's not 8-bit samples (all GBA samples are always 8-bit), but GameBoyColor audio used. In addition to Direct Sound, games tend to use Game Boy Color audio for some reason, even though it would be largely unneeded in most cases.

Apparently Capcom arbitrairly limited themselves to 2 simultaneous Direct Sound samples in Breath of Fire I and 3 samples for Breath of Fire II, leaving the rest to GameBoyColor audio or just dropping tracks. This was largely un-necessary, has aving all 8 tracks in Direct Sound works after hacking the IRQ routine a little.

Also makes me wonder whether Capcom's other GBA ports (like the Disney Magical Quest trilogy) also have the original music samples contained as well.
I don't know Disney Magical Quest so I can't answer, but I can assert Mega Man & Bass doesn't have them.

It has been a lot of fun witnessing Bregalad demonstrating such an incredible job accurately replicating SPC700 on GBA, and in such high quality. GBA was always shat on by gamers as inferior and incapable of doing this.
Yeah, the GBA can do it just fine technically, even if it requires sometimes throwing some CPU time at the task. Which apparently many developers were afraid of.

Makes you wonder if MMBN's sound team had any work in this porting though, since the games had a good share of a sort of 8-bit.
I don't know, but MMBN makes a much, much better usage of GameBoyColor sound. Actually it's probably some of the GBA games that uses it the best in my opinion.

In addition, Tales of Phantasia has a special chip for its voice acting, but the SPC file format does not support the aforementioned exceptions...
It's not a special chip, just special software with normal hardware.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 16, 2017, 03:12:56 pm »
Do you plan to do Romancing SaGa ? I started a game, and enjoyed it but at some point I stopped to progress because enemies are too hard and the game is too grindy.

The XP would only be controlled by CPU, no?
Yep. No game would ever write to EXP using DMA, which is used to write to graphics or stuff like that. This guy just had no idea what he was talking about.

This has nothing to do with ROM, the SPC700's RAM is only 64kB and only a part of that RAM can be used for instruments, in this case approximately 50kB. (But the full engine with effects and all leaves only ~32 kB for instruments originally in FF6).

News Submissions / Re: ROM Hacks: Castlevania: The Holy Relics... Released!
« on: December 09, 2017, 05:40:28 pm »
Amazing, really. It's almost like playing an hypothetical NES Castlevania IV :)

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 06, 2017, 08:49:22 am »
The thing, as I've grown older and have less and less time to play games
Same here.

A great game without random battles is Live a Live, also it consist of many mini-stories so if you're short on playing time you should definitely play this !

Probably even a general "reduce random battles by half" patch would be enough, and more in line with the kind of work being done in this project (set table changes)
But then you'll earn half XP and half gold, effectively nullifying the effect of the patch altogether, requiring exactly the same grinding time.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 06, 2017, 02:42:43 am »
I empathise with everything you said on the first post! Except the thing that bothers me the most is not the need to grind for EXP/Gold, but having random battles all over the place in the first place.
If you don't like random battles, you definitely don't like JRPGs, period. Or you should play RPGs which don't have them, such as Romancing SaGa, Secret of Mana, ...

@Psyklax : Did you plan to do Dragon Quest VI ? It's one of the last in the series I didn't finish yet, and since DQ games are usually very grindy I expect VI to be the same, but I don't have time for all that grinding anymore at my age.

The GBA soundtrack took out the voice saying "chocobo" in Techno de Chocobo. An unforgivable sin.
Huh, what are you talking about ?!

As for the OP's question, to each their own. If you like the GBA arrangement, then fine. Technically with MSU-1 you could play the SNES version with GBA music rather easily, that should be very simple to do. However you'll still get SNES sound effects.

Porting anything GBA to the actual SNES sound driver without MSU-1 is practically out of question because the philosophy between both systems is very different. SNES has a lot of hardware to do effects on sounds but low memory, as such SNES games relies on few sound samples and do lots of advanced effects on them. GBA on the other hands has very large memory, but limited CPU time to render sound so the rendering is very simple. Porting from SNES to GBA necessitated a serious modification of the sound driver and even then it's still inferior as the sound engine is updated at 60Hz only and not 220Hz like on SNES. Porting in the other direction would be out of question because GBA version uses a gigantic set of large samples (and, in my opinion, of awful quality).

As for the SNES vs GBA debate, without taking sound in consideration, the versions are mostly the same expect the GBA screen resolution is lower, and the game was originally designed for the higher screen resolution. So... I'd play the SNES by default unless there's a good reason to play on the GBA.

