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Messages - Bregalad

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Personal Projects / Re: Squaresoft BRR Database
« on: Today at 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

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: Today at 01:21:47 pm »
Yes. The (E) version is already expanded as opposed to the (J) and (U) versions. (32 MB instead of 16 if I remember well), because they had to fit the script in 5 languages.

When exploring new locations to gather ingredients you will need to fight monsters. It's just that battles are not the main part of the game, more a side activity. Whether this is fun depends on one's tastes, really.
That's exactly what I love about Eternal Mana trilogy, you spend much, much less time in battle in proportion than in others JRPGs. Maybe it's 30% of the time at worst, while most JRPGS it's above 90%. Collecting new ingredients and discovering new places comes first.

Oh that and the soundtrack. THE SOUNDTRACK. OMFG. Puts all other videogames, period, to shame, including those well known for their great soundtracks.

This is a patch that shouldn't be overlooked by fans of the Atelier series and Gust's games
I'm definitely a fan of Eternal Mana trilogy, so I'll have to check this out ! Although I think the games sounds a lot less fun with alchemy only and without their RPG elements, but maybe I'm wrong.

Personal Projects / Re: Squaresoft BRR Database
« on: March 18, 2018, 04:42:44 pm »
The game that are "left to do" are Alcahest, Breath of Fire, Secret of Evermore and Treasure Hunter G.
None of them are Squaresoft games, exept SoE which was made by Squaresoft USA which was almost compltely distinct from Squaresoft japan.

Also is there any reason why limit the BRR database to Squaresoft games ?! Because most of those used sounds from regular synthesizers of the time, you could find similar sounds in other games too. The samples themselves were for the most part not made by Square (at best they were edited).

Gaming Discussion / Re: The hardest NES game.
« on: March 09, 2018, 09:34:02 am »
Battletoads is not so much a difficult game as an unfair one. Likewise Double Dragon 1-3.
Actually it's the opposite. Battletoads is a fair game, but very difficult. It gives a fair amount of challenge, but learning how to overcome it is possible.

Double Dragon 3 is definitely the example of an unfair game; it gives only one life/continue, period. It's predecessors however are ok.

Nice man !

Speaking of Youtube videos though.  I do have a question.  I hardly ever see a Youtuber with a microphone attached to their clothing.  If you look at any of my videos, I have the mic attached to my clothes.  It's a dumb question, but where do most of these Youtubers put their microphones?
To be honnest I don't care if a microphone is visible or not when I watch a Youtube video. However you'd really need to edit the parts out where you say "I really need to go to toilet right now".

My channel is all gaming and technology related, except this is a video where I asked my two favorite ladies to marry me:
No matter how much I try I can't understand this video. What kind of strange humour is this?

Newcomer's Board / Re: Final Fantasy IX FMV Replacement
« on: March 01, 2018, 04:28:46 am »
Speaking of FF9 FMVs, I always wondered something. Apparently the audio in the FMVs is recorded at 48000 Hz (as opposed to FF8 which uses 44100 Hz and FF7 which uses XA, at 37800Hz). But the console's output sample rate seems to be 44100 Hz. So this means that the sound in FF9 FMVs is over-sampled as recorded, and downsampled by the console when the FMV is played back, or in other terms that it's technically possible to get slightly better sound quality by replaying the video back from the data rather than using a real Playstation.
Am I correct in understanding this?

This would also mean too much bitrate is dedicated for audio rather than the scrict necessary, so it would be possible to dedicate (slightly) more bitrate for the video instead. Not that this would make any difference.

(Relevant documentation:


Key Technical Features:

Minimal amount of slowdown and flicker

We shouldn't have played the same games...

Also most of the NES games mentionned are just random NES games which are good to play but don't especially push the hardware to its limit.

Indeed, MegaMan & Bass is a great example of how a SNES soundtrack could be updgraded while using the GBA hardware and still sound good/fresh/dynamic. Breath of Fire games had this handled poorly (and Final Fantasy advance series even more).

Personal Projects / Re: [Arabic] Final Fantasy VI SNES Translation Released
« on: February 07, 2018, 02:37:55 am »
Amazing. That is one tough language to translate to, given it is RTL. Congratulations!
Seeing from the screenshot the RTL is only handled partially, you can see that the text is aligned to the left, when it should be adjusted to the right.

Newcomer's Board / Re: How do I convert RAR files into Zip files?
« on: January 22, 2018, 01:33:38 pm »
My $2 : RAR is an awful format in pretty much every aspect and it wonders me anyone would still want to use it. I think RHDN should heavily discourage its usage and point towards ZIP or 7Z or GZIP or BZ2, all of them which are open.

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.

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