December 10, 2017, 12:33:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, I couldn't resist doing a little experiement and import GBA instrument in the SPC700 :)


Works great, however the instruments use too much memory so all memory which is normally used for sound effects is scraped - this wouldn't be usable in-game.

People like to point out that they can't play 1MB ROMs on hardware, but it's not like something can't be made to support it. The MMC5 was specifically designed to handle ROM sizes up to 1MB.
Indeed, and the MMC5 was also specifically designed to work with CHR-ROM, while Final Fantasy III was specifically desigend to work with CHR-RAM. Porting FF3 to MMC5 assuming CHR-RAM is available is a bad idea to begin with, which is just as non-standard as using an oversize MMC3.

Could be a problem for those flashcart makers if they only physically contain the RAM to support 512+512 games.
It is not possible per se to re-use the CHR-ROM flash chip to expand the PRG-ROM chip as they are on completely different bus. If this was a homebrew programmed from scratch it'd be certainly possible to do so and read the CHR-ROM chip from VRAM and use data as-it, but for a game already programmed to function a certain way this is almost unthinkable - or at least it would require very extensive hacking. Not to mention FF3 was made to use CHR-RAM anyway, and uses several graphical effects which totally relies on CHR-RAM.

Personal Projects / Re: JRPGs: HalfXP/HalfGold
« on: November 30, 2017, 04:10:01 am »
I like a lot of things about JRPGs, but you know what I really can't stand?


I wanna go on an adventure, see cool places, fight cool baddies, but do I have to fight fifty of the same low-level baddies before I can enter the next dungeon? JPRGs are notorious for this, and I hate it. It's not difficult, it adds nothing to the experience, it just makes you waste hours of your life. Check out that guy who reached level 99 in Final Fantasy VII without leaving the first room. Sure, it took him a year or two, but it's not difficult
Man I'm with you 100%. I loathe grinding. I'll love your patches, however for some of them if it could be less than half it'd be better. Typically Dragon Quest games, especially the first, it should probably be 1/10th or something like that. Even if they're half grinding they'd sill be horrendously grindy.

ROM Hacking Discussion / Re: again with this MSU-1 stuff?
« on: November 29, 2017, 08:44:48 am »

yep...another pointless MSU-1 BGM remix pack romhack...

the "music pack" for this game is 166.65MB in size and the rom hack is only usable with 1 emulator (bsnes).

and i bet all of the tracks in said music pack are nothing but a bunch of remixes you gathered from across the internet. nothing "CD Quality"

why not just spare yourself the effort needed for such pointless hacks by posting these "music packs" in a forum thread when the hacks aren't even needed at all? just stick the music files in a media player and have the audio from the emulator you're using muted. pretty much the same results.
I haven't tested this one yet, but I agree with you, those hacks are disapointing. Instead of putting effort in increasing the music quality, they just use random remixes from the net, which leads to a non-consistant quality with the game. Check my review for Secret of Mana MUS-1 for more information about what I think.

I don't think there are any UxROM boards which have on-board RAM (nesdev wiki says the board doesn't support it).


2)  No, there's not a reliable way to add SRAM to UxROM.  You'd probably be able to get some emulators to work, but others will choke.  Best to switch mappers.
UxROM are Nintendo boards and definitely have no SRAM. iNES mapper #2 is however a super-set of UxROM which is implementation-agnostic, and allows swapping far more banks (8 bits instead of 3 or 4), and allows for SRAM.

So if you're going to hack a game and require SRAM I'd say first do that part of the hack. If in the end, staying with mapper #2 is problematic for whathever reason (it shouldn't be unless you want to run on a real cart, but remind you that it means more people bootlegging your hack and selling repros) - then if this is a problem you can always switch to mapper #1 later. As Disch says this is a super simple thing to do and the only real requirement is to have some extra free ROM as the bankswitch routines will be longer - but this is a requirement for almost any romhack.

Personal Projects / Re: Final Fantasy IV Prettified
« on: November 27, 2017, 12:57:50 pm »
This (along with the similar FF5 patch) would probably be great bases for translations in other language where the text is typically much longer than English (such as my native language, French).

Gaming Discussion / Re: Gods of the Capcom Universe.
« on: November 26, 2017, 04:54:29 am »
How many gods are there in the Capcom Universe are there?

I know some: Tyr St Eva Ultron Sigma, what are other?
In BoF2 alone there is St.Eva, the dragon god and there's a sect praising a 3rd god.
I'm pretty sure the last boss of BoF3 was a godess too (or at least self-entitled her as such).

Money :D
Did you mean, Zenny ?

By the way, I'm pretty sure the original question is meaningless, as there is no such thing as "Capcom Universe", each game taking place in its own universe sometimes a series is in the same universe, such as Mega Man series, but each sub-series (original, X, Zero, Battle Network) definitely takes place in it's own universe.

A thread to post about recent gaming achievements, whether they earned you a trophy or not.
My recent gaming achievements : Not touching any gaming machine for 3 months, if you exclude testing the rom hack I'm working on currently.

Goron Drums
The traditional instrument of
the Goron tribe.
Play them with \A Button\ and the four \C Button\
Buttons. Press \B Button\ to stop.

Le tambour de Goron,
L'instrument traditionnel de la tribu des Gorons.
Jouer avec le bouton A et les 4 boutons C.
Presser le bouton B pour arrêter.

    Zora Guitar
    A soulful guitar from a Zora band.
    It's overflowing with good vibes.
    Play it with \A Button\ and the four \C Button\
    Buttons. Press \B Button\ to stop.

La guitare Zora,
Une guitare mélancolique d'un groupe de Zora,
Elle déborde de bonnes vibrations.
Jouer avec le bouton A et les 4 boutons C.
Presser le bouton B pour arrêter.

Deku Pipes
Loud pipes that sprout forth
from your Deku Scrub body.
Play them with \A Button\ and the four \C Button\
Buttons. Press \B Button\ to stop.
Orgue Deku
Des orgues qui ???? de votre corps de ???
Jouer avec le bouton A et les 4 boutons C.
Presser le bouton B pour arrêter.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 15, 2017, 02:02:29 pm »
You think so?  Seems to me most people will never have a particular need for programming, and many of those that do just won't have the patience to work out the necessary logic, even if it's reduced to something like Scratch.
But even if, say, 20% of the population is able to program a computer, it's still a massive drop of rarety than back when 0.1% of the population could, and that was not so long ago.

As such the salry, working conditions and interest of a programming career as majorly dropped between when I was 12 and started programming for the 1st time and it was very special/unusual, and today when I feel I'm just a guy in an ocean of other guys.

After some more research, we discovered that the MMC3 would support the ROM size we needed, with a little bit more work.
MMC1 supports 512 kB just fine, for games using CHR-RAM (FF1 does). The only trick is that there is two "last banks" instead of just one, when banks 0-15 are swapped in the first bank slot bank 15 is swapped in the second slot, and when banks 16-31 are swapped in the first bank slot, bank 31 is swapped in the second slot. Just having bank 31 and 15 contain the same data works around this, although you'll technically have "only" 496 KB, that still expands the available space of 15 more 16kb banks, which is already pretty good.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 11, 2017, 03:41:32 am »
Today, you have veritable oceans of RAM and multi-core CPUs and at least a factor of 10 if not a factor of 100 more programmers out there developing tools for you.
As a result, the salaries dropped by a significant factor and difficulty to be hired increased by a significant factor. The days when "being able to program a computer" made you a very special person are long over :(

If for no other reason, then because C itself doesn't have the semantics and syntax to permit the required hardware mapping (C uses a very strict and rather simple model of the world, which pretty much fits zero game machines of the time.)
I wonder what exactly do you mean here ? Are you refering to memory-mapped IO ?

ne other thing worth mentioning, is that everyone is pure blooded in the first game and each character has a unique ability. This was something that was lost in the other games, namely the ability to transform for Ryu and Nina.
In BoF2 everyone can transform, Ruy has dragon and the other shaman transformations, also beating the game without using any of that would be a challenge. In BoF3 Ryu can still transform into a dragon, I'm pretty sure this is the "trademark" of the series, removing that would make a game non-Breath of Fire, just like removing Airships would make a Final Fantasy game non-Final Fantasy, or removing slimes would make a Dragon Quest game non-Dragon Quest.

I don't remember Nina transforming in BoF1 in battle, do you mean the bird transformation outside of battle ? Gobi transforms as well.

So, from best to worst, that would be the following: 1, 2, 3, 4 and 5.
I didn't play 4, but so far I mostly agree. In some regards 3 is better than 2, and 5, although being horrible gameplay-wise, has a great soundtrack (I can't say so much of 2...)

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